Alric bringing the Storm in Ferocity

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BATTLE MAGE SECRETS FEROCITY

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.

FEROCITY weekly challenge

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

Game Modifications

This is an Earthquake ruleset game so all non-flying Monsters take 2 Melee damage at the end of each round.

Earthquake

This is a Ferocity ruleset game so all Monsters have the Fury ability.

Ferocity

This is an Aim True ruleset game so Melee and Ranged attacks always hit their target.

Aim True


Let the battle begin!

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.

Alric Stormbringer


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+

Djinn Oshannus


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

Runemancer Kye


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

Ruler of the Seas


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.

Spirit Miner


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

Mermaid Healer


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

Merdhampir


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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Alric bringing the Storm in Ferocity | Ecency