Hello Hive
It's a beautiful day and an independent day celebration for my home country. The only problem is, there's nothing worth celebrating. Anyway, let me at least celebrate my gameplay with you here. In line with the battle mage secret theme of the week, I will be presenting a battle using the "Silenced Summoners" ruleset. Welcoming is now part of my nature, and for this reason, I welcome anyone and everyone to wishes to join the moving train of the weekly battle mage secret. You can learn all that is required by going through the weekly announcement posts. To see this week's announcement post, kindly click here
Silenced Summoners
In this spl game, every summoner has what they offer to the battle and those things are what is known as their stats. Almost all the abilities found in Spl Monsters exist among summoners. There are stats that summoners offer to their summoned monsters and some of these stats include Magic enhancement (+1 magic damage), speed enhancements, Triage, Healing, Armor protection, and many more. However, with the silenced summoners' ruleset, the monsters have to battle with only their own stats gaining nothing from their summoner. In this case, the plan should be made bearing in mind that the summoner will offer nothing. There are also symbols that are used to identify every ruleset in the spl game and that of the silenced summoners is given below
Strategies consideration for the Silenced Summoners Rulesets
As I said before, the first thing to bear in mind before selecting a team for this ruleset is the fact that no benefit is expected from the summoners. This leaves the team with only the option of individual abilities and well-planned teamwork.
For the battle presented here, the silenced summoners' ruleset didn't come alone. Along with it is the Earthquake ruleset.
My first strategic thought: Having played the game for a long time, I can attest that speed matters a lot in a battle. Due to the earthquake ruleset, it is required to use mostly monsters with the flying ability. However, I used only one of such monsters but I did make sure to take an early lead in the game and this I did by enhancing my battling speed while reducing that of the enemy
While maintaining speed, I also opted for monsters with special abilities. The ability of each monster and why they are needed in the battle is discussed in the section below.
The major observation that I believe led to the success of this battle is the fact that my team was faster which also made the monsters slippery leading to the few miss of targets by the enemy's monsters.
The Battle
Battle Details | |
---|---|
Rulesets | Earthquake & Silenced Summoners |
Mana Cap | 47 |
Available Elements | All |
Battling Elements | Dragon Vs Water |
Team Selection
Summoner: KELYA FRENDUL
Rarity/Element: Rare/Water
stat: +1 Armor, +1 speed (Silenced in this Battle)
Summoner's choice while preparing for this ruleset is not always the focus rather the monsters in mind to be used are. Since I intended to use monsters from the water element, I had to use a water summoner. Under normal circumstances, this summoner would have offered the stat of +1 armor and +1 speed but due to the ruleset, these stats are not applicable in the battle
BAAKJIRA
This monster qualified for the battle considering the three abilities it brings to it. From level 2, it brought to the battle void, a slow, and strengthened ability. The void served the purpose of taking lesser magic damage, the slow on the other reduced the speed of the entire enemy team, while the strengthen gave all friendly monsters an extra one health. Although this monster didn't fight, it made a very big contribution to the battle's success.
DJINN OSHANNUS
Djinn Oshannus which is of legendary class as the frontier also qualified for selection considering its high speed, void ability, and phase ability. While high speed enables it to draw the first blood, void reduces magic damage intake, and phase makes it possible for magic monsters to miss their targets against it while also increasing its dodginess from other monsters type
PHANTOM OF THE ABYSS
At the point of selecting this monster, the teams appeared as a lineup of legendaries although that wasn't the case. Anyway, this monster is the only one from my lineup with immunity against earthquakes. For this reason, it had to be placed in a well protected position. By qualification, it's very much qualified for the battle having the flying and dodge ability. It is also one of the fastest monsters on the battlefield giving it an edge to cause early damage.
SUPPLY RUNNER
Who talks of speed in battle without needing the service of swiftness ability. Speed is the sole reason why this monster was selected. With its swiftness ability, all friendly monsters get a +1 speed and become even dodgy to evading attacks.
VENARI WAVESMITH
It would have been a bad idea to enter a battlefield unprotected. For this reason, the services of Venari Wavesmith was needed to place 2 armor over all friendly monster. These armors were needed to withstand the earthquake that came at the end of each round. While the armor provision was the main reason for this monster selection, it also battled tirelessly with its 2 magic damage
DEEPLURKER
This was the only melee monster used from my side. Of course, it fits perfectly in the battle plan because it has both high speed and high damage. The opportunity ability of its nature also helps it take out the weakest link on the opponent's team
That will be all for this week. I hope you enjoyed the read. Please join me next week for another battle mage secrets challenge same place. Leave a comment on how the strategy can be better or any other of your choice.
Thanks for stopping by