Playing Equalizer with Zintar Mortalis

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BATTLE MAGE SECRETS EQUALIZER

This week, I'm sharing my battle on Equalizer ruleset using Zintar Mortalis.
In this ruleset, I usually pick low health monsters that deal high damage as much as possible.
I fill up the monsters slots as full as I can.

EQUALIZER weekly challenge

You can check out this BATTLE MAGE SECRETS Weekly Challenge link if you also want to participate.


Ruleset:
Equalizer
Holy Protection
Aim True

Mana Cap: 15
Elements: Fire, Water, Death, Dragon

Game Modifications


This is an Equalizer ruleset game so the initial Health of all Monsters is equal to that of the Monster on either team with the highest base Health.

Equalizer


This is a Holy Protection ruleset game so all Monsters have the Divine Shield ability.

Holy Protection


This is an Aim True ruleset game so Melee and Ranged attacks always hit their target.

Aim True



Let the battle begin!

You may also watch battle here.


Summoner: Zintar Mortalis

Abilities:
All enemy monsters lose -1 melee damage

I chose Zintar Mortalis since this is a low mana game so there might be a high chance my opponent will choose melee or ranged monsters.

Zintar Mortalis


Pos 1 Monster: Chaos Agent

Abilities:
Dodge - Has +25% increased chance of evading Melee or Ranged attacks.

Phase - Magic attack can miss this Monster (using the same hit/miss calculation as for Melee and Ranged attacks)

Backfire - If an enemy misses this Monster with an attack, the attacker takes 2 damage

Chaos Agent


Pos 2 Monster: Skeleton Assassin

Abilities:
Sneak - Targets the last Monster on the enemy Team instead of the first Monster

Poison - Its attacks have a 50% chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied.

Skeleton Assassin


Pos 3 Monster: Fallen Specter

Abilities:
Flying - Has +25% increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability

Demoralize - Reduces the Melee attack of all enemy Monsters by -1

Headwinds - Reduces the Ranged attack of all enemy Monsters by -1

Blind - All enemy Melee & Ranged attacks have +15% increased chance of missing their target.

Fallen Specter


Pos 4 Monster: Grenadier

Abilities:
Oppress - Does double damage when attacking an enemy that has no attacks

Snare - When attacking enemies with Flying, removes the Flying ability and cannot miss

Blast - Does additional damage equivalent to main damage divided by 2 (rounded up) to Monsters adjacent to the target Monster

Grenadier


Pos 5 Monster: Weirding Warrior

Abilities:
Shatter - Target's armor is destroyed when hit by an attack from Monsters with Shatter

Amplify - Increases Magic Reflect, Return Fire, and Thorns damage to all enemy monsters by 1

Rust - Reduces the Armor of all enemy Monsters by up to -2

Weirding Warrior


Pos 6 Monster: Shadowy Presence

Abilities:
Strengthen - All friendly Monsters have +1 Health

Inspire - Gives all friendly Monsters +1 Melee attack

Shadowy Presence


Can't wait to see them in action? Let's watch the game.

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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