Amplify The Damage In The Ruleset Fire & Regret

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(Edited)


Hello everyone, how are you today? I hope you all have a great weekend and win many battles in Splinterlands. Today I will make a post again about the Splinterlands contest Battle Mage Secrets Challenge. This Week's Theme is Fire & Regret ruleset.

I play in the Modern Format Diamond League, using my scholar account from Balthazar I only use cheap cards like Chaos, Reward, and some Neutral.

Battle Link

If you want to watch the Battle Link
Video link:

Ruleset

  • Fire & Regret, all monsters have Return Fire ability.
    • When hit with a Ranged attack, Monsters with Return Fire will return reduced damage to their attacker. Damage returned is equal to the damage of the attacker divided by 2, rounded up.
  • Ferocity, all monsters have Fury ability.
    • Fury ability, do double damage against monsters with the Taunt ability.
  • Close Range.png Close Range, range monsters can attack from the first position.
  • mana cap.
  • can use elements Fire, Water, and Dragon.

My Lineup and strategy

  • Because of the Fire & Regret and Ferocity ruleset, we decided not to use monsters with the Taunt ability and range monsters in this battle, but we will increase the damage from this ruleset by bringing monsters that have the ability Amplify, just in case the enemy brings in a range monster.

We suspect that the enemy will focus on using melee attacks in this battle because, in the 3 elements that can be used, there are not many monsters with low mana that have magic attacks.

This is my lineup :

Summoner or monsterAbilitiesDescription
Kelya Frendul, Give armor and speed +1 to all friendly monsters.2 buff from this summoner is very good in this battle. With increasing speed, our monster has a chance to attack first, evade the enemy attack, and hit the enemy. Armor is essential too, because can block the damage from range and melee monsters. Although this is Fire & Regret ruleset sometimes the enemy still uses the range unit.
Noa The Just, 1st position, attacker and tanker. It has the ability Rust, and Dodge.We use this monster because it has the support ability Rust that will decrease all enemy monsters' armor by -2, which makes our melee attacker kill the enemy faster. This monster can't attack but has high speed and Dodge ability which will increase the chance to evade the enemy's range and melee attack by 25%. The weakness of this monster is the magic attack.
Deeplurker, 2nd position, Attacker. Has the ability Opportunity, Poison, and Demoralize.The reason we use this monster is because it has high damage and Poison ability, if hit the enemy has a 50% chance to inflict Poison status. The enemy monster who got inflicted by the Poison status each round will decrease the HP by -2. Demoralize ability will decrease all enemy melee damage by -1, this will be an important debuff if the enemy uses many melee attackers..
Uraeus, 3rd position, attacker. Has the ability Sneak, and Poison.Same as our Deeplurker we use this monster because of the Poison ability (if inflicted on the enemy will decrease their HP every round**. It will attack the enemy monster in the last position with Sneak ability. This unit is weak against attack so we put it in the middle.
Pelacor Bandit, 4th position, attacker. Has the ability Sneak, and Flying.This monster has fast speed and great damage. With the Flying ability, it will increase the chance to evade the enemy melee and range attack by 25%. Together with Uraeus will attack the monster in the last position. Because of the Flying ability, we put the unit in the 4th position to protect our Uraeus from the Sneak attack.
Torrent Fiend, 5th position, Tanker, has the ability Headwinds.We used this monster as a tanker in the back to protect our attack from Sneak attack. Another reason because it has zero mana cost we don't have any mana left.
Venator Kinjo, 6th position, support. Has the ability Reflection Shield, Camouflage, Immunity, and Slow.I used it because of the Amplify ability, to increase the damage of the Fire & Regret rulest by +1. Another useful ability in this battle is Slow It will decrease all enemy monster speed by -1. The enemy monster can't attack this monster unless moves to the first position because has Camouflage ability. Immunity ability make this monster immune to all negative status like Stun, Poison, Blind, Cripple, etc.


Our Formation is finished and we are ready to battle :

Did your Strategy Work?

Our guess is correct that the enemy uses range monsters even though the ruleset provides counterattacks to every range monster. However, our strategy to provide additional damage with the Amplify ability to ranged attacks did not work well, because the enemy's ranged monsters could not hit our monster Noa The Just which has very high speed, and also the Evade ability. Before the enemy-range monster got a chance to attack again, our monster had already killed it. You can see in the following picture that the only attack made by Angelic Mandarin on our monster, Noa the Just, missed:

It's not easy to win, the enemy has the advantage of having a healer Merdaali Guardian and a magic monster Djinn Oshannus so it can hit, decrease the HP, and kill our Noa The Just but fortunately only 1 magic monster so our Noa can hold long enough while our attacker reaches and kills the enemy healer from behind. If not it will be hard to kill Djinn Oshannus. With the help of our Uraeus who manages to give Poison effect to the Djinn Oshannus, we manage to kill it :

Thank you, my friend, for taking the time to review my battle report. I appreciate your efforts and would be grateful if you could provide me with feedback on any mistakes you find by leaving a comment.

If you are new and want to try this fantastic strategy card battle game feel free to use my referral code https://splinterlands.com?ref=poplar-22 to join.

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9 comments
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nice he cant armor repair with your rust and he also didnt have much damage lol

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I think he focus to heal / defend and not bring enough damage dealer monster .

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maybe? not sure what he wa sthinking lol

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