Earthquake: You Take Damage as The Ground Shakes, Unless...

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Introduction


Hello there! @Saydie here, playing Splinterlands everyday!

I'm here for this week's Battle Mage Secrets with the featured rule set Earthquake. It is a rule set that inflicts up to 2 damage to all monsters with the exception of those with the Flying ability.

The Battle that I will show to you this week was from bltzr-wizard-726 which is the scholar account awarded to me by Balthazar guild that has max level Chaos Legion deck and is currently playing on the Diamond league for modern and Gold league for wild but before I show you the battle, let us learn more about this rule set.

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Earthquake


Abilities to Consider:

Rule Set Icon
Description

Earthquake
  • Non-flying Monsters take 2 Melee damage at the end of each round.
  • Using monsters with Flying or Heal is the trick for this ruleset, but if you are unable to choose such monsters, use monsters that have high HP and high damage
Buff Abilities
De- buff Abilities
Counter Abilities
Desired Abilities
protect.png Protect
divine shield.png Divine Shield
rust.png Rust
snare.png Snare
shatter.png Shatter
flying.png Flying
shield.png Shield
heal.png Heal
tank heal.png Tank Heal
triage.png Triage
  • Protect and Divine Shield if monsters have extra armor and divine shield, their health won't be reduced so easily while when attacked by melee monsters or use melee monsters to attack the opponent.

  • When there is a Earthquake ruleset, expect that the opponent to have monsters with lots of armor so Rust could also be useful.

  • Counter abilities will also be handy to have such as Snare that removes the Flying ability of the target and Shatter which will remove all the armor of the opponent.

  • Its Ideal to have the Flying ability on this rule set to avoid damage but Having Shield would also help reduce the damage taken from Earthquake and any form of heal can allow monsters to sustain damage if they do not have Flying.

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Revealing Battle Conditions and Team Lineup


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Rule Set

Conditions
Description
04- Diamond 1 Modern.png
Diamond League
Modern Format
14 Mana Cap
Available Elements: 01- fire.png Fire, 02-Water.png Water, 3-Earth.png Earth, 5-Life.png Life, 4-Death.png Death
broken-arrows.png
Broken Arrows
00-ranged.png Range attack Monsters may not be used in battles.
evens stevens.png
Evens Stevens
One additional Gladiator card can be used in battle.
earthquake.png
Earthquake
Non-flying Monsters take 2 Melee damage at the end of each round.
Summoner
1st
2nd
3nd
4th
5th
6th

My Team

Summoner
1st
2nd
3nd
4th
5th
6th


For this battle, we have the featured rule set Close RangeEathquake which inflicts 2 damage on all monsters without Flying ability as well as Broken Arrows and Evens Stevens. Given this conditions, I choose the following cards for my line- up:

  • Summoner: Grandmaster Rathe gives +1 armor on all allied monster with Void Armor so magic attacks cannot directly damage health and has Amplify which increases the damage for reflected attacks.

  • 1st Position: I used Pelacor Conjurer as it has huge health and was very fast given that it only cost 2 mana with Divine Shield that makes it immune on the first attack of the opponent. It also has Flying which makes it immune to Earthquake while also giving 25% of evading melee and range attacks and Phase to evade magic attacks while also reflecting magic damage through Magic Reflect.

  • 2nd Position: I placed the Soul Fiend as secondary tank for added speed with Swiftness as well as serving as target from Opportunity attacks.

  • 3rd Position: I placed Vulguine as it can increase its health for every monster that got defeated in the match through Scavenger so it could also last longer to be another tank.

  • 4th Position: I placed Celestial Harpy with Flying so it does not received damage from Earthquake and has the Opportunity ability to target monsters with the lowest health without missing cause it also has True Strike.

  • 5th Position: I placed Dax Paragon to inflict magic attacks to the opponent and inflict Affliction if the opponent has someone with heal.

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Revealing Battle Secrets


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Pre- battle Phase: Applying ability buffs and de- buffs

Round 1:

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  • The 1st one to defeat an opponent was my Celestial Harpy for attacking Soul Fiend that got the opponent lose speed but was able to gain the Vulguines and Doctor Blight 1 health.

  • The opponent Celestial Harpy attacks my Soul Fiend, losing its armor.

  • Dax Paragon attacks Vulguine which activated its Enrage, gaining 5 damage and speed, attacks my Pelacor Conjurer but does not receive damage because of Divine shield.

  • Doctor Blight attacks Pelacor Conjurer with magic but missed.

Round 2:

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  • After the Eartquake damage, my Soul Fiend was defeated, gaining health for the Vulguines and Doctor Blight and also removes the armor for my Vulguine and Dax Paragon.

  • The opponents Vulguine attacks my Pelacor Conjurer but missed.

  • The opponents Celestial Harpy attacks mine and got its armor removed. Mine attacks back and defeated their Vulguine, earning another health for my Vulguine and Doctor Blight.

  • Dax Paragon attacks the opponents Pelacor Conjure but missed.

  • Doctor Blight attacks my Pelacor Conjurer and got its armor removed while inflicting Affliction. Pelacor Conjurer reflects the damage and Doctor Blight received 2 damage instead.

Round 3:

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  • After Earthquake damage, Vulguine, Doctor Blight and Dax Paragon received 2 damage each.

  • Dax Paragon got defeated by Celestial Harpy which my Celestial Harpy attacked for 2 damage. Vulguine and Doctor Blight gains 1 health each.

  • Doctor Blight attacks Pelacor Conjurer but missed.

Round 4:

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  • After rule set damage, Vulguine and Doctor Blight takes 2 damage each which resulted to the defeath of Doctor Blight and has earned Vulguine 1 health. Weaken was also deactivated so our health backs to normal.

  • Opponent Celestial Harpy attacks Vulguine for 2 damage and my Celestial Harpy attack it back, turning its health into 1.

Round 5:

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  • Since the opponent Celestial Harpy only has 1 health, it was defeated by mine which has earned Vulguine 1 health.

Round 6-10:

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  • After rule set damage, Vulguine was defeated which only left Celestial Harpy as the attacker but since the opponent's side has no monsters to attack, the match was already won but since opponent's Pelacor Conjurer does not take damage, it took until round 10 before I defeated it but could take longer if I don't have True Strike.

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Battle Recap



Here is a replay of the battle which at you can watch at 3speak or in Splinterlands.

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Did your Strategy Work?


With Flying monsters on my lineup as well as the additional armor I get from my summoner to protect my non-flying monsters, I was able to sustain my team for a longer period that which has allowed me time to defeat my opponents team, even of we have almost the same line up.

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Previous Battles

33
34
35
36
Aim True.pngAim Less.pngArmored Up.pngback to basics.png
37
38
39
40
Briar Patch.pngBroken Arrows_banner.pngClose Range.pngCounterspell.png
To read previous articles, just click on the image of the article that you want to read.

All the image that I edited here belongs to Splinterlands.

All the battle links provided comes from my personal accounts and from the scholar account that I am using from Balthazar Guild.

Card abilities and rulesets from Splintercards

Thank you for reading my post. If you're interested to play Splinterlands, you can join by clicking this the images below and follow me on Twitter and 3Speak for timely Splinterlands updates.

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