This week in Splinterlands...

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It's a bit of slow week even though the Town Square and Around Praetoria were still interesting to listen to, so I've decided to revisit the Share a Battlle challenge, instead of doing my usual "This week in Splinterlands..." post. I've decided to share a battle with one of the cards added to the game with the RW mini-set - Uloth Dhampir. She is a Ranged Attack Monster who packs a pretty good punch and has a decent amount of health, she also has two pretty good abilities as well - more about them in a minute.

Now before we get into the stats discussion of the Uloth Dhampir, let's have a sneak peek into her LORE.

So, the Uloth Dhampirs are jade orcs who are infected with vampirism. Nevertheless they still prefer to fight against the Chaos Legion rather than joining them. Not all vampires are baddies I guess.

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Alright, we've got some idea of who the Uloth Dhampir is, after glancing at her lore. Let us have a look at her stats and abilities at different key levels now.

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  • The Uloth Dhampir is a Rare Monster. At level 1 she has 3 Ranged Attack, 2 Speed, 0 Armor and 8 Health but most importantly she starts off with one of her abilities - Stun (when a Monster with Stun hits a target, it has a chance to stun the target causing it to skip its next turn)
  • At level 3 she gains 1 Attack for a total of 4.
  • At level 5 she gains her second ability - Triage (heals the friendly back-line Monster that has taken the most damage), which makes her a very playable Monster at this point in higher mana battles.
  • Finally, maxed out at level 8 she has 5 Ranged Attack, 3 Speed, 0 Armor and 10 Health. She is a really solid Ranged Attacker at this point even though I could argue that keeping her at level 7 might be more beneficial due to 5 Attack being penalized by Forcefield (the Monster takes only 1 damage from attacks with power 5+).
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    Now that we know what the card does (or doesn't do) at the different levels of play, let us have a look at the battle I have chosen to showcase.

<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>BATTLE<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>

  • The line-up of the Battle and the Ruleset:

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The rulesets for this battle are Keep Your Distance (Monsters with Melee attack may not be used in battles), Rise of the Commons (only Common and Rare Monsters may be used in battles) and Armored Up (all Monsters have 2 Armor in addition to their normal Armor stat). The mana budget is 42 which is a bit above average. All Elements but Fire are available for use. I'll go with the Earth Element.

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My "Main Tank" this battle is the Chaos Agent. This Monster is actually a great tank under certain circumstances. One of the rulesets which definitely help the Chaos Agent is Equalizer as it has the potential to provide it with a lot more health than what it starts with, another is the the one we currently have - Keep Your Distance. In addition to the health amount, the set of abilities of the Chaos Agent at max level - Dodge (Has an increased chance of evading Melee or Ranged attacks), Phase (Magic attacks can miss this Monster (using the same hit/miss calculation as for Melee and Ranged attacks)) and Backfire (If an enemy misses this monster with an attack, the attacker takes 2 damage), make it really hard to hit but not only that, it also has the ability the deal damage back to the attackers.

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The 2nd spot goes to the Uloth Dhampir. It is actually a Monster I use really often in my Earth line-ups and I like it a lot. It has the Stun (when a Monster with Stun hits a target, it has a chance to stun the target causing it to skip its next turn) and at max level it also has Triage (heals the friendly back-line Monster that has taken the most damage) abilities. The Stun is nice but it is RNG-reliant so I don't normally choose it for that, Triage on the other hand is a very powerful ability in general. I've included it in this line-up in the 2nd position because it has a quite a lot of health.

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The 3rd spot is for the Goblin Psychic. It is a truly potent Monster with its Tank Heal (Restores a portion of the Monster in the first position's health each round), Affliction (When a Monster with Affliction hits a target, it has a chance of applying Affliction on the target causing it to be unable to be healed), Silence (Reduces the Magic Attack of all enemy Monsters) and Dispel (When this monster hits an enemy, it clears all positive status effects on that enemy) abilities. I love using it whenever I can as long as it makes sense of course, and it usually does.

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4th in the line-up is the Supply Runner. Some more Speed for the team can never be a bad thing unless it's during the Reverse Speed ruleset. It is not the case this time so the Supply Runner with definitely help. Apart from Swiftness (All friendly Monsters have increased Speed) it also has Strengthen (All friendly Monsters have increased Health) and that definitely helps for the Noxious Fumes ruleset.

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The 5th spot goes to Venari Seedsmith. It is actually a pretty good Ranged Attacker for the Earth Element which, I feel, is often overlooked. It has an Attack of 4 (right under the Forcefield threshold), a good amount of Speed, and two great abilities - Scavenger (gains 1 max health each time any monster dies) and Poison (attacks have a chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied). Earth Element Ranged Attackers are important in battles where you choose to use Immortalis as your summoner.

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Last but definitely not least is the Mycelic Slipspawn. Generally it is my go-to Taunt Monster for the Earth Splinter unless one of the rulesets is Scatter Shot, then it will not be able to attract the shots fired by the enemy archers and magic users, however, it still does work on melee Monsters with Opportunity and Sneak abilities. I have it in this line-up because it has a very large health pool and I expect it to survive at least a couple of rounds. It's a really good tank with its Forcefield (this Monster takes only 1 damage from attacks with power 5+) and Slow (reduces the Speed of all enemy Monsters) abilities.

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It is time for a quick round by round analysis:

  • The Summoner I am going with for the battle is Immortalis. He is my favorite Earth Summoner, and is probably one of the Summoners I use most often in battles together with Quix and Kelya. He is also a nice fit for this particular battle as he nerfs the health of the enemy Monsters by 1 HP, and also provides the Shatter ability to all Monsters on his team. Shatter effectively removes the whole shield amount of enemy Monsters that get hit, so that is never bad for sure. My enemy has chosen to go with Immortalis as well as and they have obviously also chosen the Earth Element, so it is actually a very close mirror. The only difference is that I have opted for a Supply Runner for my line-up and they have chosen to go with a Regal Peryton. I feel I've made the better choice this time around.

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  • After 1 round of exchanging blows I am ahead on the damage dealt to the Mycelic Slipspawn as I have two extra sources of additional damage - my Supply Runner does 3 damage to the enemy Slipspawn while their Regal Peryton does 1 damage to my Slipspawn, and what's more important - my Uloth Dhampir does 4 damage while theirs does 1 since their Uloth Dhampir has been maxed out.

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  • Round 3 begins and we can see that I have taken down the enemy Slipspawn while mine is still chilling at 6 HP. I've also begun "work" on the enemy Chaos Agent.

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  • Round 4 - My Slipspawn is still standing but it has been affected by Affliction so it will no longer be healed by my Uloth Dhampir. I've managed to take down the enemy Chaos Agent and I've also done some damage to their Regal Peryton.

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  • Round 5 - my Slipspawn has perished but it has held its ground long enough for me to gain significant advantage on the battlefield.

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  • Round 6 - just two enemy Monsters remaining vs 4 on my side of the field.

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  • Round 7 - all that is left for my Monsters is to finish off the enemy Venari Seedsmith. A pretty good battle for my team.

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The Uloth Dhampir is an interesting Ranged Attack Monster with a great amount of health and pretty good abilities, specifically for the backline support she provides. She is currently traded at $0.69 per bcx and I would definitely suggest getting at least a level 5 copy of her.

Over and Out,
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I never read you "This week in Splinterlands" and I think this is the first time I'm reading your post.
Your detailed writings about the battle strategy and the way you used Uloth Dhampir is not only informative but also looks inspiring. I'm eager to read more about your Splinterlands adventures and strategies so I juts followed you.

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