Battle Mages Secrets! Don't get any closer !
The Splinterlands team is being very active on Socials, trying to bring as many players as possible to its awesome game! While I've been slacking off because of my busy schedule and not really putting much volume to my games BUT I should at least take part in the challenge!
Keep Your Distance
- Units with melee attacks may not be used.
- Units with 2 types of attack (including melee) cannot be used.
This kind of ruleset makes you play outside of your comfort zone and Splinterlands got many OP/Meta Melee monsters that are a must have in certain matchups. BUT the ruleset applies to both You and your opponent. The one who adapts best is the Winner at the end of the day!
Since we're limited to a couple of attack types, Playing a defensive strategy might help best:
Against Magic:
- Silence + Void are the first that comes into mind by nerfing the opponent upcoming damage and halving the received damage.
- Reflection damage with Magic Reflect can do some work in this ruleset unless facing Immortalis
- Phase can be pretty decent by taking a very fast monster like the Void Dragon!
Without further ado, let's get rolling
- High Mana Cap 43 Mana
- Fire, Earth, Water and Death Available
- Return Fire & Keep Your Distance
With this I have decided to go for my strongest team composition
Summoner
Ability: +1 Armor +1 Speed
One of the best Chaos Legion Summoners that bumps the power of the Water Monsters! Speed advantage is key in every game while the extra Armor is always useful against the upcoming Ranged Damage!
1st Position
Ability: Void & Phase & Forcefield
A great tank against magic damage! Void halvens the upcoming magic damage while the combination of 6 Speed (5 Base + 1 buff) & Phase will lead to a higher chance of evading low spead magic attack dealers! Forcefield would be useful against a heavy Ranged attacker!
2nd Position
Ability: Tank Heal & Repair & Strenghten
Great support card out here! The 4 Speed would allow for an earlier supporting buff thus lesser chance for my monsters to get dominated and defeated! Tank Armor to keep my Oshannus alive same as the Armor Repair to regenerate the armor and lastly a general +1 Health to the entire team!
3rd Position
Ability: Life Leech, Cripple & Snare
This monster is underrated, The Snare ability can turn around a game when playing against a highly evasive flying monster.
Cripple will hunder the opponent healing as well as proc the Life Leech even when the attack hits the enemy's Armor!
4th Position
Ability: Triage + Silence
Since we put Oshannus with the Void and Phase abilities to counter the magic damage, adding Silence to the mix will only make things more complicated for them! basically 0 damage!
Triage will serve to heal my Taunt Monster that will be explained below.
5th position
Ability: Taunt & Close Range & Void & Return Fire
THE monster for this ruleset! The synergy of the Abilities to counter both Ranged and Magic will be used a fellow:
- Void as we explained with Oshannus and followed by the Silence
- Return Fire to counter the other part of the damage consisting of Ranged Damage!
- Taunt to attract All the Damage to its Massive health pool sitting at 14 Health (and +1 Armor :D )
- Close Range won't be much needed for this game!
6th Position
Ability: Snipe + Camouflage + Cleanse + Amplify
- Althought it may suffer from the Return Fire Ruleset but we have the following advantages motivating its use;
- Huge Damage: 5 Ranged + Snipe that either target the enemy Taunt or the 2nd Position Target!
- Amplify that would further enhance the Reflection Damage naming Wave Brood's Return Fire
Here's the Link to The Battle
Pre Round 1
Facing Death that also did nerf my team's fire damage but it seems I still have to advantage overall so let's see!
Round 1
A Rather Slow 1st round compared to my usual action packed battles! :
- it seems the enemy's Amplify did a number to my ranged unit but not by much
- On the other hand, its magic attackers are doing NO Damage.
- Wave Brood still got the Triage support next round
Round 2
- The first kill of the battle after a Round and a half happened after the Enemy's Wierding warrior received the Return Fire Damage!
- Next Came Djinn Muirat turn, being the tank of the enemy team, after sustaining all my damage.
- Wave Brood and Djinn Oshannu still holding strong against all damage!
Round 3 + 4
- No more misses on Will-O-Wisp as it gets snare by the Merdhampir!
- Sea stalker landed a critical shot on Skok!
- No casualities on Round 3
- At the beggining of the 4th Round, Djinn Oshannus takes down the Will-O-Wisp
- While Merdhampir follows the way by defeating the Weapon Trainer and bump its health to 10 Points!
Round 5 + 6
- Again a calm Round 5 as no casualities again before the Storm on the 6th Round
- Thanks to the Snare (again), Riftwing was easily defeated by the combined damage of my Magic and Ranged Monsters
- Leaving a lonely Usut against my 6-Monsters army
- MErdhampir again with the snare made a dealy Sea Stalker strike hit followed by the finisher from the Wave Brood were the last moments of this exciting battle for this challenge to clinch the WIN for +40 Trophies & 1.8 SPS
Here's the Link to The Battle
After Battle Commentary
- Despite the limitation of the Fire and Regret Ruleset, it didn't halt the use of some high damage/ high utility Ranged Monsters in order to deal serious damage to the enemy team while having the necessary support to the backline (Repair + Triage)
- The enemy solely focused on the Magic damage which lead to be totally countered by my strategy.
Thank you for reading till now and Good luck Have Fun on your Splinterlands Battles!
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Good Battle, thanks for sharing!