The Wreck

## Skill Cards

**Ancient Blood**
 Gain 1 Mana at turn start.

**Turtle Shell**
 Deflect damage, if 19 or less life.

**Ver.1 Aggressive**
 +2 move if no adjacent combatants.

**Ver.2 Spikes**
 Adjacent enemies lose 3 life when caster is attacked.

**Ver.3 Noctural**
 +1 armor and weak to fire.

## Description

The Wreck is a Clan Quest unlocked after beating The Docks and it is recommend for players Level 12 and above. It requires 28 victories to be completed within 7 days of opening.

## Objective

The objective of the Clan Quest is to kill the **Swamp Turtle**, which is a powerful creature (fighter) with 200 health, 12-18 damage, 10 armor, and 5 movement. The Swamp Turtle has different forms/ or versions in which carry different abilities

* **Version 1 - Aggressive**: +2 move, if no adjacent combatants.
* **Version 2 - Spikes**: Adjacent enemies lose 3 life when caster is attacked.
* **Version 3 - Noctural**: +1 armor and weak to fire.

Swamp Turtle has two main abilities:

* **Ancient Blood:** Gain 1 Mana at turn start.
* **Turtle Shell:** Deflect damage, if 19 or less life.

Possible Enemy Cards

Seismic Slam, Rend, Strike, Momentum, Muddy Ground, Crush, Shake Off, Tactician, Clamp Down.

## Strategy

**General Info**

There are 3 confirmed versions of the Turtle boss and you'll will battle one random version of the Turtle. The Swamp Turtle is one of the more difficult bosses to fight as you need to juggle around the different versions and their drawbacks as well as once his ability Turtle Shell activates. The most challenging portion of this battle is once the Swamp Turtle reaches 19 Life or below, then **Turtle Shell** is automatically activated, deflecting all incoming damage. Only indirect damage can be used once Swamp Turtle reaches 19 or below.

Recognizing which version of the Turtle is selected so that you know how to play against the different version.

**Battle Tips Against all Versions**

* You don't know which Turtle you're going to get, so always best to check which one you got at the start of each battle (e.g. so you don't get caught off guard all the extra Spikes damage from melee units
* The Turtle deflects *attack* damage once it is 19 Life or below This deflect can be bypassed with indirect damage such as bleed/poison (a good use for the Serpent Oil potion), and other abilities like Retribution, Barbed Vines, Words of Unraveling, and Blizzard.

* The Turtle attacks with melee so cripple can help keep you safe but keep in mind he has 5 movement and one version that grants extra mobility
* It is possible to kill the Turtle with one over-powered attack before it gets below 20 Life. A critical Headshot/Tendon Strike/Fatality/Glacial Prison or Howls of Dementia (Mage mythic) are great ways to accomplish this.

* Buffing your mage to deal fire damage (e.g. Infernal Weapon's or Pledge of Flames) will add the fire element to Blizzard, resulting in an extra 4 damage per turn against the Turtle that is weak to fire. A single cast of this combo could be enough to finish the boss off if they are already under 20 Life.
* Debuffs like Judgement (Priest Card), are not attacks and won't be deflected. The Turtle can/will suicide from Judgement or Barbed Vine damage - it is not programmed for self-preservation.
* The Turtle does have a healthy volume of *Shake Off* cards, which will dispel debuffs. Best not to rely on just one or two debuffs, and save them to deal your last 19 damage.
* If you have forgotten to bring any debuffs into the fight and you are only melee, it still possible to win (much harder) by using Serpent Potion and poison the Turtle and deal 2 damage during it's turn. It's still highly improbable as you only have 3 potion slots and the Swamp Turtle has a good supply of Shake Offs, but it is still an option if RNG doesn't give any Shake Offs to the turtle and you just need to deal 6 damage.

**Battle Tips against Version 1 - Aggressive**

* Click on the Swamp Turtle and see what his movement is like and from the first turn, 'bait' one of your troops in the front.
* Watch out for movement hindering cards that the Swamp Turtle cast and reposition your troops every turn. It will re-direct it's aggro onto weaker allies
* Seimic Slam is one of the cards which could turn the battle into the Swamp Turtle's favor as has a huge body and hitbox to deal massive damage and it's surrounding. If it has this card in it's shell, it will try to get inbetween as many of your troops to cast this card off.

**Battle Tips against Version 2 - Spikes**

* 3 damage might seems small but it stacks per attack you do, and regardless of who attacks, it deals the 3 damage to any adjacent troops (for potentially 9 damage against your own troops just for attacking)
* Attack with range troops first, then melee troops. For melee troops, use regular movement to reach the Turtle and sprint away once you need to attack with your other melee heroes.

**Battle Tips against Version 3 - Noctural**

* One of the better versions of the turtle to have, building a deck with debuffs/indirect damage combined with fire damage will have a 1/3 chance of dealing extra fire damage.

The Swamp Turtle is one of the very few opportunities for Madame Rosaria's "Hex" ability to really shine since it's not attack damage. Although if Rosaria attacks, the attack damage gets deflected, "Hex" itself will still bypass the Deflect. Having a heavy card drawing deck from a priest and pile on the debuffs, with the right deck she can deal 20+ damage per spell, and kill the Turtle on the 3rd or 4th turn, consistently.

## Example of a Rosaria Hex Deck

Deck Credit to RiviviR

Check out the video here: https://youtu.be/7r1OgqTKg0A