This week, I'm sharing my battle on Ferocity ruleset using Alric Stormbringer.
In this ruleset, I just try to avoid using monsters with Taunt so my gameplay should not use line-ups that involve a Taunt monster.
You can check out this BATTLE MAGE SECRETS Weekly Challenge link if you also want to participate.
Ruleset:
Earthquake
Ferocity
Aim True
Mana Cap: 42
Elements: Water, Earth, Dragon
This is an Earthquake ruleset game so all non-flying Monsters take 2 Melee damage at the end of each round.
This is a Ferocity ruleset game so all Monsters have the Fury ability.
This is an Aim True ruleset game so Melee and Ranged attacks always hit their target.
You may also watch battle here.
Summoner: Alric Stormbringer
Abilities:
All friendly monsters gain +1 magic damage
I chose Alric since this is a high mana game so I can use my high mana magic monsters Runemancer Kye. It is a perfect monster for this combined set of rulesets.
Pos 1 Monster: Djinn Oshannus
Abilities:
Void - Reduced damage from Magic attacks
- Attack damage gets halved (rounded up), except attack 1 which deals 0 damage
Phase - Magic attack can miss this Monster (using the same hit/miss calculation as for Melee and Ranged attacks)
- this ability is useless due to the Aim True ruleset.
Forcefield - This Monster takes only 1 damage from attacks with power 5+
Pos 2 Monster: Runemancer Kye
Abilities:
Flying - Has an increased +25% chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability
- it wont be damaged by the Earthquake ruleset unless if it is hit by an enemy monster with Snare ability
Life Leech - Monster's health increases each time it damages an enemy Monster's health in proportion to the damage dealt
Fury - This Monster does double damage to targets with the Taunt ability
Pos 3 Monster: Ruler of the Seas
Abilities:
Blast - Does additional damage equivalent to main damage divided by 2, rounded up to Monsters adjacent to the target Monster
Swiftness - All friendly Monsters have increased +1 Speed
Silence - Reduces the Magic Attack of all enemy Monsters by -1
Pos 4 Monster: Spirit Miner
Abilities:
Dodge - Has an increased +25% chance of evading Melee or Ranged attacks.
Swiftness - All friendly Monsters have increased +1 Speed
Blind - All enemy Melee & Ranged attacks have an increased +15% chance of missing their target.
Pos 5 Monster: Mermaid Healer
Abilities:
Triage - Heals the friendly back-line Monster that has taken the most damage
- Heal is max health divided by 3, rounded down. Minimum is 2.
Strengthen - All friendly Monsters have increased +1 Health
Cleanse - Removes all negative effects on the Monster in the first position on the friendly team
Pos 6 Monster: Merdhampir
Abilities:
Life Leech - Monster's health increases each time it damages an enemy Monster's health in proportion to the damage dealt
Cripple - Each time an enemy is hit by a Monster with Cripple it loses one max health
Snare - When attacking enemies with Flying, removes the Flying ability and cannot miss
Can't wait to see them in action? Let's watch the game.
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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