Rise of the Commons led by Grand daddy Rathe
This week, I'm sharing my game in Rise Of The Commons ruleset using Grandmaster Rathe.
This is played in Wild and you'll see the power of Grandmaster Rathe when combined with Silvershield monsters. I feel like they're made for GM Rathe. Repair from Lone Boatman helped a lot as well.
You can check out this BATTLE MAGE SECRETS Weekly Challenge link if you also want to participate.
Ruleset:
Holy Protection
Rise of the Commons
Mana Cap: 33
Elements: Fire, Water, Life, Dragon
This is a Holy Protection ruleset game so All Monsters have the Divine Shield ability.
Monsters that normally have this ability do not get it twice. The trick to win in this ruleset is to fill all 6 slots of your line up and use monsters with Blast and Double Strike. Use a monster or summoner that has Resurrect to use this ruleset at its maximum potential.
This is a Rise Of The Commons ruleset game so Only Common and Rare Monsters may be used in battles.
Make a balanced team. Focus your attacks on a specific opponent's monster.
You may also watch battle here.
Summoner: Grandmaster Rathe
Abilities:
All friendly monsters gain +1 armor
All friendly monsters gain Void Armor ability
All friendly monsters gain Amplify ability
Pos 1 Monster: Silvershield Paladin
Abilities:
Shield - Reduced damage from Melee and Ranged attacks.
Attack damage gets halved (rounded up), except attack 1 which deals 0 damage
Reduces the Thorns damage to 1
Cancel Redemption damage
Magic Reflect - When hit with Magic damage, does reduced Magic damage back to the attacker
Deals damage equivalent to the attacker's damage divided by 2, rounded up. The damage is reflected even if the attacker does not hit
Pos 2 Monster: Silvershield Assassin
Abilities:
Sneak - Targets the last Monster on the enemy Team instead of the first Monster
Double Strike - It attacks twice each round.
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.
Pos 3 Monster: Time Mage
Abilities:
Slow - Reduces the Speed of all enemy Monsters
Rust - Reduces the Armor of all enemy Monsters
Pos 4 Monster: Lone Boatman
Abilities:
Snipe - Targets enemy Monsters with Ranged, Magic, or no attack that are not in the first position
Repair - Restores some armor to the friendly Monster whose armor has taken the most damage
Pos 5 Monster: Venari Crystalsmith
Abilities:
Tank Heal - Restores a portion of the Monster in the first position's health each round
Restores 1/3 of the max health, rounded up
Dispel - When this monster hit an enemy, it clears all positive status effects on that enemy
Pos 6 Monster: Silvershield Archers
Abilities:
Snipe - Targets enemy Monsters with Ranged, Magic, or no attack that are not in the first position
Double Strike - It attacks twice each round.
Can't wait to see them in action? Let's watch the game.
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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Thanks for sharing! - @alokkumar121