You Need Some Combo With This


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Chaos Evoker can be a very tricky monster to play with. She doesn't have strong damage and also doesn't have high health or armor to be considered as a tank. With low magic damage and average defenses, it is hard to place her in the middle of the lineup without a clear role. Instead, this monster focuses more on synergy and combos to have a good impatc. It works best when paired with other monsters that can take advantage of its other abilities to create a unique combo. This monster works better in battles where making it part of the combo with other archon and monsters than being alone. Chaos Evoker does not need to stay alive until the end to do its job. Even one or two early attacks can already affect the fight. Because of that, it is more of a setup monster and not meant to finish enemies. When used right, it weakens the opponent so your stronger monsters can get the kills.



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Monster
Chaos Evoker is more of a utility magic monster than a damage one. With Ambush and Blast, it can affect several monsters early, sometimes even before the first round starts. These are bad on its own but addimg abilities like Affliction or Poison via archon is makes Ambush a good ability. Its magic damage is low but attacking first can still break Divine Shield or help trigger effects like the ones I mentioned and applied to opponent's monsters. I think Chaos Evoker is not a tank and not a main damage dealer but a specific monster that creates combos with others. This helps the team flow better. Dodge and good speed help it survive longer than expected, especially against melee and ranged teams. Chaos Evoker fits best in lineups that already have strong damage and just need help setting up the fight.


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Blast lets Chaos Evoker hit monsters beside the main target. The damage is not high but even small splash damage can still matter. It helps remove Divine Shield or soften backline monsters. Even on low magic damage, Blast can be good when combined with other abilities like Snipe or Opportunity. This is useful when opponents rely on beefy tanks so you can bypass it and directly hit the enemy squishy. Over time, these small hits can add up and make later rounds easier for your main damage monsters.


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Ambush allows Chaos Evoker to attack before the first round begins. This early hit is very useful for setting up effects with the help of archons. Even with low damage, hitting first can already change the pace of the battle especially if you can add effects to its attack like Poison. Ambush works very well when your this unit can disrupt the enemy even before the battle starts. Without ability with extra effects, Ambush is just an extra damage at the start of the battle which is not that useful.


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Dodge gives Chaos Evoker a higher chance to avoid melee and ranged attacks. Since it already has decent speed, this ability becomes more effective. Dodging attacks helps it stay alive longer giving more chances to apply Blast damage. Dodge is especially good against slower melee and range teams. Missed attacks can completely waste the enemy’s turn. This makes Chaos Evoker annoying to deal with even though it is not very tanky.




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Battle Sample


Battle







Author's Notes

Chaos Evoker is not a monster that wins battles through raw damage. Its value comes from acting early and disrupting the enemy before the fight fully starts. Honestly, this one is a tricky monster to use and to play with. I don't use Chaos Evoker a lot unless it's specific situations like in Holy Protection modifier. Right now, in Modern Ranked battles, I think it has a very limited use but with new archons and probably using the old ones, I can see this monster as a strong monster. It probably might not still be considered a carry but can definitely annoy your enemies that can tilt the battle in your favor.


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Disclaimer 2026

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