Mindblast Battle Report : Magic No More

in #hive-140217last year

MagicNoMore.jpg

There is so much excitement in every battle that we could think of and every strategy and tactic should be well planned in every engagement. Now this time in our battle report we are concentrating on the ruleset of Weak Magic in which magic attacks are weakened so much that their attacks will hit eventually in the armor side rather than direct to its health points which is the logic of such attacks. We all know that magic attack monsters are considered the most lethal since they ignore any armor that is being protected by the other team. That is why we need to think of many possible how you will able to overcome such weakness whenever you play such a ruleset that is to your advantage if you are well versed in using magic-type monsters.

With such magic attacks, it could easily pierce into enemy health points because of its tremendous power welding in it. Though most magic attack welders do have fewer health points compared to most melee and ranged still its emerging damage output has so far been lethal if not being prepared to counter it. But sometimes other counterparts try to minimize the effectiveness of magic attacks and try to protect most of them to be able to minimize the damage outcome. That is why a good mixture of some magic attackers with both melee and ranged into your set of monsters in a team, I think you will be able to both protect and increase your chance of offense if you have done it properly.

In the ruleset of Weak Magic, those magic attacks inflicted on enemy monsters are only deflected into its armor if applicable which makes armor to be exceptionally important towards enemy magic attacks. That is why boosting armor or using monsters that do have high armor could try to prolong your monster's effectiveness in battle and try to gain the advantage and eventually win the battle. We have skills or abilities that increase armor which gives the maximum endurance of your units towards magic attacks. Also, we have a pierce skill that will efficiently destroy armor while inflicting health damage if ever the armor's effectiveness is broken.

Now, I will submit my battle report about how I was able to use my team as well as encounter my opponent with the active ruleset Weak Magic.

RULESET

NameDescriptionImage
ActiveFire, Life, Death, Dragonimage.png
Mana Cap54image.png
Explosive WeaponryMonsters have the Blast Ability
Weak MagicMagic attacks hit Armor before reducing health
Reverse SpeedMonsters with the lowest speed attack fist and have the highest chance of evading attacks.

Based on the ruleset that has been declared we can see that there are several elements that you can choose from and that a wide selection is possible since the battle has a mana cap of 54 which would mostly complete your strong roster into the battlefield. There are no limitations of the current ruleset which prevents you from selecting an active monster to join your crew and help it make a formidable team. On the first ruleset, we can see that there is an explosive blast ability enabled for all monsters who will be joining the fight and that damages that are inflicted on a monster will surely splash toward the other monsters. This could be lethal if attackers do have high attacks which could possibly weaken the other monsters that are near the damaged one, making it weak when it replaces into the frontline.

With this much magic, attack-type monsters are mostly discouraged because of the following drawbacks which prevent them from maximizing the maximum potential they could give on the battlefield. But if you analyze it very well, you can still use magic-type monsters but we just make sure that this monster that you have selected has the guts to stand tall against opponent monsters even if under huge pressure because of its disadvantage. You just make sure that this monster is well placed and does a proper synergy towards another friendly monster in order for it to expose its capability in the battle.

Another thing is that we reverse speed on the move in which those that are slower have much more speed rather than those that are originally at high speed will now be slowed down. This is one amazing opportunity for those slow-type monsters to be selected as potential battle rosters in a team in which most of these monsters are rarely selected because of being slowpoke. Now it is more like revenge to prove themselves that even though they are slow, they can possess an awesome speed like no other in which they will initiate first on the offense or any skills that they will be presenting inside the battlefield. This would be drastically unbelievable sometimes because these slow-type monsters usually do have high damage and surely be very lethal once they do have the first strike rather than being ganged first before doing retaliation.

MATCHUP

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Based on our summoner matchup we are both using rare summoners with the same level and we have both equal opportunity of which level of monsters we will choose. With this, it is quite a good match as I can see it. On my side, I am focusing on limiting the possibility of my opponent using the potential of magic even though I sense that it is already being decreased with the current ruleset but adding some skills to limit more of it than magic monsters might have a chance to disable their capacity in battle. We all know that magic monsters can be very lethal so a double effect could be a wise choice as I can see it. Also decreasing health points could increase the potential advantage which can be very effective in a face-to-face battle since health points are very crucial in a battle as it is the one that mostly relies on the survival elements of monsters aside from their attacks and defense.

