Ability strategy analysis: Enrage

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Introduction

This week we have a look at the enrage ability. Last few week i missed the ability deep dive post. due to other social media posts.
This week yet another one hope you enjoy reading it.

Enrage is an nice ability and there is one unit that does not have enrage but when the What Doesn't Kill You ruleset is in place this unit would be directly number 1:

But is has no enrage by default so it of the table for this post 🤣

Ability

Has increased Melee attack and Speed when damaged.
Increases stats 1.5x, rounded up

Note: Enrage cannot be removed by the dispel ability

Official ability information from splinterlands: List abilities

Synergies / strategy

Abilities benefits

Inspire - This will give the possible enrage unit an extra +1 melee attack

Trample - Trample benefits when you kill opponent with erange the chance of killing is higher therefor the trample ability gain value.

Piercing - Another skill that is improve when there is more damage dealt.

Be aware of abilities
Stun - When you are stunned you cannot attack.
Demoralize - this wil reduced the gaine stats from

Ruleset benefits
Noxious Fumes/Earthquake/Explosive Weaponry - These ruleset can trigger the enrage ability faster.

Heavy Hitters - Make sure you bring an Stun monter then the enrage monster can do even more damage



Select / favorite

The enrage units i own and there level:

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This time it was easy this is an unit that is very often in my line ups and one of highest win percentage unit.

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Strategy

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High mana cap battle with Aim true so everybody will be hitting their target. Still speed does matter to determine who will be hitting first. I expect no magic play because of the amplify that is now easy countered by an reflection shield of the life team. Therefor my play will be with water and Diemonshark will be on the team.

Rulesets

Aim True:
Units cannot miss their target.

Up to Eleven:
All units will gain the amplify ability. Amplify will do +1 damage to all return damage like thorns magic reflect and retrun fire

The Lineup

Summoner

CardReason
Love to play this summoner in combination with Coastal Sentry the everybody gets trample. So occasionally this gain the favor above Lux vega.

Monsters Lineup

#1#2#3#4#5#6

Diemonshark (lvl 6)
Star of this week. Love the enrage ability on this unit when it is enraged it will do 5 damage and gets 6 speed. which normally makes it harder to hit, not in this case because of the aim true rule set.


Coastal Sentry (lvl 8)
Strong heavy hitters with double strike. With its piercing she will get trough the armor quickly of any opponent.


River Hellondale (lvl 3)
Buff all melee unit with +1 melee damage with the inspire ability. That mean another +1 when diemonshark is enraged.


Igor Darkspear (lvl 5)
Cheap filler with a nice health and decent hit point.


Torrent Fiend (lvl 3)
meat shield to protect Igor Darkspear from any blast damage.


Wave Brood (lvl 5)
Tank with taunt in the back. Needs to keep the heavy hitter in the front alive for at least some attacks.

The Battle

Reference

Link to the battle:
Link to battle

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Rounds


Start :

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Lets analyze the battle lineup. Magic play is not what is expected with Alric Stormbringer when i start the game this was the most powerfull "affordable" summoner, not for mee at that time.
No there are many way to counter it.

But the +1 magic will hurt lucky the Wave brood has void so less damage is done. For the Diemonshark they will get around the armor but will trigger the enrage quicker.


Round 1:

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First round is over still there are many heavy magic damage dealer left. I think i got this because also the +2 health of Possibilus the Wise makes it that the diemonshark has 12 health


Round 2:

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One magic hit and Diemonshark is enraged. I must say I would have propably lost if my opponent had have brought one lever higher Djinn Oshannus with force field. Then my Coastal Sentry and Diemonshark would only have done 1 damage 🍀.
But Coastal Sentry kills one unit and gets an trample which strikes for another 5 damage with piercing


Round 3:

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Coastal Sentry is on the role two more kills with two extra attack because of the trample of Possibilus the Wise.


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Conclusion

Fun battle to watch and see how magic damage could trigger the enrage ability sooner.
Also must say there was some luck 🍀 involved while with an investment of 2.7$ on one level higher
Djinn Oshannus would have flipped the win over to my opponent.

Previous ability strategy posts

Below you will find references to the other ability strategies / analysis posts.

Abilitypost
AfflictionAbility post: Affliction
AmplifyAbility post: Amplify
BackfireAbility post: Backfire
BlastAbility post: Blast
BlindAbility post: Blind
BloodlustAbility post: Bloodlust
CamouflageAbility post: Camouflage
Close RangeAbility post: Close Range
CleanseAbility post: Cleanse
CrippleAbility post: Cripple
DeathblowAbility post: Deathblow
DemoralizeAbility post: Demoralize
DispelAbility post: Dispel
Divine ShieldAbility post: Divine Shield
DodgeAbility post: Dodge
Enrage

That's all for this week hope you enjoyed reading this ability strategy/analysis. See you all on the battlefield.

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