Introduction
This week battle mage secret is the stampede rules set. All units will receive the trample ability, just like summoner:
Trample can be a fun to watch, especially with this rules set it tramples until the last units is killed in one streak if you are lucky.
Ruleset
The Stampede ruleset allows the Trample ability to retrigger infinitely - as long as the trampling monster keeps killing other monsters.
Official ruleset information from splinterlands: List-of-In-Game-Rulesets
Abilities Synergies / Strategies
Tample:
When a Monster with Trample hits and kills its target with a Melee attack, it will perform another Melee attack on the next Monster on the enemy Team
So this only benefits melee units keep that into mind
Retaliate - Trample will also be activate if a monster is killed by Retaliate. This only works if the monster with these two abilities is not killed when taking the attack.
Enrage - when damaged, your monster will have increased melee attack and speed. This might be the buff you need to defeat your enemies monster and trigger the trample ability!
Piercing - If Melee or Ranged attack damage is in more that the target's Armor, the excess will damage the target's health.
Double strike - Love unit the have melee and double strike in this rules set this gives an higher change on kills so also to trigger the trample.
repair - this ability can just save you when you have one armor it can absorb the attack which might prevent an trample trigger.
Demoralize - This can help you lower the melee attack point of your enemy so your opponent has an harder time to kill so also harder to trigger the trample.
My most selected units:
My most selected summoners:
Avoid
I try to avoid low health units that can trigger and trample run streak.
Be careful with resurrect and
rebirth the revive an unit with only 1 health this can easily trigger the next trample run.
sneak - Als be careful with sneak unit when it is the last unit you kill it will not trigger the trample.
Example battle
Strategy
High mana match with up to eleven which makes be want to skip magic and in combination with Stampede perfect matchup for an water melee theam
Rulesets
Up to Eleven:
All units will gain the amplify ability. Meaning all return fire options like magic reflect/thorn/return fire their damage is +1
Stampede:
Rule set of this week. Alle unit will gain the trample ability. When a melee unit kill an other unit it triggers trample so can attack another time. This can continue until the entire enemy team is dead.
Lets hope on some nice trample streaks.
The Lineup
Summoner
Card | Reason |
---|---|
![]() | Love this summoner because of its reach in combination it is very strong combined with Coastal sentry. In this case all unit already have trample so that is not necessary but the reach is |
Monsters Lineup
#1 | #2 | #3 | #4 | #5 | #6 |
---|---|---|---|---|---|
![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
Diemonshark (lvl 6)
First strong tank with enough hit point to get trough and with the enrage a unit that i select very often
Coastal Sentry (lvl 8)
Love this unit when it has reach somewhat protected and can attack twice this is really nice when it kan land an kill it often then strikes 3 or even more times.
River Hellondale (lvl 3)
Boost my melee units and when one of them is killed it can resurrect the first one.
Supply Runner (lvl 8)
Speed is always important when expecting melee unit and with this rule set in the mix the chance is higher my opponent will also select an melee team.
Deeplurker (lvl 8)
Again a ver often used unit in my line the poison with opportunity help kill off the weaker/less healthy units that are not in the front.
Wave Brood (lvl 5)
Important to deviate any attacks to this unit so that coastal sentry can stay alive as long as possible.
The Battle
Reference
Link to the battle:
Link to battle
Rounds
Start :
Let analyse the lineup. Als my opponent has chosen the melee approach. no reach unit so to melee unit have nothing todo in the first few round, that beneficial for me.
Round 1:
First trample of my Deeplurker and with its second attack it also landed an poison very important so in one round some extra damage done👍.
Round 2:
Another trample for my coastal sentry it missed its trample but then it still had left his second attack. then another trample for my deeplurker, this demonstrated how quickly it can go when trample start to get rolling.
Round 3:
In this round also trample is used and finished my opponent off very quickly.
Conclusion
This battle demonstrates the power of trample combined with enough speed so you may attack first can shift the battle early towards an win for you.
Previous ruleset strategy posts
The series continues, below you will find references to the other ruleset strategies / analysis posts.
That's all for this week hope you enjoyed reading this ruleset strategy/analysis. See you all on the battlefield.
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