Ruleset strategy / analysis: Up to Eleven

in Splinterlands3 months ago

Ruleset strategy twitter.png

Introduction

This week the up to eleven all units gain the amplify abilitye
Sometimes this rule set feels like rock/paper/scissors which type of attack will my opponent chose melee/range/magic that is where I want to select my team on.

Ruleset

The up to eleven ruleset gives all monsters the Amplify ability.
Amplify will increases Magic Reflect, Return Fire, and Thorns damage to all enemy monsters by 1.

Official ruleset information from splinterlands: List-of-In-Game-Rulesets

Abilities Synergies / Strategies

Pretty straightforward all monsters with thorns, magic reflect, return fire.

Thorns - If this monster is hit by a melee attack it returns damage up to 1 damage, with amplify this can becomes 2. thorns return damage is capped to max 2

Magic reflect - If this monster is hit by a magic attack return damage equivalent to the attacker's damage divided by 2, rounded up. The damage is reflected even if the attacker does not hit. This last sentence I did not know myself 🤣

Return fire - If this monster is attack by ranged then reduced damage is return. Damage returned is equal to damage of attacker divided by 2, rounded up. With amplify +1 extra damage is returned

Depending of the type of return attacj you expect you can also anticipate on that and reduce the return damage.
With you expect reduce by
With you expect reduce by
With you expect reduce by
Then there is the Reflection shield ability that reduces all type of return damage.


Avoid

I try to avoid monsters that already/also got amplify such as:

This is more situational but I also tend to ignore or be careful with the double strike monster like:

There is a higher change there will be monster with e.g. thorns , in this case it will do 4 damage back and kills your monster also more quickly.

Example battle

Strategy

High mana battle with all thorns and melee can attack from anywhere in combination with all have amplify. This make things interesting. I would like to use melee but I'm punished when doing because of the thorns and amply. So i when i do use melee i need to take shield/repair and heal with me :)

Rulesets

Briar Patch:
All units will receive the thorn ability. Meaning when attack by melee it will do return damage.

Melee Mayhem:
Melee unit can now attack from all positions.

Up to Eleven:
Rule set of this week all units will receive the amplify ability. Return damage is increased by 1

The Lineup

Summoner

CardReason
Do i need to say more 😍. Must used highest win rate of my summoners. Also here beneficial because of the +1 health that i can use with the thorns

Monsters Lineup

#1#2#3#4#5#6

Djinn Oshannus (lvl 3)
I expect my opponent will go magic or range due to the rule sets. So this will do as tank.


Baakjira (lvl 3)
In the second position a massive tank that can attack in that position because of the melee mayhem rule set and it gets 2 attack point from Kulu Mastermind. It should/could heal the thorn damage received by itself


Kulu Mastermind (lvl 2)
Important unit with the weapon training ability it can boost my adjacent units and the shield reduces the thorn damage taken.


Merdaali Guardian (lvl 6)
Healer and repair that now can also attack with 2 damage from the weapon training ability of Kulu Mastermind


River Hellondale (lvl 3)
Because i use seme melee unit the inspire will boost them all. Note That will also increase the return damage of the thorns


Coastal Sentry (lvl 8)
The double strike is an risk here when it gets to much return damage, a bit of a gamble.

The Battle

Reference

Link to the battle:
Link to battle

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Rounds


Start :

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Lets analyse the battle lineup
Not totally what i expected, was expecting more magic units. I got a bit more healing power but also my opponent sees the use of repair in combination with thorns.
At this point looking at the start i'm not confident that i either win or lose.


Round 1:

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First round done and the battle is shaping up I killed his Diemonshark that i a nice tailwind.
The extra with my Baakjira seems to be working.


Round 2:

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That forcefield of his Djinn Oshannus is causing my Coastal Sentry to only hit with 1 damage at the time. Lucky my Kulu Mastermand has opportunity else it would have been a victory for my opponent.


Round 3:

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Looking strong for my team now. Still the thorns with amplify is hurting a lot.
When my opponent ranged unit are getting in the front the match is over.


Round 4:

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The battle is over my opponent has only got a ranged unit in the front as sitting duck.
One more round


Round 5:

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Victory!


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Conclusion

With the chance to have 3 rule set it can turn out to be challenging what to select sometimes taking some risk. With this battle knowing that thorns and all units have amplify is risky but also you opponent will least expect that.
When you chose these type of matched also look into how to reduce the return damage by using shield/repair and heal for this instance.

Previous ruleset strategy posts

The series continues, below you will find references to the other ruleset strategies / analysis posts.

RulesetPost
Briar patchRuleset post: Briar patch
StandardRuleset post: Standard
Aim TrueRuleset post: True aim
AimlessRuleset post: Aimless
Armored UpRuleset post: Armored Up
Back to BasicsRuleset post: Back to Basics
Broken ArrowsRuleset post: Broken Arrows
Close RangeRuleset post: Close Range
CounterspellRuleset post: Counterspell
EarthquakeRuleset post: Earthquake
EqualizerRuleset post: Equalizer
Equal Opportunity Ruleset post: Equal Opportunity
Even StevensRuleset post: Even Stevens
Explosive WeaponryRuleset post: Explosive Weaponry
Fire & RegretRuleset post: Fire & Regret
Fog of WarRuleset post: Fog of War
FerocityRuleset post: Ferocity
Going the DistanceRuleset post: Going the Distance
Healed OutRuleset post: Healed Out
Heavy HittersRuleset post: Heavy Hitters
Holy ProtectionRuleset post: Holy Protection
Keep Your DistanceRuleset post: Keep Your Distance
Little LeagueRuleset post: Little League
Lost LegendariesRuleset post: Lost Legendaries
Lost MagicRuleset post: Lost Magic
Melee MayhemRuleset post: Melee Mayhem
Noxious FumesRuleset post: Noxious Fumes
Odd Ones OutRuleset post: Odd Ones Out
Reverse SpeedRuleset post: Reverse Speed
Rise of the CommonsRuleset post: Rise of the Commons
Silenced SummonersRuleset post: Silenced Summoners
Wands outRuleset post: Wands Out
What Doesn't Kill YouRuleset post: What Doesn't Kill you
StampedeRuleset post: Stampede
Super SneakRuleset post: Super Sneak
Taking SidesRuleset post: Taking Sides
Target PracticeRuleset post: Target Practice
UnprotectedRuleset post: Unprotected
Up Close and PersonalRuleset post: Up Close and Personal
Up to Eleven

That's all for this week hope you enjoyed reading this ruleset strategy/analysis. See you all on the battlefield.

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