Battle Mage Secrets_Equalizer

Hello Battle Mages
Another week to present battle in the battle mage secrets is here and for the ruleset, we have the equalizer as the theme. It is said that life should not be taken too seriously because no one is getting out of it alive, this is why Jack will always be a dull boy if he continues with work alone without play. Do not be like the said Jack. Get involved in the play and if you ever consider this advice, splinterlands web3 play2earn game has got you covered. We're all waiting for you on the battlefield. Also, get involved in sharing your battles every week by joining the spt community and locating the weekly battle mage secrets updates. For this week's battle mage secrets, please visit this link here
Moving on to the business of the day
RULESET_Equalizer

What is Ruleset_Equalizer? The equalizer ruleset is symbolized by the above image. It simply means that the initial health of all monsters is equal to that of the monster on either team with the highest base health. Simply put, every monster starts the battle with equal health but the summoner's effects are not neglected. Battling with this ruleset condition changes the conventional way because reinforcement of front and back row monsters most time plays a great role in winning a battle.
Strategies Considerations in Equalizer Ruleset
Although, depending on one's card collection and available elements, Including heal, tank heal, and triage ability-based monsters always prove useful for this ruleset. Under good circumstances where I possess all the above-mentioned abilities, I Include them in the lineup and also if mana permits, I Include a monster with protect ability. Now, let's take a look at the presented battle for this week. It is noticed that magic monsters are prohibited from the lost magic ruleset which accompanied the equalizer.
Battling without magic monsters leaves one with the option of either choosing melee or ranged monsters both types of monsters must pass through armor to get to the health of their enemy. In this case, protecting your lineup with armor and including rust ability-based monsters to take down the opponent's armor could help.
Having been left with only two choices of monsters, Melee & Ranged, including any ability that can reduce the damage of these types of monsters is recommended.
The Battle
Battle Details | |
---|---|
Ruleset | Equalizer: The initial health of all monsters is equal to that of the monster on either team with the highest base health & Lost Magic: Monsters with magic attacks may not be used in battle. |
Mana Cap | 43 |
Available Elements | Water, Life, Death, & Dragon |
Battling Elements | Death Vs Life |
Team Selection
Name: CONTESSA L'AMENT
RARE Death Summoner
Stat: -1 Ranged damage✔️

The choice was brought down to either using anti-ranged or melee summoner by the ruleset. In that regard, I choose anti-ranged having monitored the opponent's last five games. Just as predicted, it worked like magic when the opponent fell for it and this limited their monster's damage, in what I considered the winning factor of the game.
HAUNTED SPIRIT
I did mention in the strategy discussion that healing is also key to winning battles in this ruleset. Haunted Spirit provided that healing long enough to cause the opponent unrecoverable damage. This monster provided 3 melee damages also.
SKELETON ASSASSIN
The Skeleton Assassin was the only monster with a different side of attack. While others attacked from the front, it started from behind but not for so long until it reached the front row. At level 4, it has high speed and 2 melee damages, and for the record, I don't understand why the enemy's monsters had to miss much against it seeing that it didn't possess such an ability.
RAVENHOOD WARDEN
This monster was included for the sole purpose of protecting the entire team with 2 Armor which comes from its ability. It also battled with 2 ranged damage which was very crucial for the success of the battle.
OCTOPIDER
Keeping the enemy's melee attack monsters in check wouldn't have been possible without the demoralizing ability from Octopider. Octopider battled with 4 speed, three ranged damage, & nine health.
GRIM REAPER
DHAMPIR STALKER
The two backline monsters had a similar contribution. They both had 4 ranged damage each and the same three-speed but by ability, they differed. While the affliction ability from Grim Reaper was making sure the enemy's targeted monsters never get the chance to be healed, Dhampir Stalker's true strike ability will never allow it to miss a target. These two abilities are perfect for this kind of battle.
That will be all for this week. Please join me next week for another battle mage secrets challenge same place. Leave a comment on how the strategy can be better or any other of your choice.
Thank you for reading
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