Share your Battle - Goblin Psychic (2)

Second attempt at the Goblin Psychic share your battle challenge.
Card Background Information
| Edition | CHAOS LEGION |
|---|---|
| Rarity | Common |
| Element | Earth |
| Attack | Magic |
| Abilities | Tank Heal/ Affliction(lv4)/ Slience(lv7)/Dispel(lv10) |
| Symbol | Effect |
|---|---|
![]() | Restores a portion (1/3 MAX HP) of the Monster in the first position's health each round. |
![]() | When a Monster with Affliction hits a target, it has a chance (50%) of applying Affliction on the target causing it to be unable to be healed. |
![]() | Reduces the Magic Attack of all enemy Monsters by 1 |
![]() | When this monster hit an enemy, it clears all positive status effects on that enemy |
Rulesets
| Symbol | Effect | Goblin Psychic? |
|---|---|---|
![]() | No modifications to the standard gameplay rules and mechanics. | well it will work since there is no change |
![]() | Melee and Ranged attacks always hit their target. | Not affected since its a magic attacker and magic always hits, minus some conditions |
![]() | All Monsters have 2 Armor in addition to their normal Armor stat. | protects the goblin psychic with 2 armor while not stopping its attacks |
![]() | Monsters lose all abilities. | loses its heal ability reducing it to a magic attacker, with 2 magic damage its worth to use if the mana cost is high |
![]() | Ranged attack Monsters may not be used in battles. | Not affected due to being a magic attacker |
![]() | Ranged attacks may be used in the first position in battles. | Not affected due to being a magic attacker |
![]() | Non-flying Monsters take 2 Melee damage at the end of each round. | Not a flying unit so it will take 2 damage per round health can last 2 rounds at level 1 its tank heal will help keep the front tank alive longer if you place a high health unit, goblin psychic can heal it hp by 2/3 in total before it dies. |
![]() | All Monsters have the Opportunity ability. | makes the goblin psychic target the lowest hp unit with its magic attack which makes it better |
![]() | The initial Health of all Monsters is equal to that of the Monster on either team with the highest base Health. | increase the goblin psychic hp to the highest one available great to make multiple high hp tank for it to heal |
![]() | Only Monsters with even Mana costs may be used in battles. | can be used due to being an even number at 6 mana |
![]() | All Monsters have the Blast ability. | great since magic damage bypasses armor so more free damage |
![]() | Monsters lose the Sneak and Snipe abilities. | not affected so no change to usage |
![]() | All healing abilities are removed from Monsters and Summoners. | removes its healing ability making it a normal magic attacker with low hp |
![]() | All Monsters have the Knock Out ability. | Works if paired with a monster with stun ability |
![]() | All Monsters have the Divine Shield ability. | allow it to take 1 free hit |
![]() | Monsters with Melee attack may not be used in battles. | not affected as its a magic attacker |
![]() | Only Monsters & Summoners that cost 4 Mana or less may be used in battles. | Can't be used due to costing 6 mana |
![]() | Legendary Monsters may not be used in battles. | Not affected since its a common monster |
![]() | Monsters with Magic attack may not be used in battles. | can't be used |
![]() | Melee attack Monsters can attack from any position. | not affect since its a magic attacker |
![]() | All Monsters start the battle Poisoned | not very good, will last 2 turns at level 1 can help heal front line for 2 turns at least |
![]() | Only Monsters with odd Mana costs may be used in battles. | not useable due to having an even mana cost |
![]() | Monsters with the lowest Speed attack first and have the highest chance of evading attacks. | stays at 1 speed for every level so it becomes the fastest attacker so its a good rule |
![]() | Only Common and Rare Monsters may be used in battles. | no problems as its a common monster |
![]() | Summoners do not give any stat buffs or debuffs or grant/use any abilities. | Not affected by the effect as it only affects summoners |
![]() | All Monsters have the Enrage ability. | Will only gain more speed when damaged |
![]() | The Trample ability can trigger multiple times per attack if the trampled Monster is killed. | gives trample ability to it so has a chance to attack again |
![]() | All Melee attack Monsters have the Sneak ability. | not affected as is a magic unit |
![]() | Neutral Monsters may not be used in battles. | Not affected as its a earth monster |
![]() | All Ranged and Magic attack Monsters have the Snipe ability. | gains snipe ability so it can bypass the front tank |
![]() | Monsters do not have any armor and do not get armor from Abilities or Summoner Buffs. | Not affected as no armor to begin with |
![]() | Only Monsters with Melee attack may be used in battles. | not usable due to being a magic unit |
![]() | Magic attacks hit Armor before reducing Health. | reduces its effectiveness as it will hot armor first |
Battle rules

