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This week, I'm sharing my game in Favorite Strategy using Possibilus the Wise and Coastal Sentry.
The main components of this strategy is to use Possibilus and Coastal Sentry on the 2nd position.
Coastal Sentry has a high damage, high speed, but very low health.
She's a cannon glass which means she deals huge damage, but very fragile so you should handle her with care.
Since Possibilus gives her Reach ability, she can attack from the 2nd position. It makes sure that you can deal as much damage as you can with her.
Possibilus also gives her Trample ability, so paired with her Double Strike you basically have another Grund, but a lot better version since it attacks from 2nd position and has Piercing ability so no attack goes to waste.
This strategy is best played in Silver to Diamond league.
With rulesets, it is best played in Stampede as it gives your Trample a boost and can wipe out opponent's lineup in 1 round.
To counter this lineup, you need a monster with Forcefield in front or a lot of dodging / evasion abilities. Sample of the hero I am talking about is Djinn Oshannus.
Let's look at one of my battles using this strategy.
Ruleset:
Rise of the Commons
Mana Cap: 56
Elements: Fire,Water,Life,Dragon
This is a Rise Of The Commons ruleset game so Only Common and Rare Monsters may be used in battles.
Make a balanced team. Focus your attacks on a specific opponent's monster.
You may also watch battle here.
Summoner: Possibilus the Wise
Abilities:
All friendly monsters gain +2 health
All friendly monsters gain Trample ability
All friendly monsters gain Reach ability
Pos 1 Monster: Diemonshark
Abilities:
Trample - When a Monster with Trample hits and kills its target, it will perform another attack on the next Monster on the enemy Team
Enrage - Has increased Melee attack and Speed when damaged.
Multiplier x1.5 rounded up
Retaliate - When hit with a Melee attack, Monsters with Retaliate have a chance of attacking their attacker 50% chance of activation. Possibility of chain.
Pos 2 Monster: Coastal Sentry
Abilities:
Double Strike - It attacks twice each round.
Piercing - If Melee or Ranged attack damage is in excess of the target's Armor, the remainder will damage the target's Health
Pos 3 Monster: DeepLurker
Abilities:
Opportunity - It may attack from any position and will target the enemy Monster with the lowest health.
Poison - Attacks have a chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied.
The Poison ability is triggered 50% of the time. Poison does damage at the end of the turn and is not affected by shield or void.
Demoralize - Reduces the Melee attack of all enemy Monsters
-1 to melee attack, it cannot be less than 1
Pos 4 Monster: Riverboat Captain
Abilities:
Blast - Does additional damage to Monsters adjacent to the target Monster
Additional damage is equivalent to main damage divided by 2, rounded up
Affliction - When a Monster with Affliction hits a target, it has a chance of applying Affliction on the target causing it to be unable to be healed.
50% chance of applying Affliction on the target
Fury - This Monster does double damage to targets with the Taunt ability
Pos 5 Monster: Supply Runner
Abilities:
Swiftness - It gives all friendly Monsters +1 increased Speed.
Strengthen - All friendly Monsters have increased Health
Pos 6 Monster: Swamp Spitter
Abilities:
Repair - Restores some armor to the friendly Monster whose armor has taken the most damage
Giant Killer - Does double damage against targets that cost 10 or more mana
Now that Rebellion edition is here, do you think there's a stronger line up in this Game Modification? Comment down below.
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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