Great Tanker Along With Great Attackers - Earthquake Ruleset


Hello everyone, we meet again. Today I will make a post again about the Splinterlands contest Battle Mage Secrets Challenge. This Week's Theme is Earthquake 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

  • all monsters have Magic Reflect ability.

    • Magic Reflect
      When hit with magic damage, does reduce magic damage back to the attacker. Deals damage equivalent to the attacker's damage divided by 2, rounded up.
  • Earthquake, starting from round 2 each monster who not have Flying ability will take 2 melee damage at the end of each round.

  • Maneuvers, all monster has Reach ability.

    • Reach ability, all melee monsters can attack from the second position.
  • mana cap.

  • can use all elements except Fire.

My Lineup and strategy

  • With the ruleset Earthquake we need a monster with the Flying ability, Life element has many good monsters with the Flying ability
  • Counterspell ruleset might make the enemy not use magic type monsters at all, or it could be that they will bring magic monsters whose abilities they need or are good enough to defend against counterattacks.

The two rulesets above are the basis that makes us decide to choose the Life element. With many monsters that have the Flying ability, we have many choices of what monsters we will use, also if the enemy brings a magic type monster, they will punish with a big counterattack because we will use a summoner that has the Amplify ability that can increase damage from Magic Reflect by 1.
This is my lineup :

Summoner or monsterAbilitiesDescription
The Grandmaster Rathe(summoner), make all friendly monster have Armor +1, Void Armor, and Amplify abilityThis summoner will give all friendly monster +1 armor, have armor in the ruleset Earthquake is good because can disable the damage from the Earthquake until the armor is destroyed. Another ability is to change the armor to Void Armor (magic damage will hit armor first before the HP) . Amplify will Increase Magic Reflect damage to all enemy monsters by 1
Uriel the Purifier, 1st position, attacker and tanker. Has the Ability Flying, Recharge, Heal, and Redemption.This monster has high armor, and HP, and can Heal a very strong tanker. The other support ability he has is the Flying ability (this is the main reason we use this monster) which increases the chance to evade the enemy melee and range attack by 25%. When this monster dies it will give damage to all enemy monsters by 1 (Redemption ability).
Drybone Barbarian, 2nd position, attacker and 2nd tanker. Has the Ability Enrage, Retaliate, and Knockout.This monster has insane damage when Enrage mode is activated, Enrage will happen if this monster HP is decreased then the damage and speed of this monster will increase. Retaliate has 50% chance to attack the melee attacker when this monster gets attacked. In this battle, I put this monster in the 2nd position, because with the Maneuvers ruleset, this monster now can attack from the 2nd position. Yes, I know this monster will take damage from the Earthquake because not have Flying ability but with High HP and boost stats from the Martyr ability (we will get this from the monster in the 3rd position) hope can kill several enemies before it dies.
Iziar 3rd position, attacker and tanker. Has the ability Taunt, Void, and Martyr abilityPlaced in the 3rd position so the enemy damage can be split with the monster in the first position (Uriel as first monster), and we want this monster Martyr ability to boost the stats of Drybone Barbarian and Djinn Renova. This monster has a Taunt ability, which makes all enemy if can attack this monster. With the Void ability, the damage of the magic attack will be cut by half. Apart from that, this monster has a large HP, the enemy will need time to kill this monster giving time for our attacker to be safe from attack.
Djinn Renova, 4th position, attacker and support. Has the ability Strengthen and TriagePlaced in 4th position as a backup tanker to protect our monster behind, and to Heal Iziar. The Strengthen ability she has is another good ability that gives all friendly monsters +1 HP. I believe because of the Maneuvers ruleset the enemy will try to focus fire attacking our monster in the first position so we put the monster with the highest HP/armor in front and the lowest behind.
Adelade Brightwing, 5th position, attacker and support, has the ability Flying, Repair, Resurrect, Immunity, and Swiftness.Placed in the 5th position to protect this monster from the enemy attack with Sneak ability. This monster has Immunity ability which ignores the Poison effect. Flying ability same ability as Uriel. The Resurrect ability which is very useful for reviving our monster Iziar, we use this monster to double the effect/stat boost of the Martyr ability. The ability Swiftness will help all our monsters to get a +1 speed boost so can increase the chance to attack first, evade the enemy attack, and hit the enemy. Repair ability will help our monster survive, restoring the ally armor with the most damage.
Celestial Harpy, 6th position, attacker. Has the ability Flying, Opportunity, and True Strike.This monster can attack from any position, with the Opportunity ability (attack the monster with the lowest HP). True Strike ability makes every attack always hit the enemy. Flying ability and low mana are why we brought this monster because we already ran out of mana.


Our Formation is finished and we are ready to battle :

Did your Strategy Work?

Yes, the strategy works well, there are several strategies that we use in this battle:

  • The important thing to do in every battle is to determine the Tanker we will use, here we choose Uriel who has very large HP and Armor, and also has the Heal ability, the enemy carries Void Dragon and Djinn Chwala as an attacker in the front position which is difficult to kill our tanker monster.
  • Our Summoner who gives the Amplify ability makes enemies who carry lots of magic monsters get counterattacked and cause death. The enemy magic monsters that died from the counterattack were the Void Dragon and Adelade Brightwing.
  • Iziar which helps Uriel to stay alive until the end of the round, most of the enemy's blows are blocked by this monster. While this monster is alive, our units Uriel and Drybone Barbarian can fight against enemy units Void Dragon and Djinn Chwala without interference from other monsters. After Iziar dies for the first time, it gives additional stats to Drybone Barbarian and Djinn Renova making it easier for them to kill enemies. Our Drybone Barbarian killed Djinn Chwala while Djinn Renova killed Agor Longtail.

In the 3rd round, we could see the Drybone Barbarian activating its Enrage ability, with one attack the enemy monster Djinn Chwala who had 9 HP was killed.

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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