Let's go for another post, in a few minutes we will have the update of the new ranked battle system I'm very excited about it, for today we have the Battle Mage Secrets event the rule chosen was Melee Mayhem (pure beating) this is one of my favorites, and it was not difficult to win a match with it, the match I chose was for the silver league in the modern format, let's go!
Rule | Description |
---|---|
MELEE MAYHEM | Melle attack monsters can attack from any position. |
Melee Mayhem is one of my favorite rules without a doubt, it can turn the battlefield into an exchange of punches for all sides, because all melee attacks can be used regardless of the position the units are in, that's right even if you put a unit like Torrent Fiend in the last position he will be able to attack the opponent's tank π, taking advantage of the change that this rule proposes is an excellent way to win the match, not that it is mandatory to only use melee units, but in fact it is a good advantage.
I tend to abuse melee attacks in this rule, but I always take the precaution of putting a tank to withstand magic hits, because sometimes the opponent can surprise you and put a barrage of magic attacks in front of you and melt your team quickly, the units I like to use the most in this rule are Coastal Sentry, Jared Scar, Desert Dragon, Quora and Draybone Raider, but they have a very high mana cost, to solve this mana problem I'm using the Legendary Kulu Mastermind, because its main ability deals 3 damage to units without an attack next to it, doing damage for a very low mana cost.
Below I will list my favorite skills for this rule, as this is a rule that will not nerf any skill, I don't have a list of the worst, except Scattershot π€£.
Abilities | Nome | Description |
---|---|---|
Demoralize | There is a high chance that the opponent will use melee units to take advantage of this rule's buff, meaning there will almost always be plenty of targets for this skill π. | |
Double Strike | Generally units with this ability are fragile and cannot survive on the front line, however with the Melle Mayhem rule they can be well protected on the back line doing good damage to the opponent's tank. | |
Protect | One of my favorites and I almost always use it, there is a high chance of units appearing with physical damage, this extra armor can save the team from major physical damage by absorbing at least one of them, the opponent can surprise with magical damage, but this is rare. | |
Inspire | Damage buff for all melee units on your team, as I almost always bring a lot of melee units, this buff is always welcome, I just have to be careful with damage above or equal to 5, as some very common units use the Force Shield ability and this buff could end up being a problem. | |
Rust | A simple and useful skill, it removes 2 armor from all opposing units, very effective on those units with poor shielding that would only hinder your monstrous damage. | |
Shield | Physical damage reduction can be very useful here due to the abundance of melee units in this rule. | |
Void | I always like to bring a unit with void or void armor, as sometimes magical damage can appear along the way and if you're not prepared it can be a big problem. |
Card | LineUP |
---|---|
Summoner : uOne of the best summoners for this rule, as it will give trample to all units, there will almost always be one that will be able to activate this ability, in addition, it gives +2 HP. | |
Tank : Resistant unit that becomes enraged, in this state it can deal 5 damage, has good speed. | |
Off-Tank: This one will be able to attack even from second position due to the +3 melee damage bonus from Lulu Mastermind, in addition, it has good support skills, and incredible resistance to magical damage. | |
DPS: I'm getting better and better at this kind of strategy, using a trainer in the middle of two units with no attack, unfortunately he's at lvl 1, but he'll be very useful here. | |
Suport/DPS :Excellent partner for Kulu Mastermind, removing enemy armor and still managing to stay on the front line thanks to his dodge ability. | |
DPS: It has good damage, but in this league it doesn't have the powerful stun ability, however it will still cause 2 damage costing only 2 mana, thankfully this problem will be resolved in the next update π | |
Suport: It's in this position to defend my most powerful cards from sneak attacks and do a bit of damage, that's all. |
Analyzing the match: My opponent used a summoner that protects his entire back line, but he doesn't have many buffs on his tank, it won't last long on the front line without reinforcements, My summoner's trample ability will be very effective, I have 16 damage on the table against my opponent's 11, my units are also much more robust.
Round 1 - My attacks were heavy, and the opposing tank left the match quickly, the round ending with a good advantage for my team.
Round 2 - Right at the start, DiemonShark eliminates Arachne Thug and does a considerable amount of damage to Magi Necrose thanks to his trample, an incredible 10 damage in one round π, then Kulo Mastermind knocks out Nagi but misses his trample π , almost at the end, Baakjira defeats the vulture and does extra damage due to his trample, and the round ends with me having a huge advantage in the game.
Round 3 - DiemonShark eliminates another victim, but he was knocked out almost at the end of the round.
Round 4 - And finally the match came to an end, with only one unit left it was very difficult for my opponent to win the match, the final blow came from Noa The Just.
My strategy worked very well, using these trainers on support units without damage is an excellent combination, Baakjira for example hit hard and was still able to hold the front line very well against magic attacks while my other units hit freely thanks to rule Melee Mayhem, My summoner was very effective gave resistance and his trample was activated almost on every kill, DiemonShark resisted a lot and was the unit that caused the most damage without a doubt, Baakjira and Noa The Just were very effective in their debuffs and buffs the slowness helped my team to attack first and the rust removed practically all armor from the opposing team, Kulu Mastermind is becoming one of my favorite units was excellent increasing my DPS by 6 points.
Melee Mayhem is a very cool and simple rule, it's worth taking advantage of its bonus and placing a lot of melee units to take advantage of this free attack, but the most complicated thing is to be surprised by the opponent where he ignores the rule and launches a combo of magic units to melt your team, DiemonShark would have fallen in the first round, so I always like to leave a magic-resistant unit as a tank or off-tank.
Game Link: Splinterlands
Battle Link: ZALLIN Vs. IBLAST
Image sources: https://splinterlands.com/ and Splinterlads Free divider by freeztag
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