Splinterlands BATTLE MAGE SECRETS Weekly Challenge โ€” ๐Ÿ˜ก WHAT DOESN'T KILL YOU ๐Ÿ˜ก "An Angry Man Is One Who Will Get A Triple Kill."

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HELLO to all Splinterlands readers of my humble blog.๐Ÿ‘‹๐Ÿป๐Ÿ‘‹๐Ÿป๐Ÿ‘‹๐Ÿป

Welcome to week 31 of the new iteration of the Splinterlands Weekly Challenges (at least, if I haven't miscounted so far, yet. ๐Ÿ˜œ). For any old Hivers/Splinterland players who've just come back and are confused, fret not! Even with the name and format tweaks, right at it's core, battles are still the foundation of these posts.

In this week's edition of Battle Mage Secrets, beware the wrath of an enraged creature. Even the most docile of creatures can turn into very dangerous beasts when provoked!

No matter! I present to you the ruleset โ€” WHAT DOESN'T KILL YOU ๐Ÿ˜ก๐Ÿ˜ก๐Ÿ˜ก


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The game's description of WHAT DOESN'T KILL YOU is as follows: "All Monsters have the Enrage ability."

Well first off, what is Enrage? This is a very interesting ability in which any unit NOT at full health will have it's damage and speed increased by 50%! This brings about a very interesting change in style of play in which not attacking first could be more advantageous. Since armour prevents a unit from getting damaged, this ability also makes it advantageous to not have any armour at all! Once a unit gets Enraged, the amount of damage it deals increases so much that when it becomes it's turn to attack next, it is likely to completely destroy anything in front of it.

Do take note however, that Magic and Ranged DPS does not get any damage boost at all although those units still get their speed boosted when damaged. For this reason, it is recommended to go for a melee heavy setup in my opinion.

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I will take advantage of this ruleset in my battle showcase today to show how 1 of my units in particular becomes a lot stronger than one would expect with WHAT DOESN'T KILL YOU. Introducing the Summoner, POSSIBILUS THE WISE.

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Possibilus the Wise is a leviathan from the future that has adapted to rule on both land and sea. His mission is to find and secure the lost sacred rune tablets of his race that were shattered into pieces and strewn across time and space by the entity known only as Desolation. In his present time, a war rages on his home world of Nyuuldus, but Possibilus was tasked with traveling into the past and the future to find these runestone fragments and return with them to defeat Desolation.

From Splinterlands Lore on POSSIBILUS THE WISE


Possibilus The Wise is a Legendary card released during the Chaos Legion expansion. It has definitely found it's place in many Water decks given its availability and usefulness. It's effects on the battlefield are โค๏ธ+2 HEALTHโค๏ธ and it grants the TRAMPLE & REACH ability to all your units. It's summoning cost is, like all other Chaos Legion Legendary Summoners, 6 ๐ŸงชMANA๐Ÿงช.

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The stat buffs it gives are nothing out of the ordinary, so at first glance, he might look pretty bland. However, all of it combined makes this Summoner one of the strongest in the game!

Reach allows any melee unit on the 2nd spot of your lineup to also attack. While Trample allows your units to launch another attack if it manages to land the killing blow. You can see then how Possibilus has the ability to multiply your army's damage ๐Ÿ˜ฑ. The battle will very quickly turn against the opponent with a few well placed attacks.

I would venture to say that with the WHAT DOESN'T KILL YOU ruleset in play, a MELEE centric Summoner is the way to go! Add one and one together and I hope it's glaringly obvious by now that Possibilus is a match made in heaven for this situation. Possibilus gives that extra bit of additional health for your units to survive a hit that might kill most units. Furthermore, his Reach and Trample abilities have the potential to punish teams even further if a unit gets killed! There is no stopping the monstrous Possibilus from devastating the entire battlefield! ๐Ÿ”ฅ

This could make all the difference if the battle comes down to the wire where the slightest advantage is the fine line between victory or defeat! ๐Ÿ‘๐Ÿป๐Ÿ‘๐Ÿป๐Ÿ‘๐Ÿป This is definitely what I'd consider game changing! ๐Ÿ˜ฑ๐Ÿ˜ฑ๐Ÿ˜ฑ

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โš”๏ธ๐Ÿ›ก๏ธMy Battle Showcase๐Ÿ›ก๏ธโš”๏ธ

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Let me present a battle I fought recently in which the ruleset WHAT DOESN'T KILL YOU was in effect. My opponent used the Chaos Legion edition Summoner Kelya from the WATER splinter as his main pick, while I used the Chaos Legion edition Summoner Possibilus from the WATER splinter too. ๐Ÿ’ง VS ๐Ÿ’ง

At first glance, it would seem like I was at a distinct disadvantage.

