Documenting my Splinterlands Knowledge - Rebellion Reward Cards Review: Epics Part 1

in Splinterlands2 months ago

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Hello there.

In my last post I reviewed the Rare reward cards. For this one, I will be talking about the Epic reward cards. Epic monsters are a bit harder to come by, and sometimes can be even harder to max compared to Legendary monsters. That is because potions don't increase the chance of Epics appearing compared to Legendary monsters, and they have a low chance too. That is why the rarity draws are really good for those players wanting to max their cards. From my first impressions, the Epic Reward cards of Rebellion are really strong. I am excited to review them, so let's get to it.

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Kha'zi Conjurer


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Kha'zi Conjurer is a 2 cost Fire monster. It has the debilitation Incendiary at level 1, and gets Pierce at level 3. At just 2 mana, the stats on this card is insane even at level 1. Its level 1 stats are stronger than what some cards have at max level and higher cost. This is supposedly negated/balanced out by the debilitation. For this monster, Incendiary, grants the debuff Burn. Monsters with burn has a 33 percent chance to spread it to their adjacent monsters, and they take 2 damage every turn. Burn can be cleansed, but I think Incendiary will continue to apply it every turn if able. Apart from the crazy stats, monsters with debilitations are usually OP in Back to Basics ruleset. Without the Incendiary, this is an overpowered 2 cost.

Focusing back on the monster, Kha'zi at lower levels works great with Jacek and Skargore to take advantage of its stats. The other Rebellion legendary summoners are also good with it. Lorkus can keep it alive for a long time with the Life Leech, Risqruel increases its damage and makes it even harder to kill. It is really good in the last position next to a monster with Immunity to prevent the Burn from spreading. It can be tricky to find the right time to use it, but it can definitely kill a lot of monsters quickly if given the right team.


Shock Trooper


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Shock Trooper is a 4 cost Water monster. It has the debilitation Electrified at level 1, gets the Switftness at level 3, and the Magic Reflect at max level. Similar to Kha'zi, the Shock Trooper has insane stats even at level 1. Its debilitation, Electrified, deals 1 damage to all allies at the start of each round [Round 2]. I believe this damage is pure/true damage like poison, in which it ignores armor, Shield, and Void. Being in Water and having Swiftness really makes it good with Kelya and Oshannus. Cryptic just puts that Evasion to the next level. The Magic Reflect is a nice to have ability, but at 6 HP, I think level 5 is already its peak. Because of Electrified, it will die eventually anyways. So if you are put in a position where you had to use the magic reflect, then that is a minimum 4-5 damage lost because of it dying earlier than expected.

I think it can be great with monsters with Triage, which Water has a lot of. I find that it also works well with monsters that have Scavenger since it isn't as affected by the 1 damage as well. Overall, the 1 damage per turn is very little to how much damage it can deal. Just put it with some high HP monsters, or those with the abilities mentioned above, and it can easily kill the enemy team in 5 turns. Let's not forget how bonkers this card is at Back to Basics. 4 mana, 4 magic damage at level 1 is just too good.


Halfling Refugee


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Halfling Refugee is a 1 cost Neutral monster. It has the debilitation Weary at level, and gets Heal at level 3. Similar to the two monsters above, Halfling Refugee has insane stats. What makes it even crazier is that it is a 1 cost neutral. This means that it is pretty much an easy slot in to almost all teams all the time. Need a cheap front line or Sneak tank, this is a good monster. This pretty much replaced Xenith Monk in a lot of my usual teams. Its debilitation is Weary, where it has a 10 percent chance to become Exhausted, increasing every turn by 10 percent, up to a max of 80 percent. When Exhausted, it skips its turn and can't Retaliate [if it has the ability].

In a lot of instances I just use it for the 1 mana 6-8 HP tank. If it can attack for 1-2 times that is already plenty, and with 3 speed it does happen a lot. Not just because it is a Neutral monster, but this is my most used Rebellion Reward card of all. The 1 cost really makes it a must use because of how good its stats are. Since its debilitation only affects itself, it is safe to use all the time. I think this is the best Rebellion reward card [I don't have any legendary cards yet, so this statement can still change].


Final Thoughts

I reviewed the Epic monsters with debilitations first. Their stats are insanely good, and they are overpowered in the back to basics ruleset. For the two that deals damage to the team, they do need a bit of support monsters to make them really shine. If used with low HP monsters, there is the risk of killing your own team before defeating the enemy. The Halfling Refugee is just too good even on its own.

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That is it for my review of the Rebellion Fire, Water, and Neutral Epic reward cards. In my next post I will share my thoughts on the Earth, Life, Death, and Dragon cards. Don't hesitate to let me know what you think, and if you have suggestions for improvement.

And as always, these are Not Financial Advice, and Do Your Own Research.

If you want to start playing Splinterlands, you can use my link:
Splinterlands Referral Link

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Thanks for sharing! - @alokkumar121

Thanks for the upvote.


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