Holy cow! It has been a crazy busy last couple months in the world of Splinterlands. Wouldn't you agree? There have been so many exciting updates and new partnerships that I have trouble keeping them straight sometimes. Our list of friends is always growing, and the first DYGYCON event is right around the corner (11/28).
...and Splinterlands is just getting started.
Let's face it. The Earthquake Ruleset is one of the most complicated to master in the entire game. It has many layers of strategy built right in, and if you don't pay attention to each and every one of them, your opponents will steamroll right over you and dance on the flattened corpses of your team.
In the Earthquake Ruleset, even if you have never played a single Splinterlands battle, you can safely assume that Flying monsters will have some kind of special bonus.
While the earth is quaking in a Splinterlands battle, all monsters on the ground are subject to 2 Melee damage at the beginning of each turn. You know, from the earthquake. Ability bonuses still apply, so Monsters with Shield are only hit with 1 damage and monsters with an active Divine Shield will take no damage.
The one clear technique you can draw from face value in this Ruleset is to favor monsters with the Flying ability. This is great beginner advice, but you'll start to realize quite quickly that there are a lot more non-flying monsters than flying ones. That's when you'll start to explore some of the following nuances to the Ruleset.
In this downer earthquake scenario, both teams are dying. That cannot be helped. The monsters that aren't already dying from the earthquake are literally killing each other. So the trick is to make sure your enemy's team dies before yours does.
There are many good ways to make sure your monsters outlast your enemy's, whether or not they have Flying. One of my favorites is Shield, which drastically reduces the damage a monster takes from Melee and Range attacks. Plus, monsters with Shield usually have higher Health, which is always a good idea in the Earthquake Ruleset.
I almost always reach for high Health monsters in an Earthquake situation before Flying ones. First, my Flying collection is not impressive enough in any of the Splinters to reliably win in this Ruleset, With high Health and solid Healing, you can stand up to powerful Magic attacks and usually survive until the end.
In the Earthquake Ruleset you'll really want to maximize your damage per time. This means that you want to do as much damage as possible, as quickly as possible and as often as possible. This is how you win in Earthquake. That means Thorns, Retaliate, Magic Reflect, Enrage, and anything else that increases either the damage or frequency of your attacks.
There aren't many cards with the personal Healing ability, but they always fit in nicely in an Earthquake battle. The Water Elemental for example is able to sit comfortably in the back doing as much as 4-5 Range damage per hit. On top of that, it heals itself of Earthquake damage each and every round.
I like to use Healing, Tank Heal and Resurrect almost excessively in the Earthquake Ruleset. It's difficult to predict where the damage against you will be concentrated.
Don't read too much into them. They're just cards I like. This doesn't mean that I've included every card that's good in this Ruleset. If you think my choices suck, then please give me some suggestions in the comments so I don't have to keep sucking. I may be able to give strategy advice, but I'm pretty sure I still lose at least half of my Earthquake battles.
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