Damour's weekly breakdown of the Battle mage secrets
Damour's weekly breakdown of the Battle mage secrets
CHALLENGE RULES
RULESET: Odd Ones Out
Description:
Only units with odd mana costs may be used.
- Summoners are not affected by this rule.
- Think about the team your opponent could select try to counter those same cards
- Use the other rulesets to guide your picks and possibly your opponents picks as well.
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 ability works so well with this ruleset but chances that you pick right to counter your opponent is slim unless there are extra restrictions from the rulesets. |
Monsters breakdown
Buffs
Reflection Shield
This ability directly counters the effects of Return fire + Magic Reflect + Thorns and Blast damage.
Shield/Void
Shield reduces the damage from melee or ranged attacks while the Void reduces the damage from the magic attacks. Since the damage from the Blast effect is effectively halved already, having another ability like Shield or Void can reduce it further by half, and can be even reduce to zero damage.
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.
Nerfs
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 first can often be the difference between winning or losing. |
Kelya | Having speed as mentioned above is great but the added armor here has many benefits. |
Lux | Same reasons as Kelya with the added bones of some more health as well. |
Mylor Crowling | if you suspect your opponent is going melee. |
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. |
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.
My opponent chose Immortalis as their summoner and anti magic play , I went with the Thadius Brood for anti magic and less health.
The reason I did not go with Immortalis is because there are many monster I love in earth with even numbers mana cost.
I went with an all range line up as they are the highest damage dealers with uneven mana cost with Chaos agent up front to provide a bit of time for my backline to do the damage.
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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