If we checked on my opponent's summoner, we can see that it assumes that I will be using high armored monsters since the mana capacity is above 50 and that most monsters have at least armor especially those that are high melee attacks and tank-based monsters. Focusing on decreasing armor could be very crucial on my side as it opens up mostly to my monsters especially average melee monsters that do have less armor but are high in melee attacks. Also, he puts a gladiator into its roster to make sure that it will help clean up my monsters while boosting its rage into the battlefield, making it more dangerous and lethal if I am not able to think of how to stop or minimize its raging mode. Sometimes gladiators could be a stake at hand when it comes to longer battles as they will get stronger and stronger throughout longer battles especially if they survive until the very last monster standing.

LINEUP : MINE

SummonerActive Skill in BattleImage
Thaddius Brood-1 Magic Attack, -1 Health Point

With my summoner Thaddius Brood, I am focusing on limiting my opponent's magic attacker's potential inside the battlefield. It could be a good sign to put any magic attackers into their attack disability in order for my team to have at least an advantage. But still, there is a gamble on this take as only one of those monsters will be disabled concerning the current ruleset that a magic-type monster has already been slowed down. Aside from that if ever that decreasing magic attack scheme of mine won't work, I guess that decreasing health points could be a solution to minimize my opponent's monster survival.

MonsterActive Skill in BattleImage
Night GhoulTaunt
Venator KinjoReflection Shield, Camouflage
Queen of CrowsClose Range, Headwinds
RaaFlying, Double Strike, Scattershot, Giant Killer
Sand WormSneak
Ravenhood WardenProtect

In my current monster lineup, I put Night Ghoul to take charge of tanking most of the damage dealt and if ever there would be attack abilities that would evade my tank, it would possibly not because of its taunt skill that most of those damages be dealt unto him instead of other friendly monsters. With tanking most of those damages, I think that its high armor and high health could withstand and might retaliate also, it has high damage but since slower monsters do have the advantage in battle, I guess that it could attack much faster rather than its standard way of battling opponents.

On my second position, I guess Venator Kinjo could be a good asset as it has skills in Reflection Shield and Camouflage which would serve as a potential defensive ability for this monster. Any damage coming from blasts, magic reflect, thorns, or return damage will never be a problem since it has a reflection shield which gives him total protection for such elements of damage. It may have a low health but with its total protection package, I would say that this monster is a perfect placement for such a difficult position on the battlefield. It has also protection from snipe attacks or any type of sneak attacks from behind as it is well protected because of its camouflage in which it can only be attacked whenever it is in first position. This is a big plus for such a kind of monster holding such an excellent set of skills and abilities.

In the third position, I have placed my very first ranged type monster in which it has the opportunity to attack even at the first position if my first two frontlines will not manage to survive the difficulties in battle. What I really like about Queen of Crows is that it has headwinds that limit the attack of ranged monsters making it less dangerous. This kind of advantage could give a big thumbs up as there will be a big chance that the opponent will use ranged attack monsters. It has a good speed now concerning that those that are in lowest speed can now be faster. It has plenty of health points which can be very effective in staying longer in battle to cover the protection needed for weaker comrades in battle.

Now in my fourth position is a legendary ranged monster which has high damage for a ranged type monster. It has a good speed now due to the snail ruleset which is a big plus for Raa to be a more powerful monster. This monster has a flying ability that can be very effective against melee and ranged which gives the chances of evading them. It does not only perform that way because it has a double strike ability which can be really lethal because of its double strike, gaining him the advantage to attack two times in every round which is very cool. It has a scattershot also which is a very cool skill and lastly a giant killer ability which gains him the ability to perform double damage to any monsters that has 10 or more mana cost.

The fifth position is Sand Worm which can be a good addition to my team as it has a sneak attack that could be very lethal as it targets the last unit instead of that on the front line. Some weaker monster units are placed on the back portion of the team, considering that they are well-protected. But since Sand Worm has the specialty of defying such kind of protection because of its high damage then lower health monsters will be left unprotected with such kind of attacking skills.

And lastly, Ravenhood Warden in my last portion for it can boost additional armor to all friendly monsters. This could be a big advantage if this monster can be prolonged for it can be a headache for the counterpart monsters on the battlefield.

LINEUP : OPPONENT

SummonerActive Skill in BattleImage
Eternan Brune-2 Armor, Conscript

For my opponent's summoner, I have a sense that he is looking forward to decreasing my monster's armor which lowers the guard of my monsters. This type of summoner's skill is very crucial if it manages to predict what monster I would use inside the game. With the second skill Conscript, it has the ability to use a gladiator type of monster which can be very good for longer battles.

