Yo Guys, We Meet Again on My Splinterlands Post
As Usual, I always say this: Welcome to my Splinterlands Battle Mage Secret challenge. Today is still the same as yesterday, we are still having this LITTLE LEAGUE RULESET as our theme.
In this opportunity, I will share something different than the previous one. Especially a battle without Death Element, or the ruleset forbids them to enter. Of course I won't pick half ass battle here, this battle will be something that crucial for both side.
So let's see our battle then
THE BATTLE
What else is more important than a brawl battle? any battle on brawl should be taken seriously, because your wins and loses will decide how much SPS and merits your guild will get. So yeah, a Battle Mage Secret from brawl battle is always awesome!!
The ruleset did not allow Earth, Dragon and most importantly Death Element. This ruleset actually was a good one, because all of those three, fire-water-life were good on little league ruleset, each had their trademark units which were great and had small mana cost.
Which element did I choose? Of course Water. Initially I would like to go with life, but somehow I changed my mind and went with Water. The reason was simple, I liked to play defensively, building up a turtle or a fortress formation. With water, I could bring two support units that could change the tide of any battle.
The first one is Merdaali guardian. She is like a two edge knife, if you use her correctly she will protect everyone and make your tank undefeatable unless the tank gets poisoned or affliction. However if you use her not effectively, you will end up having another idle units in your line up.
Angelic Mandarin is not a strong unit, but he is an ass. It is annoying when you have it right in your line up, because he is hard to kill, he moves fast and might kill enemy first, and he keeps healing our backline. He is not a unit that carries his team, but more like disturbance, a unit that annoys and disrupt opponents meta.
So how this would go, let see the battle now
- The battle started with both of us buffing up our team and debuffing our opponents. My opponent focused on their gladiator unit, that's why he used 3 tanks in front of him. So basically their meta relied on their two strongest cards, Dr Blight and Orrela Abadon.
- My opponent had 10 melee damage and 2 magic damage. It's a combined 12 damage per round.
- My team had 10 melee damage and 2 range damage. It's the same 12 damage per round, which meant our fire power were on par towards each other.
- Both of us used different meta here, so this should be fun to watch
- As expected they lost their Exploding rats from beginning. Hey that's what that rat for anyway, so nothing special on that.
- Somehow Their Dr Blight managed to poison my Xenith Monk. this became a threat now.
- My xenith monk survived second rank thanks to the Merdaali guardian. Her repair ability kept Xenith monk alive, that 1 armor made a huge different.
- Meanwhile they lost their Uraeus. My team looked like had won the Sneak attack duel.
- Ok my Xenith Monk got both now, Poison and Affliction. I believe this would be his last round. None could survive those status ailments combination.
- We entered the fifth round here and my team was still strong and theirs were on bad condition... 2 vs 5, I could not see how they could hold on here
- Round 6 was the last one, Good Game
CLOSURE AND DISCUSSION
Ok how's on earth Orella Abadon lost in this battle? This gladiator unit is not super strong however during Little League... he is lethal!!! when he keeps buffing up from his kills, he would reach a point which he will be unbeaten
So basically there are some points which made them lost even though they had two super strong units:
- Their team did not synch well. Orella and Dr Blight were great, but one attack front line and another one attack backline. They split their damage and this made them lost badly. How about my team? I split my attack too but both direction were set on good amount. My backline attackers had 5 sneak melee damage, my front attack had 5 melee and 2 range damage, it's a 7 damage per round. My team could kill any small units per round with those 5 and 7 damage per round.
- If they had one more connecting units, such as serpentine spy, or even a mage or archer, which made them had less idle units, things would be more balance.
- Speed still play great part in Little League. All my units were faster than them, no wonder they lost badly. It's my team's speed superiority which dictated the flow of the battle.
Ok that's all for my battle mage secret post today, see you guys again on Splinterlands Guild Brawls!!!
Thank you for visiting my BATTLE MAGE SECRETS Weekly Challenge, don't forget to leave your comments and feedback below. There are credits in this post for these people: