Ability Explaination: Flying #23


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Definition

Flying is an ability that increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability.

Effect:

  • Monsters with Flying can attack any enemy monster regardless of their position on the battlefield, ignoring the standard melee/ranged restrictions.
  • They are also immune to melee attacks from monsters without the Flying ability. However, they remain vulnerable to ranged attacks, magic attacks, and abilities targeting all positions.

Strategic Considerations:

  • Dominating positioning: Flying monsters offer unparalleled flexibility. They can bypass frontline obstacles, target vulnerable backline enemies, and disrupt your opponent's positioning strategies. Consider using them to attack key targets, apply debuffs, or draw out counter-attacks from enemy backliners.
  • Combo potential: Combine Flying with abilities like Reach, Sneak, or Opportunity to further maximize its effectiveness. Imagine a Flying Sneak monster eliminating a crucial spellcaster or a Flying Opportunity monster retaliating against a ranged attacker from any position.
  • Countering Flying: Be aware of potential counters to Flying. Monsters with ranged attacks, magic attacks, or abilities targeting all positions can still pose a threat. Strategize around them and prioritize eliminating enemy Flying threats if they disrupt your aerial maneuvers.
  • Mana cost balance: Flying monsters often have higher mana costs, reflecting their strategic advantages. Ensure your deck has a balanced mana curve and utilizes Flying monsters for specific tactical purposes, not just as brute force.

Notable Rulesets

  • Earthquake - Non-flying monsters take one damage each round.If hit with Snare, Flying monsters have that ability removed and will take damage each round.
  • Aim True - monsters always hit their targets.
  • Super Sneak - As your opponent's attacks will be concentrated on the monster in the last position, consider picking one with the flying ability to help it evade attacks. Giving your team more time to smash through the opposition.
  • Reverse Speed - Flying monsters generally have an increased speed stat (there are multiple exceptions). Be sure to consider your flying monster carefully before including it in this ruleset.
  • Stampede - Trample will be able to retrigger infinitely as long as the trampling monster keeps killing other monsters. Stack your team with monsters able to evade attacks - preventing your opponent from taking out multiple monsters on your team!
  • Back to Basics - Monsters lose all abilities. Consider whether your flying monsters base stats make it worth including in your lineup.

Notable Abilities

  • Swiftness - all friendly monsters have increased speed - increasing the likelihood that non-snaring attacks will miss.
  • Snare - With a 100% chance of striking the target, monsters with snare may be your undoing. When the target monster gets hit with the Snare ability, that monster has the Flying ability removed - forcing them to take damage from the Earthquake ruleset.
  • Backfire - If an enemy misses this Monster with an attack, the attacker takes 2 damage.
  • True Strike - If your opponent plays a monster with true strike, they are guaranteed to hit their target neutralizing evasion efforts.
  • Blind - If your opponent plays a monster with blind, dodge, or flying, be aware that your monster has an increased chance of missing attacks. Pray they do not include the backfire ability in their lineup!
  • Backfire - If an enemy misses this Monster with an attack, the attacker takes 2 damage. Because attacks are more likely to miss flying monsters, consider buffing your flying monster with the Backfire ability.


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Overall, the Flying ability adds a thrilling layer of complexity and tactical depth to Splinterlands gameplay. By understanding its mechanics, incorporating it into your deck strategically, and adapting your approach based on the situation, you can soar above the competition and claim victory in the clouds!



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