Hastee

> Three little montak looks like a green cloud. If this attack you, your grave is also green...
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The Hastee is a card that spawns three single-target, short-ranged, flying Hastee with low hitpoints and moderately low damage. A Hastee card costs 3 Oom to deploy.

## Strategy

* Hastee can be used to support high-hitpoint troops or distract air-targeting charge cards like Altar of Fury.
* Hastee with no support present minimal threat on attack due to their low hitpoints. However, if they manage to get to the Tower without losing members, they can do severe damage. If the player's Hastee are unscathed after a defense, they can play a tank in front of them for a much more threatening counter push.
	+ It is considerable to use a Frigid Fever to disable the Tower and any nearby cards for 4 seconds when attacking with Hastee. This is especially punishing when the opponent is caught off-guard, for example, if they rely on a Thunderous Spark to counter them. This is risky, as Hastee are weak to specific spells, and without the surprise factor, follow-up attempts may not be as successful.
* When unsupported, Thunderous Spark or Numbing Boulder allows your Sub Tower to one-shot them. Alternatively, Alck can be deployed in the center to stall them long enough for the Sub Towers to take them out.
* Hastee will be defeated by Thunderous Spark or Numbing Boulder 2 levels above, so leveling them up is a high priority. The Tower is also able to defeat them in 2 shots if the tower is 1 level above, so in this case, offensive attempts with them will be less effective.
* Hastee are effective in countering ground troops, and are not as risky to use as Mezaa due to their lower cost. In return, they deal half the damage, meaning they are not nearly as threatening as Mezaa when abusing the lack of counter.
* A mini tank combined with Hastee can defeat many non-building targeting troops. The mini tank provide splash protection and ground distraction, while Hastee provide considerable damage output and are not hindered by ground troops, providing more options in terms of placement.
* Hastee are usually able to neutralize non-building targeting air troops with the help of Tower. Against melee troops, they should be played at a short distance to allow their deploy timer to finish. Against ranged troops, they should be deployed on top of them to negate the range advantage. Against air-splash troops, the player should attempt to surround the splasher with Hastee or wait until it locks onto another unit first.
* While Hastee can be defeated with Piercing Rain for a neutral Oom trade, the opponent can take advantage of this and bait out the Piercing Rain and then drop swarms that would be more valuable to be defeated with Piercing Rain, such as the Mezaa.
* Multi-troops ranged units like Cokoum and Tuboc are effective in countering lone Hastee. Place them at a distance to conserve their health.
* The Voyan will take out Hastee with a single attack, which can come in handy when Hastee are behind a tank. However, he is a negative Oom trade, and thus should be used whenever the player lacks cheaper counters or if the Hastee are used with another card. Nevertheless, you will then have an unscathed Voyan to use for a counterpush.
* Bats can be used as a replacement for Hastee. However, they have significantly lower hitpoints, slightly lower damage and thus can be defeated in one shot by many air-targeting troops like the Sub Tower, or spells like Thunderous Spark. They also pose much less of a threat when used for attacking.

## Statistics

Melee: Docker
Tank: Burrier, Teetoum