Cleanse To Cancel The Effect of Noxious Fumes


Hello, Splinterlovers, how are you today. Today I will make a post again about the Splinterlands contest Battle Mage Secrets Challenge. This Week's Theme is Noxious Fumes ruleset.

I usually battled in the Modern Format Diamond League using my 2 scholar accounts from Balthazar scholar bltzr-wizard-710 and bltzr-wizard-711.

Battle Link

If you want to watch the Battle Link
Video link:

Ruleset

  • stampede.png Stampede ruleset, The Trample ability can trigger multiple times per attack if the trampled Monster is killed.
    • Trample ability, every time the monster attacks and kills the enemy monster it will attack the monster behind.
  • firefox_5Cgkh5x8ei.png Noxious Fumes: All monsters have started a battle with poison status, starting at round 2 the HP will decrease -2 each round.
  • Even Stevens, only monsters with even mana cost can be used in this battle.
  • mana cap.
  • can use Water element.

My Lineup and strategy

There are several ways to deal with the Noxious Fumes ruleset, this time we will use:

  • Cleanse ability to remove Poison effects,
  • Use units with the Immunity ability so they are immune to poison.
  • Use buffs that can increase maximum HP so that our units can survive the effects of poison longer.
  • Units that have the Taunt ability (forcing enemy units to attack this unit if possible) so that the damage received by our monster in the first position can be distributed to this unit so it can last longer.

In the Even Stevens ruleset not many units can attack from behind (have Sneak ability) so we can assume that the enemy will be attacking our monster in the first position. or even if the enemy attacking our unit from behind it will not be strong enough.

The Lineup we use :

Summoner or monsterAbilitiesDescription
Possibilus the Wise, summoner. Has the buff of +2 HP, and gives Trample and Reach abilities to all friendly monstersWith +2 HP boost our survival capability., with this summoner Reach ability all melee units in the 2nd position can now attack the enemy in the first position. Every time our monster kills the enemy, it immediately attacks the monster behind because it has the Trample ability. This will help in the ruleset Stampede, now the Trample is unlimited as long as we can kill the enemy every time we do the Trample ability. In this battle, we will try to focus our attack on the enemy monster in the first position so that it dies quickly and reduces damage to our monster.
Arkemis the Bear, 1st position, Attacker, Support and Defender. Has the ability Protect, Halving, Forcefield, and Enrage.We put this monster in the first position because it has a High HP and the Protect ability is a support ability that gives all friendly monsters armor of +2, when we are attacked by melee or range attack it will hit the armor first before decreasing the HP. Halving ability will make the monster we hit will decrease the damage by half (round down). This is very useful to decrease the damage of the monster who attacks us in the first position. The Forcefield is another good defense ability, it will make all monsters who have damage of 5 or more only give 1 damage to this monster, and to increase the capability as an attacker, it has an Enrage ability, if it hit by the enemy and decrease the HP it will increase the damage and speed of this monster. This monster has a high HP of 12, and although it's weak against magic our second tanker who has Taunt ability will temporarily handle that magic attack.
Coastal Sentry, 2nd position, Attacker and 2nd tanker. Has the ability Double Strike, and Piercing.Has very high damage. With Double Strike this monster will attack twice each round giving 5 damage each for a total of 10 damage with the Piercing ability if the attack hits the armor and destroys it, then the remaining damage will hit the HP making this monster easier to kill the enemy. Usually, this monster can attack from the first position, but because of the summoner Possibilus it can attack from 2nd position, this monster does not have a strong defense/ability, easy to die.
Venator Kinjo, 3rd position, support. Has the ability Reflection Shield, Camouflage, Immunity, and Slow.I used it because of the Immunity and Slow abilities, Slow ability it will decrease all enemy monster speed by -1, hope can increase the chance for our melee unit to attack first. Immunity ability make this monster immune to all negative status like Stun, Poison, Blind, Cripple, etc. Amplify ability will increase the damage of the Return Fire, ability from our unit Wave Brood. The enemy monster can't attack this monster unless moves to the first position because has Camouflage ability.
River Nymph, 5th position, attacker and support. Has the ability Cleanse, Amplify, and Swiftness.We use this monster because it has The support ability Cleanse it will remove any negative effects from our monster in the first position, we use it especailly to remove the poison effect. Swiftness is good support ability that can increase the speed of all our allied monsters. This unit weak against attack so we put it in this position.
Supply Runner, 6th position, attacker and support. Has Swiftness, and Strengthen abilityWe need this monster to boost all our monster HP by +1 because it has the Strengthen ability. Like as River Nymph has Swiftness ability. this unit is not bad as an attacker has 3 range damage with 5 speed.
Wave Brood, 6th position, attacker and tanker. Has the ability Taunt, Close Range, Void, and Return Fire.We need this monster's Taunt ability that ensures that enemy monsters will attack this monster if they can, especially the magic attack to protect our tanker in the first position. Although Wave Brood is a ranged attacker, its Close Range ability will make this monster attack from the first position. The Void ability will decrease the enemy magic attack damage by 50%. Wave Brood Return Fire ability will reflect the range attack and give +2 damage to the attacker.


Our Formation is finished and we are ready to battle :

Did your Strategy Work?

Yes, the strategy is working in this battle which determines our victory is:

  • First of all Cleanse from our River Nymph to delete the Poison status from our tanker The Bear so it stay alive until the end of the battle.
  • Wave Brood which has the Taunt ability so that the enemy has difficulty killing our tanker Arkemist the Bear. Our attacking units are free to attack the enemy units in the first position, while the attacking units on the enemy side divide their attacks between our tankers in the first position and Wave Brood.
  • Venator Kinjo which has the Amplify ability causes damage from Return Fire Wave Brood to increase so that it can quickly kill Supply Runner and Sea Stalker on the enemy side. It can be seen below that when the Supply Runner attacks Wave Brood and gets a counterattack of 3, likewise when the Sea Stalker attacks it gets a counterattack of 4.

Our guess is not 100% correct the enemy still brings units who can attack our monster behind the Deeplurker (this is a unit with even mana cost) and it's working pretty well actually to decrease our unit HP. Fortunately, they did not bring Wave Brood so our unit could focus on attacking the enemy in the first position.

Thank you, my friend, for taking the time to review my battle report. I appreciate your efforts and would be grateful if you could provide me with feedback on any mistakes you find by leaving a comment.

If you are new and want to try this fantastic strategy card battle game feel free to use my referral code https://splinterlands.com?ref=poplar-22 to join.

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