CHALLENGE RULES
RULESET: Explosive Weaponry
All units gain the Blast ability.
Additional damage is equivalent to main damage divided by 2, rounded up.
Include a unit with Reflection Shield in your line-up to absorb blast damage and protect your back line.
Ruleset and line-up
The ruleset of the battle is as follows:
Weak Magic - Magic attacks hit Armor before reducing Health.
Explosive Weaponry - All units gain the Blast ability.
Melee Mayhem - Melee attack Monsters can attack from any position.
Mana Cap of 51.
Available Splinters- Fire, Earth, Life and Death
My Team:
Summoner: Lux Vega (+1 to Speed, +1 to Armor, +1 to Health)
1. Arkemis the Bear - Melee Damage Dealer with the Protect, Halving, Forcefield and Enrage abilities
2. Venator Kinjo - Melee Damage Dealer with the Reflection Shield, Camouflage, Immunity, Slow and Amplify abilities
3. Drybone Barbarian - Melee Damage Dealer with the Enrage, Retaliate and Knockout abilities
4. Jared Scar - Melee Damage Dealer with the Bloodlust, Truestrike and Pierce abilities
5. Time Mage - Magic Damage Dealer with the Slow and Rust abilities
6. Drybone Raider - Melee/Ranged Damage Dealer with the Double Strike and Shatter abilities
Strategy:
Not really sure if you can even call what I did a strategy, but the main things I thought about while building my line-up was to cancel out high damage by using Forcefield and of course having a reflection shield against that blast damage.
Position 1 - Arkemis the Bear:
Key player for my line-up, a high amount of hit points very fast once enraged and the force field to reduce the damage 5+ to just 1.
Position 2 - Venator Kinjo:
Immune to Blast damage thanks to the Reflection Shield ability and the other abilities are noteworthy too. Especially the Slow ability could make a difference in this ruleset.
Position 3 - Drybone Barbarian:
Great damage and Retaliate which can be devastating in an explosive weaponry ruleset.
Position 4 - Jared Scar:
Always a great chose in a Melee Mayhem ruleset. Can't miss because of True Strike so no pesky dodging, the only "weak" point I can think of is a monster with forcefield.
Position 5 - Time Mage:
Great little addition in every line-up. High Magic damage, removes Armor with the Rust ability and slows the opponent Monsters.
Position 6 - Drybone Raider:
Crazy good Monster in a Melee Mayhem ruleset when mana is no issue. Four attacks per round and shattering Armor with every one of them. Also each hit is lower than 5 damage to make up for the Monsters with the Forcefield weakness. But the Drybone Raider is rather slow, so some misses are bound to happen.
Round 1:
A very bad round for me when it comes to RNG, a lot of low chance misses on my side, but at least the opponent gets a few high chance misses too. Because of all the misses no Monster goes down in this round.
Round 2:
With the fast Inevitable finally down early in the round especially the Drybone Raider shines with his Quadruple attack and almost takes down two Monsters because of the Explosive Weaponry ruleset. Both barely survive but get taken out by Jared Scar and Venator Kinjo right after. The opponent Jared Scar manages to take out Arkemis but for Round 3 it will be 5 vs 3 in my favour.
Round 3:
Just too much damage left on my side and most of my Monsters have the Speed advantage, at least the War Pegasus manages to get an attack in but only destroys some Armor.
Final Round:
My Jared Scar deals the final hit and takes out the War Pegasus and Soul Fiend at the same time.
Result:
Too be honest I skipped the battle after my Arkemis and Drybone Barbarian had 10% misses and the Drybone Raider also missed twice with 30% chance each. 😅 I was surprised to end up winning after that and even more surprised to see that it ended up pretty one sided. Arkemis ended up being the key player reducing Corsair Bosuns and Jared Scars massive attacks to 1 in the first round and dodging quite a few attacks.
The full battle can also be watched here
Thanks for reading and happy battling!
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