The Battle Mage, Kain Hace, Endures! | Splinterlands X Social Media Challenge

in Splinterlands3 months ago

Hello, splinter-warriors. I hope you all are doing well today.

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Today, I will share with you guys a battle that proves that keeping a multitude of monsters in your arsenal is necessary for victory.

Without further ado, let's begin!

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Battle Conditions

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The mana cap is 29 and there are 4 summoners to choose from: Fire, Water, Nature, and Death. The mana cap is perfect for making a deck to base on one battle plan. The one with the better plan would win.

Battle Rules:-

  • Stampede: The Trample ability can be triggered multiple times per attack if the trampled monster is killed.
  • Fire and Regret: All monsters have the return fire ability.
  • Cripple: All monsters have the cripple ability.

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Battle Details

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Let's start from my side:

Summoner: Thaddius Brood(Ability: Decrease in HP and Magic Damage by 1 for all enemy monsters)(Level 5)

Tank: Cursed Windeku(Ability: Thorns, Heal).

Melee Attacker: Arachne Thug(Ability: Reach, Trample).

Magic Attackers: Revealer(Ability: Stun), Kain Hace(Ability: Blast, Reflection Shield).

Blocked Melee Attackers: Carrion Shade(Ability: Flying), Corpse Fiend(No Abilty).

My strategy was to start damaging his monster from the front. So, I used a monster with healing at the front. Behind it, I used Revealer which has the stun ability which makes a monster lose its turn. Lastly, my most important monster is Kain Hace; the most dominant magic caster who deals hefty damage to the tank and the unit behind it. The 2 monsters in the back were to delay potential monsters that might attack me from the back, and keep them from reaching Kain as long as possible.

The overall damage per round is 11 per round with 3 healing. Adding in the damage from thorns and blast, it comes to 15 damage per round.

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Now for the opposition's turn.

Summoner: Tarsa(Ability: Increase in HP and Melee Damage by 1 for all ally monsters).

Tank: Iidri Fyre(Ability: Taunt, Redemption).

Melee Attacker: Ferexian Hero(Ability: Weapons Training, Reach).

Magic Attacker: Sorriel The Bale(Ability: Double Strike, Rust, Blind).

His strategy was the same as mine as he also wanted to strike from the front. He used a monster with a high HP and taunt ability as the tank to absorb all the damage and attract potential sneak and opportunity attackers making it the perfect shield. Additionally, he placed a monster with weapon training behind it. That way, his shield had spikes. He had a magic attacker at the end of his deck that could increase the chance of making my monsters miss their attacks.

His overall damage per round is 11 per round. Adding in the melee damage from his summoner, it increased to 13 per round.

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Major Events

Round 1

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The first thing that got cut in half was his magic monster's overall attack. Then, his first monster to fall was his tank.

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That caused a chain "redemption" effect and reduced HP by 1 for all of my monsters. This event deleted my tank and a blocked attacker.


Round 2

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Next, his Hero fell thanks to my trump card after half the round was over.


Round 3

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And finally, Sorriel got smacked away by my Thug at the start of the 3rd round.

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Results

One thing I noticed about his deck was that it depended too much on his Fenexian Hero to provide the damage. That way, once his attack was over, the game was controlled by my monsters that used a wide variety of attacks and damaged him from the front while his tank was still there. And that is why, using renting more monsters could easily place you among the higher ranks.

Battle Link

Battle Link

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