What Doesn't Kill You Ruleset Battle Mage Secrets | Splinterlands #313
This week’s battle mage secrets focuses on the What Doesn't Kill You Ruleset.
Ruleset Details
The What Doesn't Kill You ruleset gives all monsters the Enrage ability. This ability multiplies the speed and melee attack of monsters by 1.5 times (rounded up). One of the first mistakes I learned is thinking the Enrage ability procs for all monsters, however, I learnt quickly that it only affects melee monsters. The overpowered Summoner, Byzantine Kitty, is an absolute phenom in this ruleset due to the True Strike ability (attacks cannot miss) being granted and therefore it can quickly dispatch those Enraged monsters. Even though I have an expansive collection, I cannot afford the kitty so some approaches I have found that have worked for me:
Utilizing monsters with evasion abilities like Dodge, Flying and Phase abilities are crucial defensive tactics to deal with enraged monsters.
Be careful with abilities like Blast and Redemption in this ruleset as this will proc the Enrage ability for the opposition monsters and that extra damage dealt by an enraged monster could prove pivotal and turn the tide of the battle in the opposition's favor.
Consider pairing the Enrage ability with other abilities like Inspire (+1 melee damage), Last Stand (gains increased stats if only monster on the team is alive), Piercing (extra damage), Swiftness (extra speed) and Bloodlust (stats increase every time an opposition monster is defeated).
Battle – Full Battle History
Battle Details
Mana Cap: 40
Ruleset(s): What Doesn't Kill You, Back to Basics, Keep Your Distance
Line-up Details
Delwyn Dragonscale (summoner): +1 magic damage to all friendly monsters.
Friendly Giant: no attack passive tank due to its high health.
Prismatic Energy + Efreet Elder + Naga Fire Wizard: primary magic damage + high health to provide protection to support backline monsters.
Djinn Apprentice + Flame Imp: support magic damage.
Did your strategy work? What will you try differently next time?
I cannot remember the last time I came up against a Beta edition legendary summoner. In this battle, I came up against Crypt Mancer which is a beast of a card. Back when I started splinterlands, I always dreamed of owning it but back then it was too expensive and even now it is still too expensive. With the trio of rulesets, no melee monsters could be used and therefore no one was going to get the advantages of increased melee damage, but the speed could still play a factor. Friendly Giant aside, the rest of my line-up was composed of magic monsters with a focus on high health to survive. The opposition opted for a blend of magic and range monsters and this decision turned out to be pivotal as once their magic monsters perished, it was over for them. I am still quite surprised that I managed to win against a Beta edition legendary summoner.
Do You Like the What Doesn't Kill You Ruleset? Why or Why Not?
The ruleset also offers so much variety for all types of players – do you want to focus on raw melee damage? Or do you want to counter all the extra damage that the opposition will receive? Or do you want to debuff the opposition into submission? I love this ruleset as it reminds me so much of my Diablo II days where I would play as an enraged barbarian that had increased melee damage and lots of armor and health to absorb and destroy all the mobs of monsters – good times!
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