Battle Mage Secrets: Sneaking on the Equalizer
This week, I'm sharing my game in Equalizer ruleset using Quix the Devious.
You can check out this BATTLE MAGE SECRETS Weekly Challenge link if you also want to participate.
Ruleset:
Equalizer
Armored Up
Aim True
Mana Cap: 17
Elements: Fire,Life,Death,Dragon
This is an Equalizer ruleset game so The initial Health of all Monsters is equal to that of the Monster on either team with the highest base Health.
Don't use high HP monsters and focus on high damage. Try to use a lot of monsters as well. Having a Tank Heal, Thorns, Triage for defense helps a lot.
This is an Armored Up ruleset game so All Monsters have 2 Armor in addition to their normal Armor stat.
Use magic attacks, but the opponent will do the same, so focus on HP. Is countered by Rust or Wizard of Eastwood's summoner ability.
This is an Aim True ruleset game so Melee and Ranged attacks always hit their target.
Blind, flying, dodge are useless. This Ruleset doesn't give Ranged monsters the ability to attack from the first position. Choose higher speed or higher health combined with high damage output. Return Fire ability is great in this ruleset.
You may also watch battle here.
Summoner: Quix the Devious
Abilities:
All enemy monsters lose -1 ranged damage
All enemy monsters lose -1 speed
Pos 1 Monster: Pelacor Conjurer
Abilities:
Flying - Has an increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability +25% chance of evading.
Magic Reflect - When hit with Magic damage, does reduced Magic damage back to the attacker
Deals damage equivalent to the attacker's damage divided by 2, rounded up. The damage is reflected even if the attacker does not hit
Divine Shield - The first time the Monster takes damage it is ignored. Summoner Lorna Shine (Dice, Life, Rare) give Divine Shield to all friendly monsters at the start of the battle.
Good in low mana battles.
Divine shield doesn't protect against poison, damage is taken and Divine shield is not removed
Phase - Magic attack can miss this Monster (using the same hit/miss calculation as for Melee and Ranged attacks)
Pos 2 Monster: Kra'ar Xoc
Abilities:
Scavenger - Gains 1 max health each time any monster dies
Pos 3 Monster: Dhampir Infiltrator
Abilities:
Sneak - Targets the last Monster on the enemy Team instead of the first Monster
Double Strike - It attacks twice each round.
Cripple - Each time an enemy is hit by a Monster with Cripple it loses one max health
Affliction - When a Monster with Affliction hits a target, it has a chance of applying Affliction on the target causing it to be unable to be healed.
50% chance of applying Affliction on the target
Pos 4 Monster: Stitch Leech
Abilities:
Sneak - Targets the last Monster on the enemy Team instead of the first Monster
Life Leech - Monster's health increases each time it damages an enemy Monster's health in proportion to the damage dealt.
Pos 5 Monster: Uraeus
Abilities:
Sneak - Targets the last Monster on the enemy Team instead of the first Monster
Poison - Attacks have a chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied.
The Poison ability is triggered 50% of the time. Poison does damage at the end of the turn and is not affected by shield or void.
Pos 6 Monster: Soul Fiend
Abilities:
Swiftness - It gives all friendly Monsters +1 increased Speed.
Now that Rebellion edition is here, do you think there's a stronger line up in this Game Modification? Comment down below.
You may also watch battle here.
Hope you learned something from my game and how I came up with this lineup.
What would you have done differently given the same ruleset, mana cap and active elements? Let us know by dropping a comment.
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