Splinterlands seemed to added new modifiers recently. These are Global Warming, Thick Skinned, Now you see me, and Collateral Damage. I encountered half of them so I can give my thoughts on that as per my experience while the other two, I can only give my theories and expectations. Let's check them out!
Global Warming - All units have the Burning status effect applied at the start of combat.
Global Warming modifier applies a Burning status effect at the start of the combat. Burning is similar to being poisoned like in Noxious Fumes but the status effect can spread to nearby units. Since everyone already have Burning, the spread cannot be seen. But if someone cleanses their allies, this means that they can still get burning again after a round or two.
I think the best strategy and my advice to new comers is when you have this modifier in that battle is to go in fast and hard. Magic attack directly affects health and if you can reduce the enemy's health to 2 before the round ends, well, you can expect them to die at the start of the next round due to burning.
Check this battle for the Global Warming:
https://splinterlands.com/battle/sl_78e787d1009641f56241d5f81dd34919?ref=ashenova
Opening Rounds:
The game seems to be fair initially. We both have the same number of units and the damage seems to be equal. The enemy seems to have an advantage on health but I have an advantage on damage to health since my attacks does not affect the enemy armor but their melee attacks does.
Mid Game:
In the mid game, the advantage seems to turn on my favor. While both the tanks will surely die this round, I still have my Great Bear Druid to frontline while the enemy would start to collapse. They also have a range unit that cannot attack while in the front so that's also a problem he would need to face in the future.
Final Rounds:
The final rounds are very tragic. Burning claimed the lives of so many and depending on who attacks first, the winner can change. My Great Bear Druid attacked first and with the help of Melee Mayhem, he was able to kill one and remove the armor of the last unit giving Port Guardian an access to winning this game.
Thick Skinned - All units have the Shield ability.
The next battle will include Thick Skinned Modifier. This modifier gives all units Shield ability that halves all melee and range attacks. It can be beneficial or a problem depending on which units you will be using.
Since enemies will also have Shield on their units, the best way to deal about this is using magic attacks. Magic attacks are not affected by Shield. This gives you the benefit while also not getting any problem from the enemy Shield.
For new players, the best advice I can say is to not do what both the enemy player and I did in this battle:
https://splinterlands.com/battle/sl_a91a0f9377bfd43829f272b250d46d03?ref=ashenova
Having Prophet Rosa does not benefit me because all of the units will already get Shield. I also don't have range attack that would get benefit from the other ability. On the enemy's side, Shield reduces the Thorns damage by half reducing its effectiveness.
Opening Rounds:
At first, I was scared because the enemy Leolin Sifu and Moribund Arrowbait have Relentless Strike which negates any Shield and Void ability and adds damage to its attack. That unit directly counters my strategy. The earlier this unit goes down, the easier my life would be.
Mid Game:
The mid game was worse. My attacks was not pushing through because of the enemy's heals. On the other hand, their attacks seems to be very successful because of their two units with Relentless Strike ability that ignores Shield and Void.
Final Rounds:
When my tanks died and the damage on my enemy units were just scratches, I know I was done for. Their strategy is way better and played really good around the Thick Skinned modifier. If I were using Marlai Singariel though as my archon, I feel like I could've won this battle. The lack of damage resulted to my demise and my lost.
The next two battles, I don't have any battle example but I can give my theory on how I would do it.
Now You See Me - All units have the Camouflage ability.
When every enemy have Camouflage, that also means target changing abilities does not work since the units cannot be targetted. New players often fall on this trap as they use Opportunity, Snipe, and Sneak units and gets surprised with none of them working as normal.
I would say that if you have this modifier, think of it as having Fog of War modifier. All the targetting abilities are useless and what you need is strong units with attack at the back and beefy boys in the front. If you have a unit with Tank Heal, this is the best modifier for them putting them last to get the best value of that ability.
The only difference between Now You See Me and Fog of War is that you cannot do anything to counter Fog of War but for Now You See Me, you can remove the Camouflage by using a unit with Reveal.
Collateral Damage - All units have Reckless.
Collateral Damage looks like a fun modifier. It's easy to get tricked into killing your own team if you get complacent. Reckless means when a unit attack, they deal damage to the units beside it.
I think the easier way to take advantage of this modifier and what I suggest to new players is using a Death Archon named Razi Clanktrap and his minions of Gnomes.
Razi Clanktrap have Painforge ability that can be given to any Gnome Bloodline. Painforge gives that unit an extra damage if another unit of your own inflicts damage to them. Reckless does that. This gives your team a good advantage in terms of attack. Razi Clanktrap, a bunch of units with Gnome bloodlines and a good healer like Arachne Weaver and you have an easy solid team. That is, I think, the easiest way to take advantage of Collateral Damage modifier which I suggest to new players.
After checking some more I though of something interesting. Reckless applies per attack so do not use units with Double Strike ability or those with multiple attacks like Great Bear Druid. Your goal for this battle is to die slower than your enemy and having units that attack multiple times in one round makes that faster, not slower.
Which ruleset do you find the hardest to play—and how do you adapt your lineup when it shows up?
I'd say that the hardest ruleset for me is Aimless.
Sometimes in Splinterlands, no matter how carefully you plan, the game just looks at your lineup and says, “Nope, not today.” That’s exactly what playing with Aimless modifier feels like. It's total chaos all across the board. In these battles, every unit with either range or magic attack gains the Scattershot ability, which means their attacks become random and can hit any target on the enemy team. You want your units to focus on a certain key target? Sorry, pray to the Gods that your units attack it as each attack may hit a different target.
At first, it sounds fun, like a chance for your units with big damage to pick off the enemy with the low health but once you’ve played enough matches under Aimless modifier, you quickly realize it’s one of the most annoying, unpredictable and punishing modifiers in the game. You can’t rely on strategy, your setup doesn’t always go as planned, and sometimes your monsters decide to ignore the weak, focus on the tank and dying enemy in favor of blasting someone random in the back.
The most annoying part is that when you see that one unit with Tank Heal having 1 health, on the verge of death, and your 5 units just decide to ignore it for that one round and that one unit that randomly tried to attack that one, almost at death's door, unit just missed because it has range attack and that enemy unit, on its round just healed their tank for 4 health which resulted in your defeat. It's the most frustrating thing to play when you don't have any control of what would happen and everything is reliant to chance.
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