The Three Main Combos I Use to Win

in Ladies of Hive2 days ago

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When I play Splinterlands, I always try to find combos that make my battles easier. Some lineups look simple but are actually powerful when you understand how abilities work together. I like it when I find new ways to win without the help of others and gives me some thrill when plan goes to work properly.

In this article, I listed three easy combos that are the ones I used the most and usually rely on when I want to win. They work well even in different modifiers and are easy to use and cheap to get. Let me show you how each one works and how they helped me win in my matches.

Battle 1.gif
https://splinterlands.com/battle/sl_880ebaa01a2f9e96e6bf7c3a1262b9f3

Combo 1: Marlai Singariel + Magic Weapons Training

This combo focuses on increasing magic damage without needing too much mana. Marlai Singariel boosts all magic attacker's damage and when you mix that with a Weapons Training unit, that saves you a lot of mana while also not sacrificing the stats of your units. It’s one of the easiest ways to fill up your team in low mana battles.

The nicest part probably is that you’re not wasting space or overloading on high mana cost units. Every unit you use in this combo gets stronger from both the trainer and Marlai Singariel’s magic buff. The idea is simple and once it starts hitting, your opponent’s safety net crumbles quickly.

Real Application of the Combo:

  • Daarg Deadblast gives Weapons Training to Grimbardun Smith and Daigendark Explorer. Grimbardun Smith and Daigendark Explorer gets 2 magic attack ince Daarg Deadblast also have 2 magic attack. Marlai Singariel's ability applies increasing this damage by 1 making Grimbardun Smith and Daigendark Explorer and Daarg Deadblast's magic attack raised to 3. It's a mana efficient way of getting high stats units. I only spent 21 mana for 1 archon and 3 units with 9 magic damage.

Battle 2.gif
https://splinterlands.com/battle/sl_5d146f00178cc1e12fff59dc9be7352f?ref=ashenova

Combo 2: Double Magic Sneak

This combo uses magic sneak attacks to hit the backline where units are usually weaker than the frontline. Normal Sneak only works for melee similar to Super Sneak modifier only gives Sneak to melee units. Magic attack units and Range units are unaffected by this modifier. Most people don’t prepare for magic Sneak units. That’s what makes it so strong. It goes through armor and hits where it hurts most.

Having two magic Sneak attackers means your opponent loses their important units faster. Once those units are gone, their main tank can’t survive for long. It’s a low-cost but deadly combo that can surprise even strong teams if placed right.

Real Application of the Combo:

  • One of my core team is Saltwater Mage and Captain Fellblade Sneak combo. Usually, one is not enough because the enemy unit gets to live and it takes too slow to deal real problem for the enemy. Two is usually enough to disrupt the enemy lineup. Another good thing about Magic Sneak combos is that Marlai Singariel can boost this to make it stronger.

Battle 3.gif
https://splinterlands.com/battle/sl_b4f224d86335dfe03a7e58b1a5607f79?ref=ashenova

Combo 3: Debilitations and Back to Basics

Debilitations are abilities that harm your own team but they can be used and be useful depending on each condition. One of my favorite ways to use them is in Back to Basics matches where all abilities are removed. Since debilitations are still considered abilities, any negative effects they have are disabled for that match leaving you with a unit with very good stats.

Units with debilitation abilities often have stronger base stats to make up for the drawback. So, when abilities are gone, you get a really good unit without the downside. This combo is just plain logic, turning units with baggage into simple heavy hitters that can carry you through Back to Basics battles.

Real Application of the Combo:

  • In this battle, I am under the Back to Basics modifier which removes all abilities. Among all of my units, I explicitly added Shock Trooper and placed him on the safest position at the far back because of his high magic damage. Since no abilities can work, the Electrified Debilitation will also not work giving me just a solid unit with huge damage without any demerits.

Closing Thoughts

Formulating different combos like these made the game more fun for me. It’s not always about having the most expensive cards, sometimes it’s just about using what you have in better ways. I learned that understanding how abilities interact is what really wins matches.

These combos aren’t hard to build or remember and can be combined together to make it stronger. Once you see them work, you’ll start recognizing when to use them in future battles. They fit into a lot of modifiers so you can easily adjust them based on what you’re facing.

Every time I pull off one of these combos, I get reminded each time me why I like experimenting in Splinterlands. It has so many small details that can affect the battle's outcome depending on what you put on the board. That’s what makes it fun. Making sure that I get my strategy from my brain to the screen is one of the reasons why Splinterlands is so fun for me and why I kept playing them again and again.

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