Introduction
This week battle secret is Heavy Hitters. I think one of the rule set / ability that is a bit underrated. At least in how I select my team. Knock out is not an ability I choose often.
With this ruleset units with stun are getting interesting.
Ruleset
All units gain the Knock Out ability.
- Does double damage when attacking an enemy that is stunned.
Stun is required to trigger Knock Out
Official ruleset information from splinterlands: List-of-In-Game-Rulesets
Abilities Synergies / Strategies
Stun - Already mentioned but stun is important with the knock out ability. Without stun units no monster is stunned so no monster will deal an known out punch.
Stun monster that is own:
Piercing - Assume monster is stunned then piercing could help effectively land those attack point when there is just 1 armor left and you have no piercing all damage is just absorbed by that 1 armor.
in this case also the summoner is great to play, i do not have it on diamond level there for I do not use it often.
Camouflage - When a unit cannot be targeted, no stun, so no knock out 😁
Every ability that enlarge the change that you opponent will miss are beneficial like:
Flying /
Phase /
blind /
swiftness
Slow
Dodge
My best performing units are not always the most played monster
Most played units:
Avoid
I cannot think of any specific unit or ability that I would avoid. A general rule of thumbs is i.m.o. try to avoid low speed monster. This because it is easier to land stun on monsters with low speed.
Example battle
Lets have a look at a battle with heavy hitters
Strategy
This battle is a medium to high mana cap, no magic monster so speed is more important for the miss change.
And only units with mana cost of 4 or less may be used.
Rulesets
Heavy Hitters:
This week battle secret. All monsters will gain the knock out ability.
Little League:
Only units with mana cost of 4 or less may be selected.
Lost Magic:
No magic monster may be selected.
The Lineup
Summoner
Card | Reason |
---|---|
![]() | There is a higher chance of range monster because there no magic monster may be selected. Therefor is Quix a good solution and everything that increase the chance to miss is good with heavy hitters. |
Monsters Lineup
#1 | #2 | #3 | #4 | #5 | #6 |
---|---|---|---|---|---|
![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
Xenith Monk (lvl 6)
High speed monster with heal for only 4 mana a highly effective
Twilight Basilisk (lvl 8)
Important monster in this line up with the stun. 🤞 that it will land his stun.
Dhampir Infiltrator (lvl 8)
You can expect some extra armor monsters because there are not magic monster allowed. Therefor the double strike with
Ravenhood Warden (lvl 5)
Because no magic monster may be select the extra +2 armor is maximal beneficial.
Clockwork Aide (lvl 3 GF)
This enlarge the miss change and with the no magic units, enemy units need to get trough the armor first.
Riftwing (lvl 8)
While the change on sneak monster is higher because there will be melee monster this should protect the backline. in total -2 range attack, -1 of Quix and -1 of the headwinds of Riftwing
The Battle
Reference
Link to the battle:
Link to battle
Rounds
Start :
Pretty similar setup no benefit with speed over my opponent. I think / hope the extra armor will benefits me more then his opportunity unit. This might be the battle you lands the stun first and most.
Round 1:
+1 luck for me. My opponent Twilight Basilisk misses and mine Twilight Basilisk hits with an stun. Killing his Xenith Monk in the first round, this give me a huge advantage from the start of the battle.
Round 2:
+2 luck. I may strike first and my Twilight Basilisk he hits and land its stun therefor my opponents Twilight Basilisk cannot attack so again not stun for him. Killing his Twilight Basilisk in this round so no more stun for my opponent. This battle is over and decided in this round
Round 3:
No special effect this round steady continue to victory.
Round 4:
a few misses else it was over in this round. Range attack unit that is in the front, so unable to attack.
One more round to visotry.
Round 5:
Victory.....
Conclusion
Nice battle where luck was on my side. But it demonstrates how important speed and stun is with the heavy hitters ruleset.
Previous ruleset strategy posts
The series continues, below you will find references to the other ruleset strategies / analysis posts.
Ruleset | Post |
---|---|
![]() | Ruleset post: Briar patch |
![]() | Ruleset post: Standard |
![]() | Ruleset post: True aim |
![]() | Ruleset post: Aimless |
![]() | Ruleset post: Up to Eleven |
![]() | Ruleset post: Armored Up |
![]() | Ruleset post: Back to Basics |
![]() | Ruleset post: Broken Arrows |
![]() | Ruleset post: Close Range |
![]() | Ruleset post: Counterspell |
![]() | Ruleset post: Earthquake |
![]() | Ruleset post: Equalizer |
![]() | Ruleset post: Equal Opportunity |
![]() | Ruleset post: Even Stevens |
![]() | Ruleset post: Explosive Weaponry |
![]() | Ruleset post: Fire & Regret |
![]() | Ruleset post: Fog of War |
![]() | Ruleset post: Ferocity |
![]() | Ruleset post: Going the Distance |
![]() | Ruleset post: Healed Out |
![]() |
That's all for this week hope you enjoyed reading this ruleset strategy/analysis. See you all on the battlefield.
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