πŸ€– Rhineglow – 5* Nature / Green from Construct family

I am not denying your approach as that is something a lot of us do. But taking a 3* to a toon fight is not practical. That is why i said so. My 5* with no LB dont survive in toon fights with RUSH. Unless the colours of the mono or 4 cards align itself right under Viv she wont flinch. And on the 3rd move she will already fire once. That was the problem i wanted to highlight.
I use Toon Don, Toon Obakan and a 3rd wheel which does very high damage and hope to take down her before she toon heals everyone.

If we could test using war rules like rush, equalizer, etc that would be awesome. But that’s not an available option. So hard to test or practice for these situations .

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An alliance does not need 18 attacks to crash a premium defense, that is the intention. A test with a low-level team and its possible impact against a premium defense helps. This experience can be gained in tests against team members. But it is your alliance and 18 flags, not mine, so do what you think is right.

I finally fought against Rhineflow in Tank position once, and he was actually pretty hard to beat withq my standard comp. So, I guess despite his taunt only beinf three turns, his stats hold him in place long enough to be effective.

How was the damage he threw back at you after his taunt? Was it significant?

I mean, it was pretty high when trying to knock in out while taunt was on. I think I lasted through 2-3 taunts before dying. Bad tiles so my dispel hero never lined up right. I was using Blossom as my main healer + priority dispel, but I often needed her for the heal.

An offensive dancer could handle him fine. I don’t have one though.

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Yeah, the taunt is three turns so that the damage gets thrown back in a reasonable time frame, otherwise he would be ineffective. The taunt on him is to increase the damage he throws back, when on defense he forces attackers to make a calculation about whether to fire or hold when a damage dealer charges. That changes the battle and tilts the field in favor of the defender.
The taunt is convenient for the rest of the team but isn’t the reason Rhineglow is brought to a fight (that said, the three turns is the same as Krampus and base BK and those are essentially just Taunters with a couple of support bells and whistles) Rhineglow kicks back a potentially huge chunk of damage with the stored damage plus the Destructive Core, the healing is nice and continues the trend of damage dealers that heal (or healers that deal damage).