RULESET: Healed Out
Description:
All healing abilities are removed.
This applies to summoners as well.
Healing abilities include Heal, Tank Heal, and Triage.
One of the abilities that complicates battles are healing abilities. Battles become simple when this rule is active.
The Strategy
Let's look at the ruleset. We have Healed Out and Aim True. Aim True enables all our ranged monsters to always hit our target. Life element always comes to mind when we talk about range because of General Sloan.
We have a low to mid-mana battle at 21 and only have four elements active - water, life, death, and dragon.
Healing abilities - Heal, Tank Heal, and Triage - are strong in life element, so that's one factor we can consider to not choose this element in this battle.
However, since this is is a mid-mana battle, we still need to consider life in coming up with our lineup because there are a lot of low-mana, high-stat monsters in it.
The Summoner
Since this is a low-mana battle at 21, we'll aim to use magic as our main course of damage to attack our opponent. Although we have the Aim True rule active, some battles are lost because the remaining monster is range and can't attack on the first position (unless it has the Close Range ability).
Alric Stormbringer adds +1 magic damge to our offense.
1st Slot - Low Mana, High Health Rare Element Kelp Initiate
One of the cards we own at level 1. Looking at its stats, it has Cleanse ability at level 3. This comes in handy when we have Noxious Fumes rule active in a battle, which isn't for this case.
Having this monster at 2 mana is a bargain.
2nd Slot - Swift Spirit Miner
One of the legendary neutral monsters that's always effective when we need our attacks to be swift. Its Swiftness ability adds +1 Speed to all our monsters - critical when our opponent has quick monsters as well. Its other ability - Dodge - is helpful to evade melee and ranged attacks.
3rd Slot - Magic Silencer Elven Mystic
Another neutral monster we rented out at Rare Level 4 to debuff magic attacks. Since we'll be using magic as our main offense, we need to consider silencing our opponent's magic attacks with this ability in case he or she comes up with the same idea of using magic against us.
4th Slot - Protective Monster Venari Wavesmith
One of the monsters we bought to level up to level 4 to increase its magic damage to 2. Up to Level 3, it only has 1 magic damage. However, at level 4, it now has 2. We chose it because of its protect ability to add armor to our lineup.
5th Slot - Slower Creeping Ooze
One of the few monsters we own at level 1. Since we've used up almost all of our allotted mana, we chose this last monster at last slot to protect our rear agains sneak attacks. Combining its Slow ability and low health make it a good bait for monsters with the Opportunity ability.
The Battle
Afer buffs and debuffs applied:
Looking at our opponent's lineup, he or she chose a good summoner for low to mid-mana battles with Lorna Shine which adds the Divine Shield to all monsters.
Let's see how the battle pans out.
End of Round 1
As anticipated, our opponent used monsters with sneak and opportunity abilities, as such Creeping Ooze at last position got taken down.
Our choice of using Protect proved useful as Uraeus and Celestial Happy had to use both their attacks on the same target.
On our side, we were able to do significant damage to their tank, albeit its high health of 6 and Divine Shield. Having the Healed Out rule active in this battle some put the battle on our side because it prevented Divine Healer from healing its monster at tank.
Our choice of combining Kelp Initiate's high health and Elven Mystic's silence proved also effective since it reduced the potential magic damage our tank could have received from Defender of Truth, which also had the protect ability.
Let's see how Round 2 goes.
End of Round 2
My favorite sequence from this round was sequence 5 to 7 which again showcased the effectiveness of protect from Venarismith in Round 1. Here's a gif to demonstrate it:
Let's see how Round 3 goes.
End of Round 3
We were able to take down Dax Paragon, which had the Amplify ability, at tank but still face four monsters against three from our side.
Let's see how Round 4 goes.
End of Round 4
Because of the additional +1 magic damage we received from our summoner, we were able to take down two of our opponents monsters despite the second monster still having the Divine Shield.
Taking down these two monsters - Celestial Harpy, which had 1 health remaining, and Defender of Truth, which still had divine shield - proved another effectiveness of protect because it forced our opponent's Uraeus, which had the sneak ability, to be put on tank and go against a still protected Elven Mystic. If it wasn't the case, our opponent's Uraeu could have done another sneak attack and finally take down all our monsters's armor.
Here's another gif to demonstrate this sequence:
Our opponent's last monster - Divine Healer - still had 5 health and a divine shield.
Let's see how Round 5 goes.
End of Round 5
Uraeus took down Elven Mystic's armor and from the looks of the remaining monsters, it seems the battle seems to be not in our favor.
Let's see how this round goes one by and one before proceeding to the concluding round.
Since our team has the higher speed of 6 - 3 from Elven Mystic and 3 from Venari Wavesmith - we had the chance of going first despite monsters at tank having the same speed.
Since Uraeus's divine shield is no longer active (it already received prior damage), Elven Mystic's attack to it took it down. And since Venari Wavesmith has the same speed of 3, it took the next turn and attacked Divine Healer which deactivated its divine shield.
Divine Healer then took its turn and dealt Elven Mystic 1 magic damage.
Let's see how the concluding round goes.
End of Round 6
Since Divine Healer's divine shield is no longer active, succeeding attacks to it finally reduced its health. Looking at our monsters's magic damages,they're just enough to deal the remaining 5 health of Divine Healer - 2 from Elven Mystic and 3 from Venari Wavesmith.
The sequence of attacks were - Elven Mystic, which had the speed of 3, dealt the initial 2 damage. Next, Venari Wavesmith, which also had the speed of 3, dealt the remaining 3 to finally take down our opponent's last monster.
This concludes the battle and took the win for us.
Battle Result
We get a nice +18 boost to ranking and 0.493 SPS to our SPS HODL stash!