NO DAMAGE WITH ARCHERS - SPLINTERLANDS

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Pode parecer piada mas estou novamente sem internet por problemas na rede. Pensei que resolveriam durante a tarde mas pelo visto só amanhã (se eu tiver sorte), sendo assim o post de hoje será mais resumido considerando as dificuldades de escrever pelo celular.O post de hoje é sobre a regra Going the Distance que foi adicionada recentemente e que trás muita complexidade para os jogadores que não possuem as cartas certas para utilizar nesta situação.

Para garantir que você conseguirá batalhar com facilidade nesta regra é preciso que você possua pelo menos duas (ou três) cartas com a habilidade Close Range pois ela garantirá que suas cartas consigam atacar da primeira posição. Se você preferir jogar no Easy Mode basta que o elemento Terra esteja disponível pois assim você poderá escolher o invocador Fernheart e distribuir a Close Range para todas as suas cartas.

Se você possuir poucas opções com Close Range será mais difícil mas não impossível, afinal há algumas outras estratégias que você pode adotar para aumentar suas chances de vitória. O ideal para as cartas que forem ficar nas primeiras três posições é que elas possuam alguma (ou todas) estas características:

Muita vida;
Muita armadura;
Alta capacidade de esquiva;
Habilidades de sobrevivência (Shield, Divine Shield, Heal)

Tudo isso permitirá que elas sobrevivam o máximo de tempo possível e apesar da carta na primeira posição não conseguir atacar, se ela ficar viva por muito tempo as suas outras cartas poderão fazer o trabalho e eliminar as cartas com Close Range do oponente. Compartilharei uma partida que eu joguei hoje para exemplificar:

Battle.

Minha única carta com Close Range era a Gargoya Devil, então para conseguir montar um time capaz de vencer eu optei por buscar o máximo das características mencionadas acima para o meu time. A primeira escolha foi o Water Elemental por possuir uma vida boa, alta capacidade de esquiva e poder se curar. Ao colocá-lo na primeira posição eu abdiquei do seu ataque, mas sua chance de esquiva me fez decidir por mantê-lo assim. As outras cartas escolhidas tinham dois objetivos principais:

Causar muito dano;
Aumentar a sobrevivência da Frontline;

Uma carta que consegue executar essas duas funções perfeitamente é o Swamp Spitter (que eu dei a sorte de ganhar na versão Gold). Mas para utilizar o Repair é preciso que as cartas possuam armadura né? O Crustacean King foi escolhido por possuir duas ótimas habilidades de suporte, o Tank Heal e a Protect que juntas poderiam permitir que o Water Elemental ficasse vivo por muito tempo (exceto se sua esquiva falhasse totalmente e ele recebesse vários ataques seguidos). Felizmente minha estratégia funcionou exatamente como eu imaginei!

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Ao longo das rodadas as cartas do oponente simplesmente não conseguiam causar dano suficiente no Water Elemental pois o ataque era interrompido pela armadura (e depois o Swamp Spitter reparava ela) ou o dano causado na sua vida era insuficiente para matá-lo e seu Heal junto com o Tank Heal do Crustacean eram suficientes para deixa-lo de vida cheia. A Batalha acabou na quarta rodada e as minhas cartas ficaram intocadas com vida e armadura completamente cheios.

Portanto mesmo que você não pareça ter as cartas adequadas sempre pense em possibilidades alternativas pois eventualmente você poderá elaborar estratégias criativas e úteis para as suas batalhas. Splinterlands é um extremamente inventivo que nos permite criar combinações variadas para tentar atingir o mesmo objetivo: vencer as batalhas!

Muito obrigado a todos que leram até aqui, espero que tenham gostado. Se vocês curtirem meus conteúdos, peço que deixem o seu voto na postagem e sigam o meu perfil para poderem acompanhar as futuras postagens.

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It may sound like a joke but I'm without internet again due to network problems. I thought they would solve it during the afternoon but it looks like tomorrow (if I'm lucky), so today's post will be more summarized considering the difficulties of writing by cell phone.Today's post is about the rule Going the Distance that was recently added and brings a lot of complexity for players who do not have the right cards to use in this situation.

To ensure that you can battle easily in this rule you must have at least two (or three) cards with the Close Range ability to ensure that your cards can attack from the first position. If you prefer to play in Easy Mode just make sure the Earth element is available as then you can choose the Fernheart summoner and deal the Close Range to all your cards.

If you have few options with Close Range it will be more difficult but not impossible, after all there are some other strategies you can adopt to increase your chances of victory. The ideal for the cards that are going to be in the first three positions is that they possess some (or all) of these characteristics:

Lots of life;
Lots of armor;
High dodging ability;
Survival abilities (Shield, Divine Shield, Heal)

All of this will allow them to survive as long as possible and although the card in first position cannot attack, if it stays alive for too long your other cards can do the job and eliminate the cards with Close Range of the opponent. I'll share a match I played today to exemplify:

Battle.

My only card with Close Range was the Gargoya Devil, so to be able to put together a team capable of winning I chose to seek out as many of the aforementioned characteristics as possible for my team. The first choice was the Water Elemental because it has a good life, high dodge capacity and can heal itself. By placing it in the first position I gave up its attack, but its dodging chance made me decide to keep it that way. The other cards chosen had two main objectives:

Do a lot of damage;
Increase Frontline survival;

One card that can perform these two functions perfectly is the Swamp Spitter (which I was lucky enough to win in the Gold version). But to use the Repair you need the cards to have armor, right? The Crustacean King was chosen because it has two great support abilities, the Tank Heal and the Protect that together could allow the Water Elemental to stay alive for a long time (except if his dodge failed completely and he received several attacks in a row). Fortunately my strategy worked exactly as I imagined!

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Over the rounds the opponent's cards simply couldn't do enough damage to Water Elemental as the attack was either interrupted by the armor (and then Swamp Spitter repaired it) or the damage to his life was insufficient to kill him and his Heal along with Crustacean's Tank Heal were enough to leave him full life. The Battle ended on the fourth round and my cards were untouched with life and armor completely full.

So even if you don't seem to have the right cards always think about alternative possibilities because eventually you can come up with creative and useful strategies for your battles. Splinterlands is an extremely inventive one that allows you to create varied combinations to try to achieve the same goal: winning battles!

Thank you so much to everyone who read this far, I hope you enjoyed it. If you like my content, I ask you to send your vote on the post and follow my profile so you can read future posts.

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Obrigado por promover a comunidade Hive-BR em suas postagens.

Vamos seguir fortalecendo a Hive

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Excelente post!
Obrigado por comaprtilhar.

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