You ain't never had a friend like....... Djinn Oshannus!


"Phenomenal cosmic powers, itty-bitty living space." - Genie from Aladdin

The quote from genie really fits Djinn Oshannus's abilities and stats. Djinn Oshannus has high stats, but high costs as well which allows you to not be able to add him on board on certain battles but once you were able to add him, I am sure Djinn Oshannus would be contributing a lot in that battle.

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Card Highlights #4: Djinn Oshannus

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Lore


Dawn of the Djinn 3 of 4 - The Djinn are angry at the way they were tricked by the Planet, but also appreciative that they can now enjoy this limited freedom, each trapped by natural forces. The Djinn possess powerful ancient magic of their own, which is now charged into the force of one element for each of them. The ancient demons of war are an awkward bunch to be chosen as a planetary defensive force, but they are also impressively capable of the job. As long as they are bound by the Planet, they will do its bidding. Whatever their would-be choices and allegiances, they will fight against the Chaos Legion to protect the sixth mana gate.

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Rental Cost


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Djinn Oshannus has low rent for less than 2 DEC right now. It's a good addition for all your needs. You can use him in different positions and roles and is really efficient especially on the higher levels when you unlock the Forcefield ability. It probably is one of the best, if not the very best, card in the game especially in higher league.

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Buy/Sell Cost


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Djinn Oshannus, right now, is at the lowests. Before, I was able to sell the card for $40+ and now it's at $6 something. This doesn't mean that Djinn Oshannus is bad but rather there's just a lot of supplies. I really like this card and if ever I will be able to rent Alric Stormbringer, I will always add this in the board.

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Card Stats



Djinn Oshannus's stats are on the high side. She has high damage, high speed, high health. This allows the card to be used in different positions and at different roles which I would include some part below of this review. The magic damage type also passes through armor and does not have any miss chance.

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Card Effect


Void || Magic damage gets halved (rounded up), except attack 1 which deals 0 damage.
Void is one of the best defensive abilities for Splinterlands. It halves the damage for magic damage types and sometimes completely shut off mage compositions. It is a good ability expecially against most compositions.

|| Magic attack can miss this Monster (using the same hit/miss calculation as for Melee and Ranged attacks).
Phase is a good bonus ability as it provides extra survivability for Djinn Oshannus. Phase allows the monster to dodge magic damage which is, normally, they don't miss. In addition to that, Djinn Oshannus has a high speed which in turn provides the miss chance for Djinn Oshannus.

Forcefield || This Monster takes only 1 damage from attacks with power 5+.
Forcefield is a good addition as it negates the high damage in higher levels. It allows the Inspire, Headwind and other damage addition and multiplier become a debuff. It allows you to control your opponent to just have certain damage area or else they would fall and die from Djin Oshannus's Forcefield. And with Void and Forcefield, any magic damage above 5 would be insta-negated.The Forcefield puts the damage to 1 and then Void negates any 1 damage. Forcefield also changes all 5+ damage to 1 regardless of the damage type.

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When to use

|| All monsters will attack from any position (range monsters cannot attack from position 1) and will target the enemy Monster with the lowest health.

Equal Opportunity is deadly especially when partnered with Magic Type damage. Magic pass through armor which counters the Protect ability that is normally used to protect the back line.

|| All monsters get the Blast Ability which does additional damage to Monsters adjacent to the target Monster. Additional damage is equivalent to main damage/2 rounded up.

Explosive Weaponry is deadly also because of Magic Damage. The blast mechanic absorbs the damage type of what the ability user have. If the monster with the ability holding blast, is a melee type, the blast is also melee damage. If the monster is ranged, the blast damage is also range and if it's magic damage, the blast is also magic damage. And of course, if the blast is magic damage, it does pass through armor as well.

|| All Ranged and Magic attack Monsters have the Snipe ability.

Target Practice is another deadly ability because of Magic Damage as well. Same as how opportunity works, Snipers target the supports, range and magic damage type first. This allows you to quickly eliminate the opponent healers and other supports which provides the most hindrance on your victory.

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When not to use


|| The initial Health of all Monsters is equal to that of the Monster on either team with the highest base Health.

Equaliser is bad because of Djinn Oshannus's high health. If you have Djinn Oshannus in board, it normally have the highest health which buffs everyone including your opponent. This may be good for your team but may also be good when it comes to your opponent. It acts as a double edged sword and having a rule set buffing the opponent is never good.

|| Magical Monsters can't be used. Your armor will play a very important role here. Get summoner which provides armor. (Drake of Arnak, The Peakrider, Chanseus the Great, Tyrus Paladium, Lir Deepswimmer). Or maybe one that takes armor away from your opponent. (Wizard of Eastwood) And, if possible use a monster that can penetrate.

Lost Magic because of Djinn Oshannus's magic damage type. Lost Magic bans all magic user from the battle and don't allow your Djinn Oshannus to be played. That means if your Djinn Oshannus is the best card you have in your arsenal, then the rule set negate him completely by not being able to be played entirely.

|| Slower monsters attack first. Try to pick monsters with speeds of 1. Speed effects how soon your monster will attack in battle and how effective it is at evading attacks. So a monster with a speed of 1 would normally attack last now will attack first. A speed of 1 will also have the best chance of dodging if paired with evade and flying as well.

Djinn Oshannus have really high speed. It normally allows him to dodge most damage and also attack first. The problem goes up when there's Reverse Speed rule set as it completely flips the effects of speed. With 5 speed, Djinn Oshannus probably wouldn't be able to dodge skills, and would probably be one of the last one to attack as well.

Battle



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Click here to view the replay

Positioning


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Djinn Oshannus can be used as front line, secondary tank, damage dealer and sneak blockers. On this game, I used Djinn Oshannus as a secondary tank behind Gelatinous Cube. This would allow Djinn Oshannus to survive longer while providing tank possibilities in case there's a mage composition on board.

Round 1


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During this battle, my opponent did a bad job positioning and thus allows my job to be a lot easier. This sometimes happen if you're lagging and you just spam cards without thinking because of the timer. By the end of round 1, Wood Nymph and Goblin Chariot dies leaving Venari Seedsmith as the tank for the battle. Some damage were inflicted to Gelatinous Cube but was negated by both his armor and Scavenger ability.

Round 2


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By end of Round 2, Venari Seedsmith and Mantoid dies making Mitica Headhunter be the tank. With combined Tank Heal and Scavenger, it allows my main tank to be healthy and survive the whole battle.

Round 3


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By end of Round 3, only Cyclops is alive. Game ended on Round 4 with the attacks from Djinn Oshannus and Ice Pixie bypassing armor and eliminating Cyclops in one go.

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Disclaimer

  • 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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