Gems of War - E12 teams (EP71) - Trying to make Tihamata work

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Happy New Year Grinders!

I managed to do some testing with the new campaig reward mythic. Enter: "Tihamata"

First of all I need to say this is not very good troop. Traits are pretty bad for a mythic and the spell cast backfires quite often, unless you specifically build the team to prevent that happening. Let's try to make Tihamata work!

In the tank position we use Elementalist hero with Bright Forest legendary weapon "Celestial Flask". This weapon literally is pretty legendary mana generator! It creates three Potions of either Blue, Green, Red, Yellow or Purple and gains an extra turn. Weapon upgrades offer Cleanse and a positive status effect to your hero after cast. The cleanse guarantees you will keep your turn after cast, so those potions created will not backfire. Most of times the board just spins and your troops are filled with mana. We use Elementalist to diminish the factor of Tihamata's spell cast possibly failing. Entangle helps with enemy skull damage, and Freeze prevents them keeping their turn after extra turns. If your Elementalist is leveled up to max, at the bare minimum you need Frostmage class to run Tihamata without getting frustrated at the happenings.

2nd slot goes to our new mythic "Tihamata". As mentioned, the traits aren't very good. 1st trait reduces damage from Skulls by 30%. 2nd gives 25% chance to create a x2 Wildcard when matching 4 or more Gems and 3rd gives 10 Life to Tihamata when an Enemy casts a spell. Very underwhelming. Tihamata's spell cast deals [Magic + 6] damage to all enemies and then creates three [x4] Wildcards. Now, I like Wildcards. They can be very useful like we saw with Centuragon, but just three Wildcards simply is not enough if extra turn isn't guaranteed in the spell description. You have to support the spell cast by using proper hero class and you also need storm. In a few test runs with Sunspear I was surprised to witness that a single storm isn't enough. This brings me to our 3rd troop.

In the 3rd slot we use Tinker Town legendary Dwarf "Tink Steamwhistle". Tink is one of those Dualstorm support troops, that help your allies fill up faster and keep their turn with various RNG mechanics the game seems to have these days. He also helps with the survivability as his spell cast gives [Magic + 1] Armor and Life to all Allies, boosted by Red Gems with 1:1 ratio, meaning every red gem gives +2 HP more. Then he summons 1-3 Tinker Town Bots for meatshield. About traits, Tink has the usual delve trait, then he has Fortitude, which makes him immune to Stun, Poison, Disease, Death Mark, Lycanthropy, and Devour, and the unique 3rd trait "Flux Capacitor" conjures an Electrostorm when your turn begins. Electrostorm is combination of Lightstorm and Firestorm. This Dualstorm gives better chances to connect those Wildcards from Tihamata and Potions from hero weapon, and it also helps with cascades from the sky when you use your 4th troop.

At the bottom we use who else than Leprechaun, wishing you happy and exploding new year and golden luck for the 2022!

Deck Mechanics:

Cast Leprechaun.
Cast Celestial Flask.
Cast Tihamata and pray the Wildcards connect to extra turn.
Use Celestial Flask and Leprechaun to fill Tihamata if needed.
Repeat Tihamata's spell cast.
Use Tink to generate more HP to your allies if needed.

Team Share Code:

[1418,7106,6930,6638,3059,2,2,3,1,1,3,1,14034]

Team Info - 00:00
Battles - 00:47







Tags:
Gems of War
Tihamata
Explore 12
E12



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