Second attempt at the Disintegrator share your battle challenge, This time round used it with an earth summoner in a not so advantageous ruleset.
Link to the Battle: https://splinterlands.com?p=battle&id=sl_2160337dfb0bfb3a1ca4869f74417fc4&ref=dotz132
Card Background Information
| Edition | Chaos Legion |
|---|---|
| Rarity | Common |
| Element | Neutral |
| Attack | Melee |
| Abilities | Demoralize (base)/Trample(lv5)/Knock Out (lv8)/Retaliate(max) |
| Symbol | Effect |
|---|---|
| Reduces the Melee attack of all enemy Monsters by 1 cannot be lower than 1 | |
| When a Monster with Trample hits and kills its target, it will perform another attack on the next Monster on the enemy Team | |
| Does double damage when attacking an enemy that is stunned | |
| When hit with a Melee attack, Monsters with Retaliate have a chance of attacking their attacker (50%) |
Card level & stats
Bronze max | LV3 - +1 armor & hp
Sliver max | LV5 - gains Trample and +1 speed
Gold max | LV8 - gains Knockout, +1 damage and hp
Diamond and above | LV MAX - gains retaliate and + 1 armor
Favorable Rulesets
| Symbol | Effect | Disintegrator? |
|---|---|---|
| No modifications to the standard gameplay rules and mechanics. | well it will work since there is no change | |
| Melee and Ranged attacks always hit their target. | Makes attacks not miss even if they have the dodge ability or flying or have higher speeds which make this card better since now it will not miss | |
| All Monsters have 2 Armor in addition to their normal Armor stat. | Gains more armor allowing it to live longer | |
| Monsters lose all abilities. | Make it not good to use since its a melee unit used for the buffer better use a magic or range unit so that it can still attack in the back | |
| Ranged attack Monsters may not be used in battles. | Not affected due to being a melee attacker | |
| Ranged attacks may be used in the first position in battles. | Not affected due to being a melee attacker | |
| Non-flying Monsters take 2 Melee damage at the end of each round. | will only last 4 turns, since it not a flying unit, still good to use due to reduction in melee damage making it help the team stay alive longer | |
| All Monsters have the Opportunity ability. | great it already reduces damage and now it can attack in the back | |
| The initial Health of all Monsters is equal to that of the Monster on either team with the highest base Health. | pretty good since hp is not really ideal for a debuffer since u want it alive for as long as possible | |
| Only Monsters with even Mana costs may be used in battles. | unusable due to being 7 mana which is odd | |
| All Monsters have the Blast ability. | great if it was in front but still can be used to reduce the melee damage to reduce the blast damage of melee units | |
| Monsters lose the Sneak and Snipe abilities. | not affected so no change to usage | |
| All healing abilities are removed from Monsters and Summoners. | removes its healing ability, not affected as it does not have any heals | |
| All Monsters have the Knock Out ability. | Works if paired with a monster with stun ability | |
| All Monsters have the Divine Shield ability. | allow it to take 1 free hit | |
| Monsters with Melee attack may not be used in battles. | cannot be used as its a melee attacker | |
| Only Monsters & Summoners that cost 4 Mana or less may be used in battles. | not usable since it cost 7 mana | |
| Legendary Monsters may not be used in battles. | Not affected since its a common monster | |
| Monsters with Magic attack may not be used in battles. | not affected as its a melee attacker | |
| Melee attack Monsters can attack from any position. | allows it to attack from any position which is great use | |
| All Monsters start the battle Poisoned | not very good, will last 3 turns at level 1 | |
| Only Monsters with odd Mana costs may be used in battles. | can be used | |
| Monsters with the lowest Speed attack first and have the highest chance of evading attacks. | great since it has 1 speed and a max of 2 speed at max level which mean more dodging for it | |
| Only Common and Rare Monsters may be used in battles. | no problems as its a common monster | |
| Summoners do not give any stat buffs or debuffs or grant/use any abilities. | Not affected by the effect as it only affects summoners | |
| All Monsters have the Enrage ability. | Will gain more speed and damage when damaged | |
| The Trample ability can trigger multiple times per attack if the trampled Monster is killed. | gives trample ability to it so has a chance to attack again | |
| All Melee attack Monsters have the Sneak ability. | gains sneak so it great to reduce damage of enemy sneak units and attack at the same time, great with paired with shield unit | |
| Neutral Monsters may not be used in battles. | Can't be used | |
| All Ranged and Magic attack Monsters have the Snipe ability. | not affected as its a melee attacker | |
| Monsters do not have any armor and do not get armor from Abilities or Summoner Buffs. | makes it weaker by removing its protection | |
| Only Monsters with Melee attack may be used in battles. | can be used as its a melee attacker | |
| Magic attacks hit Armor before reducing Health. | increase survivability by making magic hit its 2 armor at level 1 |
Battle rules
| Symbol | Rule Effect |
|---|---|
| Non-flying Monsters take 2 Melee damage at the end of each round. |
Total Mana : 50
Usable elements : Fire, Water and Earth
Woo earthquake anything that has armor, can fly , has shield or can reduce damage are great to use.
