Introduction
This week battle mage secret: Healed out. In this rule set no heal abilities may be use.
For me this rule set is okay, Even though I use very often heal monster. Heal monster are a important part of my strategy. One of my most played strategies is with a 3 monster heal, tank heal (e.g. Goblin Psychic) in combination with triage (e.g Spirit Hoarder).
But that said there are plenty of strategies where heal is not necessary.
Lets have deep dive in how I approach a battle without healing monsters.
Ruleset
All healing abilities are removed.
- No heal
- No triage
- No tank heal
Official ruleset information from splinterlands: List-of-In-Game-Rulesets
Abilities Synergies / Strategies
In general I like magic monsters with this rules set because this goes directly towards the health and cannot be healed. Unless your opponent uses void armor
Life Leech - No healing can be done you still can gain health with life leech
Scavenger - also with scavenger you can still collect some extra health
Protect with repair - What I like when I assume there are no magic monsters I tent to chose some extra armor and repair that armor so this serves as some extra health
From my own battle data gathering these are my top performing monster in this rule set:
And these my summoners:
Avoid
Afflication - Affliction prevent an monster to be healed. In this case there are no monsters with heal therefor useless with this rule set.
Cripple - Not really an avoid but is has less effect because normally you will use this so that your opponent cannot heal up the drained health.
Example battle
Strategy
Lets have a look on a actual battle.
Medium mana battles only two splinters available. With only melee monsters and return fire this will definitely brings some magic monsters.
Rulesets
Healed Out:
Rule set of this week no healing monster are allowed.
Fire & Regret:
All monster will receive the return fire ability. This mean when an monster is attacked by ranged monster it will do return damage.
Keep Your Distance:
No melee monster may be selected in this battle.
The Lineup
Summoner
Card | Reason |
---|---|
This time lux is selected mainly for the +1 speed. To get an advantage in attacking first and give a greater speed difference which is beneficial for the miss calculation, going to use phase |
Monsters Lineup
#1 | #2 | #3 | #4 | #5 | #6 |
---|---|---|---|---|---|
Pelacor Conjurer (lvl 10)
Important monster in this strategy. High speed +1 of Lux and phase this should get some misses.
Temporal Master (lvl 6)
You have to wait before it strikes but when it strike it might instant kill monster with 6 damage.
Dax Paragon (lvl 5)
This monster is in for the amplify so the Pelacor Conjurer does +1 damage with reflect magic. And if my opponent uses any ranged monster his return damage will also be +1 damage.
Time Mage (lvl 8)
Important again for the slow it reduces all speed of the enemy making the miss change onder Pelacor Conjurer greater.
Djinn Renova (lvl 6)
Extra health always welcome and still a nice high damage dealing monster.
Portal Spinner (lvl 8)
A bit of a risk knowing it will take return fire damage here the scattershot may hit some smaller target in the back.
The Battle
Reference
Link to the battle:
Link to battle
Rounds
Start :
Nice level 4 Grandmaster Rathe this is a good pick against magic and that was expected with these rule sets and splinter.
My strategy same to work with the speed difference I expect many misses. The first position will be difficult when that is killed I think I win the battle.
Round 1:
3 misses out of 3 attacks first round it works. I also missed once. The return fire and magic reflect in combination with the amplify of grandmaster rathe is hurting the most.
Round 2:
2 misses out of 2 attacks. Also nice to see my recharge has hit with 6 and only 2 damage is return, so the damage is calculated on based damage.
Round 3:
Again 2 misses out of 2 attacks. This strategy is working the battle is already over.
Round 4:
This round no misses, so not all are misses just one more round
Round 5:
Because of my speed I may hit first and therefore taking down the enemy before it could strike.
Conclusion
In total 7 misses and 2 hits that is really great to see, speed
is so important in the game also with magic attack.
Other example battles
Battle 1
When healing is no option rebirth always can give some sort of heal. especially funny with martyr
Previous ruleset strategy posts
The series continues, below you will find references to the other ruleset strategies / analysis posts.
Ruleset | Post |
---|---|
Briar patch | Ruleset post: Briar patch |
Standard | Ruleset post: Standard |
Aim True | Ruleset post: True aim |
Aimless | Ruleset post: Aimless |
Up to Eleven | Ruleset post: Up to Eleven |
Armored Up | Ruleset post: Armored Up |
Back to Basics | Ruleset post: Back to Basics |
Broken Arrows | Ruleset post: Broken Arrows |
Close Range | Ruleset post: Close Range |
Counterspell | Ruleset post: Counterspell |
Earthquake | Ruleset post: Earthquake |
Equalizer | Ruleset post: Equalizer |
Equal Opportunity | Ruleset post: Equal Opportunity |
Even Stevens | Ruleset post: Even Stevens |
Explosive Weaponry | Ruleset post: Explosive Weaponry |
Fire & Regret | Ruleset post: Fire & Regret |
Fog of War | Ruleset post: Fog of War |
Ferocity | Ruleset post: Ferocity |
Going the Distance | Ruleset post: Going the Distance |
Healed Out |
That's all for this week hope you enjoyed reading this ruleset strategy/analysis. See you all on the battlefield.
Do you also want to be part of this amazing play to earn game consider using my refferal link.