Welcome back to our Weekly Battle Mage Secrets!
This week, we are featuring the Keep Your Distance ruleset.
Keep Your Distance:
Units with melee attacks may not be used.
Use Phase, Void, Void Armor, and Magic Reflect to counter magic attacks.
Use Headwinds and Return Fire to counter ranged attacks.
Units with 2 types of attack (which include melee) cannot be used.
Keep Your Distance is the Opposite of the Melee only ruleset but this ruleset allows the use of those with no attacks which can be a game changer in your matches. Synergies and counters are partially covered and suggested but let's dig in a little deeper at what other synergies and counters we can potentially use.
Synergies | |||||||||||||||||||||
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| Piercing synergizes well because there will be a good chance your opponent uses armor related buffs so regardless if you use ranged or magic, you'll still go through he armor and deal good damage. | ||||||||||||||||||||
Scattershot is a good one to have if you can insert it. There aren't a lot of Sneak and Opportunity monsters that are ranged or magic so there is a high likelihood that some glass canons will be introduced in the opposing lineup. Scattershot can potentially deal with them early but do take note of the randomness of it. |
| Blast is also a very strong addition if you can have it. Extra damage would be ideal and not a lot of non melee monsters have reflect shield. Getting that extra damage in will help you get a win faster. |
This week's feature is from a regular match in Diamond League. Rulesets are as follows:
This one is a bit hard due to the Noxious Fumes ruleset and there aren't a lot of cleanse or Immune monsters out there. Round 1Enemy opted to go with a Tarsa with the Scavo Chemist to have Slow, Headwinds, and Cleanse. It's a good triple threat and tanked by a Chaos Agent with Dodge, Phase and Backfire. Just this header alone is strong enough. I opted to go with the Gelatinous Cube as my tank for Scavenger, Heal and Void which makes it a very reliable front line. Round 2Round 2 has me at a deficit as my Earth Elemental takes a tumble due to the snipe and poison damage. Opponent still has room for 2 rounds of damage in before succumbing to poison. Round 3Round 3 begins after all poison ticks hit and I'm down to just my Gelatinous Cube. It's now a race of damage vs my heal. Round 5As mentioned earlier, enemies only had 2 rounds of damage in and they all go down due to poison. Scavo Chemist is the land man - er, Chemist standing and it's a 1v1 but I have heal on my side so that's a wrap. ResultsGG! I mentioned that monsters with no damage can be included in this ruleset and can potentially make or break the match and that is exactly what happened in this one. Can't underestimate no attack monsters like Gelatinous Cube and Almo Cambio as they bring a lot of utility and versatility in matches like these. That's it for this one and see you next week! Full battle here. Images provided by Splinterlands in game and via Weekly Battle Mage Challenge post.
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