Hello Battle Mages
This might be coming a bit late from my usual weekly post but what matters is that it came. It's another week of battle mage secrets. In the spotlight, this week is the EarthQuake rule-set. Before properly moving to the theme of the week, let me take this little time to extend an invitation to all who desire to join the challenge. For those with interest, here is a link to the post outlining the do's & don't for participation eligibility. Do well to pay it a visit, then join us as we await your contribution.
Now, Let's go there!
EarthQuake
Aaaah, take a break from that which is in your mind. It's not literally the kind of earthquake you know. The Splinterlands game has an ability known as flying. These kinds of monsters are the only ones immune to the set rule being discussed today.
The image you see above symbolizes the Earthquake rule-set. In its means, it says that non-flying monsters take two melee damage at the end of each round. I feel there is something to be explained here. Melee damage in this context seems to be different from just damage. What this means is that monsters get damaged from their armor if they have one before reaching their health. Now the question is when faced with this rule-set, what strategy comes to mind?
Selecting Strategy for Earthquake Ruleset
Most times, players think using only flying monsters is key to winning the battle but it all depends on how strong your selected teams are. Having in mind that damages will begin from armor, it is a wise decision to include a monster with protect ability in your team. Another way includes using as many flying monsters as possible, although in the game presented neither of the team cared about flying monsters and this is because the ruleset was accompanied by the opportunity ruleset.
The Battle
| Battle Details | |
|---|---|
| Ruleset | Earthquake: Non-flying monsters take two melee damage at the end of each round. & Equal Opportunity: All monsters have the opportunity ability. |
| Mana Cap | 34 |
| Available Elements | Fire, Earth, Life, Death, and Dragon |
| Elements in Battlefield | Fire Vs Death |
Team Selection
Name: OWSTER ROTWELL
RARE Death Summoner
Stat: Counterspell✔️
HAUNTED SPIRIT
RAVENHOOD WARDEN
The SB monster was a great addition. It protected all friendly team monsters with two armor but due to the equal opportunity ruleset, it became the easiest target for opposition monsters because of its low number of health. It may have been the first monster to leave the battlefield on its team but it wasn't the first to leave in general.
OCTOPIDER
Using this monster paid off. It was used from a level where it has developed the demoralize ability. This ability kept the enemy's melee monsters in check and deprived them of the stat from their summoner. This monster usage became too important when the enemy's team lined up and was found to be mainly melee monsters.
HAUNTED SPIDER
The haunted spider was used to inflict targeted enemy's monsters with its poison ability. Unfortunately, the ability never kicked off but its two ranged damage did contribute to the success of the team. Also, the equal opportunity ruleset made it the second monster to be targeted since its health is next to the second smallest.
SCREAMING BANSHEE
This was the only magic monster on the battlefield. Although it had low health, its high speed gave it an edge over some other monsters. It was the second on the enemy's target list and the second to leave the battlefield from my team.
That will be all for this week. Please join me next week for another battle mage secrets challenge same place. Leave a comment on how the strategy can be better or any other of your choice.
Thank you for reading