| Symbol | Rule Effect |
|---|---|
![]() | The initial Health of all Monsters is equal to that of the Monster on either team with the highest base Health. |
![]() | start the battle poisoned |
Total Mana : 42
Usable elements : Fire, Water, Earth and Dragon
equalizers make low hp units usable in poison matches since the hp will follow the highest hp unit
Team Composition
Position: Summoner
Obsidian was chosen as it my only leveled earth summoner and that its a really good card to pair with magic attackers since it increases magic damage by 1 and this works for the star of the challenge Goblin Psychic since its a magic attack increasing it attack by 1 making it hit for 3 damage.
Position: Sub Tank/Melee Damage
Grund was chosen for its double strike ability and in this team line its the best unit to pick since I will be using it as a sub tank and paired with the goblin psychic healing it will last for quite a while.
Position: Magic Damage
Regal Peryton was chosen as this team is going to be a magic damage focus team and with 2 magic damage it will do more damage plus has flying and high speed allowing it to both dodge and attack first
)
Position: Healer/Magic Damage
The star of the challenge, the Goblin Psychic being at level 4 it has affliction allowing to stop others from healing while still healing its own tank which may change the battle, since the summoner buffs magic attack damage by 1, this unit deals 3 damage which bypasses armor making it hit pretty hard and with poison can allow the front line to live longer.
Position: Magic Damage/ Back Line Healer
Spirit Hoarder will heal the back line this is one of 2 key healer units for the line up, its also an airdrop card
Position: Sneak shield/Filler
Venari Spellsmith was chosen for its dispel ability allowing it to strip positive effect from the opponent team normally bad to pick in poison match but with equalizer its a decent unit to pick if u are running out of cost
Position: Main Tank / Taunt Tank
Mycelic Slipspawn combined Spirit Hoarder while Grund combines with the goblin psychic creating a very strong heal combo unless I get hit with affliction by remove the pressure from Grund allowing him to stay longer since it does more damage with double strike for a total of 6 damage while the Mycelic Slipspawn only does 3 damage after the buffNow on to the Battle
Round 1

they went with a half melee and half range type team with a healer at the back to increase the time their front line units can survive for and their final unit has a self heal which is very good for a poison match up.
with that damage debuff on my grund my attack become nothing to their main tank as it has shield which reduces the damage it takes by half for melee and range attacks.
Round 2

lost my Mycelic Slipspawn since it sucked up all the damage dealt by their team but their front tank is dead at the start of the round from my magic attackers.
Round 3

their melee attackers are being pushed forward and once this last sand worm falls, their team is toasted since they would lose damage rapidly, i did lose my remaining tank to their attacks this round
Round 4

the damage debuff from their alchemist is really painful as it dropped my damage all the way to one but my back line still has all its damage
Clean up rounds



once their last melee unit fell it started the mark to their end as their damage did not outpace my healing and once their range unit hit the front slot they could not attack anymore since the rule set was not closecombat
Strategy Talk
this team line up relies on the taunt tank staying alive by getting healed by the spirit horder and the sub tank in front being healed by the goblin psychic if it goes to plan my team would be able to survive easily since all the damage is being soaked by these 2 big sponges and since the team lineup favors magic damage it would spam the opponent with with waves of magic damage on their front row unit and with the summoner's buff it will hit harder.
if the opponent did not play so many range units and maybe more magic and maybe place their high damage melee units at the back they would have won as their melee unit do a lot of damage while my units are being debuffed and their damage is reduced if they played a unit with void I would basically be unable to do damage on them with my front most unit while the rest of the team minus grund do less damage.
Thanks for the battle challenge curation team
Can't wait for Next's weeks challenge
Link to the Battle: https://splinterlands.com?p=battle&id=sl_458e30caa73e5dd8978854b64268ad33&ref=dotz132





































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