  • First off, the secondary ruleset in this battle was that of EXPLOSIVE WEAPONRY!

  • All my units were mostly unarmoured!

  • My opponent had a team designed to deal damage from across the battlefield to spread that BLAST damage to my unprotected units. ๐Ÿ˜ญ

  • His own units had a double protection of armour in the form of his Summoner and his Venari Wavesmith which conferred the PROTECT ability (which gives more armour) to his team! ๐Ÿ˜ฑ

I was honestly expecting this to be a really bad matchup for me ๐Ÿ˜œ๐Ÿคฃ. This was a team who had an innate advantage in this ruleset. Blast damage would deal a lot of extra damage that an unprotected team would not be able to handle. Would I be able to turn the tide of battle against such an opponent then? Victory or defeat would lie in the small details.

I would say that the ruleset WHAT DOESN'T KILL YOU was DEFINITELY the MVP of this match, having played it's role in turning the tide of battle. The advantage it gave my team resulted in me outlasting my opponent in this battle. It definitely provided the edge that I needed to overcome my opponent.

This ensured that the other units could eventually wear down the opponent until victory was achieved! ๐Ÿ†๐Ÿ†๐Ÿ†



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LINK TO MY FIGHT

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๐Ÿ‘ฏโ€โ™€๏ธ๐Ÿ‘ฏ๐Ÿ‘ฏโ€โ™‚๏ธLINEUP CHOICES๐Ÿ‘ฏโ€โ™€๏ธ๐Ÿ‘ฏ๐Ÿ‘ฏโ€โ™‚๏ธ

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1st CARD SLOT

The Sea Monster is chosen for this slot. He plays the role of the Main tank perfectly with his great stats. His high HEALTH stat and HEAL will also allow him to have much longer staying power on the battlefield. This allows all other units to be kept safe until he is taken down.


2nd CARD SLOT

The Coastal Sentry takes up the 2nd slot. With his amazing attack damage and the DOUBLESTRIKE ability, he will be able to mow down the opponents quickly. He will also take the place of the main tank as a sacrificial one hit backup tank.


3rd CARD SLOT

The Demented Shark occupies this slot. It's main role here to be a MELEE BUFF for the team with it's INSPIRE ability.


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4th CARD SLOT

The Deeplurker occupies this slot where it's role is to pick off the weakest units amongst the opponent's team via it's OPPORTUNITY ability.


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5th CARD SLOT

The Crustacean King plays a supportive role in further healing the Main Tank.


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6th CARD SLOT

The Clockwork Aide fills the last slot playing a supportive role too. It boosts the team's speed and also acts as a backline defence against SNEAK and OPPORTUNITY attacks with it's high armour.

I hope you're starting to see the pattern here in my team setup. ๐Ÿ˜‰

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โš”๏ธ๐Ÿ›ก๏ธBattle Action Report๐Ÿ›ก๏ธโš”๏ธ

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As you can see, both of us fielded very different units in our matchup. The opponent went for a mix of units while my own units were mostly MELEE. ๐Ÿ˜ฑ

๐Ÿ’งWATER๐Ÿ’ง VS ๐Ÿ’งWATER๐Ÿ’ง


My opponent used the Diemonshark as his tank in the 1st slot which was a VERY good choice. With his high armour and health stats, he is more than capable of holding the line.

The Flying Squid occupied his 2nd slot. This unit is another tanky unit with good damage that can also attack from this slot thanks to it's REACH ability.

In his 3rd slot was the Djinn Oshannus. This legendary unit has it all, with good magic DPS, high health and great speed.

His 4th slot was a Creeping Ooze which was a cheap sacrificial unit which could also SLOW my entire team.

This was followed by a Deeplurker of his own which would likely seek out my weakest units to target too.

His next unit was a Venari Wavesmith offering added protection to his team with the PROTECT ability granting them more armour and his lineup was rounded off with a Ranged DPS Kulu Swimhunter in the last slot.

All in all, I would say that the opponent picked a really strong team.


My choice of the Main Tank was the Sea Monster who is perfect for this task. He has really high HEALTH stats and the HEAL ability in order to take extra hits to ensure that all the other units are protected.

