Battle Mage Secrets: Kelya leading the Stampede

BATTLE MAGE SECRETS STAMPEDE

This week, I'm sharing my game in Stampede ruleset using Kelya Frendul.

STAMPEDE weekly challenge

You can check out this BATTLE MAGE SECRETS Weekly Challenge link if you also want to participate.


Ruleset:
Stampede
Unprotected
Close Range

Mana Cap: 26
Elements: All except Dragons

Game Modifications


This is a Stampede ruleset game so The Trample ability can trigger multiple times per attack if the trampled Monster is killed.
Higher HP and speed are the key in this ruleset. Dispel helps to remove Trample.

Stampede


This is an Unprotected ruleset game so Monsters do not have any armor and do not get armor from Abilities or Summoner Buffs.
Protect, Piercing, Repair, Rust are useless. Focus on a tank with high HP and Heal.

Unprotected


This is a Close Range ruleset game so Ranged attacks may be used in the first position in battles.
You can use high HP or high speed Ranged monsters at position 2 (or even at position 1 if it has Heal). Choose summoners that give a bonus to Ranged attack or to speed and then choose high damage Ranged attack monsters. Beware of the possibility that your opponent might pick Lir Deepswimmer as summoner or monsters with Return Fire. High HP and Heal is the way to go in this ruleset.

Close Range



Let the battle begin!

You may also watch battle here.


Summoner: Kelya Frendul

Abilities:
All friendly monsters gain +1 speed
All friendly monsters gain +1 armor

Kelya Frendul


Pos 1 Monster: Baakjira

Abilities:
Void - Reduced damage from Magic attacks
Attack damage gets halved (rounded up), except attack 1 which deals 0 damage
Slow - Reduces the Speed of all enemy Monsters
Strengthen - All friendly Monsters have increased Health
Heal - Restores a portion of the Monster's health each round
Restores 1/3 of the max health, rounded down.

Baakjira


Pos 2 Monster: Deeplurker

Abilities:
Opportunity - It may attack from any position and will target the enemy Monster with the lowest health.
Poison - Attacks have a chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied.
The Poison ability is triggered 50% of the time. Poison does damage at the end of the turn and is not affected by shield or void.
Demoralize - Reduces the Melee attack of all enemy Monsters
-1 to melee attack, it cannot be less than 1

Deeplurker


Pos 3 Monster: Pelacor Bandit

Abilities:
Sneak - Targets the last Monster on the enemy Team instead of the first Monster
Flying - Has an increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability +25% chance of evading.

Pelacor Bandit


Pos 4 Monster: Uraeus

Abilities:
Sneak - Targets the last Monster on the enemy Team instead of the first Monster
Poison - Attacks have a chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied.
The Poison ability is triggered 50% of the time. Poison does damage at the end of the turn and is not affected by shield or void.

Uraeus


Pos 5 Monster: Igor Darkspear

Abilities:
Stun - When a Monster with Stun hits a target, it has a chance to stun the target causing it to skip its next turn.
50% chance of activation

Igor Darkspear


Pos 6 Monster: Xenith Archer

Abilities:

No abilities but good for the stats.

Xenith Archer


Now that Rebellion edition is here, do you think there's a stronger line up in this Game Modification? Comment down below.

You may also watch battle here.


Hope you learned something from my game and how I came up with this lineup.
What would you have done differently given the same ruleset, mana cap and active elements? Let us know by dropping a comment.


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