Documenting My Splinterlands Knowledge - Battle Rulesets and Strategies Part 4

in Splinterlandslast year

Documenting my Knowledge Ruleset Part 4.png

Hello there.

In my last Rulesets and Strategies post I discussed some of the Battle Rulesets you can encounter, as well as strategies for them. There have been a few new rulesets added to the game since then, so I decided to create a new post for them. This is part 4 of this series, so let's get to it.


Aimless

Aimless.JPG

Good AbilitiesBad AbilitiesNeutral Abilities
Blast.JPG Camouflage.JPG Halving.JPG Heal.JPG Triage.JPG Poison.JPG Protect.JPG Shatter.JPG Snare.JPG Enrage.JPGSneak.JPG Opportunity.JPG Snipe.JPGTaunt.JPG

All monsters have the Scattershot ability. Scattershot has the highest priority in terms of ability precedence versus Sneak, Snipe, and Opportunity. This means that if a monster has any of the three abilities, Scattershot will override it. Taunt doesn't work on Scattershot, but it can still work on the Melee attacks. Since the attacks are a bit random, abilities that protect your team are good. These include Heal, Triage, and Protect. Camouflage prevents your monster from being targeted by Scattershot. Enrage is really good since the Scattershot attack can trigger it early. Abilities that want to be spread work great with this ruleset. These include Blast, Halving, Poison, Shatter, and Snare.


Amplify

Amplify.JPG

Good AbilitiesBad AbilitiesNeutral Abilities
Protect.JPG Return Fire.JPG Shield.JPG Reflection Shield.JPG Magic Reflect.JPG Thorns.JPG Void.JPGBlast.JPG Double Strike.JPG-

All monsters have the Amplify ability. This ruleset covers a wide number of strategies so it is best to be flexible especially with the rulesets it comes with, and in looking at the opponent's history. There are a few summoners that are really strong under this ruleset. These include Mylor Crowling [Thorns], Lir Deepswimmer [Return Fire], Ilthain [Return Fire], and Owster Rotwell [Magic Reflect]. The best abilities to take advantage of this ruleset are Magic Reflect, Return Fire, and Thorns. Reflection Shield is the best counter to this ruleset. Abilities like Void and Shield can help lower the returned damage you take. Protect helps block some of the damage returned. Blast can be bad since you might take more damage than you deal if they have the right ability against your attack. Same goes for Double Strike.


Briar Patch

Briar Patch.JPG

Good AbilitiesBad AbilitiesNeutral Abilities
Amplify.JPG Close Range ability.JPG Demoralize.JPG Reflection Shield.JPG Protect.JPG Shield.JPGDouble Strike.JPG Reach.JPGEnrage.JPG Halving.JPG Headwind.JPGSilence.JPG Tank Heal.JPG Heal.JPG

All monsters receive the Thorns ability at the start of the battle. Enemy monsters that use melee attacks receive 2 physical damage back. If the other rulesets permit, most players will avoid Melee, and use Magic and Ranged attacks. The two obvious abilities that are good with this ruleset are Amplify, and Reflection Shield. The Summoner Rathe also works well with this Ruleset because he grants Amplify to allies. If Magic is not allowed, try going for Close Range ability to avoid the Thorns, but still let your Ranged monsters attack. If only Melee is available, Demoralize, Shield, Enrage, Heal, Tank Heal, and Protect are good abilities to have.

Melee Double Strike and Reach are bad since the Thorn damage can deal a lot of damage over time. If there are no restrictions on monsters, depending on the opponent's history, it might be good to bring Halving, Headwinds, and Silence to counter them.


Counterspell

Counterspell.JPG

Good AbilitiesBad AbilitiesNeutral Abilities
Amplify.JPG Reflection Shield.JPG Void.JPG Void Armor.JPGBlast.JPGDemoralize.JPG Halving.JPG Headwind.JPG Tank Heal.JPG Triage.JPG Return Fire.JPG Thorns.JPG Protect.JPG Shatter.JPG

All monsters receive the Magic Reflect ability at the start of the battle. Enemy monsters that attack with magic receive magic damage back. Damage returned is equal to the damage of the attacker divided by 2, rounded up. Good abilities to have under this ruleset are Amplify and Reflection Shield. In case of only Magic monsters are available, Void and Void Armor can be really helpful. Magic damage with Blast is bad since you can take a lot of damage back.

A lot of players will avoid Magic damage during this ruleset, so using Demoralize, Halving, or Headwinds to lower their attacks can be helpful. If you can predict their usual teams, putting a Return Fire, or Thorns can be devastating for the opponent. For summoners, Rathe is also good with his Amplify. Another good summoner for this Ruleset, and my usual strategy, is using Immortalis. Opponents use physical attacks, and stack armor, but the Shatter deals with that. I can ignore the returned Magic damage because of the Void. I then bring Tank Heal and Triage to keep my team healthy.


Ferocity

Ferocity.JPG

Good AbilitiesBad AbilitiesNeutral Abilities
Blast.JPG Opportunity.JPG Sneak.JPG Snipe.JPG Martyr.JPGTaunt.JPG-

All monsters have the Fury ability. This ruleset is pretty straightforward. It only really affects the Taunt ability. Now that Taunt is almost unusable, abilities like Opportunity, Sneak, and Snipe are going to be used a lot. Blast and Martyr can also be maximized.


