Playing Equalizer with Zintar Mortalis
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.
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
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.
This is a Holy Protection ruleset game so all Monsters have the Divine Shield ability.
This is an Aim True ruleset game so Melee and Ranged attacks always hit their target.
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.
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
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.
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.
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
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
Pos 6 Monster: Shadowy Presence
Abilities:
Strengthen - All friendly Monsters have +1 Health
Inspire - Gives all friendly Monsters +1 Melee attack
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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Thanks for sharing! - @alokkumar121
