Ruleset And How To Use It In Our Battles: EARTHQUAKE

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Knowing the rules of battle will allow us to take advantage of them and win. Because a powerful and legendary card will not always win if it violates the battle rules.

So in this post, we'll go over the battle rulesets and how to use them to our advantage. We will talk about earthquakes in this post.

EARTHQUAKE

Earthquake: a rule that benefits monsters who can fly. In addition to monsters with the ability to fly, the others monster will suffer a loss, namely 2 points of physical damage per round.

However, because this is physical damage, monsters with shield abilities will only take one hit.

If you obtain the earthquake ruleset, you should be aware of the following procedures:

  1. Make use of monsters with the ability to fly. You can only survive the 2-point damage at the end of each round if you can fly.
  2. If your deck lacks flying monsters, use a summoner that grants every monster the ability to fly, such as BRIGHTON BLOOM. In addition, the ability to fly increases the opponent's missed attack percentage by 25%.
  3. If you already can fly, be cautious of monsters and summoners that provide SNARE abilities, such as VERA SALICIA. Because a monster with the ability to snare will destroy the flying ability of the monster it attacks.
  4. Monsters with shields will be protected from earthquakes until their shield points are depleted, at which point they will lose health points. Giving the shield bonus reduces damage and delays damage to the monster's health points.
  5. If you are confident that you can finish off your opponent quickly and without a lot of rounds, then do so quickly and without a lot of rounds because damage occurs at the end of each round.

RULES AND TACTICS

This battle is a moderate mana battle with a limited selection of monsters, with a total of 21 mana and a choice of elements, namely life, death, and dragon. Because there are several dragon elements to choose from, I went with the summoner Brighton Bloom. A Dragon Summoner who can bestow flying abilities on the monsters he summons. I began to select the personnel that I would include in the combat team to win this battle using the combination of the ruleset, namely earthquakes, and armored-up.

Here's a good selection of monsters with available mana.

I chose to emphasize the Imperial Knights by using the element of life. Then there's Venari Crystalsmith, who can heal the monsters in the foreground, and Evangelist, who has the Snare ability. With the summoner's additional abilities, such as flying skills and a bonus shield. Then, hopefully, I'll be able to put all of these skills to win.

The enemy appears to be planning to rely on the VOID DRAGON by preparing to strengthen the martyr effect, namely VENARI MARKSRAT. Meanwhile, prepare DJINN CHWALA on the front lines with a thorn attack and a thick shield to finish off anyone who attacks him.

By preparing an IMPERIAL KNIGHT capable of withstanding magical attacks with its shield, the VOID DRAGON will find it difficult to breach its defenses.

Shield reduction was done in the first round between DJINN CHWALA and IMPERIAL KNIGHT, which is the goal of every combat team. The damage from the earthquake's effects managed to reduce the number of shields from DJINN CHWALA and VENARI MARKSRAT at the end of the round, while my team was unaffected by the earthquake.

DJIN CHWALA's and IMPERIAL KNIGHT's shields were destroyed in round 2, and VENARI CRYSTALSMITH's healing save allowed IMPERIAL KNIGHT to survive. Because of the earthquake effect that damaged VENARI MARKSRAT at the end of the round, the martyr effect is active and strengthens the VOID DRAGON.

The third round was marked by numerous missed attacks, which occurred because the ability to fly increased the likelihood of missed attacks. However, in the fourth round, the IMPERIAL KNIGHT was defeated by the VOID DRAGON and forced to leave the battlefield. VENARI CRYSTALSMITH came in first place.

This is important in the sixth round because the magic attack ability of 2 points is always healed by VENARI CRYSTALSMITH's healing ability. It's like an cycle. However, the EVANGELIST's SNARE ability can render the VOID DRAGON's ability to fly ineffective. The VOID DRAGON was damaged by the effects of an earthquake because it lacked flying skills. This is what puts me on the winning team.

👉 LINK BATTLE 👈


FINAL THOUGHTS

The battle demonstrated that the ability to fly is a means of evading the earthquake rules. That is, at the end of the round, you will have taken 2 points of damage. However, it appears that the opposing side was able to exploit that rule by sacrificing the monster martyr to strengthen the monsters with the ability to fly. Furthermore, opponent appears to be aware that the most effective attack is using magic attacks because they can penetrate shields, so opponent employs VOID DRAGON, which also reduces magic attacks. However, using the summoner BRIGHTON BLOOM removed the disadvantage of the earthquake ruleset from all of my monsters.

But that isn't enough; I also need to secure it so the enemy can't fly, so I place a monster with the ability to SNARE. It has also been demonstrated that the SNARE ability can effectively eliminate the effects of the VOID DRAGON flying skill. And the final result of the earthquake effect reducing health points is capable of allowing me to win this battle.

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As a result, I've written a post about the earthquake rule. The combination of these rules with other rules has a significant impact on the outcome of the battle. As a result, keep attempting to combine the earthquake ruleset with other rules to gain fighting experience.

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