SHARE YOUR BATTLE Weekly Challenge! ANGELIC MANDARIN

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After last week's challenge tasked me to share a battle with the Tenyii Striker, a Monster I use constantly when playing with the Fire Spliter, this week the challenge brings me back to my favorite Splinter - the Water one, and one of the Monsters I use fairly often when, specifically when I feel I might need backline healing - the Angelic Mandarin. It generally is a ranged attack Monster which could be used just as such from levels 1 to 3, however, I feel there are better options than it for its 1 attack and 5 or 6 health at these level. Where it actually starts shining and being particularly useful is from level 4 onwards due to it getting the Triage ability.

Now before we delve deeper into the stats discussion of the Angelic Mandarin, let's have a sneak peek into its LORE

Finally... a sea inhabitant whose appearance is not deceitful. As we know the more beautiful a sea creature is, the more dangerous it is in general - from being poisonous to being a siren 😄. This time around the beauty of our protagonist seems to equate its healing potency, which is great.

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Alright, we've got some idea of what an Angelic Mandarin is, after glancing at its lore. Let us have a look at its stats and abilities at different key levels now.

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  • The Rare fish we have on the menu today starts its life in Water with 1 Ranged Attack, 2 Speed, 0 Armor and 5 Health for 3 mana. It has no starting ability. It is decently stated for its cost but nothing to write home about.
  • At level 4 it gets its signature ability - Triage. This ability is what makes the Angelic Mandarin a really useful Monster for the 3 mana it costs.
  • At level 5 (Gold league territory) it gains an additional Ranged Attack point which can never be a bad thing.
  • Finally maxed out at level 8 it has 2 Range Attack, 4 speed, and 7 health. But in addition to that it actually also gains a second ability - Silence (Reduces the magic attack of all enemy Monsters). It is a great ability to have on your side when facing those nasty magic spam teams.
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    Now that we know what the card does (or doesn't do) at the different levels of play, let us have a look at the battle I have chosen to showcase.

<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>BATTLE<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>

  • The line-up of the Battle and the Ruleset:

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The rulesets for this battle are Silenced Summoners (Summoners do not give any stat buffs or debuffs or grant/use any abilities) and Stampede (The Trample ability can trigger multiple times per attack if the trampled Monster is killed). The mana budget is a tad bit above average - 32, so I cannot splurge on any Monsters I want but I can still build a decent team.

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I know what's on everyone's mind - Stampede - you've got to go with Diemonshark, right? Wrong.. I will surprise everyone by going with Baakjira in the front instead. The reason for that is that I want something beefier as a main tank which will not only have a decent chance against potential magic spam but also slow the enemy team.

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The 2nd place in the line-up goes to a Monster I love playing whenever possible and has already been a share your battle star - the Flying Squid. I like it a lot because it is faster than most Monsters, has a good amount of Melee Attack, and a big body, and (most importantly) it has Reach, which enables it to attack from the second postion.

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The 3rd place in the line-up goes to the Deeplurker. Another favorite Monster of mine. I think most people are in love with it, not because of its appearance obviously, but because it can really wreak havoc across the enemy team should it get the "Opportunity" to do so. Its 4 Melee Attack is really deadly for low-mana/support Monsters.

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The 4th spot goes to the Merdaali Guardian. It's here for one specific job and it is to manage to keep Baakjira and then the Flying Squid alive for as long as possible.

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5th in the line-up is our star of the week - the Angelic Mandarin. I've got it in this spot due to the fact that it is a Ranged Monster which cannot attack from the tank spot, so such Monster are generally place further back unless you have something specific in mind. I am hoping it will manage to land vital Triage heals if there is such a need. I would normally pair it with a Wave Brood but this time the mana allocation does not allow it.

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The last spot is reserved for the Pelacor Bandit. I've put it at the back since it's a flying Monster with a high amount of speed, so it really does dodge enemy Sneak attacks more often than not and that really helps by buying a decent amount of time for the rest of the team to do their thing. It itself is also a Sneak Monster so it can often be a pain in the enemy backline.

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It is time for a quick round by round analysis:

  • The Summoner I am going with for the battle is Kelya as I do not have any other max level (for the league) Water Summoner, you will likely see me play her in every Water Splinter battle under the sun (at least for now). That's fine though cause I like her a lot. My enemy is rocking a level 2 Byzantine Kitty. Both Summoners are Silenced due to the ruleset, so that is also something to have in mind.

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  • After 1 round, the enemy is down 2 Monsters to my Pelacor Bandit and Deeplurker. On the other hand, my Bandit has taken a hit, as well as Baakjira (which is expected as it is the main tank). The enemy's Dr. Blight has managed to land Poison on Baakjira so that will be an issue for its survivability.

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  • At the start of Round 3 I have lost my Pelacor Bandit while the enemy has lost their Naga Assassin. I seem to have a slight advantage at this point due to my healing duo still being intact.

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  • Round 4 - Baakjira has finally fallen - long live Baakjira! It lived long enough to provide decent support to my team though.

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  • Round 5 - my Flying Squid will probably not make it but that is fine, I have managed to preserve my advantage.

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  • Round 6 - all that is left is for the Deeplurker to finish off Dr. Blight. Our healing duo managed to make it until the end.

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The Angelic Mandarin is a decent Ranged Attack Monster for the Water Splinter but level 4+ is where it really starts making a difference for your team. It is currently valued at $0.20 per BCX, so there is literally no reason not to pick up as many copies as you need to get it leveled up to the appropriate level of the league you compete in.

GhostlyBG, over and out
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You can check out some other stuff from my recent Splinterlands blogging venture:



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