BATTLE MAGE SECRETS: Aim True

in #splinterlands2 years ago (edited)

Stay awhile and listen to this week's edition of Splinterlands Battle Mage "Secrets".

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Today's ruleset covers Aim True, which guarantees that every attack (melee, ranged, or magic) will land on its opponent.

Here's a few directions you could take advantage of this:

  1. Durable tanks with high attack (low speed is now OK!): Mycelic Infantry, Legionnaire Alvar, Torhilo the Frozen, Coeurl Lurker, Agor Longtail
  2. Fast glass cannons that burn down the opponent
  3. Durable sustain tanks: Baakjira, Chain Golem, Almo Cambion, Lord Anus (oh fine Arianthus)
  4. North by Northwest

This Bronze tournament battle disallows Legendary units, adds a bonus that lets you deal double damage to Stunned opponents, as well as Aim True.

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What's your optimal lineup for this battle?

CONTEST: Leave your best lineup for these conditions in the comments along with your IGN and I'll send a CL common to the best lineup (based on Splintertools sims). Contest ends within 1 week of posting and is subject to approval and verification that you're not a bad person.

This is a relatively high mana battle for Bronze. I considered going with a Dragon Gladiators lineup but I'm still waiting on my last Helios Matriarch to get to Level 2. After a minute and a half of slack jawed staring at the screen I went with your Basic(TM) aggressive Kelya lineup. We've got a Coastal Sentry glass cannon tank with the bulky off-tank Flying Squid giving reach-a-rounds followed by basic Water Splinter Melee/Ranged DPS. And a token RNG nod to the Stun-vulnerable ruleset with a slowwwwww Water Caller.

Sand Worms are OP in Aim True (except when nullified by a Forcefield)!

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At the end of the 1st round our Water Caller landed a lucky Stun on Lobstradamus, which lets our melee / ranged units do norMAL damage to it despite its Shield this 2nd round.

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At the start of Round 3 the writing is on the wall.

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This opponent had a solid magic heavy lineup but our superior speed + DPS burned them down before they could get their engine going. It may have been a different story if their tank was sturdier!

Also, a 3 mana Alric over the 5 mana Dragon summoner would free up 2 mana and enable a Merdaali Guardian -> Venari Wavesmith swap that'd likely swing the odds of the battle towards the Magic team.

Full link to battle: https://splinterlands.com?p=battle&id=sm_0YCVhh7Vej0tBjjw9UEa&ref=anonymouslee

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