This week, I'm sharing my game in Super Sneak ruleset using Grandmaster Rathe.
You can check out this BATTLE MAGE SECRETS Weekly Challenge link if you also want to participate.
Ruleset:
Super Sneak
Earthquake
Reverse Speed
Mana Cap: 43
Elements: Water,Earth,Life,Death
This is a Super Sneak ruleset game so All Melee attack Monsters have the Sneak ability.
Choose a summoner that increases/reduces Melee attack or Mylor. Keep a monster with Shield, Retaliate or Thorns in the last position.
This is an Earthquake ruleset game so 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.
This is a Reverse Speed ruleset game so Monsters with the lowest Speed attack first and have the highest chance of evading attacks.
Try to pick monsters with 1 speed because they have the best chance of evading Melee and Ranged attacks. Beware of monsters with Enrage and Last Stand, these abilities increase speed when activated.
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: Pelacor Conjurer
Abilities:
Flying - Has an increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability +25% chance of evading.
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
Divine Shield - The first time the Monster takes damage it is ignored. Summoner Lorna Shine (Dice, Life, Rare) give Divine Shield to all friendly monsters at the start of the battle.
Good in low mana battles.
Divine shield doesn't protect against poison, damage is taken and Divine shield is not removed
Phase - Magic attack can miss this Monster (using the same hit/miss calculation as for Melee and Ranged attacks)
Pos 2 Monster: Imperial Knight
Abilities:
Void Armor - Magic attacks hit this Monster's armor before its Health
Heal - Restores a portion of the Monster's health each round
Restores 1/3 of the max health, rounded down.
Sneak - Targets the last Monster on the enemy Team instead of the first Monster
Amplify - Increases Magic Reflect, Return Fire, and Thorns damage to all enemy monsters by 1
Pos 3 Monster: Chaos Knight
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
Giant Killer - Does double damage against targets that cost 10 or more mana
Inspire - Gives all friendly Monsters +1 Melee attack.
Pos 4 Monster: Jared Scar
Abilities:
Bloodlust - Every time it defeats an opponent, it gets +1 to all stats
In the Reverse Speed ruleset, -1 to Speed
True Strike - This monster's attacks cannot miss
Blind doen't affect monster with True Strike
Piercing - If Melee or Ranged attack damage is in excess of the target's Armor, the remainder will damage the target's Health
Pos 5 Monster: Drybone Barbarian
Abilities:
Enrage - Has increased Melee attack and Speed when damaged.
Multiplier x1.5 rounded up
Retaliate - When hit with a Melee attack, Monsters with Retaliate have a chance of attacking their attacker 50% chance of activation. Possibility of chain.
Pos 6 Monster: Dumacke Orc
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
Retaliate - When hit with a Melee attack, Monsters with Retaliate have a chance of attacking their attacker 50% chance of activation. Possibility of chain.
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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