
This week, I'm sharing my battle on Equalizer ruleset using Crypt Mancer. In this ruleset, I usually pick low health monsters that deal high damage as much as possible.
You can check out this BATTLE MAGE SECRETS Weekly Challenge link if you also want to participate.
Ruleset:
Stampede
Rise of the Commons
Equalizer
Mana Cap: 36
Elements: Water, Earth, Death
This is a Stampede ruleset game so the Trample ability can trigger multiple times per attack if the trampled Monster is killed.
This is an Rise of the Commons ruleset game so only Common and Rare Monsters may be used in battles.
This is a Equalizer ruleset game so the initial Health of all Monsters is equal to that of the Monster on either team with the highest base Health.
You may also watch battle here.
Summoner: Crypt Mancer
Abilities:
All enemy monsters lose -1 melee damage
All enemy monsters lose -1 speed
All enemy monsters lose -1 health
I chose Crypt Mancer since this is a Stampede ruleset game so there might be a high chance my opponent will choose melee monsters.
Pos 1 Monster: Cursed Windeku
Abilities:
Thorns - When hit with a Melee attack, does 2 damage back to the attacker
Heal - Restores 1/3 of its max health, rounded down for each round.
Slow - Reduces the Speed of all enemy Monsters by -1
Pos 2 Monster: Spineback Wolf
Abilities:
Reach - Melee attack Monsters with the Reach ability may attack from the second position on the team
Thorns - When hit with a Melee attack, does 2 damage back to the attacker
Pos 3 Monster: Boogeyman
Abilities:
Slow - Reduces the Speed of all enemy Monsters by -1
Rust - Reduces the Armor of all enemy Monsters by up to -2
Demoralize - Reduces the Melee attack of all enemy Monsters by -1
Pos 4 Monster: Dhampir Stalker
Abilities:
True Strike - Dhampir Stalker's attacks cannot miss
Deathblow - This Monster does 2x damage if their target is the only Monster left on the enemy team
Pos 5 Monster: Soul Strangler
Abilities:
Poison - Its attacks have a 50% chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied.
Pos 6 Monster: Dark Ferryman
Abilities:
Cripple - Each time an enemy is hit by a Dark Ferryman it loses one max health
Dispel - When it hits an enemy, it clears all positive status effects on that enemy
Can't wait to see them in action? Let's watch the game.
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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