LKP's Axie Log #51: Adventures in Bear III // My Summon Team Overview

Hello Everyone!
It's been a while since I've written a post about the newly released Origin. We're out of the experimenting mode and pretty much understand how the new mechanics and gameplay works. The initial hype of SLP was also now gone. Lucky for those who sold at 0.029. The introduction of the new burn mechanic which was crafting is a good move but they have yet to implement the SLP part of it so it's understandable the the previous hype died down quickly.
In the previous post I did not explain well how you'll be able to assign charms. It's pretty easy actually as you just have to click on the 'Axie' tab. After that choose an axie and click on any card you want to apply a charm. Neutral charms are fairly easy to get but the rarer ones will burn you lots of moonshards. I just woke up earlier today and found out that I got a complete set of runes and charms, things that hardly come by even spending hundreds of thousands of moonshards and I got 20 for each of them. This might likely be another bug but we'll try to exploit in the arena for as long as we can.
I've been experimenting on my team and I found this heal-summon team the most competitive so far. Although I must say that there's still alot of imbalances in the game. There was an update earlier and they reduced an energy for the first turn player while depriving an energy coin for the 2nd one. I think it was not a bad move especially against those triple aquas equipped with 3x shoal stars as they can one-turn almost any axie in the first or second round given the right cards.
Conquering Bloodmoon with Heal-Summon
This is my current team. Sad to say for me to stay on the competitive edge I bought a number of Axies a few days ago. I know that some of you might say that I got scammed again into buying back into game. Don't worry you're not alone I also realized it. Haha. After months of playing and getting my ROI last February a good chunck of my earnings was reinvested back into the game. Also, my energy count has risen to 26 from the previous 13. In a way it's like a double-edged sword. I got lots of energy to practice and earn moonshards. The down side is that battles take alot longer. Compared to battles v2 which lasted until round 10 on the average, this time it usually takes me past round 20 to achieve a result.
See that bug at the back lane of the enemy. Man, that was pretty broken with the buggy Sturdy fighter rune. They fixed it now but as you can see it deal 4x100 damage before with Ear breathing.
Battles became easier to handle with the availability of rarer runes and charms. Like we have said earlier there were plenty of them when we opened our account today. This team of ours is compromised of all plant axies. Focused mainly on stalling the game it would be very hard for most opponents to win when we managed to stack up our healing. The skill Hollow allows us to summon a trunk which have 70 hp in exchange for 75 hp of our axie. It's an excellent skill to save an axie from dying or for stalling. As you can see we have two of them available.

Although it's a common rune, Mini Legion is a great help to make Trunk and other summons like clover more irritating. Because Taunt is applied the opponent's attack redirected to them. Mini Legion adds 15 health to summons we can apply it twice but the next rune would only add 10 health. This would be an option if we don't have other choices for the runes but since we now got the Mystic rune Gaia's Embrace and the rare rune Healing Pulse. With the effects of clover and 2x Cucumber Slice the healing for late game becomes alot easier.

Charms used are mostly for shielding and healing. We also got some from attacking but those are usually allocated at out backline. Opting to make the frontline plant chunkier by investing rarer health runes is a must to achieve more success on absorbing damages coming from the front if the summons are not available to taunt the enemy. Cattail is another Taunt card that sync quite effectively with this line up. Another effective card to save the frontline in dire situations. Although it's a bird card, Soothing song is another good card that adds some utility. With sleep effect we can disable their front for 4 turns which would cripple their defense and limit their options.
You might say that this team is boring and it's very understandable. It takes twice as long to play this team compared to others because it's mainly a defensive team heavily reliant on late game heal acquisition. Sill I found this team pretty fun to play with and that is what's important.
Anyway, this entry ends here now. Stay safe always and thank you for reading.
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