Weekly Battle Challenge - ANTOID PLATOON (2)

Antoid Platoon is a life saver when you have a low mana-cap battle in which magic attack is not allowed! In such cases, the power of Antoid grows with TARSA when +1 Melee attack and +1 Health is added. The additional HP coming from Tarsa is more than just 1 because Shield of Antoid blocks 1 attack point and 2 attack point penetrates as 1 point thanks to the Shield.

In my second battle, I played a classic Antoid game under 13 mana rule.
In my team I had 1 tank, 1 melee assassin and 1 casual ranged attacker that makes 2 Melee + 3 Melee + 1 ranged attack points. 6 damage per raund sounds solid for only 13 mana battle 🔥

Let's see how I used Antoid Platoon in my second batte:

Team Set Up.png

I enjoy building balanced teams in which each card has a specific role to win.

  • Antoid was there to get the damage on itself to let the others eliminate the rivals.
  • Serpentine Spy with Opportunity was there to make the strongest one alone in the battlefield.
  • Goblin Fireballer was there to protect Spy from sneaky attack + deal 1 ranged attack.

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My rival had an interesting team set up consisting of a Sea Monster with heal + Pirate Archer with Blast Skill. Though the team sounds strong if the Splinter were KELYA but, to save 1 mana to be able to have Pirate Archer, my rival used VERA SALACIA with Snare ability.

If s/he had used KELYA with +1 Speed and +1 Armour and Sea Monster alone, it would be more possible for my rival to win against my team. However, the battle was exciting even in this shape.

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The Blast of Pirate Archer put my Spy under the risk of death. Thanks to additional HP from Tarsa, it survived.

The next raund, Spy revenged by attacking the archer with no mercy.
In the end, as expected, Sea Monster with Heal ability was alone in the battle field to kill 3 monsters alone. What's its stregths? 3 HP healed per raund.

Strengths  Weaknessses.png

The strongest side of my team was the inner balance that I had.

The defender was ready to absorbe 4+4+4 damage from Sea Monster to survive against harsh damage. On the other hand, I had the SPY who set Sea Monster alone and ready to be wiped out. Goblin did not have a critical role but for dealing damage without missing.

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Antoid + Spy is a great combination that deals 2+3 Melee attack and solid Fire team play.

If I had another melee attacker with sneak ability rather than Ranged Goblin, that would be easier for me to win the battle. However, it was exciting 🤓

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It was the point when I said: Oh well, what if SPY misses its attack!

But Spy did its job perfectly.

I believe the weakness of my team was that any monster with Opportunity attack would eliminate my SPY (2HP) easily. When it is killed, there would be 2 Melee from Antoid + 1 Ranged from Goblin but Sea Monster already heals 3 HP per raund.

I had no protection against attacks that can be directed to the backline of the team without touching the tank in the first line.

2 Sneaky skilled monsters, Blast by 3 Ranged attack points or Opportunity would make the battle impossible for me to win!

The Battle Results.png

The Result is, once again, victory.

I knew that SPY would not let me down when it is time for it to be the star of the battle.

With 3 Speed points, it did not miss against Sea Monster with 1 Speed.

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This was the battle that happened between really useful monsters in both teams. I was lucky and smart enough to take good steps against the rival.

What do you recommend to me?
Watch the battle and share your suggestions with me.

If you do not have a Splinterlands account, Join Splinterlands and do not miss the party!

How would you set your team with Antoid Platoon in 13 mana classic battle?
Comment below 👇



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