Damour's weekly breakdown of the Battle mage secrets
CHALLENGE RULES
RULESET: Counterspell
Description:
All monsters receive the Magic Reflect ability at the start of the battle. Enemy monsters that attack with magic receive damage back.
Damage returned is equal to the damage of the attacker divided by 2, rounded up.
Magic monsters with the Reflection Shield ability do not take damage from reflected magic attacks.
The Amplify ability increases damage.
- You could go solid tank + magic backline they will take reflect damage but if you sustain through it. I tested and seen this work effectively
- You can use Melee or Ranged monsters in this ruleset,
choose summoners that give a bonus to Ranged attack or to speed and then choose high damage Ranged attack monsters or go with a counter to range in the form of Ilthain or Lir. - The other choice here is to completely go the opposite direction and go for a solid melee tank and second monster and a sneak or opportunity backline.
Ruleset Nerfs
Rulesets that don't support | Reasons |
---|---|
Broken Arrows | Forces you to either go melee or magic or both. |
Unprotected | Takes away the void armor counter. You could go with speed as the winning option here. |
Ruleset Buffs
Rulesets that support | Reasons |
---|---|
Equal Opportunity | This allows you to go with a melee team targeting weak monsters you will want speed here you want to strike first. |
Lost Magic | You know your opponent will not be using magic and can plan to counter range and melee monsters |
Keep your distance | This also prevents your opponent from using any sneaky melee tactics against you. Magic is still an option here. |
Monsters breakdown
Buffs
Void Armor
This will allow you to take minimal damage from your opponent while you reflect back their magic attacks.
Shatter
This will counter any armor / void armor play your opponent can deploy.
Reflection Shield
This will protect monsters from that painful magic reflect..
Amplify
This will increase Magic Reflect, Return Fire, and Thorns damage to all enemy monsters by 1.
Nerfs
Headwinds
If you know your opponent is going with a range play this will be an ideal way to hurt their damage output.
Void
If you know your opponent is going with a magic play this will be an ideal way to hurt their damage output.
Demoralize
If you know your opponent is going with a melee play this will be an ideal way to hurt their damage output.
Summoners breakdown
Summoners buffs | Reasons |
---|---|
Summoners that give speed | Dealing damage first can often be the difference between winning or losing. |
Mylor Crowling | if you suspect your opponent is going melee. |
Ilthain | Summoners with return fire is very useful here if your opponent does play ranged. You can buff the damage with amplify to get even more bang for your buck. |
Lir Deepswimmer | Summoners with return fire is very useful here if your opponent does play ranged. You can buff the damage with amplify to get even more bang for your buck. |
Sloan | If you know your opponent is not going to counter you with Lir or Ilthain this is a possible use case for the +1 range. |
Grandmaster Rathe | Giving everyone void armor can be particularly difficult to get through regardless of the damage type. |
Immortalis | Giving everyone shatter can be painful for opponents who have gone with armor plays. |
Summoners nerfs | Reasons |
---|---|
None | Can't really think of summoner with a disadvantage. |
If you can think of any please let me know.
Without further delay lets dig into a battle to see some of our recommendations in action.
Our opponent has gone with a mixed damage team and Thadius Brood summoner in order to take away magic damage and health .
As you can see our placement is a tank card upfront and a second tank in the form of Riftwing with the headwinds to counter range. Our back line is a good mix of range and magic. The good mix of damage here does not make my team very easy to counter. I wanted to include a demoralize monster to counter melee.
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