This week, I'm sharing my game in Target Practice ruleset using Grandmaster Rathe.
You can check out this BATTLE MAGE SECRETS Weekly Challenge link if you also want to participate.
Ruleset:
Fire & Regret
Target Practice
Close Range
Mana Cap: 41
Elements: Earth,Life,Death,Dragon
This is a Target Practice ruleset game so All Ranged and Magic attack Monsters have the Snipe ability.
Keep a no attack, Magic or Ranged monster in position 2 with Shield, Void, Magic Reflect, Return Fire. Triage helps in this ruleset.
This is a Close Range ruleset game so Ranged attacks may be used in the first position in battles.
You can use high HP or high speed Ranged monsters at position 2 (or even at position 1 if it has Heal). Choose summoners that give a bonus to Ranged attack or to speed and then choose high damage Ranged attack monsters. Beware of the possibility that your opponent might pick Lir Deepswimmer as summoner or monsters with Return Fire. High HP and Heal is the way to go in this ruleset.
You may also watch battle here.
Summoner: Grandmaster Rathe
Abilities:
All friendly monsters gain +1 armor
All friendly monsters gain Void Armor ability
All friendly monsters gain Amplify ability
Pos 1 Monster: Hydra
Abilities:
Heal - Restores a portion of the Monster's health each round
Restores 1/3 of the max health, rounded down.
Thorns - When hit with a Melee attack, does damage back to the attacker
Has an upper cap of 2
Retaliate - When hit with a Melee attack, Monsters with Retaliate have a chance of attacking their attacker 50% chance of activation. Possibility of chain.
Trample - When a Monster with Trample hits and kills its target, it will perform another attack on the next Monster on the enemy Team
Pos 2 Monster: Pelacor Conjurer
Abilities:
Flying - Has an increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability +25% chance of evading.
Magic Reflect - When hit with Magic damage, does reduced Magic damage back to the attacker
Deals damage equivalent to the attacker's damage divided by 2, rounded up. The damage is reflected even if the attacker does not hit
Divine Shield - The first time the Monster takes damage it is ignored. Summoner Lorna Shine (Dice, Life, Rare) give Divine Shield to all friendly monsters at the start of the battle.
Good in low mana battles.
Divine shield doesn't protect against poison, damage is taken and Divine shield is not removed
Phase - Magic attack can miss this Monster (using the same hit/miss calculation as for Melee and Ranged attacks)
Pos 3 Monster: Prismatic Energy
Abilities:
Magic Reflect - When hit with Magic damage, does reduced Magic damage back to the attacker
Deals damage equivalent to the attacker's damage divided by 2, rounded up. The damage is reflected even if the attacker does not hit
Void - Reduced damage from Magic attacks
Attack damage gets halved (rounded up), except attack 1 which deals 0 damage
Pos 4 Monster: Defender of Truth
Abilities:
Protect - All friendly Monsters gain +2 Armor
Pos 5 Monster: Time Mage
Abilities:
Slow - Reduces the Speed of all enemy Monsters
Rust - Reduces the Armor of all enemy Monsters
Pos 6 Monster: Adelade Brightwing
Abilities:
Flying - Has an increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability +25% chance of evading.
Repair - Restores some armor to the friendly Monster whose armor has taken the most damage
Resurrect - When a friendly Monster dies it is brought back to life with 1 Health. This ability can only trigger once per battle
Immunity - This monster is immune to negative status effects
Now that Rebellion edition is here, do you think there's a stronger line up in this Game Modification? Comment down below.
You may also watch battle here.
Hope you learned something from my game and how I came up with this lineup.
What would you have done differently given the same ruleset, mana cap and active elements? Let us know by dropping a comment.
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