This week, I'm sharing my game in Counter Spell ruleset using Grandmaster Rathe.
You can check out this BATTLE MAGE SECRETS Weekly Challenge link if you also want to participate.
Ruleset:
Equal Opportunity
Counterspell
Close Range
Mana Cap: 41
Elements: Fire,Water,Life,Death
This is an Equal Opportunity ruleset game so All Monsters have the Opportunity ability.
Speed and HP is the trick here: higher speed will let you target enemy's low HP monster first, opening the way for your slower monsters to deal damage to higher HP enemy monsters. Keep lower HP monsters in front.
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.
The amplify ability increases damage.
This is a Close Range ruleset game so Ranged attacks may be used in the first position in battles.
You can use high HP or high speed Ranged monsters at position 2 (or even at position 1 if it has Heal). Choose summoners that give a bonus to Ranged attack or to speed and then choose high damage Ranged attack monsters. Beware of the possibility that your opponent might pick Lir Deepswimmer or Ilthain as summoner or monsters with Return Fire. High HP and Heal is the way to go in this ruleset.
You may also watch battle here.
Summoner: Grandmaster Rathe
Abilities:
All friendly monsters gain +1 armor
All friendly monsters gain Void Armor ability
All friendly monsters gain Amplify ability
Pos 1 Monster: Pelacor Conjurer
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.
Magic Reflect - When hit with Magic damage, does reduced Magic damage back to the attacker
Deals damage equivalent to the attacker's damage divided by 2, rounded up. The damage is reflected even if the attacker does not hit
Divine Shield - The first time the Monster takes damage it is ignored. Summoner Lorna Shine (Dice, Life, Rare) give Divine Shield to all friendly monsters at the start of the battle.
Good in low mana battles.
Divine shield doesn't protect against poison, damage is taken and Divine shield is not removed
Pos 2 Monster: Djinn Renova
Abilities:
Strengthen - All friendly Monsters have increased Health
Triage - Heals the friendly back-line Monster that has taken the most damage
Heal is max health divided by 3, rounded down. Minimum is 2.
Pos 3 Monster: Venari Marksrat
Abilities:
Martyr - When this Monster dies, adjacent Monsters get +1 to all stats
Snare - When attacking enemies with Flying, removes the Flying ability and cannot miss.
Pos 4 Monster: Jared Scar
Abilities:
Bloodlust - Every time it defeats an opponent, it gets +1 to all stats
In the Reverse Speed ruleset, -1 to Speed
True Strike - This monster's attacks cannot miss
Blind doen't affect monster with True Strike
Piercing - If Melee or Ranged attack damage is in excess of the target's Armor, the remainder will damage the target's Health
Pos 5 Monster: Adelade Brightwing
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.
Repair - Restores some armor to the friendly Monster whose armor has taken the most damage
Resurrect - When a friendly Monster dies it is brought back to life with 1 Health. This ability can only trigger once per battle
Immunity - This monster is immune to negative status effects
Pos 6 Monster: Prismologist
Abilities:
Blast - Does additional damage to Monsters adjacent to the target Monster
Additional damage is equivalent to main damage divided by 2, rounded up
Forcefield - This Monster takes only 1 damage from attacks with power 5+
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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