Team Composition
Position: Summoner
Obsidian chosen as it was my only leveled earth summoner and its plus 1 magic damaged is gonna be used but in hind sight it made more sense to pick the starter earth summoner that minus 2 armor instead for a better timePosition: Star of the Challenge/Debuffer/Main Tank
Since only Fire, water and earth are usable most teams will be filled with melee units since there are not many flying units to use in these factions and both fire and water are melee heavy team, i hope that my bet pays off
placed in front to take the brunt of the blows since it will not last very long in the earthquake ruleset.
Position: Sub Tank
Mycelic Infantry with its shield even thou it cant fly its great to use since earthquake, only hits it for 1 damage and that melee units hit for half damage against it.
also has high damage at 3 with a good amount of health and armor.
Position: Melee Damage
Nectar queen hits real hard at 4 damage and can fly, super great in the earthquake ruleset since it flies and super high health at 10 making it a great sub sub tank
Position: Magic Damage
Regal Peryton the solo beneficiary of the summoner's ability on this team being the only magic unit that I field since its the only one that flies that I can use.
with its high speed value of 6, its be dodging those slow melee and range units while striking them hard with its 3 magic, one of the main damage dealer of the team
Position: Range Damage
Gargoya Devil a flying unit that hits hard with a value of 3 damage and has 1 point of armor allowing it to survive most lethal blows one time unless its double strike, weak to magic with its low health
Position: Melee Damage/ Immunity Unit
The final unit of the team, the tower griffin chosen since it can still attack while its all the way at the back and it flies so it can avoid the earthquake damageNow on to the Battle
Round 1
As predicted they are running a melee focus team and wow they have a buffer.
with the bonus armor gained from the summoner skill they managed to avoid a single turn of earthquake damage.
I could have suffer greater losses this round if not for the disintegrator reducing their damage but still lost a single unit this round to that hard hitting sand worm.
Round 2
Their team hits really hard wiping out most of my units this round on the bright side their main tank the chain golem is almost dead and they are suffering from the earthquake damage while the units that fell from my team are mostly my non flying units.
Round 3
had great luck this round, with my nectar queen dodging the attacks that tried to bring her down
that magic unit that i picked is doing its job and cleaning up with its buffed 3 damage.
Round 4 & Beyond
By being flying units and luck of dodging, the team managed to wither down the opponent's team and once their final melee units falls, the range unit became unable to attack and under the assault of my team and earthquake it finally fell.
Strategy Talk
If they played some flying units the battle might have gone differently or maybe magic damage units since magic does not miss unless the target has phase, as flying gives an increased 25% dodge rate against non-flying units
Disintegrator played its part in reducing the damage done to the team which bought valuable time for the rest of the team since they had a buffer, it basically canceled out the buff effect.
Disintegrator, all in all a good card to use in most melee combat ruleset such as opportunity or super sneak and the one that allows melee units to attack from anywhere, in those cases use it since it will help in reducing damage done to your team.
Thanks for the battle challenge curation team
Can't wait to see what next week's theme is gonna be
If you are interested in the game, here's my referral link: https://splinterlands.com?ref=dotz132