Splinterlands Strategy Guide: Ruleset "Equalizer"

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Find out the best Strategies to be used on Matches with the Ruleset "Equalizer"!

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"Equalizer" Ruleset

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The initial Health of all Monsters is equal to that of the Monster on either team with the highest base Health.

In "Equalizer" matches, all Monsters, from both your team and your opponent's team, starts with the same health.
This health is the one equal to the highest base Health (e.g. before any kind of buffs and debuffs).

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So, for example, imagine that the Monster with highest Health in the match is the Unicorn Mustang. This card has 10 Health, right?

This means that all Monsters in the game will start the match with 10 Health too, as the Health of every Monster will be brought up to the highest Health on the battlefield.

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You know your poor, 0-Mana, defenseless Furious Chicken? Yeah, she'll also start the match with 10 Health.

You're welcome.

Basic Strategy #1: Low Health Monsters

The "Equalizer" Ruleset gives to the player the opportunity to use Low Health Monsters that usually aren't played because they just die very quickly on regular matches.

There are dozens of Low Health Monsters that are incredibly fragile to be usually played, but that have special abilities or other stats (like Damage and Speed) that make them very strong to be played under "Equalizer". Here's a list of the common ones.

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1 Health:

  • Exploding Dwarf (3 Melee Damage + Blast ability)
  • Exploding Rats (3 Melee Damage + Blast ability)
  • Spark Pixies (2 Ranged and 5 Speed)
  • Maggots (Opportunity ability)
  • Undead Badger (Sneak ability)
  • Marrow's Ghost (2 Armor and Void ability)
  • Creeping Ooze (Slow ability)
  • Scavo Hireling (Repair ability)

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2 Health:

  • Fire Elemental (2 Ranged Damage, 4 Speed, and Blast ability)
  • Feasting Seaweed (2 Melee Damage and Opportunity ability)
  • Pirate Archer (Blast ability)
  • Wood Nymph (Heal Tank ability)
  • Pelacor Arbalest (Double Strike ability)
  • Parasitic Growth (Opportunity ability)
  • Soul Strangler (2 Ranged Damage and 2 Speed for very low-Mana cost)

In other words: the Equalizer Ruleset buffs all Monsters with Low Health, making them way more powerful than they're meant to be for their Mana Cost.

Basic Strategy #2: 0-Mana Monsters

Before Chaos Legion, there was just one 0-Mana Monster, the Furious Chicken. This expansion brought to the game an extra 0-Mana Monster for each Splinter: Soul Fiend, Corpse Fiend, Fungus Fiend, Torrent Fiend and Scorch Fiend.

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These cards literally cost nothing to be played in terms of Mana, but are also very weak in terms of Stats: low Health, low Attack, etc. That's expected: as they can be fitted into any team composition for free, they're already giving the player an advantage over the enemy.

But, under the Equalizer Ruleset, these 0-Mana Monsters become HUGE HEALTH TANKS that can be played for free.

Imagine, for example, that you're playing a match with the Life Splinter, and you can play both the Soul Fiend and the Furious Chicken. And suppose that the Highest Health Monster in the game is, again, the Unicorn Mustang.

By playing both these cards, for free, you're receiving TWO MONSTERS with TEN HEALTH EACH! It's 20 Extra Health that you have that can absorb the enemy damage.

Basic Strategy #3: Life Leech Ability

Monsters with the Life Leech ability usually have low Health, as they're meant to start the match being fragile but keep gaining more and more Health each turn when they attack the enemy.

For example: the Venari Bonesmith, the Life Sapper, the Vampire, and the Zalran Efreet.

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But, under the Equalizer Ruleset, these Monsters already start the Match with huge Health.

And they keep receiving extra Health each round.

And these matches usually are very long with several rounds, as everyone has high Health and it takes dozens of turns to a team be able to kill.

So Life Leech Monsters are able to earn even more Health than they're supposed to be under normal rules.

Yeah, they're quite strong. Play them.

EXTRA! Advanced Strategy #1: To Play or Not To Play a High Health Monster?

This point is WAY more complicated than the first three, and, unfortunately, there isn't a single correct answer.

Should you play a Monster with High Health? Or should you just depend on the opponent playing a High Health Monster, so you can "leech" on his Health?

The truth is that you can't be certain beforehand. If you play a High Health Monster, you'll end up spending a lot of your own Mana and can end up helping your enemy, as his creatures will leech your High Health.

In the other hand, if you decide to not play a High Health Monster and prefer to spend your Mana playing other Monsters (with more damage, with better abilities, etc.), you can end up shooting yourself in the foot, putting yourself in a situation where neither you or or opponent plays a Monster with High Health, and all Monsters stay as weak as they're originally meant to be.

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Source: 888

I, personally, prefer to go ALL-IN and NOT play a High Health Monster.

If the enemy plays one of those, great for me!

If he also doesn't play, I'm in a bad situation, but at least I'm in this bad situation together with my opponent, who also won't be able to benefit from a High Health Monster.

So, at least in theory, I'm never behind my opponent. Or I'm ahead of him, or I'm together with him.

But, as I said, this is my own personal preference. I know several high skilled players that are way better than me on Splinterlands, that prefer to play safe and always play a High Health Monster!

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Thanks for reading this post, and until next time!

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12 comments
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Great read. I love using explosive rats and monsters with leech ability in this ruleset.
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In Equalizers, Owster Rotwell (S) Magic reflect can work a treat in the front row. But you need some Magic tankers up front!

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Well explained the ruleset.
Keep on battling.
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