BATTLE MAGE SECRETS Weekly Challenge! RULESET: Armored Up

avatar

image.png

image.png

image.png

After debuting for the first time two weeks ago, the Battle Mage Secrets Weekly Challenge has returned Armored Up and ready for some action. Yup, that's right, this week's ruleset showcase revolves around the Armored Up ruleset.

Let us see what this ruleset does before we get into the nitty-gritty of the line-up and the battle itself.

The Armored Up ruleset is pretty straight-forward - All Monsters have 2 Armor in addition to their normal Armor stat. This could be pretty beneficial for your team if you choose the right approach to the situation. Of course, the additional rulesets could also influence the way you take advantage of or counter this particular ruleset.

image.png

Alright, we've got a good idea of what the Armored Up ruleset practically does, so let's see now how it can be effectively utilized

image.png

There are two options to approach this ruleset as far as I'm concerned:

- Option 1: as pictured on the 1st row above. You can try to counter the enemy team by incorporating Summoners and Monsters who are good at dealing with Armor in general. Abilities such as Shatter (Target's armor is destroyed when hit by an attack from Monsters with Shatter), Rust (Reduces the Armor of all enemy Monsters) or straight up numerical reduction (de-buffing) of the amount of armor the enemy team has could prove to be really powerful. It is worth mentioning that you can also try to assemble a heavily skewed towards Magic attackers line-up, as magic generally ignores armor unless special abilities apply which we will discuss in Option 2 below.
- Option 2: as pictured on the 2nd row above. First and foremost the ability Void Armor (Magic attacks hit this Monster's armor before its Health) could be really powerful in tandem with the Armored Up ruleset. Additionally if you have a ton of armor, it is also probably prudent to bring someone to Repair (Restores some armor to the friendly Monster whose armor has taken the most damage) it. Note that generally I find that countering this particular ruleset is more successful than trying to play to its strength. Of course, as I said in the introduction, the additional Rulesets in the battle (if any) can also influence the general strategy for the battle.

image.png
Now that we have a decent understanding of the featured Ruleset and its potential advantages and disadvantages, let us have a look at the battle I have chosen to showcase.

<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>BATTLE<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>

  • The line-up of the Battle and the Ruleset:

image.png

The rulesets for this battle are Briar Patch (All Monsters have the Thorns ability), Armored Up (All Monsters have 2 Armor in addition to their normal Armor stat), Equal Opportunity (All Monsters have the Opportunity ability). The mana budget is just 16 which is almost as low as it can get so it is far from allowing the player to choose whatever they want so efficient planning has to go into line-up. The available Splinters are: Water, Earth, and Death. I feel like using my Astral Entity with its -2 Armor de-buff and Dodge to all friendly Monsters so Death it is.

image.png

image.png

The "main tank" for a hit or two this battle will be none of than the... Corpse Fiend. That's an extravagant solution for sure but I have a plan, trust me.

image.png

image.png

Following immediately after out friendly fiend is Riftwing. I have it in 2nd position so it can get fed at least a bit by the kind assistance of our make-shift "main tank" and Riftwing's Scavenger (Gains 1 max health each time any monster dies) ability. However, I am more interested in its other abilities which make it the king of evasive actions - Flying (Has an increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability) and Backfire (If an enemy misses this monster with an attack, the attacker takes 2 damage). Now imagine if it also happened to have Dodge (Has an increased chance of evading Melee or Ranged attacks). I wonder what would happen then...

image.png

image.png

The 3rd spot is the Magi Necrosi. My hope for the battle is that Riftwing keeps the enemies busy while our magician here does its magical wizardry. As you can see I only have it level 3 still because Chaos Legion epics are one of the hardest and most expensive cards to level but I think even the lack of Oppress/Stun won't hinder its performance.

image.png

It is time for a quick round by round analysis:

  • The Summoner I am going with for the battle (as I have already mentioned) is the Astral Entity. It is one of the recently dropped Chaos Legion Legendary Summoner and I actually love using it when the Rulesets could be beneficial for its use. I this case I think they are as it counters very well Armored Up with its -2 Armor de-buff. It also has a Resurrect ability which will be obviously used up on our friendly Fiend in this case. This battle is from a Diamond-level tourney and my enemy is using a maxed out line-up, headed by Kelya. Let's see if my plan for global domination succeeds.

image.png

  • After 1 round of exchanging blows the Corpse Fiend is still on the field actually. It took a bit more beating thanks to the armor it got from the Ruleset and it also got resurrected by its friendly master. On the other hand the Magi Necrosi has been doing some work on the enemy Igor Darkspear.

image.png

  • Round 3 - I have lost my Corpse fiend as expected while the enemy Igor Darkspear has also bitten the dust. You can tell by the state of the enemy team that Thorns and Backfire have also been doing some work in the meantime.

image.png

  • Round 4 begins and it is obvious that the Riftwing is still hanging in there evading stuff left and right, however, it could not evade the Poison de-buff placed on it by the enemy Deeplurker.

image.png

  • Round 5 is here my Riftwing will die before the Round begins due to the poison damage. The enemy Deeplurker also has no way out due to the melee nature of its attacks and it will die of Thorns damage as soon as it lands a hit.

image.png

  • Round 6 - well obviously the Deeplurker missed our protagonist in Round 5 while the Magi Necrosi did land a hit on the enemy Chaos Agent.

image.png

  • Round 7 - the Magi Necrosi actually missed last turn and took damage from the enemy Backfire. It's either it hitting the Chaos Agent once or missing 3 more times for a total 4 misses in a row and actually dying to that. I think you have already seen that the outcome is the former. I think this was actually a pretty fun battle for its budget of 16 mana.

image.png

  • My victory seemed well-calculated throughout the battle, but let's see what Splintertools.io has to say about that. I actually had an 18% chance to win which did not seem to be the case while watching the battle. My Riftwing was being missed and backfiring with a lot of confidence I guess.

image.png

image.png
Well this was definitely a fun battle, and a fun way to showcase the Armored Up ruleset. See you next week with another exciting post related to the brand new Battle Mage Secrets Weekly Challenge!

Over and Out,
image.png

Referral
image.png



0
0
0.000
4 comments