How NOT to be Reckless
Collateral Damage Modifier gives all units Reckless which makes every attack risky. Units damage themselves when they attack which changes the battle a lot. Because of this, defensive strategies become stronger than aggressive ones. If you can survive longer, the enemy units will slowly remove themselves. I wanted to test if my stall strategy works in this Modifier as much as the other modifiers. I already used similar ideas in Earthquake Modifier and Global Warming Modifier before. This time, I want to know if it would work with Collateral Damage modifier as well. The goal is to let enemies defeat themselves using Reckless ability.
Battle:
https://splinterlands.com/battle/sl_a086ce4ce1be3514e23681255fe1341a
This battle is very similar to what I do with others. My idea is that I won't have to suffer with the drawback from Reckless if the unit cannot attack. So, I gave Ulundin Overseer both Shield via Mana Warden's Shield Ward and Avina of the Wolf's Heal. The two units can still attack from behind although their attacks aren't that much important. The most important thing is to watch all of the enemies struggle and have their attacks backfire to them. With Reckless damaging their units every attack, Ulundin Overseer just need to survive the first few rounds until their units starts to fall one by one and the combination of both Shield and Heal abilities help with that immensely. This strategy worked so well that it didn't even need to get to the fatigue round, which I expected to happen. Since Ulundin Overseer cannot attack, he cannot damage other units with Reckless. That means Mana Warden can safely attack and freely remove the remaining enemies by round 3 one by one without any damage to his health.

Modifier 1: Collateral Damage: All units have Reckless.
My Lineup:
The idea of this lineup is to have the enemies self destruct with Reckless. I used this strategy with Earthquake modifier and Global Warming modifier but I want to know if it would work with Collateral Damage modifier.
Avina of the Wolf: Avina of the Wolf gives +2 Speed to two units or Heal to one unit. I chose the Heal and gave it to Ulundin Overseer. Heal is better because he has very high health. Higher health means more healing each round. This helps him survive longer against Reckless damage and enemy attacks. The sustain from Heal is very important. Avina of the Wolf's Heal is important in making sure this works.
Ulundin Overseer: Big wall which I always give Heal to. Heal scales with health so higher health restores more each round. He does not have attack which is perfect for Collateral Damage Modifier. Since he cannot attack, he does not take do any Reckless damage to units around him. This allows him to just protect the team by being a wall. He also has Flank which lets Mana Warden attack from second position. Ulundin Overseer is the core of this strategy.
Mana Warden: Has 2 melee damage and Shield Ward which is very useful. Shield Ward gives Shield to Ulundin Overseer in front. Shield halves melee and ranged damage from enemy units. This reduces incoming damage while enemies hurt themselves because of Reckless. Mana Warden can still attack safely behind the tank. Since Ulundin Overseer does not attack, there is no drawback. Mana Warden can keep adding damage to the enemy as long as he lives but him living isn't crucial to the strategy.
Meriput Magician: Has low magic damage but the Tank Heal is important. Tank Heal restores health to the first position unit. This stacks with Heal from Avina of the Wolf. More healing means Ulundin Overseer survives even longer. This helps deal with the burst early damage Ulundin Overseer takes. Meriput Magician improves sustain for the lineup.
Collateral Damage Modifier made the stall strategy very effective. Ulundin Overseer survived while enemies damaged themselves. It was unexpected to see Mana Warden alive but it went better than I expected. This is a very solid core especially in lower mana.
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