Splinterlands Amazing Battles – Strength, Stealth and Energy!
Here we have a mid mana battle, 26 mana, and the following rules: Stampede, which lets the trample monsters deal damage multiple times as long as the trampled monster is killed, and Armored up, which gives all monsters two extra armor.
Most magic monsters at this league have low HP, so the reflects do a lot of damage. Our tank's high speed and HP makes trampling a lot more difficult for the frontline monster to procure the multiple tramples.
As damage dealers, we are taking two sneak monsters plus one opportunity to start working on the backline, supported by our +1 melee damage summoner to have seven backline damage each round.
Our bandit is not only an excellent damage dealer but a nice option to put on the last position due to his high speed and flying, making it resilient against a sneak strategy like ours.
Now going over our opponent's setup, we see that he is using Keyla Friend, one of the most influential and widely used summoners on Bronze League and his damage are mainly focused on the front line with his tank, reach monster, and the newly added stunner, Water Caller, is the 2nd card that can stun the in the Bronze League.
We also see Pelacor Bandit used on the backline as a buffer to backline damage. With one melee damage, it takes a lot of hits to kill any backline monsters. Still, the problem is that it doesn't add to the overall strategy of doing the damage up front like the rest of the team.
As the battle starts, we see that his frontline damage is not enough to kill our tank, and our two healers do heal our tank to max health each round; also, we don't have to worry with stuns because we are not relying on the one magic damage of our Prismatic Energy. Bonus points to our tank for reflecting the magic done by the Water Caller.
His backline crumbles as our two sneak monsters topple his Pelacor Bandit in the second round. The effect of the Sneak punches is greatly increased thanks to the +1 damage provided by our epic dragon summoner Daria Dragonscale.
Not even the high initiative, flying, and extra armor can help the poor guy survive our avalanche of 5 damage per turn.
Then the Water callers survive a couple more turns, but as it falls, the healer goes with it, sealing the fate of this exciting battle. We win shortly after that!
In this battle, we can say that selecting an appropriate tank for the rules is crucial, and also focusing on our damage strategy, as we could see in the resolution of this battle.
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Thank you very much!
https://twitter.com/quase_rico/status/1576591867235688448
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Amazing water battle. My favorite splint with such an incredible cards...
I also love water. thanks for commenting
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Excited to see more RIFTWATCHERS cards on the game, new meta is on the way.
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@kraaaaa Yes, I still don't have them but luckily I've been successful in facing them.Thanks for commenting
The water caller did not stun your tank at all, I wonder why, what’s the chances for triggering the stun?
@ctrpch, There is a 50% chance with each attack to stun, thanks for commenting.
well-played mary-emily....you took the risk to use 2 healers and this worked for you..
also smart move to go with sneak assassins
Really, they were happy choices. Thanks!
Nice battle. Good thing that you have 2 monsters with sneak ability. ;)
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Yeah! Thanks! :)
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!1UP The first position is one of the most important, it's always good when your tank gains some advantage with rules, Your strategy was amazing!
You're right! Thanks a lot.
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