The Coastal Sentry occupies my next slot. With it's high DPS and DOUBLESTRIKE, it will slaughter any units it comes into contact with. It makes a great backup tank and will be able to soak up quite a bit of damage too.

The Demented Shark is next, where it's role is mainly to buff the melee DPS-ers via it's INSPIRE ability with +1 dmg.

This is followed by the Deeplurker who will target his weakest units.

My team was rounded off by 2 support units in the form of the Crustacean King for it's TANK HEAL and the Clockword Aide for it's SWIFTNESS.


The battle started out with all our units just duking it out pound for pound. It was a high mana game with 43 mana as the limit. The rulesets were EXPLOSIVE WEAPONRY & WHAT DOESN'T KILL YOU.

  • The first round saw both our sides launch a flurry of attacks and the damage from Blast brought down my Sea Monster and Costal Sentry to quite low levels.

  • However, when it came to my turn to attack, my Enraged units destroyed his Diemonshark and Flying Squid.

  • The 2nd round was even more devastating as my ENRAGED Coastal Sentry killed 3 of his units thanks to DOUBLESTRIKE and TRAMPLE.

  • His sole remaining Kulu Swimhunter was left standing there in shock, unable to attack from the front as a ranged unit. ๐Ÿคฃ

  • It was all over for the opponent now as I eventually mopped up his remaining units. ๐Ÿ’€๐Ÿ’€๐Ÿ’€

Talk about doing WAY MORE than it was supposed to!!! ๐Ÿ˜ฑ๐Ÿคฏ๐Ÿฅณ All I expected was for the WHAT DOESN'T KILL YOU ruleset to give me a slight advantage. I had expected his units to destroy my unprotected unarmoured units. However it ended up being the entire reason for my win! By capitalizing on the ruleset, I was able to chain multiple kills in the first 2 rounds! The opponent simply could not handle all that DPS at all.

Well as you can see here in this video recording of my battle, the results were pretty good! ๐Ÿ‘๐Ÿป๐Ÿ‘๐Ÿป๐Ÿ‘๐Ÿป

This was truly an eye opener! ๐Ÿ˜๐Ÿ†

Slowly, but surely, I wore down the opponent's team and the match ended up with me inflicting a crushing defeat. My team selection proved to be the edge I needed to eventually overpower my opponent. ๐Ÿ’ช๐Ÿป

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๐Ÿ”ฎ๐Ÿ”ฎ๐Ÿ”ฎHindsight is 20/20๐Ÿ”ฎ๐Ÿ”ฎ๐Ÿ”ฎ

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Would I have done anything differently? ๐Ÿค” This might have seemed like a disadvantage at the start but I ended up winning handily. IF I had to use the same cards again, there would be no better lineup than what I had already used for the match. Any other combination MIGHT have resulted in a loss for me. I'm really satisfied with the results against such a worthy opponent. ๐Ÿ†๐Ÿฅ‡

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๐Ÿ’ญ๐Ÿง๐Ÿ’ญEnding Thoughts๐Ÿ’ญ๐Ÿง๐Ÿ’ญ

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I definitely can appreciate the ruleset WHAT DOESN'T KILL YOU and how it changes the dynamics of usual gameplay. This is one of those rulesets which can be turned into a huge advantage if surrounded with the proper team. The role it brings to the battlefield will give a player the edge in squeezing out every tiny advantage to get the win. ๐Ÿ‘๐Ÿป

I hope this article has given you some insight into its potential. ๐Ÿ˜‰


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To any new players who wish to explore the world of Splinterlands, do feel free to sign up with my REFERRAL LINK ๐Ÿ˜Š.


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(Edited)

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That's a crazy chain kill. :)

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!PIZZA !PGM for you

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Sent 0.1 PGM - 0.1 LVL- 1 STARBITS - 0.05 DEC - 1 SBT - 0.1 THG - 0.000001 SQM - 0.1 BUDS - 0.01 WOO - 0.005 SCRAP tokens

remaining commands 0

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The tokens that the command sends are: 0.1 PGM-0.1 LVL-0.1 THGAMING-0.05 DEC-15 SBT-1 STARBITS-[0.00000001 BTC (SWAP.BTC) only if you have 2500 PGM in stake or more ]

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Support the curation account @ pgm-curator with a delegation 10 HP - 50 HP - 100 HP - 500 HP - 1000 HP

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I'm a bot, if you want a hand ask @ zottone444


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