Damour's weekly breakdown of the Battle mage secrets
Damour's weekly breakdown of the Battle mage secrets
CHALLENGE RULES
RULESET: Heavy Hitters
Description:
All units gain the Knock Out ability.
Be sure to include a unit with Stun in your lineup to trigger the Knock Out ability.
- Use a monster with Stun ability.
- There is a 50% chance that your monster with Stun will be able to stun enemy monsters, but if successful, all your monsters will deal double damage while that opponent is stunned.
- Speed is king here you want to make sure you hit right after that stun lands so you get extra damage for free.
Ruleset Nerfs
Rulesets that don't support | Reasons |
---|---|
![]() | Takes away the void armor counter. You could go with speed as the winning option here. |
Ruleset Buffs
Rulesets that support | Reasons |
---|---|
![]() | Having high armor will help you absorb some extra damage. |
![]() | Divine shield will protect you from one source of damage. |
![]() | This ruleset works so well with stun monsters allowing you to get that 50% chance every turn but do keep in mind this will be for your opponent as well. |
Monsters breakdown
Buffs
Stun
This ability allows you to truly take advantage of the knock out which gives you the ability
to do double damage to stunned units.
True Strike
If you can pair this with your stun monster you will have a better chance of landing that 50% stun.
Piercing
This is great against any armor play your opponent may wish to try.
Nerfs
Repair
Having the repair ability allows you to repair the armor of your monsters.
Protect/Void armor
Having high armor will help you absorb some damage. Similarly for magic, you can use Void Armor ability to protect against magic. Protect ability can give you two additional armor while the Repair ability will help you regain your damaged armor.
Affliction
Having the affliction ability allows you to counter any healing sustain of your opponent.
Blind/Dodge
Blind and Dodge both provide extra % chance of your opponent missing you if they are attacking with range or melee.
Headwinds/Demoralize/Silence
You can still survive longer if you can reduce the damage from the opponent's attack. Abilities like Demoralize, Headwinds, or Silence reduces the melee, ranged, and magic damage respectively will help you achieve this strategy this will be an ideal way to hurt their damage output.
Summoners breakdown
Summoners buffs | Reasons |
---|---|
Summoners that give speed | Dealing damage just after the stun lands can often be the difference between winning or losing here. |
Kelya | Having speed as mentioned above is great but the added armor allows for that extra hit. |
Lux | Same reasons as Kelya with the added bones of some more health as well. |
Grandmaster Rathe | Giving everyone void armor can be particularly difficult to get through regardless of the damage type. |
Immortalis | Giving everyone shatter can be painful for opponents who have gone with armor plays also great for anti magic pick. |
Summoners nerfs | Reasons |
---|---|
None | Can't really think of summoner with a disadvantage. |
If you can think of any please let me know.
Without further delay lets dig into a battle to see some of our recommendations in action.
Top player chose to bring the Thadius Brood a choice I would have made as well with the poison ruleset in play. Harklaw and Revealer make the perfect pair here with immunity and stun. The bottom player chose to bring lux for speed and armor. No stun was brought to the fight.
While the stun does not land every hit when it does it makes a big difference.
Damour the merrier
See you all out in the Splinterverse.
Images provided by Splinterlands in game and via Weekly Battle Mage Challenge post.
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