Battle Mage Secrets Weekly Challenge!

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Another week, another Battle Mage Secrets challenge. This time around I will be showcasing a battle featuring the Noxious Fumes ruleset. The Lurking Puffer depicted on the picture definitely fits the theme, since it's pretty deadly, with its poisonous leaves. You just have to get it to level 10 first..

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

The Noxious Fumes ruleset is pretty straight-forward - All Monsters start the battle Poisoned (they take 2 damage at the beginning of each round).

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

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There is not that much that could be misunderstood about this ruleset but I do have a few things to say:

In the first two rows of the screenshot above I have listed all Monsters with Immunity (this Monster is immune to negative status effects) currently available in the Modern format of the game. Immunity is the best counter to Noxious Fumes since the Monsters are immune to the ruleset which obviously just negates the effect as a whole. Of course there is always the chance that the opponent could be using the newest Summoner - Cryptic - which provides the Expose ability to two of its allies which can remove Immunity from the targeted Monster but that's just a corner case. I don't think that can happen that often.
In the 3rd row I have listed the Monsters with Cleanse (Removes all negative effects on the Monster in the first position on the friendly team). Cleanse is also a powerful counter to Noxious Fumes, however, the drawback is that only the Monster in the Tanking (1st) spot can be cleansed, so you have to build your team in a way to take the most advantage of that fact.
In the 4th row I have listed the Monsters with Triage (heals the friendly back-line Monster that has taken the most damage by a third of max health). Triage is also a good way to at least partially counter the ruleset in question but again it can have limited effect as the target of the Triage ability is just one. You can, of course use multiple Monsters with this ability at once so that could be a type of strategy as well.
In the 5th row of the screenshot above I have listed all Monsters that have the Martyr (When this Monster dies, adjacent Monsters get +1 to all stats) ability. This ability is a match made in Heaven with the Noxious Fumes ruleset since the whole purpose of the Martyr Monsters is for them to die and buff their teammates.
In the last 2 rows I have depicted all Monsters with the Heal (Restores a third of max health to this Monster's health each round) ability. They can support themselves each round by self-healing so that's also a way to counter Noxious Fumes.

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Now that we have a decent understanding of the featured Ruleset and its potential advantages and disadvantages, let us have a look at the battle I have chosen to showcase.

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

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

The rulesets for this battle are Noxious Fumes (All Monsters start the battle Poisoned), Born Again (All Monsters receive the Rebirth (when this Monster dies it will self-resurrect with 1 Health once per battle) ability which allows them to self Resurrect once) and Reverse Speed (Units with lower speeds will attack before units with higher speeds. Attack Accuracy based on speed will also be reversed). The mana budget is 37 which is not a great amount of mana so it does not give me the ability to play whatever combinations of Monsters I want. The available Elements are all but Death. I have decided to give the Water Element a shot this time around. The battle I have chosen is a tournament battle from earlier today. The combination of Born Again with Reverse Speed is a bit counter-intuitive in the context of using Monsters with Martyr but it does happen as you can see so we will have to live with that.

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First in the line-up I have one of my favorite tanks for low-mana battles and Little League - the Xenith Monk. At level 8 for 4 mana I get 2 attack, 8 health and a total of 3 abilities - Heal (restores a portion of the Monster's health each round), Void (reduced damage from Magic attacks) and Magic Reflect (when hit with Magic damage, does reduced Magic damage back to the 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) as well as 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 so here it is.

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Following immediately after is one of the soulbound cards which can be earned by doing ranked battles and earning chests - the Venari Marksrat. I am interested in its main ability - Martyr (When this Monster dies, adjacent Monsters get +1 to all stats). It's place is obvious - in the middle of the pack so if it dies - it can buff the Monsters adjacent to it. It has only 4 health (at level 3) so that's generally not too hard to happen, especially in a Noxious Fumes battles such as this one.

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The 4th spot goes to the Chaos Agent. This Monster is actually a great tank under certain circumstances. One of the rulesets which definitely help the Chaos Agent is Equalizer as it has the potential to provide it with a lot more health than what it starts with. In addition to the health amount, the set of abilities of the Chaos Agent at max level - Dodge (Has an increased chance of evading Melee or Ranged attacks), Phase (Magic attacks can miss this Monster (using the same hit/miss calculation as for Melee and Ranged attacks)) and Backfire (If an enemy misses this monster with an attack, the attacker takes 2 damage), make it really hard to hit but not only that, it also has the ability the deal damage back to the attackers.

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In the 5th 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 last spot is for the Baakjira. This is a pretty unusual spot for this behemoth of a card but there's a reason for it, and the reason is that it will get trained how to use Magic specifically for this battle by Daarg Deadblast. Other than the 3 Magic attack it will gain it also has a great package of abilities - Void (Reduced damage from Magic attacks), Slow (Reduces the Speed of all enemy Monsters), Strengthen (All friendly Monsters have increased Health) and Heal (Restores a portion of the Monster's health each round). Since the ruleset is Noxious Fumes, Bakjeera is more than adequately equipped to tackle it despite not having Immunity as an ability.

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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. Giving Trample to a Melee-heavy line-up is always cool, however, I'm using Possibilus in this particular battle first and foremost because of the +2 Health it provides to all Monsters on my team since apart from Born Again and Reverse Speed, we also have the Noxious Fumes ruleset active. My opponent on the other hand has decided to go with the Earth Element and Immortalis. That's a bit annoying for me since he's going to mitigate my Magic Damage but let's see how this goes.

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Note that the screenshots are made before the Noxious Fumes damage is applied at the beginning of each round so these are not the final health totals at the start of the round. Not much has happened during Round 1. Let's see how round 2 goes.

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Round 3 - I have a decent advantage on the battlefield so at this point my victory seems pretty certain.

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Round 4 - all that's left for my team is to finish off the remaining enemy Monsters.

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Well this was definitely a fast but fun battle, and an entertaining way to showcase the Noxious Fumes 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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