Holy Protection Modifier In Focus


Holy Protection battles feel very different from normal games. Every unit starts with Divine Shield which blocks the first damage they take. This makes early rounds slower and forces players to think about how to remove shields efficiently. The earlier you take out the enemy Divine Shield, the earlier you can deal damage to them.

What makes Holy Protection Modifier interesting is how it changes your views about damage. Big single hits feel weaker because any damage is negated at one time while repeated and multiple hits become more important to remove the Divine Shield immediately. Regardless if the attack is 1 or 10, that one hit will be negated and remove the Divine Shield afterwards.

Modifiers


Holy Protection - All units have Divine Shield (ignores all damage once, after which the Divine Shield is destroyed).

  • Holy Protection Modifier is all about trying to remove that pesky Divine Shield as early as possible. Since every unit has Divine Shield, the first few rounds are about removing layers instead of killing units. This modifier rewards players who understand how different abilities can quickly remove this and how you can maximize your damage.

5 Combos You Can Do with Holy Protection Modifier

ModifierNameDescription
ProtectAll friendly units gain +2 Armor.
- Protect ability becomes very strong in Holy Protection Modifier. Having armor on top of Divine Shield makes units much harder to damage especially if they are melee and range units. Even if enemies have high attack, it can take several rounds before your enemies even damage the health. Melee and range units suffer the most against this combo. Even if your enemies have 5 attack and protect only gives +2 armor, then it takes them 3 rounds before they hit your health with this ability on top of Divine Shield. Protect turns Divine Shield into an even stronger defensive wall that enemies must slowly break.
RebirthWhen this Unit dies it will self-resurrect with 1 Health once per battle.
- Rebirth and similar revive abilities have great value in Holy Protection Modifier. When a unit comes back to life, it gains Divine Shield again. This effectively gives the unit another free hit to block. This can be really strong since there are games where one hit decides the winner. Revived units may have low health but the Divine Shield still protects them for an instance.
DodgeHas a 25% chance of evading melee or ranged attacks.
- Dodge is very useful in Holy Protection Modifier. A missed attack does not remove Divine Shield which preserves the unit's protection. This can waste enemy turns without costing your Divine Shield. Repeated misses can create huge and makes you survive another round. While Dodge is not always reliable, it becomes critical since it can preserve your Divine Shield ability from when you get that big unavoidable hits. Every saved Divine Shield matters a lot in any battle.
BlastDoes half damage (rounded up) to Units adjacent to the target monster.
- Blast is one of the best answers to Holy Protection Modifier. Splash damage can remove Divine Shield from multiple units at once. This speeds up the fight and opens enemies to into taking damage faster. Blast is really good especially when partnered with other abilities like Snipe and Opportunity. Even low blast damage still removes shields since Divine Shield is removed from any form of damage regardless if it's 1 or 10.
Life LeechUnit's health increases each time it damages an enemy Unit's health by half the damage dealt.
- Life Leech is weak in Holy Protection Modifier. Divine Shield blocks health damage which means Life Leech does not trigger on that attack. Units with Life Leech ability need to hit health first before gaining any benefit from it. This makes Life Leech delay the benefits which can be bad if they die early. By the time it starts working the unit may already be close to dying. Compared to other abilities, Life Leech can struggle in this modifier.

Battle Breakdown


Early Game:
Loving the Moo's Summoner Tactics ability is crucial. Since Blast and Magic Reflect are both on the same set, you have to decide whether you would use it for attack, placing them to a safe unit so your Blast would last longer, or defensively, in which you put them to a tank for the Magic Reflect. Since the enemy has a lot of units with magic damage in this battle, I put one on Umbral Elemental, a unit with Taunt, so all redirected magic attack would bounce back to them for a portion of damage. The other one, I added to Molten Elemental. It has two attacks, 2 range and 3 melee, so that means he also triggers blast twice, one per attack. Blast is really good in removing enemy Divine Shield since it does a splash damage.


Mid Game:
Thanks to Loving the Moo's Bloodline Dominion on Elementals, the enemy tanks now have Poison. This is really strong especially since they do not have any Cleanse or Cleanse Rearguard to remove it. This would allow their units to naturally take 2 poison damage at the start of each rounds.


Late Game:
This lineup is really strong against magic damage heavy teams. With Molten Elemental's Void and Magic Reflect combo, the late game is very smooth. The poison also goes through and fixes this team's weakness which is the damage. Since I only uses low leveled units and there's no abilities that boost magic damage unlike Marlai Singariel, my unit's damage is only 1 and 2. That's why Poison is a big thing and using multiple Elementals or Canisan units are needed for the poison.

Closing Thoughts

Holy Protection Modifier is not about who has higher damage. It is about planning how to remove the Divine Shields efficiently. Protect, Dodge, Blast and revive abilities are only some of the abilities that all play a big role in this battle. I enjoy this modifier because it can show how good you are in the game if you know what abilities you need. You need to think one step ahead instead of just basing your lineup on better stats. If you know Divine Shield mechanics, Holy Protection battles become much easier to manage.



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