Another Equalizer Modifier In Focus

Equalizer Modifier is one of the most exciting Modifier in Splinterlands because every unit gets the same high health. This changes how we build our lineup since even small units suddenly become very tanky and hard to kill. In this battle, I had to think carefully about damage and sustain because fights can last longer which means small mistakes can cost the game. I already did an Equalizer modifier before but the battle for this one has a lot of new information that I just have to make another one.

Modifiers

Equalizer - The initial Health of all Units is equal to that of the Units on either team with the highest base Health.
- Tank Heal becomes very strong in Equalizer Modifier because every unit has a large health pool. Healing a frontline unit with big health every round makes it very hard for the enemy to break through. Since battles last longer in this Modifier sustain strategies become scary and one good Tank Heal unit can carry the whole team if not dealt with quickly.

5 Combos You Can Do with Equalizer Modifier
| Modifier | Name | Description |
|---|---|---|
![]() | Tank Heal | Restores a portion of the Unit in the first position's health each round |
| - Tank Heal becomes very strong in Equalizer Modifier because every unit has a large health pool. Healing a frontline unit with big health every round makes it very hard for the enemy to break through. Since battles last longer in this Modifier sustain strategies become scary and one good Tank Heal unit can carry the whole team if not dealt with quickly. | ||
![]() | Inspire | Gives all friendly Units +1 Melee attack |
| - Inspire is amazing in Equalizer Modifier because melee units survive longer and can use the extra damage for more rounds. When units are tanky the fight becomes about who can deal more damage over time and Inspire helps win that race. Inspire can also stack which means multiple units can push melee damage to a very high level and that pressure becomes hard to handle. | ||
![]() | Knock Out | Does double damage when attacking an enemy that is stunned |
| - Knock Out is very useful in Equalizer Modifier because double damage is important when everyone has high health. You need a Stun unit to activate it but once it works it can remove a key enemy unit fast. In long battles deleting one important unit early can shift the entire fight and Knock Out helps make that happen. | ||
![]() | Last Stand | Gains increased stats if it's the only Unit on the team alive |
| - Last Stand scales very well in Equalizer Modifier because the boosted health increases its overall value. When the last unit is left alive it gains 50 percent more stats from already increased numbers which makes it very dangerous. A Last Stand unit in this Modifier can turn a losing battle into a comeback and the enemy must respect that threat. | ||
![]() | Giant Killer | Does double damage against targets that cost 10 or more mana |
| - Giant Killer is strong in Equalizer Modifier because high mana units are common in this rule set. These units already have good stats and now they also gain high health which makes them hard to remove. Giant Killer dealing double damage to 10 mana or more units helps cut through these big targets fast and keeps the pressure on the enemy lineup. |
Battle Breakdown
Early Game:
At the start of the battle, I got scared. I was genuinely honestly scared by their lineup. I think they got a mistake for putting Craniax the Quick in the front since he cannot attack despite the high 4 range damage. Despite the mistake, the reason why I got scared is because of Barashkukor's 5 magic damage and Umbral Elemental's Taunt. The high 10 health came from Endura Brune which took me a while to see where that came from. There was a lucky break though. Because of Craniax the Quick being mispositioned in front, I have a chance of killing it before they reach my Abyssal Elemental and Craniax the Quick's Final Rest stopping Abyssal Elemental's Resurgence. The other lucky break is Barashkukor being at the farthest back which means he is definitely on Saltwater Mage's radar for Sneak attacks allowing me to kill him earlier.
Mid Game:
Everything is working so far. Craniax The Quick dies before my Abyssal Elemental dies. Final Rest only works as long as the unit is alive. This means when Craniax the Quick is out of the picture, Resurgence can now work properly maintaining my advantage. One thing that surprised me is that I thought Snipe would evade any units with Melee attack even if they have multiple attacks. In this battle, Torrent Sniper kept attacking Thragnun that has 1 range and 2 melee attack. It's not a bad thing but it just caught me off guard since I thought that since he has a melee attack, he would get bypassed by Torrent Sniper just like how Torrent Sniper ignored Filthy Scavenger because he has melee attack.
Late Game:
With their units being on the red except for Endura Brune, it is not hard to imagine I could win this battle. Endura Brune has 2 range damage so if she gets to the front, he will be nothing but a sandbag. Endura Brune cannot attack at that time and just stand there while my units hit them. Barashkukor survived until the later part of the game. Resurgence gets blocked by armor so I thought he'll be dead when Abyssal Elemental gets revived but that didn't happen. Still, everything is still on the controlled situation and the mistakes the enemy did in their lineup just stacked which costed them this game.
Full Battle can be found here: https://splinterlands.com/battle/sl_e5c5a63e41029c984f505ece44c55894?ref=ashenova

Closing Thoughts
Equalizer Modifier makes battles feel intense because every unit becomes tanky and fights last longer than usual. In this match small positioning mistakes from the enemy stacked up and gave me the chance to remove key threats early. Sustain damage stacking and smart targeting were the main reasons I controlled the battle and secured the win in Equalizer Modifier.
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