What's Better Than Two Sneaks?

in Ladies of Hive2 days ago


Some days just start right without even trying. The air feels lighter, the timing for everything is good, and things were smoother than you expect. It’s not like you planned every detail, but somehow everything still goes your way. You move without rushing, and even the small things seems to line up perfectly. It’s a nice feeling, like the day itself is giving you a small nod of approval.
That’s kind of how this Splinterlands match went for me. From picking my team to watching the last round play out, every choice just worked like I hoped. The attacks landed right, the timing felt good, and even my risky picks ended up being the right call. Nothing wild or unexpected. It's just a clean, solid fight where everything fell in place exactly how I wanted it to.

Battle Breakdown

Modifier in this Battle:

  • Armored Up - All units gain +2 armor.

My Thoughts on Modifiers

  • The Armored Up Modifier gives all units extra armor which makes the fight longer and more defensive. It helps Elements that already have high durability like Life Element and Earth Element since they benefit more from extra protection. However, units with magic attack from Water Element or Death Element can still deal damage efficiently since magic ignores armor completely. Because of that, mixing Sneak and magic attackers works very well under Armored Up Modifier as it lets you bypass enemy defenses while your frontliner holds the line.

Team Composition

Archon: Marlai Singariel

  • Gives team +1 magic attack which is good if your team is focused on magic attack. This bonus really helps when the enemy also have extra armor from Armored Up Modifier since magic ignores armor making the team more efficient.

Units Chosen


Unit 1: Halfling Refugee

  • Good low mana tank. For only 1 mana, you have a 6 health tank which can be higher and have better abilities if higher leveled, making him very efficient as a frontliner when you want to save mana for the backline units.


Unit 2: Abyssal Elemental

  • I use him as an extra tank. The Resurgence can revive him once more in case he dies giving you another tank, which can buy extra rounds for your Sneak units to deal more damage from the back.


Unit 3: Nephket

  • Has two attacks and Sneak and Stun. This means you have twice a round to trigger Stun and it can help disable enemy attacks even when their armor is still up which adds huge value in long fights.


Unit 4: Shock Trooper

  • High damage magic unit that can complement Marlai Singariel. It can electrocute your team once per round but it won't matter if you can eliminate the enemies quickly because it adds strong magic pressure every turn.


Unit 5: Saltwater Mage

  • Magic Sneak which needs to be protected at all times. She has no armor which can be a problem if focused so I made sure she stayed behind tanks that can take hits first.


Unit 6: Captain Fellblade

  • A better version of Saltwater Mage. She has two attacks, melee and range and Sneak both works with it which makes her very flexible in targeting the enemy backline.

The Battle


Opening Rounds:
Even at the start, I had the advantage. My backline Sneaks quickly targeted and eliminated their Water-logged Wizard which greatly reduced their team’s overall damage output. After that, their backline unit, Lunaki Howler, and frontline, Port Guardian, died while holding the line as my team kept the battle going. The balance between my offense and defense seemed perfect, and everything was going just as planned. Even as the battle went on, the fight slowly turned to my favor more and more.


Final Rounds:
The game ended quickly in just Round 2, showing how one-sided it turned out to be. Both Colossus Raider and Great Bear Druid were taken down before they could even make much of an impact. By the end of the round, not a single one of my units had fallen which really showed how solid my lineup was. It felt like everything clicked perfectly, from the planning stage until the end.

👉 Watch the full battle replay here
https://splinterlands.com/battle/sl_a0efe7424d5c7638c60415165cb0837a

Results & Reflection

What strategy I was aiming for:
Instead of focusing on the front, focus on the back. Units at the back usually have lower health as you normally put tanks in the front. I used three Sneak units as the main damage while others help absorb the damage and control the pace of battle. This way, your enemies lose their support units first and have no choice but to rely on tanks that can’t do enough damage alone.

What surprised me:
I know that two Sneaks are strong but I did not expect a 3 Sneak unit are better. It almost feel like an overkill and this might be an unfound strategy that can carry me to higher league. I was surprised how fast the backline crumbled even under Armored Up Modifier which means this idea might actually work against different enemies too.

What I learned:
I learned that while damage is important, it's not everything. Abilities like Stun gives valuable advantages even if it hits armor and doesn't damage the enemy. This is on top of having multiple attacks on one unit making that chance increase. I now wonder if there are any other units that have all three attacks (melee, range, magic) that have abilities that gives you advantages even if they don't do damage to the enemy team.

Closing Thoughts

This battle under Armored Up Modifier taught me to always think beyond the front row. Sometimes it’s better to focus on breaking the enemy’s backline instead of their tank. By combining Sneak attacks and magic users, you can control the fight while keeping your key units safe behind your tanks.

The more I experiment, the more I see how each Element can adapt to any Modifier. There’s always a way to make a good strategy even when the rules look against you.

Posted Using INLEO

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