BATTLE MAGE WEEKLY challenge: Ilthain playing on a Close Range

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BATTLE MAGE SECRETS CLOSE RANGE

This week, I'm sharing my game using Ilthain on a Close Range ruleset.

CLOSE RANGE weekly challenge

We can play ranged monsters in any position since they can still attack in the first position.

You can check out this BATTLE MAGE SECRETS Weekly Challenge link if you also want to participate.


Ruleset:
Close Range
Holy Protection
Taking Sides

Mana Cap: 24
Elements: Life

Game Modifications

This is a Close Range ruleset game so ranged monsters may be used in the first position in this battle.

Close Range

This is a Holy Protection ruleset so all monsters have Divine Shield ability.

Holy Protection

This is a Taking Sides ruleset game so neutral monsters may not be used in this battle.

Taking Sides


Let the battle begin!

You may also watch battle here.


Summoner: Ilthain

Abilities:
All friendly monsters gain +1 Speed
All friendly monsters gain the ability Return Fire

Since Life is the only active element in this battle, Ilthain would be the best summoner for this combination of rulesets and mana cap.

Lorna Shine would be redundant.
General Sloan will be punished by Return Fire.
Legendary Summoners would limit the monsters to be used due to small mana cap of 24.

Ilthain


Pos 1 Monster: Pelacor Conjurer

Abilities:
Flying - Has an increased +25% chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability

Magic Reflect - When hit with Magic damage, does reduced Magic damage back to the attacker

  • Deals damage equivalent to the attacker's damage divided by 2, rounded up. The damage is reflected even if the attacker does not hit

Divine Shield - The first time the Monster takes damage it is ignored.

Phase - Magic attack can miss this Monster (using the same hit/miss calculation as for Melee and Ranged attacks)

Pelacor Conjurer


Pos 2 Monster: Silvershield Assassin

Abilities:
Sneak - Targets the last Monster on the enemy Team instead of the first Monster unless if there is a Taunt monster on the enemy

Double Strike - Reduced damage from Magic attacks. Magic Attack damage gets halved (rounded up), except attack 1 which deals 0 damage

Poison - Attacks have a 50% chance to apply poison, which does automatic 2 damage to the target at the beginning of each round after the poison is applied

Silvershield Assassin


Pos 3 Monster: Celestial Harpy

Abilities:
Flying - Has an increased +25% chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability

Opportunity - Monsters with the Opportunity ability may attack from any position and will target the enemy Monster with the lowest health

True Strike - This monster's attacks cannot miss

Celestial Harpy


Pos 4 Monster: Venari Crystalsmith

Abilities:
Tank Heal - Restores 1/3 portion of the Monster's health in the first position each round

Dispel - When this monster hit an enemy, it clears all positive status effects on that enemy

Venari Crystalsmith


Pos 5 Monster: Lone Boatman

Abilities:
Snipe - Targets enemy Monsters with Ranged, Magic, or no attack that are not in the first position

Repair - Restores up to 2 armor of the friendly Monster whose armor has taken the most damage

Shatter - All of target's armor is destroyed when hit his attack

Lone Boatman


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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