SHARE YOUR BATTLE Weekly Challenge! DJINN APPRENTICE

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Djinn Apprentice is a well-rounded 5 Mana Fire rare unit. Below is its full stats from Level 1 to 10.

Stats.jpg

At level 1, it has a speed of 2 with 2 magic attack and 4 HP. For a magic attacking unit, the speed, health and attack are considered average. It doesn't have any ability until level 6.

By the time it reached level 6, it will have 3 magic attack and 3 speed and gain the Deathblow ability. Deathblow does 2x damage if the target is the only Monster left on the enemy team.

At its max level, Magi of Chaos magic attack goes all the way to 4.


Next lets take a look at how Djinn Apprentice will perform in the various rulesets:

This table is generated using Koodies's Splintertools #3, created by @koodies
RulesetsDjinn Apprentice
limitation🔮 Mana: 5,💗 Health: 4,🛡️ Armor: 0,⏩ Speed: 2
aim-true.png👍Generally not very helpful unless facing an opponent with Phase.
armored-up.png👍Extra protection is always good.
back-to-basics.png👍This actually even the playing field for Djinn Apprentice as he doesn't have ability in the first place until level 6.
broken-arrows.png👍Can be deployed.
close-range.pngNo effect.
earthquake.png👎He will suffer 2 damage per round from Earthquake.
equalizer.pngNeutral on this. Its health is average.
equal-opportunity.png👍He can target and kill off low hp units.
even-stevens.png👎Cannot be deployed.
explosive-weaponry.png👍Magic attack with blast is deadly.
odd-ones-out.png👍Can be deployed.
fog-of-war.pngNot much effect on him. He doesn't have sneak or snipe in the first place.
healed-out.png👎Means he can't be healed.
heavy-hitters.png👍Good if you got a unit with stun in your lineup.
holy-protection.png👍Extra protection is always good.
keep-your-distance.png👍Can be deployed.
little-league.png👎Cannot be deployed.
lost-legendaries.png👍Can be deployed.
lost-magic.png👎Cannot be deployed.
melee-mayhem.pngNo effect.
noxious-fumes.png👎Will suffer 2 damage from poison every round.
reverse-speed.pngNeutral. It only has 2 speed at level 1 but at higher level would not be good.
rise-of-the-commons.png👎Cannot be deployed.
spreading-fury.png👍It will gain speed but doesn't gain any attack as his attack is magic.
stampede.pngNo effect.
super-sneak.pngNo effect.
taking-sides.png👍Can be deployed.
target-practice.png👍Allow him to hit Ranged and Magic unit at the back of the opponent lineup.
unprotected.pngNo effect.
up-close-&-personal.png👎Cannot be deployed.
****

Finally lets take a look at a wild ranked match I had using Djinn Apprentice as one of the unit in the setup. The battle restrictions are:
Weak Magic and Odd Ones Out with a max mana limit of 56. The Video for the Full Battle can be seen here:
https://splinterlands.com?p=battle&id=sl_f7f76bd2c5a8793dac292e9a658e1ad4&ref=genming

TEAM SETUP:

SplinterMana CostPositionReason
Conqueror Jacek6SummonerIt was a high mana match so was expecting a very strong tank. I used Jacek to try hitting the backline and the extra speed and pierce would help a lot.
Grum Flameblade111stI put up Grum as the first tank as it has high shield and health.
Lava Launcher92ndPutting up Lava Launcher as the 2nd tank due to its strong attack and shield. This is a weak magic ruleset so the armor from Lava Launcher would keep it alive longer even if facing a magic lineup.
Fire Elemental53rdAs my focus is on the backup, I am putting up Fire Elemental and hoping its blast ability will help clear enemy units' armor. If there is no armor then all the better as it will blast enemy health straight away.
Djinn Inferni74thPutting up Djinn Inferni in case the opponent put up a huge taunt monster.
Djinn Apprentice55thDjinn Apprentice is here to add magic attack. Hoping that the scatter shot would allow it to kill off weak healing units after Fire Elemental cleared the armor.
Ash Mirage76thAsh Mirage is here to lend extra attack as well as reduce ranged damage from opponent side.
Total Mana:50

Battle Lineup:

Lineup.jpg

My opponent went with a Fire lineup as well. Not too surprised as Fire has one of the most odd number mana stronger units. I am surprised though there wasn't any Lava Launcher in my opponent lineup. Opponent went with Disintegrator instead probably expecting me to put up a full melee lineup.

End of Round 1:

End of Round 1.jpg

By the end of round 1 the opponent has lost 2 back units, Serpentine Spy and Djinn Apprentice, from attack by my Ash Mirage and Djinn Apprentice. Jacek showing the power of having +2 speed and scatter shot.

End of Round 2:

End of Round 2.jpg

By the end of round 2, the opponent were left with just 2 units while I haven't lost a single unit yet. It was a simple win.

I ended up winning it with speed and being able to hit my opponent weak backline with scatter shot.

KEY STRATEGY
In most cases, I would prefer to use Kelya if I encountered Weak Magic ruleset. However Water don't have many odd mana units so I went with Fire instead and rely on speed to win.

CONCLUSION ON DJINN APPRENTICE
To be frank I don't use Djinn Apprentice much. But in this case, Djinn Apprentice helps in this battle because it has decent magic attack with decent health and speed. Once you give him +2 speed and scattershot, it becomes a very dangerous threat to opponent backline.

Also at max level, it is a terrifying opponent to face with 4 magic attack and Deathblow. You wouldn't want to face Djinn Apprentice one on one with Jacek as the summoner.

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To any new players who wish to explore the world of Splinterlands, do feel free to sign up with my REFERRAL LINK 😊.



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(Edited)

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Please don't stop writing these articles.😁

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Interesting card. Will use it in odd ones out and high mana.

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