Battle Mage Secrets Weekly Challenge!

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As you probably already know the Battle Mage Secrets Weekly Challenge involves showcasing a battle involving a particular ruleset which is different every week. The ruleset we are to talk about this week is Maneuvers.

Let us see what this ruleset does before we get into the nitty-gritty of the line-up and the battle itself.

The Maneuvers ruleset is pretty straight-forward - Monsters with Melee Attacks gain the Reach (Melee attack Monsters with the Reach ability may attack from the second position on the team) ability.

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Now that we've got a good idea of what the Maneuvers ruleset practically does, let's see now how it can be effectively utilized.

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I normally describe a couple of options here if it ruleset allows for some variation but this one in particular is pretty clear, so here's in short:

I have listed the most "fun" melee Monsters from each Element which cannot attack from the second position in general as they do not have Reach, however, with Maneuvers in play, that gives them some extra flexibility to be put behind the main tank and inflict significant damage to the enemy tank. Coastal Sentry is specifically notorious for that as she is often paired with Possibilus for the Water team. Jared Scar could also be very deadly with his Bloodlust as well as Mantaroth with his perfect kit both for a main tank and an off-tank.

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Now let us have a look at the battle I have chosen to showcase.

<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>BATTLE<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>

  • The line-up of the Battle and the Ruleset:

The ruleset for this battle is just Maneuvers. A single ruleset is not that common in Diamond league so that's interesting. The mana budget is 43 which is a fairly good amount so I can choose beefier Monsters for my line-up. Only two Elements are available - Water and Life. I've decided to go with the Water Element.

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In the main tank spot of the line-up I have one of my favorite tanks - the Diemonshark. Maxed out at level 8 it has Trample (when a Monster with Trample hits and kills its target, it will perform another attack on the next Monster on the enemy Team), Enrage (has increased Melee attack and Speed when damaged) and Retaliate (when hit with a Melee attack, Monsters with Retaliate have a chance of attacking their attacker).

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The 2nd spot goes to one of the newish soulbound reward Monsters - Coastal Sentry. It is one of the most oppressive Monsters in the set when used correctly with its abilities - Double Strike (Monster attacks twice each round) and Piercing (if Melee or Ranged attack damage is in excess of the target's Armor, the remainder will damage the target's Health). I currently have it at level 9 but at level 10 it also gains the Knock Out (does double damage when attacking an enemy that is stunned) ability. I normally use it the seconds spot when paired with Possibilus...

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Next in the line-up for this battle is one of the two new Promo cards for the Rebellion Set - the Grimbardun Smith. He is a 6 Mana card with No Attack, 3 Armor and 10 Health. This definitely is quite telling for its purpose, and if you look at the set of abilities he has, you can definitely tell that he will be a pretty good support card with defensive functions. Not quite the level of Almo Cambio but having in mind Almo is going out of Modern, he might be a decent substitute. His skillset includes: Immunity (this monster is immune to negative status effects), Void (reduced damage from Magic attacks), Shield (reduced damage from Melee and Ranged attacks) and Repair (restores some armor to the friendly Monster whose armor has taken the most damage).

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In the 4th spot I have placed Daarg Deadblast. At level 1 he has 3 Magic Attack, 1 Speed, 0 Armor and 5 Health but most importantly he starts off with two very important abilities in the current meta - Weapons Training (Adjacent units with no attack gain this unit's attack, up to a maximum of 3) and Swiftness (All friendly Monsters have increased Speed). At level 2 he gains 1 Health for a total of 6, he also gains another fabulous ability - Triage (Heals the friendly back-line Monster that has taken the most damage). At level 3 he gains 2 more Health points for a total of 8 and also his final ability - Dodge (Has an increased chance of evading Melee or Ranged attacks). Finally, maxed out at level 4 he has 3 Magic Attack, 1 Speed, 0 Armor and 8 Health. That additional point in Magic Attack in fact is really, really crucial as he provides that additional point of attack to any adjacent No Attack Monsters.

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The 5th spot is reserved for the Merdaali Guardian. It's a great support Monster in various rulesets with its frankly Meta abilities - Tank Heal (restores a portion of the Monster in the first position's health each round), Repair (restores some armor to the friendly Monster whose armor has taken the most damage) and Strengthen (all friendly Monsters have increased Health). It can be very useful for sure but is often taken out early by enemy Monsters with Overpower so that's one of the drawbacks it has for sure. Unfortunately she is in danger of getting hit by Overpower due to the Summoner I am planning to run in this battle.

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The last spot is for the Angelic Mandarin. You will probably almost never see it in this spot but I figure out it is the best spot for it in this battle because I want it to survive as much as possible so it can heal the backline. It has Triage (heals the friendly back-line Monster that has taken the most damage) and Silence (reduces the Magic Attack of all enemy Monsters). Triage could be huge for healing the backline, and Silence is also great whenever you expect you opponent to play Magic attackers.
It is time for a quick round by round analysis:
  • The Summoner I am going with for the battle is, as you have probably already guessed - Possibilus. Even though I already have Reach provided to my 2nd Monster in the line-up by the Maneuvers ruleset, I like playing Possibilus for the additional Health (+2) he provides to the whole team. My opponent is also taking full advantage of the ruleset by placing Jared Scar in the second spot. The are also using Iziar in the back-line to give extra stats to Jared through Iziar's Martyr ability. Let's see how this goes.

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  • After 1 round of exchanging blows, I have lost my Diemonshark but before it went down it managed to take down the enemy tank as well as the enemy Jared Scar. The enemy tank was brought back to life by the enemy Adelaide so she can no longer bring Iziar back to life which was probably the initial plan.

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  • Round 3 begins and there were no casualties during round 2, however, the enemy Iziar is very close to dying and so is my Coastal Sentry.

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  • Round 4 - even though I have lost my Sentry, my advantage at this stage of the battle is more than obvious so there is nothing my opponent can do apart from accepting their fate.

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  • Round 5 begins and that is left for my team is to finish off the two remaining enemy Monsters. A pretty decisive victory.

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Well this was definitely a fast but fun battle, and an entertaining way to showcase the Maneuvers ruleset. See you next week with another exciting post related to the brand new Battle Mage Secrets Weekly Challenge!

Over and Out,
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