This week, I'm sharing my game in Holy Protection ruleset using Quix the Devious.
You can check out this BATTLE MAGE SECRETS Weekly Challenge link if you also want to participate.
Ruleset:
Keep Your Distance
Holy Protection
Healed Out
Mana Cap: 35
Elements: All except Water
This is a Keep Your Distance ruleset game so Monsters with Melee attack may not be used in battles.
Keep no attack or higher HP monsters in the front. Keep higher speed Magic monsters with abilities like Flying, Dodge, Blind in the front.
This is a Holy Protection ruleset game so All Monsters have the Divine Shield ability.
Monsters that normally have this ability do not get it twice. The trick to win in this ruleset is to fill all 6 slots of your line up and use monsters with Blast and Double Strike. Use a monster or summoner that has Resurrect to use this ruleset at its maximum potential.
This is a Healed Out ruleset game so All healing abilities are removed from Monsters and Summoners.
You can skip monsters and summoners having Affliction. Life Leech is not impacted by this ruleset.
You may also watch battle here.
Summoner: Quix the Devious
Abilities:
All enemy monsters lose -1 ranged damage
All enemy monsters lose -1 speed
Pos 1 Monster: Chaos Agent
Abilities:
Dodge - Has an increased chance of evading Melee or Ranged attacks.
+25% Dodge vs melee/ranged
Phase - Magic attack can miss this Monster (using the same hit/miss calculation as for Melee and Ranged attacks)
Backfire - If an enemy misses this Monster with an attack, the attacker takes 2 damage
Pos 2 Monster: Void Dragon
Abilities:
Flying - Has an increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability +25% chance of evading.
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)
Pos 3 Monster: Chaos Dragon
Abilities:
Flying - Has an increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability +25% chance of evading.
Scattershot - This monster's attacks hit a random enemy target
Blast - Does additional damage to Monsters adjacent to the target Monster
Additional damage is equivalent to main damage divided by 2, rounded up
Blind - All enemy Melee & Ranged attacks have an increased +15% chance of missing their target.
Pos 4 Monster: Scavo Chemist
Abilities:
Cleanse - Removes all negative effects on the Monster in the first position on the friendly team
Summoner Scarred Llama Mage protects friendly monster with this ability
Slow - Reduces the Speed of all enemy Monsters
Headwinds - Reduces the Ranged attack of all enemy Monsters.
-1 to ranged attack, it cannot be less than 1
Pos 5 Monster: Lava Spider
Abilities:
Snipe - Targets enemy Monsters with Ranged, Magic, or no attack that are not in the first position
Snare - When attacking enemies with Flying, removes the Flying ability and cannot miss.
Poison - Attacks have a chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied.
The Poison ability is triggered 50% of the time. Poison does damage at the end of the turn and is not affected by shield or void.
Pos 6 Monster: Supply Runner
Abilities:
Swiftness - It gives all friendly Monsters +1 increased Speed.
Strengthen - All friendly Monsters have increased Health
Now that Rebellion edition is here, do you think there's a stronger line up in this Game Modification? Comment down below.
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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