Introduction
This week battle mage secret is the What doesn't kill you rule set. All units will gain the enrage ability. This ability i do not often use or utilize to its full potential.
So it is good to have an closer look to this role en see if I'm missing an edge that needs to be addressed
Ruleset
All units gain the Enrage ability which multiplies their speed and melee attack by 1.5x rounded up.
Note: The attack multiplier only affects melee units.
Official ruleset information from splinterlands: List-of-In-Game-Rulesets
Abilities Synergies / Strategies
Demoralize - When an unit is enraged this will help take some less damage
Inspire - This further increase the melee damage so extra bonus when a unit is enraged.
Phase - When a unit is enraged the speed is also increased. I specially like this unit with this rule set
Avoid
Scattershot - I would avoid scattershot with this ability you are unpredictable so hit an target enrage it and next set an other target on enrage.
Example battle
Strategy
High mana battle with my least favorite rule set back to basic. This will lead up on who has the highest health units.
Rulesets
What Doesn't Kill You:
This week battle mage secret, all unit will gain the enrage ability. When the enrage is trigger its multiplies their speed and melee attack by 1.5x rounded up
Back to Basics:
All abilities of the units are disabled. Summoner and rules abilities are still relevant.
Tis but Scratches:
All unit will gain the cripple ability. This mean when a unit is hit
The Lineup
Summoner
Card | Reason |
---|---|
![]() | There it is again the extra health the one of the main reason this time. |
Monsters Lineup
#1 | #2 | #3 | #4 | #5 | #6 |
---|---|---|---|---|---|
![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
Grum Flameblade (lvl 3)
The theme of this team will be high health. Melee in the front and magic/ranged in the back
Down side of this unit is
Tusk the Wide (lvl 5)
High health unit that needs to wait to get in the front.
Ifrit Rising (lvl 3)
Another high health unit stil with 3 magic damage
Magi of Chaos (lvl 5)
Magic unit the decent health
Djinn Apprentice (lvl 6)
And another magic unit
Djinn Inferni (lvl 5)
My fourth unti that has magic this unit is especially in for the high damage.
The Battle
Reference
Link to the battle:
Link to battle
Rounds
Start :
Lets analyse the lineup.
Nooo not yodin that is an perfect choice in the back to basic rules set, the extra blast damage will hurt at least it is only doing one extra damage because it can only attack to the first position. This is also why the front unit need to have high health
Round 1:
1-1 in kills I'm glad that i chose many magic unit.
Round 2:
My hope now is only on that his ranged units getting in the front so it cannot attack. if my opponent would have brought more magic is was definitely an loss.
Round 3:
This is what I was hoping on his ranged is now in the front and only the second position can fire at me. still with 4 damage and 1 blast damage but that is ok. When his Ash mirage gets in the front the match is over.
Round 4:
Yes lucky his ranged unit is in the front match is over.
Round 5:
Last round
Conclusion
Normally magic is on my avoid list. Because you directly hit the target health and your target gets directly enraged. In this battle the benefits out weight the risk, benefits are attacking from the first position. Even with a yodin, this demonstrates that sometimes you need to deviate from you normal strategy.
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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