Would u please break down specs and rotation you used please?
You have to anticipate the opponent's plan and then do your best to counter that plan before they can get it going. For this reason, your weakest matchup is actually an opponent who has no particular plan, but instead just has 3 independently strong pets.
Spider is Bone Bite, Siphon Life, Death Grip
Imp is Burn, Immolation, Nether Gate
Direhorn is Trihorn Charge, Horn Attack, Primal Cry
The generic plan is to abuse the turn-skip abilities and backrow healing: start with Spider, Siphon, Death Grip, Siphon, then either tank 2 hits so you can Death Grip again or swap to Imp and let Siphon heal you in the backrow; Immolation, Nether Gate, backrow the imp for the heals; your goal is to get multiple of their backrow pets down to the 1/3 health range, so you can 1- or 2-hit them when they swap in. In reality, the opponent usually has some tricks that you want to counter. For example, suppose they have Kun-Lai Runt. You don't want to let him Frost Shock you, because then he'll get to go first on turn 2 and will stun you--so Death Grip him on turn 1. If they swap the Kun-Lai back in, you get 2 more hits on him with your Spider before you get Frost Shocked; if they don't, great, Siphon or swap to a better counter for the new pet.
Saa wrote:Darkness teams however are irritating me a fair bit as Tri-Horn charge drops to 75%, tho the imps switch is nice against those pesky crows.
Darkness is one of the times that I miss the Broom with his 2 magic nukes.
Darkness is almost always going to open with Crow/Raven. So you have a tricky choice: you can open with Imp and Nether Gate right away (in which case they cast Darkness then get swapped), or you can open with Direhorn, which is not crazy because Call Darkness is weak against beasts.
With the first plan, you have to be careful about Nocturnal Strike. You want to either a) backrow it *before* it can Nocturnal Strike, or b) if it does get off a Nocturnal Strike, you really want to kill it before it can get off a 2nd.
With the second plan, you are going to spam Trihorn Charge, and the opponent is going to be very confused as they Call Darkness/Alpha Strike you for 240 per turn while you Charge them for 300. The trick here is that you really don't want to lose your Direhorn, so once the Crow is below 50% (hopefully this is 3 turns), you probably want to swap to Imp. Now the opponent has to choose whether to die to Nether Gate or swap. But if they swap, then you can Nether Gate the new pet. Once the crow is below 50%, they don't have anything that can outspeed you, and you can play your mean swapping tricks with Imp/Spider.
But, sometimes you'll miss a critical Nether Gate/Death Grip due to the -10% on Darkness and lose: that's just the price you pay for relying so much on those abilities.