Chaos Evoker: The Deadly Fire Mage

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Hello Splinterlands warriors and welcome back to my blog!

The Chaos Evoker is a Fire splinter reward card introduced as part of the Rebellion set. She is a glass cannon (low health) magic attacker that specializes in dealing splash damage through the Blast ability, making her dangerous against tightly packed enemy lineups. In today's post, well dive into her lore, stats & abilities and discuss which rulesets and combos maximize her strengths.


Lore

Chaos Evoker is a destructive Fire mage who channels devastating magical attacks. She fights from the backline, unleashing explosive bursts of magical fire that damage multiple enemies at once. Though physically fragile, her mastery of chaos magic allows her to strike before many opponents can react.


Stats and Abilities

The Chaos Evoker is a seven mana, common card. At maxed levels, she deals two magic damage and has four speed. On defense she has two armor and seven health. She has the Burst ability starting from level one. It's a powerful ability initially possesed by the legendary archon, Yodin Zaku so it's unusual for a common card to have this ability. In return she starts with a very low health, making her a glass cannon unit. Her health increases as she gets upgraded and she also gains the Ambush ability at level five, making her attack before the battle starts. At maxed level, she gains the Dodge ability which complements her speed, adding to her defense.

The Chaos Evoker is a good damage dealer. Her goal is not to survive for many rounds but to do damage early. Once upgraded to gain Ambush, she becomes much better because she can unleash Blast damage before normal combat even begins.


Featured Battle

The featured battle was from one of my own. In this battle, I had the Frontier archon Barthalamas lead my team. He buffs the team with additional speed. Since the battle has relatively low mana cap, I used the Cavewise Wayfinder and Vicious Giraffe combo in the frontline. They have a good synergy owing to their Reckless and Painforge abilities that increase the Giraffe's power each round. In third position, I had the Chaos Evoker. My Chaos Evoker is at level five and has the Ambush ability to complement her already powerful Blast ability. In fifth was the Portly Cannoneer whose Inspire ability increase my melee attacks. Lastly, I had the two mana Kha'zi Conjurer. At such low mana, he deals four range damage. My team has a couple of units with Ambush ability so that immediately gave me an edge. In addition, the ruleset included Unprotected so the enemy cannot use the armor buff provided by his archon.

The enemy had Fithe Bladestone archon. His team also had great synergy but weak on the front line. His tank only has four health and had no armor then it was followed by another low health unit. My team who had more offensive power and speed cut through the enemy and took the victory. I won the battle without losing any units.

Replay the Battle


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