Hello, Everyone, today I will make a post again about the Splinterlands contest Battle Mage Secrets Challenge. This Week's Theme is Maneuvers ruleset.
I usually battled in the Modern Format Diamond League using my 2 scholar accounts from Balthazar scholar bltzr-wizard-710 and bltzr-wizard-711.
Battle Link
If you want to watch the Battle Link
Video link:
Ruleset

Maneuvers, all monster has Reach ability.
- Reach ability, all melee monsters can attack from the second position.
Stampede ruleset, The Trample ability can trigger multiple times per attack if the trampled Monster is killed.
- Trample ability, every time the monster attacks and kills the enemy monster it will attack the monster behind.
Explosive Weaponry, all monsters have blast ability.
- Blast ability, does additional damage to monsters adjacent to the target Monster.
mana cap.
can use Water, Earth, and Life element.
My Lineup and strategy
I see Mantaroth unit in the enemy line from the battle before so my strategy is based on how to battle Mantaroth. Mantaroth is a powerful melee unit from the new Rebellion Pack reward, I decided to use Water Element because of the Explosive Weaponry this ruleset needs the fast unit to make sure it attacks first because the attack will hurt several enemies at once so every attack is more dangerous than usual. If we are not lucky our unit can be killed without a chance to attack.
Our strategy is using a fast unit in the front to evade melee and range attacks, this unit is weak against magic, so for the enemy magic attack, we will direct the attack/force the enemy to attack our monster who has Taunt ability. Our main attacker will attack the enemy unit from behind.
The Lineup we use :
Summoner or monster | Abilities | Description |
---|---|---|
![]() | Lux Vega, Give speed, armor, and speed +1 to all friendly monsters. | This is the only summoner from the Neutral element, it needs 5 mana cost to use this summoner. With increasing speed, our monster has a chance to attack first, evade the enemy attack, and hit the enemy. Armor buff is important because it can block the damage from range and melee monsters, the enemy needs to destroy the armor first before it can decrease the HP. The increasing HP will increase all our unit HP make it hard to kill and it will buff the effectiveness of the Heal ability because more HP will increase the HP it restored. It's a very good summoner to use in the Explosive Weaponry ruleset. |
![]() | Noa The Just, 1st position, attacker and tanker. It has the ability Rust, Dodge and Backfire . | We use this monster because it has high speed and good support ability to evade the enemy attack. Dodge ability will increase the chance to evade the enemy's range and melee attack by 25%. Another support ability Rust will decrease all enemy monsters' armor by -2, this ability Is another reason we choose this unit, to counter the enemy Mantaroth unit. Mantaroth can use the shield to attack, and the Rust ability will decrease the shield damage. This monster can't attack but can give damage to the enemy, if this monster evades the enemy's attack it will give damage back by +2 because has a Backfire ability. The weakness of this monster is the magic attack but we will bring a unit with Taunt ability to force the enemy magic and range attack to attack our unit with Taunt ability, so this unit will be safe for a while. hope we can kill Mantaroth before our monster with the Taunt ability die. |
![]() | Kulu Mastermind, 2nd position, attacker. Has ability Weapons Training, Opportunity, Shield, and, Enrage. | I put this melee monster in the 2nd position to give Weapon Training to the monster in the 1st and 3rd position. With Weapon Training now the monster who can't attack will have a melee attack. Another reason because this monster has the Shield ability will decrease the melee and range damage by 50%, Mantaroth is a melee attack so the damage will decrease if hit by this unit. If our Noa in the first position is hit and decreases this monster's HP then this monster will activate the Enrage ability to give a boost to the damage and speed. This monster will attack the lowest HP from the enemy monster because have Opportunity ability. This is my first main attacker. |
![]() | Deeplurker, 3rd position, Attacker. Has the ability Opportunity, Poison, and Demoralize. | The reason we use this monster is because it has high damage and Poison ability, if hit the enemy has a 50% chance to inflict Poison status. The enemy monster who got inflicted by the Poison status each round will decrease the HP by -2. Demoralize ability will decrease all enemy melee damage by -1, this will be an important debuff if the enemy uses many melee attackers. This is our second main attacker. |
![]() | Torrent Fiend, 4th position, tanker, has the ability Headwinds. | We used this monster as a tanker in the back to protect our main attacker from Sneak attack. Another reason because it has zero mana cost and we don't have any mana left, and we need to fill the last slot. |
![]() | Baakjira, 5th position, attacker and tanker. Has the ability Void, Slow, Strengthen, and Heal. | This monster can defend against melee, ranged, and magical attacks. It has a high amount of health points, with good defend and support abilities such as Void (reducing magic damage by 50%), Strengthen (increasing the HP of all allied monsters by 1), and Slow (reducing enemy speed by 1). And this unit can Heal (restoring some HP every round). We put it here to defend against the Explosive Weaponry effect, our unit which has Taunt ability is in the last position so every attack to that unit will damage this unit, so we need a strong unit here. With many support abilities which is useful for itself and another unit we decided to use this monster instead of Venator Kinjo The only weakness this unit has is that it can't attack. |
![]() | Wave Brood, 6th position, attacker and tanker. Has the ability Taunt, Close Range, Void, and Return Fire. | We need this monster's Taunt ability that ensures that enemy monsters will attack this monster if they can, especially the magic attack to protect our tanker in the first position. Although Wave Brood is a ranged attacker, its Close Range ability will make this monster attack from the first position. The Void ability will decrease the enemy magic attack damage by 50%. Wave Brood Return Fire ability will reflect the range attack and give +2 damage to the attacker. |
Our Formation is finished and we are ready to battle :
Did your Strategy Work?
Our method was quite successful, in short, in this strategy we decided not to use the melee monster with the greatest damage that we have which can use the Maneuvers ruleset because we saw Mantaroth in several previous enemy player battle histories, we guessed The enemy will use it again in this battle. With the units we have we don't have the confidence to face off against Mantaroth and take damage, so we decide to focus on attacking the enemy units in the back, avoiding Mantaroth while decreasing Mantaroth damage. This is the picture before and after the Mantaroth damage decreased by our Noa Rust ability and Deeplurker Demoralize ability :
We hope can kill all the enemy units in the back before our tankers die. Then all of our units will work together to face Mantaroth to get a greater chance of winning. The second most important thing we do is try to overcome the damage from the Explosive Weaponry ruleset by isolating most of the damage between Wave Brood and Baakijira. Our main attacker Deeplurker and Kulu Mastermind successfully kill the enemy units behind one by one.
Thank you, my friend, for taking the time to review my battle report. I appreciate your efforts and would be grateful if you could provide me with feedback on any mistakes you find by leaving a comment.
If you are new and want to try this fantastic strategy card battle game feel free to use my referral code https://splinterlands.com?ref=poplar-22 to join.
Credit
- Thumbnail using Canva.
- Divider took from @kyo-gaming.
- Card description, Image, and graphic were taken from https://Peakmonsters.com and https://Splintercards.com