The Chaos Never Fears the Blood Moon
Introduction
The plan was to protect Harbinger of Chaos long enough for it to start stacking Bloodlust. My support monsters helped by healing and repairing to keep the team alive. Once Harbinger of Chaos got its first kill, its damage and health began to rise fast, turning it into a scary monster for my enemy.

Harbinger of Chaos stands out with a powerful 4 magic damage that bypass armor and directly attacks health. It can wipe out enemies quickly, especially those with low health. With 10 health, it can sustain hits long enough to deliver consistent heavy damage.
The Immunity ability makes Harbinger of Chaos immune to poison, stun, and other status effects. This allows it to stay fully functional in long fights where other monsters weaken over time. It’s especially deadly when paired with Bloodlust from the Blood Moon Modifier since it keeps stacking stats without being countered by Dispel, if the opponents have any.

Divine Shield: [Defense] Negates one instance of damage when this card is hit by an attack.

Immunity: [Defense] This monster are unaffected by any [Negative Status].

Pros
- High magic damage that ignores armor. It can deal consistent damage to any target regardless of how much armor they have. This makes it excellent for breaking through tough frontlines.
- Strong survivability with 10 health. It can endure long fights and survive burst attacks that would easily kill other monsters. This gives it enough time to take out enemies before he dies.
- Immunity protects it from all status effects. It cannot be poisoned, stunned, weakened, or afflicted with negative effects. This makes it incredibly reliable in matches with lots of debuffs.
Cons
- Does not have any armor.Without armor, it takes full damage from every melee or ranged hit it receives. It relies heavily on its health to survive the battle.
- Divine Shield is not good.Only negates 1 instance of attack. While Divine Shield can save it once, it doesn’t offer lasting protection. After it breaks, Harbinger of Chaos becomes fully vulnerable to all attacks.
- Still Vulnerable to Stat Decreasing Abilities.Immunity does not protect it from abilities like Weaken or Halving. These can lower its health or damage, making it much less effective in long fights.

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![]() Born Again |
All monsters on the board gains the Rebirth ability that revives them when they die once: When a unit is revived, abilities that he gets at the start of the battle gets re-applied again. This includes the ability, Divine Shield which allows Harbinger of Chaos to ignore 1 instance of damage. |
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![]() Back to Basics |
During this battle, all monster's abilities are disabled: Without any abilities in play, Harbinger of Chaos shines purely through its raw stats. Its strong 4 magic damage and 10 health at max health make it a really strong asset even without abilities or support. It can easily outlast and overpower most enemies in this modifier. |
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![]() Noxious Fumes |
All monsters on the board are given the poisoned status at the start of the battle. Poisoned monsters take 2 damage at the start of every round.: This is one of the best environments for Harbinger of Chaos. It completely ignores the poison damage from the modifier because of its Immunity ability. While other monsters slowly die, Harbinger stays at full health and keeps dealing high magic damage. |

![]() |
![]() Counterspell |
All monsters on the board gains the Magic Reflect ability that inflicts half the damage to any monsters with magic damage attacking this monster: This is the worst situation for Harbinger of Chaos. Its own magic damage is reflected back, causing self-inflicted damage every attack. Without Void or Deflect, it will quickly destroy itself from the Magic Reflect. |
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![]() Weak Magic |
Monsters on the board can use their armor to block an opponent's magic damage. This has the same effect as Void Armor: This modifier weakens its strongest trait. Enemy armor will now absorb some of its magic attacks, reducing its effectiveness and making kills harder to secure. It loses a big part of its advantage since magic attacks normally ignore armor. |
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![]() Earthquake |
All non-Flying monsters on the board takes 2 melee damage at the start of every round: When a unit is revived, abilities that he gets at the start of the battle gets re-applied again. This includes the ability, Divine Shield which allows Harbinger of Chaos to ignore 1 instance of damage. |

This team is very balanced with multiple defensive and offensive factors. Halfling Refugee and Grimbardun Fighter act as the tanks while Harbinger of Chaos and Silverleaf Ranger. The two Meriputs supports the team with Tank Heal and Repair to keep my tanks alive as my damage dealers do their jobs.

Lineup

Eternal Tofu
Good archon that gives monsters +2 health, Snare and Thorns. It has a Summoner Tactics ability that also gives monsters Triage and Scavenger or Divine Shield and Corrosive Ward.

Halfling Refugee
A low mana cost unit that can act as a filler or a tank. It has 6 health and 2 melee damage which is really good for its 1 mana cost despite the Weary debilitation.

Grimbardun Fighter
A solid frontliner with the Shield ability that reduces incoming melee and ranged damage. Its decent damage and health let it stay in the fight longer than most common tanks.

Harbinger of Chaos
A great high damage monster with 3 magic damage, 9 health, and Divine Shield. It can quickly scale with Bloodlust under the Blood Moon Rules of Combat turning it into a late-game monster. Once it gets rolling, it becomes almost unstoppable in this battle.

Meriput Magician
Supports the front line with Tank Heal, restoring lost health every round. This allows the tank to hold out longer and survive consistent attacks. With Blood Moon modifier active, keeping the frontline alive also gives more time for damage dealers to gain stats from Bloodlust.

Meriput Mossmender
Repairs the armor of allied monsters each round keeping them protected from melee attackers. This pairs well with other monsters since my monsters are unaffected by Blood and Sunder modifier. Only monsters with melee attacks can be affected by Blood and Sunder and most of my monsters have magic damage.

Silverleaf Ranger
Has Double Strike which is good for Blood Moon modifier. She has Weary Debilitation which may skip her turn but if she doesn't, she is a force to be reckoned with.

The Modifiers in this battle are really good for Harbinger of Chaos and Silverleaf Ranger because of their damage. Blood Moon gives units Bloodlust ability which means high attack units are favorable because it allows them to do the last damage. Killing an enemy increases their stats because of Bloodlust which allows them to kill enemies better more. Harbinger of Chaos's 3 magic damage and Silverleaf Ranger's 3 range damage with Double Strike ability are pretty good with that. Blood and Sunder, on the other hand, only affects melee monsters. My team mostly have magic damage as well which means I am unaffected by the Corrosive Ward from Blood and Sunder modifier.


The fight started even, but once Harbinger of Chaos got stacks from Bloodlust, everything changed. Its magic damage grew with every kill, Scavenger keeps increasing his health and soon it was destroying enemies faster than they could imagine. Tank Heal increased the heals as well since Harbinger of Chaos keeps getting health from both Bloodlust and Scavenger.
By the last few rounds, Harbinger was too strong to stop. Its increased stats made it the main reason for the team’s victory. This match showed how powerful Harbinger of Chaos can be when given time to scale under Blood Moon modifier and Eternal Tofu's Scavenger ability.


- This post is an entry for Splinterlands Social Media Contest.
- Animated Banners and Dividers are edited in Canva Pro.
- Other sources that I do not own are cited under their respective photos.
- Some of the fonts used are from instafonts.io
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