Going the Distance

Going the Distance.JPG

Good AbilitiesBad AbilitiesNeutral Abilities
Halving.JPG Headwind.JPG Protect.JPG Repair.JPG Return Fire.JPG Shield.JPG Tank Heal.JPG Triage.JPG Backfire.JPG Blind.JPG Close Range ability.JPG Heal.JPG Dodge.JPG Flying.JPG Opportunity.JPG Martyr.JPG-Snipe.JPG

Only monsters with ranged attacks may be used. There are some summoners that are better than others in this ruleset. Lir and Ilthain with their Return Fire are really powerful. Fernheart grants Close Range so all ranged monsters can attack even in the first position. Sloan and Contessa, are the generic choices, with the occasional Kelya and Arnak for lower leagues. Since you know that only monsters with ranged attack are allowed, you can prepare for it. Halving and Headwinds to lower their attack. Protect and Repair to keep your monsters healthy. Some monsters that have better ways of surviving can be the front line. These can include Shield, Dodge, Heal, and Flying. Having support abilities like Tank Heal, Triage, and Blind are also good. If you have good speed, Backfire can be an offensive option. Finally, Opportunity can also be really powerful to pick off the backline. Snipe being a good ability to use in this ruleset is debatable. It can hit a Martyr bait, and it also splits your damage. The second monster is almost always a tanky unit so it might take a while to kill.


Return Fire

Return Fire.JPG

Good AbilitiesBad AbilitiesNeutral Abilities
Amplify.JPG Headwind.JPG Protect.JPG Reflection Shield.JPG Shield.JPGBlast.JPGClose Range ability.JPGDemoralize.JPG Halving.JPG Silence.JPG Tank Heal.JPG Triage.JPG Void Armor.JPG Void.JPG

All monsters receive the Return Fire ability at the start of the battle. Enemy monsters that attack with ranged attacks receive damage back. Damage returned is equal to damage of the attacker divided by 2, rounded up. Amplify and Reflection Shield are good abilities to have in this ruleset. Most players will use a tank front and magic damage backline, or a lot of melee sneak/opportunity damage. Rathe is again strong in this matchup because of the amplify, but also due to the void armor. If only Ranged are available, Shield and Headwinds are good abilities to have. Ranged Blast and Close Range are bad abilities to use due to the ruleset. If the opponent is consistent with their teams, using Demoralize, Halving, or Silence can be advantageous. Tank Heal and Triage are good to have to help keep your team healthy, especially if only Ranged are available. Having a Void ability on your tank can be a flexible way to deal with different teams.


Wands Out

Wands Out.JPG

Good AbilitiesBad AbilitiesNeutral Abilities
Silence.JPG Magic Reflect.JPG Void Armor.JPG Void.JPG Tank Heal.JPG Triage.JPG Heal.JPG Opportunity.JPG Blast.JPG Sneak.JPG-Snipe.JPG

Only monsters with magic attacks may be used. Some monsters are better than others in this ruleset. Obsidian and Delwyn buff your monsters. Owster reflects the damage with Magic Reflect. Immortalis reduces the damage with Void. Rathe blocks the damage with Void Armor, and can Amplify Magic Reflect. Bortus and Thaddius reduces all Magic Damage and are usually used in this Ruleset. Silence is good to lower the opponent's damage. Heal, Tank Heal, and Triage are good abilities to keep your monsters healthy. Opportunity and Sneak can be good to target the backline that have low health. Blast can slowly whittle down the opponent if they use a Magic Taunt. Snipe is also debatable in this ruleset since most players tend to position their team from tankiest to least tankiest. So splitting the damage with Snipe this way can be bad.

SPL Separator.JPG

This covers the newer Rulesets released since my last post. I'll create a new post once new rulesets are introduced. In my next post, I'll highlight some of the 1BCX cards that I think are really good. Feel free to inform me of any interactions or strategies that I might have overlooked.

And as always, these are Not Financial Advice, and Do Your Own Research.

If you want to start playing Splinterlands, you can use my link:
Splinterlands Referral Link

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It's very important to understand rulesets. I lost a few battles due to not fully understanding a particular rule and also won a lot of them because my opponent made the same mistake.

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I definitely agree. Especially now that it is possible to get 3 rulesets in a battle, it can get overwhelming. FYI, they changed the Fog of War Ruleset so that Opportunity does not work anymore.

Oh yes! I learned about that change on Fog of War the hard way haha
I wasn't aware of it and picked a monster with opportunity as I normally did. Surprise, surprise!

I was lucky I read the summary of the TownHall where it was mentioned. There are also other changes. Dispel can now remove Bloodlust stacks.

Ruleset is an important part of the battles to plan and place cards accordingly. It helps us to win the battle.
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That is true. Knowing and understanding the rulesets is already half of the battle.

i'm not much of a splinterlands player these days, but some solid strategies here!

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Picking the right team when the clock is ticking away comes with some practice and having this knowledge handy can be of great help in fine tuning the game plan
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I agree. Especially with the ever increasing cards to choose from. That is why I added a table to this post to help me remember on what abilities have some interactions with the rulesets.

Thanks for sharing! - @alokkumar121

Thank you for the upvote.