The Kraken is More OP Than Before

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Card Highlights #4: The New Kraken Supports

A while ago, I showed you my most favorite card in the game because I rented it cheap via @Peakmonsters Auto Rental. You can see it here. With the release of the new Chaos cards, Kraken is probably at its peak with its new supports.

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Lore



Merdaali Guardian
Merdalii Lore.jpg
Scavo Hirelings
Scavo Lore.jpg
River Nymph
River Lore.PNG

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Rental Cost



King Rent.jpg
River Rent.PNG
Scavo Rent.jpg
Merdalii Rent.jpg

Due to the changes in free to play cards, Crustacean King unfortunately is not free to play anymore. However, it is really affordable and renting an Alpha version provides you with an additional 10% DEC per win. All the supports are really cheap and the best thing is the Chaos supports are free to try.

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Buy/Sell Cost



King Buy.jpg
River Buy.PNG
Scavo Buy.jpg
Merdalii Buy.jpg

As I've mentioned, the cards I'm using are quite affordable. If you have Kraken or planning to rent Kraken for a long time, I suggest buying the Chaos cards now as it is really affordable. They're really useful not only with Kraken but also for supporting other creatures.

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Card Stats



King Stats.PNG
River Stats.PNG
Scavo Stats.jpg
Merdalii Stats.jpg

These cards are on the low end when it comes to stats but the reason they're there is because of their abilities. The Kraken also have the Taunt Ability which makes all the attack redirect to The Kraken rather than anyone else.

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Card Effect


Tank Heal || Restores 1/3 of the Monster in the first position's health, rounded up, each round.
Tank Heal is the ability that makes this the most OP. It scales from max health and since Kraken has 14 Health, you gain 4 health per turn. That is a lot considering most damages in the game are in 1-3 damage range.

Repair || Restores some armor to the friendly Monster whose armor has taken the most damage.
Repair is mandatory in high damage matches. Excess damage from Melee and Range damages does not exceed armor. For example, if The Kraken has 2 armor and 14 health, when he takes damage pass 2, like 5 damage, the damage will be shielded by the armor and will still have full 14 health.

Cleanse || Removes all negative effects on the Monster in the first position on the friendly team
Cleanse is like a security blanket. The only way the opponent can kill this build is either #1 provide higher damage than the heal or #2 Affliction Abilities. Creatures affected by affliction cannot heal and cannot be healed. Cleanse clears affliction so Kraken will be healed and defend the supports. Cleanse is not mandatory but a really good safe blanket in those "What if" situations.

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When to use


Use The Kraken and at least 1 healer if possible. Other than that, higher mana is more preferable. As long as you can put the whole gang, there's no reason not to put it. Not to brag but at the time of this writing, I never had any losses with this build.

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When not to use


Noxious Fumes is a killer. With Noxious Fumes Rule Set, all creatures will be poisoned and take 2 damage per turn. During this rule set, your supports dies in 1 or 2 turns. This kills all your supports and without support, Kraken may be overwhelmed.
Earthquake Rule Set is also the same unless you have Brighton Bloom Summoner to assist as it provides everyone flight ability which counters the rule set.

Battle


This is the positioning I used for this battle:


Positioning.jpg

In this game, I have the luxury of adding Axeman as another damage dealer and Creeping Ooze as a support. Even without the two of them, I would've won either way. The only thing to worry about in this situation is that Pirate Archer have the blast ability meaning he may be able to whittle away at my supports. Also, I did not use River Nymph in this game since I prioritized having Axeman and Ooze to maximize the mana.

Round 1


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By end of round 1, I have the upper hand since my opponent only has 1 healer. The downside is the blast damage picked up my Creeping Ooze along the way.

Round 2


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By end of round 2, My Kraken is impervious. Every damage has been healed and 1 armor left to drain any damage for the next round. Merdaali took 1 damage from blast but everything is fine at this point.

Round 3


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By end of round 3, his Kraken is almost dead. Mine is alive and kicking. Pirate Captain still hasn't attacked and I'm expecting a blast damage from it making my Merdaali Guardian down to 1 health at the start of next round.

Round 4


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By end of round 4, his Kraken dies leaving the back row open for any attacks. Any ranged creatures on 1st position is unable to attack making Water Elemental a punching bag for all my creatures. Since Pirate Captain is still alive, Merdaali Guardian should die in Round 5.

Round 5


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By end of Round 5, Merdaali Guardian is still alive thanks to Kraken's high speed. When Pirate Captain missed, the blast ability does not take effect. This allows my Merdaali Guardian to stay alive for 1 more turn. Water Elemental also died in this round.
Also, I failed to mention but Scavo Hireling is a huge help in this game. His armor repair allows a free block for my Kraken. When Kraken has 2 Armor and the opponent Kraken attacks, the 2 armor is the only one that is going to be damaged. The excess 2 damage goes to the void.

Round 6


Round 6 End.jpg

By end of round 6, My opponent's Axeman and King Crustacean fell into battle. Since ranges cannot attack at 1st position, my Merdaali Guardian sees the light of day leaving her alive to survive this battle.
On Round 7 Turn 2, the game ended with Kraken still standing tall.

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Disclaimer

  • Battle photos are taken from Splinterlands in-game website. To view the full game, click on this link. Also, a second battle for reference.
  • I do not own any of the animated pictures. Visit Giphy to get more information.
    Happy Holidays. Good luck. Have fun.



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