MonsterActive Skill in BattleImage
Grum FlameBladeBloodlust, Void Armor
Chimney WallstopReach, Bloodlust
FirecallerMartyr
Djinn InferniGiant Killer
Lava LauncherClose Range
Iidri FyreTaunt, Redemption

In my opponent's lineup, I can see that he has a very solid frontline Grum FlameBlade which has bloodlust skills that could be very lethal every time he slays any monster at its convenience. And second skill is Void armor which gives it solid protection against magic-type attack monsters. I think this monster could be a total package because it has both high armor and health which can hold strong against melee and ranged types of attacks. Grum FlameBlade could be very dangerous now as it has high damage with a much faster attack speed.

In the second position, we can see Chimney Wallstop as its gladiator which has very high damage and a reach skill that can attack even if in the second position. Its bloodlust ability the same as its first-position monster could be a problem for my side as these two monsters will get stronger, and the battle gets longer.

The third position is Firecaller which has Martyr skill which gives a boost to all monster's stats that are in its adjacent. It has a total package as it has decent attack damage and bonuses you could get from its skill.

The fourth position is Djinn Inferni I sense that it could be a very big problem because of its Giant Killer skill which makes him stronger against 10 mana cost monsters. It has the magic type of attack which is supposed to be at health points directly but I think it will not be the case anymore as I will be more protected because of the weakened magic ruleset enabled.

Second to the last, my opponent placed Lava Launcher concentrates on ranged type attacks. This can be well protected also as it has a high shield, damage, and health points which can be a good asset to my opponent. Even if I manage to eliminate monsters ahead of him, it will never be a problem since it has close range, which gives him the ability to be able to attack even in the frontline.

Lastly, Iidri Fyre has a taunt skill that prohibits most of my attack diversion into this monster instead. With that, it can prolong the protection of those monsters that are ahead of him because of the taunt skill. If this monster is eliminated ahead of any other monster, this monster will able to self-destruct and can inflict 1 damage to all its enemies.

BATTLE ROUNDS

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During the start of round 1, my summoner performed directly decreasing magic and health to all its enemies, after that the enemy summoner performed decreasing armors but thankfully only one monster was affected with such ability. My Queen of Crows also takes its chance to decrease ranged-type monsters which affects two of them. My sandworm takes charge and targets the back monster which is Iidri Fyre and causes its armor to disappear which makes it more vulnerable this time. My Night Ghoul tries to attack Grum Flameblade which successfully puts a good hit on the armor while splashing some blast damage to his gladiator. After that, a tremendous success hit was received by my Night Ghoul which is now down to 8. Every damage on my frontline causes a splash into my Venator Kinjo but thankfully it has protection against those attacks which makes it really effective to catch those damages without any infliction happening.

Continuous attacks were being done on my side and direct damages and splash damages were being experienced by my opponent in which its Firecaller didn't manage to take it more which resulted in its elimination on the battlefield. After that a martyr into effect on enemy monsters which made them really dangerous because of those boosts stats but due to continuous blasts I managed to lessen almost all enemy monsters' health points sadly my tank suffered most opponent damages which then didn't make it into round 2.

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At the start of round 2, Grum Flameblade took a big blow against my Venator Kinjo which resulted in an instant kill while the blast was in effect. Now enemy bloodlust into effect on its two monsters but thankfully I manage to take a good blow against its Iidri Frye which helps it to be eliminated. My ranged attackers take their revenge and successfully subdue Djinni Inferni while inflicting killing damage on Chimney Wallstop and Lava Launcher which results in a triple kill.

Now with the tank remaining on my opponent's side, I am aware that it would be an easy kill and an easy win. The game resulted in my victory due to no more monsters alive on my opponent's side.

ANALYSIS

Based on the battle I have a sense that my Venator Kinjo takes a good role in receiving blast damages which protected some of my monsters at the back. With my tank capturing most of the attacks really did a good job delaying the game so that my ranged attackers take a good blow against those monsters with high health points. Decreasing life and magic attacks may not have been the perfect choice in the battle but luckily some of it went through which resulted in my advantage on the battlefield.

My opponent may have high health and attacks at the front but was delayed much into the game which resulted in them being less effective in the battle. Still, it was a good choice for my opponent but what's missing is the summoner choice.

FULL BATTLE

Full Battle can be seen here: https://splinterlands.com/?p=battle&id=sl_89b63ae67a7c89987c6dd31a21e09893

CREDITS

  • Images are taken from Splinterlands / Steemmonsters
  • Some of this images are being edited in Photoshop
  • Thank you Splinterlands for letting us use images for our post and other promotions for the game.
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Thanks for sharing! - @yonilkar

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