Battle Mage Secrets: Evading the Melee Mayhem with Astral Entity
This week, I'm sharing my game in Melee Mayhem ruleset using Astral Entity.
You can check out this BATTLE MAGE SECRETS Weekly Challenge link if you also want to participate.
Ruleset:
Rise of the Commons
Counterspell
Melee Mayhem
Mana Cap: 38
Elements: Fire,Earth,Death,Dragon
This is a Rise Of The Commons ruleset game so Only Common and Rare Monsters may be used in battles.
Make a balanced team. Focus your attacks on a specific opponent's monster.
This is a Counterspell ruleset game so All units receive the magic reflect ability at the start of the battle. Enemy units that attack with magic receive damage back.
Damage returned is equal to the damage of the attacker divided by 2, rounded up.
This is a Melee Mayhem ruleset game so Melee attack Monsters can attack from any position.
If you have melee monsters in the back-line with Sneak or Opportunity, those abilities take precedence. Select a summoner that increases melee attack or a summoner that reduces melee attack of enemies + a tank with Shield. Thorns, Inspire, Blast, Retaliate help in this ruleset.
You may also watch battle here.
Summoner: Astral Entity
Abilities:
All enemy monsters lose -2 armor
All friendly monsters gain Dodge ability
All friendly monsters gain Resurrect ability
Pos 1 Monster: Pelacor Deceiver
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.
Backfire - If an enemy misses this Monster with an attack, the attacker takes 2 damage
Retaliate - When hit with a Melee attack, Monsters with Retaliate have a chance of attacking their attacker 50% chance of activation. Possibility of chain.
Pos 2 Monster: Riftwing
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.
Scavenger - Gains 1 max health each time any monster dies
Backfire - If an enemy misses this Monster with an attack, the attacker takes 2 damage
Headwinds - Reduces the Ranged attack of all enemy Monsters.
-1 to ranged attack, it cannot be less than 1
Pos 3 Monster: Venari Bonesmith
Abilities:
Life Leech - Monster's health increases each time it damages an enemy Monster's health in proportion to the damage dealt.
Poison - Attacks have a chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied.
The Poison ability is triggered 50% of the time. Poison does damage at the end of the turn and is not affected by shield or void.
Dispel - When this monster hit an enemy, it clears all positive status effects on that enemy
Pos 4 Monster: Ever-Hungry Skull
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.
Thorns - When hit with a Melee attack, does damage back to the attacker
Has an upper cap of 2
Return Fire - When hit with a Ranged attack, Monsters with Return Fire will return reduced damage back to their attacker. Damage returned is equal to damage of attacker divided by 2, rounded up.
Pos 5 Monster: Supply Runner
Abilities:
Swiftness - It gives all friendly Monsters +1 increased Speed.
Strengthen - All friendly Monsters have increased Health
Pos 6 Monster: Cursed Windeku
Abilities:
Thorns - When hit with a Melee attack, does damage back to the attacker
Has an upper cap of 2
Heal - Restores a portion of the Monster's health each round
Restores 1/3 of the max health, rounded down.
Slow - Reduces the Speed of all enemy Monsters
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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