BATTLE MAGE SECRETS : HEAVY HITTERS RULESET

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This ruleset simply provides Knock Out ability to the entire formation. But remember there's a requirement to trigger Knock Out ability; and that is to Stun the target first. Although the number of cards owning Stun is more than the card owning Knock Out, it still relatively difficult to perform the double damage. Mainly because some of the Stun could only be accessed on higher level cards, and some of the cards come from Alpha and Beta edition (especially the Neutral Splinter ones), which limit the use for Modern format battle.

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Pros & Cons

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1. There isn't much constraint under this ruleset. This ruleset instead provides advantage to the one bringing cards with Stun ability.
1. The limited number of cards with Stun ability and the fact that Stun only have 50% chances of activation (and also have to face evasion chances) could make this ruleset less effective.

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Best Cards To Use

Certainly the best way to utilize this ability is by bringing cards with Stun ability. Technowizologist is my preferred choice from Fire Splinter, since a magic card have 100% hit chances, and its available at only Level 1.

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For low mana cap battle, Igor Darkspear is a good choice, balanced with good speed and health, although it's only available once reached Level 4.

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For Death Splinter, I will usually deploy Revealer, as its a magic cost which cost 4 mana and have 4 health.

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Other cards might could be a better choice but only once it reached higher level. But in my opinion, cards with low speed would be much more difficult to be used. Not only they act last than the rest, but also they have lower hit chances. Of course except if the Reverse Speed ruleset is in play.

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WATCH BATTLE

So here we have the battle experience with Heavy Hitters as the ruleset. Click BATTLE LINK to see how the battle run.

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The battle has 39 mana cap, with Melee Mayhem, Reverse Speed, and Heavy Hitters as ruleset; while only Earth and Death Splinter allowed to be used. For my formation, I used:

PositionCard NameLevelManaHealthArmorSpeedDamage TypeDamage
SummonerObsidian44-----
1st RowHill Giant538-2Melee2
2nd RowRegal Peryton355-6Magic2
3rd RowGoblin Psychic464-1Magic2
4th RowDjinn Biljka132-1Magic1
5th RowUloth Dhampir198-2Ranged3
6th RowMycelic Slipspawn2911-2Magic2

My opponent formation:

PositionCard NameLevelManaHealthArmorSpeedDamage TypeDamage
SummonerMylor Crowling23-----
1st RowMycelic Infantry28831Melee3
2nd RowDisintegrator37631Melee2
3rd RowFungus Fiend102-1Melee1
4th RowUraeus23212Melee2
5th RowGrund21011-3Melee3
6th RowPelacor Mercenary37912Melee3

I decided to go with a full formation magic card. There are 4 magic cards, 1 melee card, and 1 ranged card. The formation is a bit uniniform since Uloth Dhampir and Mycelic Slipspawn cost 9 mana, while the rest cost aroubd 3 to 5 mana. The front row will be spear-headed by Hill Giant which pose 8 health. It is folllowed with Regal Peryton and Goblin Psychic. This front row should endure attack from later round. The 4th and 5th round will be the damage dealer made of Djinn Biljka and Uloth Dhampir. Finally Mycelic Slipspawn will Taunt any attack for 1 or 2 round, which should give the front row time to perform on later round. The magic card mostly have low speed which should gain advantage from the Reverse Speed ruleset.

My only regret was that miscalculate the effect of Melee Mayhem ruleset. My opponent deploy an entire melee formation (including Grund). I thought I should have brought Queen Mycelia to deflect those melee attacks. And the bad news most od them are 1 speed cards which allow them to deal blitz attacks with a full accurracy.

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The round opened with Disintegrator and Fungus Fiend striking Mycelic Slipspawn. Mycelic Infantry deal blow into Hill Giant. And then enter Goblin Psychic and Djinn Biljka with total 5 magic damage into Mycelic Infantry. The follow up attack form Pelacor Mercenary and Uraeus quikcly bring down Mycelic Slipspawn to 3 health remaining. Its a matter of luck that Mycelic Slipspawn launch the exact amount of damage to banish Mycelic Infantry. By the end of the round, both formation come to 5 versus 5, and the front row are left to minimum health remaining.

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The 2nd round started with bad news as Disintegrator deal its killing blow into Hill Giant. And then although Goblin Psychic and Djinn Biljka both score a kill, Regal Peryton meets with unfortunate fate when Uraues and Pelacor Mercenary deal a killing blow. At this moment Uloth Dhampir still fail to connect its attack again.

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The battle now enter 3rd round, and Goblin Psychic score a kill over Uraeus. Djinn Biljka deal a minor 2 damage into Grund. But this is where the turning point take place. Pelacor Mercenary with its 3 melee damage connect right into Goblin Psychic and finish it for goods. With Djinn Biljka now have to step up into the front row, the chances for victory suddenly drops off, because once it perished, Uloth Dhampir will be left with nothing. At this moment that finally Uloth Dhampir hit its arrow into Grund, not only dealing 2 damage but also causing Stun. This spare my formation an additional round.

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Djinn Biljka open with a 2 times 2 magic damage into Grund. But lady luck was not by my side as Pelacor Mercenary land the final blow into the Djinn Biljka. And the rest was history with Uloth Dhampir become target dummny.

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CONCLUSION

I lost my timing and momentum for this battle. The earlier intiative allows my opponent to quickly banish Mycelic Slipspwan. While Djinn Biljka and Goblin Psychic also act earlier, their damage output are insufficient to quickly bring down the gargantuan Mycelic Infantry. Regal Peryton totally lost momentum being 6 speed but under reversal effect.

Uloth Dhampir should leverage a greater damage through Stun. Unfortunately its missed attack on the first 2 round caused a losing momentum to bring down the gargantuan Mycelic Slipspawn and Disintegrator. The Stun did finally applies at the 3rd round, which a little bit too late, and only Djinn Biljka manage to attain the leverage with only 2 magic damage.

I think my miscalculation here is the Melee Mayhem rulest and Grund. Both factor caused a huge amount of damage which quickly crumble down my main Tanker.

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