Splinterlands Community Engagement Challenge: A blend of Every Power!

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Namaste to all warriors of Splinterlands!

In this week's 🌟Splinterlands Community Engagement Challenge🌟, I'll tell you about another amazing battle I had, where I used a good blend of each attack power and some abilities that not only enhanced the power of my cards but also put pressure on the enemy. In this blog, you'll learn why I say that in Splinterlands, you can't win battles with strength alone; you have to be both powerful and clever. As you refine your strategies with better cards, you'll find Splinterlands is an ocean of ​​rewards and a lot of fun. The deeper you delve, the more you'll gain.🔥

https://ecency.com/hive-13323/@splinterlands/splinterlands-community-engagement-challenge-combo-chronicles?referral=untilwelearn

Let's take a look at the battlefield first.

This is a screenshot before and after the summoners assigned powers to the cards. The ruleset for the battle was Manoeuvres, which grants all cards the Reach ability, giving melee cards the freedom to perform attacks from the second position in the lineup. Furthermore, the mana cap was 57, which is quite good. The Fire and Life elements were enabled for this battle, so we had to choose between them. Coincidentally, we both chose the same Life element, and our summoners were also of the same level. This means everything now depends on which cards we choose and how we line them up. Overall, it all depends on our strategy. My primary focus was on making my attackers lethal.

For this, I placed two tanks at the front of the lineup, one with the True Strike ability and the other with Flying to evade enemy physical attacks to some extent. After this, I placed a magic card with Divine Shield, and then to make the melee tanks more powerful, I also placed a magic card with the Inspire ability in the team and finally two range attackers, out of which again one had the Dodge ability which would help in evading physical attacks by up to 25% and the other had the Headwinds ability which would deal -1 range blow to enemy range attackers even before the battle started. Now the only thing that can be improved in this team is their speed, and for this I used my Archon's Power +2 Speed ​​to speed up the first and third cards in the lineup.

This isn't about any single combo, but about great team synergy. This lineup could have included a healer, but my deck didn't have a heavy attacker with healing abilities, and since the mana cap was high, I wanted to make full use of it. You can't add more than six cards to a lineup anyway, so instead of placing a weak healer, I found it more appropriate to place an attacker in that spot. If your cards have good initial health, your attacks are lethal, you have the power to dodge enemy attacks to some extent, and you're faster than the enemy, then you can manage without a healer. This is my experience, and I base my strategy on that.

And when you are strong, you can see its impact on the battlefield as well. You don't need to win because your enemy may have made better preparations than you. Obviously, we cannot underestimate the enemy. So the possibility can be anything, but if you have freedom of mana cap and there is no strong card among healers, and by strong here I mean health and not attack power, because that one card will work to heal all your other attackers. So it doesn't need to be a big attacker itself, but it is necessary for it to have good health. Otherwise, any enemy with Opportunity Ability can possibly take that card out of the game in the first or second round itself.

So, this is a not-so-perfect blend of almost everything, the effects of which you'll see in your battles if you follow this strategy. Yes, strategy, because this team isn't just powerful because of its cards. This blend focuses not just on attack types but also on the card abilities, which enhance each other in some way. Along with all that, the proper use of Archon's power, since Archon also possesses healing power. So, assuming your cards have enough speed, you can grant a card a healing ability using Archon's heal power. It all depends on your strategic understanding and cleverness. You can better understand and enjoy this battle by watching it in its entirety.

The Splinterlands is no easy place, and that's what makes it even more fun. A perfect strategy takes into account many factors, including stats, abilities, rulesets, mana caps, and more. Powers working in perfect synergy are what make a strategy successful.🔥


If you also want to enjoy this amazing game and you have not yet signed up, then I invite you to Splinterlands, and I will also try my best to guide you in this game. 😎

Thank you for visiting and reading my blog. Generally, I keep writing blogs on life, nature, gardening, photography, and Splinterlands. If you like any of these topics, then you can also follow me. I deeply appreciate your comments and votes. 🙏`

5% of this post reward goes to @Ecency. Don't forget to support the projects you enjoy using. 😊

Note:

  1. English is not my first language. So sometimes I use 'Google Translate'. Please don't think that anything I have written in this blog has been copied from somewhere or is AI-generated.

  2. Paragraph Dividers and all the photos are from #Splinterlands.

  3. All the other content images and words are mine unless otherwise stated.

Have a Happy and Blessed day!

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You had a strong team, GG!

Yess, since mana was not an issue I tried to make a blend of every power and it worked. :D


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