Splinterlands - Weekly Battle Challenge, Dragons

As originally published on Publish0x

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Splinterlands Weekly Battle Challenges - Another week, Another Challenge so here's my entry....

First things first, feel free to just go to their website directly but if Splinterlands interests you I'd be very happy if you joined up with my referral link:

https://splinterlands.com?ref=silver-edge.

It's a Dragons challenge this week - use the dragon splinter, see what you can do.

This time around I used a dragon summoner but no dragons in the team! Brighton Bloom master of flight - great for earthquake matches but also great for upping evasion!

The Battle

https://splinterlands.com?p=battle&id=sl_28541b3bb5d1732b5ae81dfc778037d4&ref=silver-edge

The rules for this battle were:

  • 27 mana cap

  • Super Sneak (all melee have sneak)

  • Water, Life, Death, Dragons allowed.

I wasn't sure what the opposition might do as his teams varied by splinter and tactics. I guessed the teams might be melee heavy (supersneak) so I decided to work on a team that would mitigate melee attacks and also a team that didn't use all melee in case he used a team that would counter melee!

I gave it a thought and then decided that I'd try running a Brighton Bloom team (for flight evasion skills) since it was Dragon Challenge week. With Brighton I used Life as I thought I try the classic Shieldbearer up front taking up all the damage but with flight as well for the misses to mitigate a melee heavy lineup and also negate sneak for the most part as long as I could keep him alive!

Weekly Battle - Dragons (no dragons).png

Brighton Bloom (4) as summoner for flying.

Shieldbearer (8) up front (of course) - as he's a great tank with taunt.

Crystal Werewolf (3) in second slot - as a backup tank but mainly for the Silence ability just in case the opposition went for a magic team!

Venari Crystalsmith (4) in third slot - actually meant to be in fourth slot but I made an error here - nevertheless heal plus a ranged attack is always useful!

Divine Healer (3) in fourth slot - actually meant to be in third slot but nevermind - for the heals of course!

Temple Priest (5) at the back - for the two magic attack - I could have gone with Ranged but decided on Magic as with two magic he would generally still hit through magic mitigation (void).

This team, using the whole mana cap, would cover all types of attack, mitigate sneak/melee and magic. It didn't have any ranged mitigation but if Shieldbearer survived he would soak up a lot of ranged attacks too.

As it turns out the opposition went with a Life team too.

Tyrus (3) as summoner for plus one armor

Shieldbearer (8) up front as tank

Clay Golem (6) in second slot as a backup tank and to mitigate magic attacks. Also a strong melee (3) attacker so with sneak can hurt a backline fast!

Silvershield Knight (6) in third slot for inspire mostly - plus one to all melee attackers can be very powerful with sneak!

Crystal Jaguar (4) in his last slot - another melee attacker and with decent life to slow the oppositions sneak attacks (if there were any!)

This team, using the whole mana cap, was melee heavy in an attempt to use the Super Sneak ruleset. Could be a good plan but I think I've got the tank and heals to beat it!

So on to the battle!

Turn One: Silvershield Knight hits my Shieldbearer first for two armor damage. Venari Crystalsmiths heal is wasted but he does hit their Shieldbearer for one armor damage. His Shieldbearer next does another two armor damage from mine who has no armor left now. Crystal Werewolf and my Shieldbearer hit his Shieldbearer for three armor damage. His Jaguar and Golem hit my Shieldbearer for a total of six reducing him to three and my temple priest hits his Shieldbearer for two life. Meanwhile the Divine Healer heals my shieldbearer for three. At the end of the turn my Shieldbearer only has six health left while his has one armor and seven health left.

Turn two: Silvershield Knight hits my Shieldbearer for two taking him to four life. Venari Crystalsmith heals him back to seven life and hits his Shieldbearer to remove his armor. His Shieldbearer and Crystal Jaguar hit my Shieldbearer for a total of five damage reducing him to two life! My Shieldbearer, Crystal Werewolf and Temple Priest hit his Shieldbearer back for five damage reducing him to two as well! Clay Golem has a chance to kill my Shieldbearer but misses! Brighton Bloom worked! Divine Healer heals my Shieldbearer and so the turn ends with my Shieldbearer on five life, his on two life.

Turn three: Silvershield Knight again hits Shieldbearer for two taking him to three life. Venari Crystalsmith and Crystal Werewolf combine to kill his Shieldbearer and my Shieldbearer gets healed back to six life. My Shieldbearer hits his golem taking his armor while the Crystal Jaguar reduces my Shieldbearer to four life. Temple Priest does just one damage to his golem and his Golem has a chance to kill my Shieldbearer but misses again! Divine Healer heals Shieldbearer and the turn ends with his Golem on six life and Shieldbearer on seven life.

Turn four: Silvershield Knight hits Shieldbearer reducing him to five life, Venari Crystal Smith hits the Golem for one and heals Shieldbearer back to eight life. Werewolf hits Jaguar (due to sneak) for one armor damage. Shieldbearer and Temple Priest hit Clay Golem for three damage taking him to two life. Crystal Jaguar and Clay Golem hit Shield bearer for six damage taking him to two life. Divine Healer heals Shieldbearer and the turn ends with the Golem on two life and the Shieldbearer with five life.

Turn five: Silvershield Knight misses! Venari Crystalsmith and ShieldBearer finish the clay golem and Shieldbearer gets healed up to eight life. Werewolf removes the Jaguars armor while the Jaguar misses - that's four misses so far this match! Temple priest hits Knight for two life and Divine Healer heals Shield Bearer for three life. The turn ends with Silvershield knight on one armor and three life and Shieldbearer with a full nine life.

Turns six and seven are a formality now, his four melee damage capacity cannot beat the healing on Shieldbearer. With my damage output the match ends on turn seven with Shieldbearer at full health and the rest of my lineup untouched!

So an easy win in the end but what made the difference was the four misses thanks presumably to Brighton Blooms flying ability. Where melee and ranged is prevalent flight can make a huge difference!

And that's a wrap, Challenge Done, Battle Won! Another win - not as easy this time but good tactics won out!

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Have fun and keep on Battling!



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