Tactic: "Counter Everything"

in Splinterlands3 years ago (edited)


Here you can read some random notion I have to share a little of my knowledge.
Why should you care?
Well, I am constantly face-grinding 1st in gold league,
if not just giving byzantine a hard time reaching it.
I see a lot of people making a lot of mistakes,
so maybe I can teach people something!
--

examine here:

before even knowing enemy team,
Enemy has:
-1 melee
-1 ranged
-1 magic
-1 health
-1 speed
(stun)
(affliction)
--
I have:
+2 health
+1 range
+blast
(cleanse)

--
as an added bonus, I have 2 melee, 2 magic, 2 ranged
but wait, who cares what I have?!
captured this to teach a principle that helps me often:
COUNTER EVERYTHING
Do you ever use -1 melee, then wonder if they will even use melee?
Perhaps using -1 magic feels like rock-paper-scissors?
Is -1 ranged very useful if they are all magic?
Delete all of these questions, and just use them all \o/
Don't fall for temptations to hard-counter unless it's guaranteed.
Instead, pretend that each one of these effects would destroy an entire team archetype, and look at what they are left with to handle it.

I'll omit the replay/ruleset, since the point here is a more abstract idea
(and I may or may not have already buried it beneath 100 other matches)
for a good player, there are some obvious examples of this idea,
but as you can see it's also possible to some degree on yodin
and by doing this, my entire team was nearly immortal
(half immortal yodin team is scary, right)

maybe someone finds this useful,
if so be sure to leave a comment

I am kinda lazy-post person, but maybe I'll elaborate on another idea sometime if people think it's interesting to have explanations for some of my team compositions. I know sometimes people playing against me probably see a weird alien army and wonder what I'm doing, so this might be a good way to learn.

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You have a level 3 summoner, but level 6 and level 8 monsters. I thought that you cannot use higher level monsters than your summoner. How do they work?

ah, you are missing a little part of that involving the summoner rarity
legendary units have fewer upgrade tiers, so legendary summoner scales faster:

seen here, the max level is only 4, using 11 cards, so it can handle higher level common than itself
this same type of scaling applies to all summoners of any rarity, with a tiny exception of 'epic'
the epic rarity summoners have a small hidden benefit that allows +1 level of 'rare'
I recommend not worrying too much about that exception, but it's there

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