April 3, 2014

Today’s Team: Death By Water
S/S Jademist Dancer (Steam Vent, Rain Dance, Acid Rain)
P/S Eternal Strider (Water Jet, Cleansing Rain, Pump)
H/P Snarly (Rip, Surge, Blood In The Water)

I was playing a few battles while trying to decide what the daily should be when this team absolutely annihilated an Anubisath Idol and Magical Crawdad combo. Anytime that happens a team immediately goes up a notch in my mind and with that increase in status I decided to use it for the daily. I’ve really been loving these Cleansing Rain teams lately. With all the Unborn Val’kyrs running around what’s not to love about aquatic pets and their ability to soft counter undead? The strategy is to make the weather Cleansing Rain then enjoy the 25% damage buff it gives all of the aquatic moves. With two pets that can change the weather to Cleansing Rain I don’t need to be too concerned with other weather pets.

With two aquatics I need to beware of flyers. With so much aquatic damage it’ll be hard to hurt magic pets, but I would speculate that magic pets are the least represented pet on my meta.

The Opposing Team:
P/S Fiendish Imp
H/P Macabre Marionette
P/S Alterac Brew Pup

The Battle:
040314CTaking a 297 speed Fiendish Imp over a 333 speed one can sometimes pay off since 297 is still faster than a lot of pets. Not this time, buddy. My 317 speed Jademist Dancer and 305 speed Eternal Strider were both faster than the imp. The battle started as Fiendish Imp versus Eternal Strider. I charged Pump, expecting to be forced out, but it didn’t happen. I kept expecting the Nether Gate as I cast Cleansing Rain, Water Jet then unleashed Pump, when it finally happened. The imp was down to below 100 hp. The problem for the Imp was that the Jademist Dancer was now front pet, it was dead no matter what it did as long as I cast Acid Rain. The imp swapped to the Macabre Marionette then met its fate on the back line.

040314BNow I faced a problem myself. My Eternal Strider was within kill range from an Avalanche if the Alterac Brew Pup were to come in. If I brought it back in on a swap it would die from the attack on that turn. I could have swapped it in for essentially a “free” swap if I wanted to bring Snarly (since the strider would die on the swap and I could bring Snarly in without taking a hit) but I decided to gamble and hope that my opponent didn’t bring in the ABP before one of my other pets died. Then the Strider could come in without taking a hit. That’s a lot of thought going into one low health strider, but there’s a lot going on in this deceptively simple mini game. Well, I lost the gamble because the Alterac Brew Pup swapped in to kill my poor strider on the back line. Oh well. After the ABP used its big attack it didn’t have much to offer in the way of damage. After I brought back Snarly he was able to do big damage thanks to Cleansing Rain, taking out the ABP and the Macabre Marionette. The Jademist Dancer had to come back in for the Macabre Marionette’s undead round but it wasn’t even close to dying. Go aquatics!

11 Responses to April 3, 2014

  1. Russ says:

    Such a bad-ass team. Haven’t enjoyed a weather-based team this much… well, ever. Nicely done.

    • Discodoggy says:

      Thanks, I’m glad it’s doing well for you. I’ve been running a lot of Cleansing Rain teams lately, so much that I’m unfortunately seeing more moths. Grr… moths.

  2. Noel says:

    Whenever I make a team like this I get the absolute opposite, ie 3 Gilnean Ravens lol. Yesterday I was fighting and a guy had three Death Adder Hatchlings so after losing that game I rolled in with 3 crows/ravens and what do I get? Three Dragonkin!

  3. Ronninn says:

    I’ve got another chi-chi team for you to try :)

    Unborn Valk (H/H) (Shock/Doom/Haunt)
    Emperor Crab P/P (Surge/Mists/Shell)
    Chi-Chi (Alpha or Quils/Wild Magic/Feign Death)

    Typical battle you open with Valk, Haunt (sometimes Doom first), bring in Chi-Chi, Wild Magic, Feign, then tank with Crab till pet is dead. The advantage here is that the only time you lose a turn on a swap is going from Crab back to Valk to start the rotation again. You don’t lose an attack after Haunt or Feign, so you can set up nicely for them to take a pile of damage, then tank and heal back up. On swap back you should have mists doing small heals to you other non-healing pets which helps a tiny bit.

    • rhonstifor says:

      Unborn Valk using haunt with a stall team is a great approach. Although this team is only part stall ( just feign death ) it will get the job done.

      A lot of people have realized this type of strat works great. It is ironic that this is exactly how haunt was used most effectively prior to the buff making it such an OP ability. In 5.3, I had a couple of Valk teams that were based on haunting and stalling while haunt did its job, but you had to be really careful because if you killed the opponent with while haunt was active, you didn’t get your valk back. And if someone avoided your haunt ( dodge etc) you valk died. I loved it. My Valk teams in 5.3 were very powerful and so much fun. I hope they make haunt work the way it did in 5.3 again. Doubt it will happen, but it was my favorite ability pre buff.

    • Noel says:

      I gave this team a try over the weekend and it was fun, but I got stomped by high damage enemy teams. I’m going to muse about making a Glass Cannon team next lol.

  4. Larkspur says:

    Using this team tonight to get my wins in and just had a three-Valk team flee from me.


  5. Tekulve says:

    Noel … if you’re thinking of a glass cannon team i recommend a Crimson geode

  6. Tekulve says:

    The Crimson geode’s p/p breed has 357 pwr (only 1319 health which makes you dread using stone rush unless its a finishing move) it has some versatility but will only outspeed some undeads (244speed)

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