Battle Mage Secrets: Hunter Jarx x Mantoid
Edited in Canva Pro.
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For the contest entry, I was undecided between an Opportunity team or Snipe team which complements the Explosive Weaponry Rule of Combat the most. I was about to use Deeplurker as my main strategy when I remembered my Hunter Jarx pull a while back.
Since I think I already made a Deeplurker-Blast Combo before, I decided to go with Hunter Jarx, a monster I kept using quite recently due to his huge damage at early levels.
Hunter Jarx
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Mantoid
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Hunter Jarx
Market Price | Buy
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If you are interested in gettting your own copy of Hunter Jarx, you have a few good options. A level 1 for $0.32 and a level 3 for $3.77 which is good enough for Gold League.
Market Price | Rent
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Since Hunter Jarx is an Epic monster, a rental of 0.14 DEC per day for a level 1 is good enough for Bronze and Silver. While a rental of 1.78 DEC per day for a level 4 is good enough until Gold league.
Mantoid
Market Price | Buy
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You can get a level 3 Mantoid for $2.19, which is good enough for a full Bronze team.
Market Price | Rent
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Right now, there is a 2.19 DEC per day rental for a level 6 Mantoid which is good for Silver league and low Gold. It allows you to use a level 5 maximum for Silver which gives an extra range damage on Mantoid.
Stats | Hunter Jarx
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A while back, I got a Hunter Jarx from a Chaos Legion pack rewards. He is a strong monster that I found to be using quite often along with Mantoid, an Untamed monster.
Hunter Jark has high damage of 3 range and decent 6 health to block Sneak monsters. Along with the high damage is the Snipe ability to take down opponent support as early as possible.
At level 1, Snipe is unlocked. Monsters with Snipe ability changes the target priority to non melee monsters and those that are not in first position.
At level 4, True Strike is unlocked. Monsters with True Strike ability cannot miss regardless of opponent's Speed and ability. This is a good ability for Snipe monsters to not waste those precious turns.
Stats | Mantoid
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Mantoid is a solid pick being a neutral monster. You can use him in almost any matches but there are builds that suit him the most.
Mantoid gains 1 extra range damage at level 4 and level 10, which is a strong level up for a 6 mana cost monster.
At level 1, Snipe is unlocked. Monsters with Snipe ability changes the target priority to non melee monsters and those that are not in first position.
At level 6, Snare is unlocked. Monsters with Snare ability has a chance of removing an opponent's Flying ability when hit for the rest of the battle.
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Battle Highlights
Click the link below to see the full battle:
https://splinterlands.com/?p=battle&id=sl_8852789b6bac85d1b5295a67610a372a
Rules of Combat
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40 Mana Cap. Total mana cost of all monsters must not exceed 40 mana.
Explosive Weaponry Rules of Combat. All monster gains the Blast ability which inflicts half of the damage, rounded up, to the monsters surrounding the main target.
All elements unlocked except for Life and Dragon Elements. Summoners and Monsters from this element cannot be used during this battle.
Abilities Used During This Battle
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Round 1
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- Mantoid's Snipe attack killed Chaos Agent.
Round 2
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- Hunter Jarx's attack killed Venari Spellsmith.
Round 3
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- Countess Sinash's Opportunity attack killed Mantoid.
- Hunter Jarx's Snipe attack killed Magi of Chaos.
- Mycelic Infantry's attack killed Tusk the Wide.
Round 4
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- Countess Sinash's Opportunity attack killed Clockwork Aide.
- Hunter Jarx's attack killed Venator Kinjo.
- Hunter Jarx's Blast damage killed Countess Sinash.
αͺIαEαα
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Summoner: Immortalis: Good Summoner especially when combined with a Shield monster to give yourself an all defensive monster.
- Mycelic Infantry: High mana cost but solid front line due to high health and Shield ability.
- Hill Giant: I added him as substitute for Venator Kinjo to block Blast damage. Has high health for low mana cost.
- Goblin Psychic: Good 2 magic damage and Tank Heal ability to support the front line.
- Hunter Jarx: Has Snipe ability and great 3 damage. Good compatibility with Blast since Snipe changes target priority to someone in the middle of the opponent's lineup allowing Blast ability to hit 3 monsters at a time.
- Mantoid: Same as Hunter Jarx but 1 less damage.
- Clockwork Aide: I wanted increased speed so my Snipe monsters hit early. The Swiftness ability helps in that strategy by increasing my monster's speed by 1 as long as this monster is alive.
αͺIαͺ YOαα αTαα©TEGY α―OαKEαͺ?
Yes. Snipe and Blast are always a good combination. This is the main focus of the strategy. However, my Snipe monsters have low speed of 2 so I decided to add Clockwork Aide for that Swiftness's extra speed. The higher the speed, the earlier my monsters can act and with Hunter Jarx and Mantoid's combined damage, I am sure to eliminate a few monsters before my opponent's turn reducing my opponent's overall damage.
α―αΌα©T α―Iαͺαͺ YOα TαY αͺIα΄α΄EαEαTαͺY αEαT TIα°E?
My opponent actually used a good strategy, Venator Kinjo's Reflection Shield which negates any indirect damage from monsters to it including blast damage. I would've used the same strategy if I had a Venator Kinjo so I had to settle with just a secondary high health monster on the second position to absorb the blast damage.
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Yes. Another strategy that you can use is an Opportunity - Blast combo. You can easily use this with Water splinter due to Deeplurker.
However, the Snipe - Blast strategy also works unless your opponent builds a pure melee team or a taunt monster. However, if your opponent builds a normal lineup such as this, then this combination is really strong.
- This post is an entry for Splinterland's Battle Mage Secrets contest.
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GΣ¨Σ¨D αΠ¦αK ΞΠD KΣΣP GΠ―IΠDIΠG!
Thanks for sharing! - Underlock#8573