May the best team win! I’ll be following Shimrra’s formula of explanation to keep the match evened.
Also, vote my team!
I call it, the Suppression Inquisition, because no one expects it.
Alchemist (Red/Brown)
Siren (Green/Purple)
Mercy (Blue/Green)
Moloch (Red/Yellow)
My team is heavily reliant on weakening the opponent’s team via the use of Moloch’s Suppression trait. Reducing attack and magic being the primary goals. Not a difficult trait to activate with my line-up.
Yellow/Red Banner means the moment Mercy or Alchemist shoot off, I can count on nearly filling up my Moloch’s spell, as well as using his trait and getting an extra turn. Thanks to Moloch’s mana draining spell, fear of the enemy targeting him with something dangerous goes out the window, and Mercy can promise the spell powering to full more often than not.
Siren could be considered risky in some cases, but 9 Gem spawning is proven to give an extra turn most times, especially when I can target Shimrra’s Terraxis if he manages to shoot off Jarl. That’s pretty much guaranteed at that point.
Even if Moloch is weakened or my team is status’d by Burn, Mercy is their to heal him and cleanse all allies at the same time. Effectively recovering from any possibly dangerous hits.
Weaknesses of my line-up are:
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Heavy reliance on Moloch, more so trait than spell wise - Mercy being his protector, ironically enough.
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Siren’s luck-based spell - but with 9 Gems and the enemy removing colors from the board, bad luck is reduced.
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Minor clogging on Green, Blue being Mercy’s only reliable mana - and with Terraxis threatening to remove Blue altogether, healing times could end up being close calls. So refilling Mercy before that happens takes some priority.
For this match-up, I’d be using whatever bonus Siren and Mercy’s Blessed traits offer me to their fullest. The fact that Moloch can’t be burned by Jarl gives him an advantage, though the 4x targeting is a threat.
Shooting off Mercy asap will quickly power Moloch, giving me time to plan his spells target once the enemy’s dangerously filled. My top priority should be taking Terraxis though, as he threatens Mercy’s healing/cleansing power.
Archon Statue will have to saved for last to avoid the damage boost, so Moloch can’t drain him.
Shimrra’s safest option is filling his team up efficiently with Drake Rider and Terraxis, then aiming for Moloch. Powering more than one troop at a time so Moloch can’t take on both spells.