This post was made as entry for Splinterlands Social Media Challenge.
In the Equalizer rule set, every unit’s health is the same as the highest health unit in the battle. It makes it more about maximizing damage rather than just outlasting your opponent. Since high damage units become even more valuable this rule set, it rewards a more aggressive playstyle without reliance to defense. It's a great chance to just let loose and let your most damage units unleashed.
This Week's Theme is…
The initial Health of all Units is equal to that of the Units on either team with the highest base Health.
The Equalizer rule set changes the health of all units to match the highest health unit on the battlefield. This shifts focus towards maximizing damage output since every unit can take more hits than usual.
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Battle Factors
Mana: 35
Active Elements: Fire, Earth, Death, Dragon
Watchus Fighticus! Replay battles that are oh-so-victorious!
Click here to watch the full battle!
Lineup and Strategy
Because of the ruleset Equalizer, I had every magic damage released. I even put units like Djinn Biljka on the 2nd position so his Void ability would work as a backup instead of capitalizing on his Camouflage aility.
|| All friendly Monsters have +1 Magic damage.
Why pick this summoner: Obsidian boosts all friendly magic attackers with +1 magic damage making it a strong choice in magic-heavy teams like this one. The summoner doesn’t provide any health, armor or speed buffs so the strategy should be focused on the increased magic damage. In the Equalizer rule set this summoner is particularly useful as its units will have the same high health as the tanky frontline. This gives you more freedom to use a lower health unit and focus on higher magic damage instead.
|| Has a 25% bonus chance of evading Melee or Ranged attacks from Units who do not have the flying ability.
Why pick this unit: Regal Peryton comes with the Flying ability which increases its chances of dodging melee and range attacks especially from slower units. With 3 magic damage and 7 speed it's a fast-moving damage dealer that can strike before most enemies get a chance. Normally, it has 8 health but with Equalizer it will jump to 12 health making it significantly more durable. Its mana cost of 5 is reasonable considering its speed and damage output which makes it a solid choice in this lineup especially with Obsidian's magic buff.
|| This Unit cannot be directly targeted for attacks unless it's in the first position.
|| Reduced damage from Magic attacks by 50%.
|| Reduces the health of all enemy Units by 1.
Why pick this unit: While Djinn Biljka should be more of a sneaky support unit in this lineup with its Camouflage, putting it behind my main tank means it's supposed to tank at some point maximizing the Void ability. The health boost from Equalizer makes it a much tougher unit than usual. Void makes it ideal for withstanding magic-heavy enemies while the added health lets it hold its own for longer periods.
|| Ranged and Magic attacks hit a random enemy target.
|| Unit's health increases each time it damages an enemy Unit's health by half the damage dealt.
|| When this unit hits a target, it has a 50% chance of applying Affliction on the target causing it to be unable to be healed.
|| When this Unit hits an enemy, it clears all positive status effects on that enemy.
Why pick this unit: Madcap Magus is equipped with Scattershot which makes its attacks random but potentially disruptive by targeting various enemy units. While it looked strong, that is actually a debuff since all of your opponents also has 12 health making the random target more of a liability than an advantage because it takes your opponent longer to die. Its Life Leech ability is highly useful as it can extend its survivability by gaining health equal to the damage it deals. Normally this unit has 4 health but with Equalizer it gets a huge jump to 12 health which is a massive improvement and a fix to its clear weakness. Its 2 magic damage isn't overwhelming but with Life Leech and Obsidian's extra magic damage, it can turn that damage into long lasting survivability. Lastly, it also brings Affliction to prevent enemy healing.
|| Restores a third of max health to the Unit in the first position each round.
|| When this unit hits a target, it has a 50% chance of applying Affliction on the target causing it to be unable to be healed.
|| Reduces the Magic attack of all enemy Units by1.
|| When this Unit hits an enemy, it clears all positive status effects on that enemy.
Why pick this unit: Goblin Psychic is an essential support unit in this lineup with its Tank Heal ability being crucial for keeping the front line alive. The boosted health from Equalizer makes it much harder to take down while it continues healing and providing magic damage reduction. It’s slow but with 12 health, it will stick around long enough to have a major impact. Definitely a solid pick in support-heavy strategies.
|| All enemy Units target this Unit (if they are able to).
|| This Unit takes only 1 damage from attacks with power 5 or higher.
|| Reduces the Speed of all enemy Units by 1.
Why pick this unit: Mycelic Slipspawn comes with Taunt which forces all enemy attacks to target it protecting the rest of your team. It also has Forcefield which reduces damage from high-damage attacks and Slow which decreases the speed of all enemy units. Slow can be useful if your opponent has multiple melee and range units as this also affects the chance they hit your team. Normally it has 12 health which stays the same under the Equalizer rule set making it the natural tank in this battle. Its 3 magic damage is decent for a tank and its 3 speed is average but its primary role is to absorb damage while protecting the backline.
|| Heals the friendly back-line Unit that has taken the most damage by a third of max Health.
|| When this Unit hits an enemy, it clears all positive status effects on that enemy.
|| All enemy Melee & Ranged attacks have a 15% higher chance of missing their target.
Why pick this unit: Spirit Hoarder is a valuable support unit in this lineup. The boost to 12 health from Equalizer makes it much more durable. The rule set allows it to keep healing backline units for longer. Triage is a great complement to Mycelic Slipspawn’s Taunt as it ensures the rest of the team stays healthy. While its offensive output is minimal its support capabilities are key in keeping the team alive.
Summary
With the Equalizer rule set the health of every unit is boosted to match Mycelic Slipspawn’s 12 health making even normally fragile units much harder to take down. This lineup relies heavily on high magic damage output thanks to Obsidian’s +1 magic buff. Units like Regal Peryton and Djinn Biljka benefit from the increased health pool allowing them to survive longer and deal consistent damage.
Mycelic Slipspawn still serves as the main tank drawing attacks away from your other damage dealers while Goblin Psychic and Spirit Hoarder provide healing to keep everyone in the fight longer. The combination of Taunt, Tank Heal and Triage means you’ll be able to soak up damage while your magic units chip away at the enemy. Overall, the strategy here is all about dealing the most damage imaginable to your opponent without regards for your unit's base health.
Disclaimer
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About the Author
Hi! I’m Mavis, a Splinterlands fanatic and total Harry Potter fanatic (seriously, I can recite spells on demand! 🤓 ).
Besides being a gamer and wizard at heart, I’m also a self-taught coder. I'm happy that I was able to apply the recent knowledge I gained when making posts in Hive. (Thanks friend!)
If you consider playing Splinterlands, support me by using my referral link.
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Thanks for sharing! - @zallin
Good Work, thanks for sharing!
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