BATTLE MAGE SECRETS: JUST IGNORE HEAVY HITTERS
GMfrens and How are you my fellow Hivers? I hope you all have a great day. As usual, every weekend , I posting my weekly Splinterlands BATTLE MAGE SECRETS chalenge. On Today Battle Mage Secrets post, We have HEAVY HITTERS ruleset as our main theme here.

HEAVY HITTERS ruleset gives all unit on battlefield a Knock Out ability. They attack damage will be doubled if the target is stunned. So indirectly this ruleset is encouraging players to bring in their cards with STUN ability.
So what do we need to pay attention to during this ruleset?
1. USE YOUR STUN ABILITY USER
This is a no brainer one, just bring out your stun hitters, and stun your oppponent. My favorite is Revealer from Death Element and a Rune Slinger from Life Element. However there is a big challenge here, it is how to build your line up effectively whilst having this stun ability user.
2. IGNORE THIS RULESET
Sometime the best approach during this ruleset is to ignore this ruleset. There are times where having those stun ability users might change or weaken your line up... for a sake of a 50:50 chance to stun your opponent... if fail, than you just lose the battle... not fun, isn't it? better focus on the other ruleset.
Ok let's see our battle
THE BATTLE
This was a Modern Gold league rank battle, and I was using blackrrsantan, a scholarship account from Juice Guild. Here was the ruleset we had here
There were 2 other things I needed to put my attention on, before setting up my team:
- I was ignoring the Heavy Hitters, a scholarship account did not have plenty of choice for the line up. So better ignored this to be able to focus on the other ruleset
- There was an Armored Up ruleset, every cards would have 2 armors to protect them. I decided to go with a magic focused line up and it seemed having an earthy obsidian team would be a great one.
So here was my line up:
Position | Card | Ability | Plan and Strategy |
---|---|---|---|
Summoner | ![]() | +1 magic damage | I wanted to build a magic focused team and Obisidian was the best choice at this situation. THhe death element was not available so there would not be any Thaddius Brood with his -1 magic debuff. |
Main Tank | ![]() | Fly, Heal | Pelacor Mercenary was a wild card in modern format battle, he was cheap and very affordable however at higher league, this dude could really compete head to head with some extra ordinary expensive tanks. |
Second | ![]() | Fly | One of my favorite mage in chaos legion earth element. She has high health and high speed, a quite abnormal status for a mage, who most of them are having low health and slow speed. Her preemptive attack might change the tide of the battle |
Third | ![]() | Tnk heal, Affliction, Silence | This goblin was my core, the trump card of my line up. I needed his affliction incase opponent came with Baakjira, an anti magic tank with healing ability. His silence ability was a key support for my team too, preventing my opponent coming with an overloaded magic damage |
Fourth | ![]() | Protect, Amplify, Triage | One of the best support in Chaos Legion Earth Element. She had everything and her protect ability might be the key decisive point in my winning, as always be in other battles. |
The Fifth | ![]() | Camoulflage, void, weaken | When you have a very limited mana available left, having Djinn Biljka might be a good choice. Low mana with decent magic damage, and his weaken ability sometime worked well too. |
The last | ![]() | Thorn | 1 mana filler card, what else could you expect from a weak Mycelic Morphoid? However please do not underestimate this weakling, with Queen Mycelia is around, her protect and amplify could make this card a dangerous bait / punt. |
Let see how this battle would go
ROUND 1
- The battle started with both of us Buffing up our team and debuffing our opponents.
- My opponent came with 7 melee damage, and 3 range damage. Combined all they became 10 damage per round. They had 2 support cards there, The Merdaali Guardian and those Teenage Mutant Ninja Turtle wannabe.
- My team had 3 Melee damage and 11 magic damage. Those number built up a 14 damage per round.
- It seemed I had better firepower than my opponent however they had some great wall and a couple of supports. This seemed to be a good battle, between an offensive vs defensive built.
ROUND 2
- None died in the first round, thanks to the Armored Up ruleset.
- I lost my mycelic morphoid in this round. Their Ninja Turtle kept repairing those broken armor, making my Morphoid Thorn damage useless
ROUND 3
- Round 3 started with 5 vs 6 condition, it seemed my opponent got the favor however I still confident in winning this battle because my Goblin had put that affliction curse on their Baakjira.
ROUND 4
- Now things got back to equal again, 4 vs 4 condition. I thought I had got the lead in this round because they did not have any tanks anymore.
ROUND 5
- 4 vs 3, the odds was on my side now.
ROUND 6
- This was the last round, My team swept the last two in one go. Good game.
CLOSURE AND DISCUSSION
The battle was very well balance in the beginning, however My team managed to come up as the victor. There are two things we could learn from this battle
1. AFFLICTION KILLS THE DEFENSE
If I failed to put affliction on time, or maybe I did not bring any affliction ability user, My team definitely would lose this battle. Baakjira was too strong for any mage, especially due to his ridiculous healing ability. My Goblin Psychic was my main key winning point here, ending baakjira healing by putting the affliction curse on the second rounds.
There always be a good chance your opponent rely on heavy healing, having an affliction users definitely rises up your odds of winning.
2. BOTH OF US IGNORING THE HEAVY HITTERS RULESET
I like Runeslinger a lot, I often use him in some battles especially during HEAVY HITTERS. However he will be useless during certain conditions, and there are two conditions that makes him unfavorable on that battle:
- ARMORED UP ruleset, I prefer to bomb my opponent using magic damage rather than having some archer squad. This is a no for Runeslinger.
- 30 Mana cap. Runeslinger needs 5 mana, and this consume a good amount of mana and making me harder to build up a good line up. This made him unfavorable again.
So this makes HEAVY HITTERS becomes tricky, and rather spending extra effort thinking about it too much, better we ignore it and focus on other ruleset.
Ok that's all for today post. Have fun with your HEAVY HITTERS battles!!
Thank you for visiting my BATTLE MAGE SECRETS Weekly Challenge, don't forget to leave your comments and feedback below. There are credits in this post for these people:
- @splinterlands : for holding weekly social media challenge events
- carrieallen : for ultimate markdown tutorial
- bulldog1205 : for the scholarship account : blackkrrsantan
- thepeakstudio : for wonderful divider art
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