Welcome back to our Weekly Battle Mage Secrets!
This week, we are featuring the Counterspell ruleset.
Counterspell:
- All monsters receive the Magic Reflect ability at the start of the battle. Enemy monsters that attack with magic receive damage back.
- Damage returned is equal to the damage of the attacker divided by 2, rounded up.
- Magic monsters with the Reflection Shield ability do not take damage from reflected magic attacks.
- The Amplify ability increases damage.
For rulesets like these, you essentially have to do one thing: Avoid using magic damage like the plague!
Magic Reflect can pretty much kill you if you double down on it so better to avoid it if at all possible.
| Synergies | |
|---|---|
| Void Armor is pretty much a no brainer for these rulesets as you protect yourself with armor while also expecting minimal magic type damage. Even if they do end up using magic type damage dealers, you can potentially tank it with your void armor while reflecting damage on them directly if they don't have void armor on their side. Grandmaster Rathe can be a key summoner for these rulesets. | |
| Shatter is good for synergy because there is a high chance that your opponents will either use Void Armor for the reasons stated above, or use armor in general because they know that you will potentially try to stay away from Magic Type attackers. Breaking armor instantly will help you take your enemies out faster. Immortalis is a good hero to use here and the Void ability on him is cherry on top. | |
| A cool combo you can use for this ruleset or if you are further restricted to using magic is having Void. You attack with magic but get reduced damage from magic reflect since you have void on your side. Another reason why Immortalis can be very good in this ruleset. | |
| Reflection Shield is a must have if you are able to incorporate it into your lineup. This essentially nullifies the magic reflect so that you don't need to worry about it at all. |
| Counters | |
|---|---|
| With the likelihood that your opponent will not use magic, Headwinds is one of the best counters for this ruleset as it reduces ranged damage. Monsters like Ash Mirage and Scavo Chemist (both Fire Splinter) have these abilities so be on the lookout. Summoners like Quix the Devious also have -1 ranged damage. | |
| With the same reasoning as above, you'll want to decrease incoming damage to you to outlast your opponents. Monsters like Disintegrator and Harklaw would be good to use here as they can potentially tank as well. | |
| This is more of a synergistic effect in combination with Magic Reflect but it can be very deadly when paired together. Amplify Increases Magic Reflect, Return Fire, and Thorns damage to all enemy monsters by 1. That means all the magic damage you deal gets reflected back to you with additional damage and you may not be able to survive long enough. |
This week's feature is from a regular match in Diamond League. Rulesets are as follows:
- Aimless
- Counterspell
- Super Sneak
Same as last week, we are also stuck with a low mana match. This time though, the roles are reversed as I'm the one suffering from a summoner level gap. I've mentioned previously that for these rulesets, you want to stay clear of any magic damage type and with the lower ruleset, I'm following that to a T.
Round 1
In this match, I only have a gold level league Tarsa while the opponent is using the infamous Lux Vega. I opted for a full melee lineup because if I use ranged, the Aimless ruleset might screw me over with RNG. The upside here is that my opponent doesn't have max level monsters so that gives me a fighting chance.
I put the Antoid Platoon at the end together with Venator Kinjo just in case the enemy uses blast. One thing to also take note here is that the Flame Monkey can be key here because it's able to repair the armor of the Antoid. Main damage dealer here is going to be via the Exploding Rats.
Round 2
The start of round 2 has all the Fiends taken out as well as the Chaos Agent on their side. In hindsight, I could have swapped positions of the Flame Monkey and Radiated Scorcher to get more repairs going towards the Antoid Platoon but shouldn't be too much of a difference. Exploding Rats also missed their attack in round 1 but backline tank is doing well.
Round 3
Round 3 starts pretty much the same in terms of monsters left as my key attackers all missed! That Celestial Harpy with that Flying ability is causing serious issues and making this more exciting than necessary.
Round 4
Finally the hits are able to get in! We've taken out that pesky Harpy while I also lost my monkey. Since the Exploding Rats will take first hit here, as long as it hits the Stitch Leech, we should be good in terms of finishing them off.
Round 5
Finally got our hits in and round 5 starts us off with a 1v4. We got this in the bag.
Results
GG! This was a lot closer than what I would have liked because of those pesky misses but the main difference maker here really was the lower level monsters on the enemy side even while using a max level summoner.
That's it for this one and see you next week!
Full battle here.
Images provided by Splinterlands in game and via Weekly Battle Mage Challenge post
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