Protecting Your Tank With Forcefield

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I'm always impressed when playing a game of Splinterlands and realizing that I would lose the match if it weren't for the Forcefield ability. If you're not familiar with this ability, its effect reduces any attack of 5 or more to just 1, significantly increasing your Tank's survival against opponents with high attack values.

FORCEFIELD

You'll encounter these cards more frequently in matches with high available mana or with rules like What Doesn't Kill You that favor this situation. Additionally, in Brawls, the Forcefield ability can be very effective against cards buffed by Bloodlust , having the potential to stop the extreme offensiveness these cards can unleash after 1 or 2 kills.

Understanding how this ability works in theory, let's see it in action! Yesterday, I faced a challenging match as the rule set didn't provide me with any good strategy. So, I built a composition focused on survival with protection abilities on various cards, relying on the damage over time that my cards could inflict with their attacks and reflected damage. Here are the two compositions in this battle:

Battle.

I was quite fortunate in this match. There weren't enough indications to make me believe that Forcefield would be effective in this battle, but the other ability of Mycelic Slipspawn and its high Health made me choose it. Initially, any of the attacks would cause total damage to my card, so the first round was tough, but it managed to survive thanks to the Tank Heal from Wood Nymph.

At this point, the Enrage ability of Djinn Chwala had already been activated, and its next attack would cause only 1 instead of 6 damage (a significant difference). Thanks to this, Slipspawn managed to stay alive with only 2 Health and was again regenerated by the support.

After the opponent's front-line cards fell at the end of the second round, the Carnage Titan received its second buff from the Martyr ability. Normally, this would be phenomenal, as it would be able to cause 10 damage per round. However, with Forcefield in play, this damage was severely limited, and it only managed to eliminate my Tank. Still, there was a whole team to be taken down, and it wouldn't have enough health to withstand the many magical attacks that were still to come.

Due to the significant increase in my Tank's survival with this ability, my team was able to maintain the complete composition for a good part of the match, ensuring a great victory! Even with the fall of my main Tank, there were still two cards with Scavenger ready to take the front line with extremely high Health values because it's always good to have a backup plan 😆.

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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Eu sempre fico impressionado ao jogar uma partida de Splinterlands e perceber que eu perderia a partida se não fosse a habilidade Forcefield . Se você não conhece essa habilidade, seu efeito torna qualquer ataque de 5 ou + em apenas 1, aumentando bastante a sobrevivência do seu Tank contra oponentes que possuem altos valores de ataque.

FORCEFIELD

Você enfrentará essas cartas com mais frequência em partidas de alta mana disponível ou com regras como What Doesn't Kill You que favorecem essa situação. Além disso, nas partidas Brawls a habilidade Forcefield também poderá ser muito efetiva lidando contra cartas buffadas pelo Bloodlust , tendo a possibilidade de parar a ofensividade extrema que essas cartas conseguem emplacar após 1 ou 2 abates.

Entendendo como essa habilidade funciona na teoria, vamos acompanhá-la na prática! Ontem eu enfrentei uma partida bem complexa pois o conjunto de regras não me rendeu nenhuma boa estratégia, então montei uma composição bastante focada na sobrevivência com habilidades de proteção em diversas cartas e acreditando no dano ao longo do tempo que minhas cartas poderiam causar com seus ataques e danos refletidos. Assim ficaram as duas composições nessa disputa:

Batalha.

Eu tive bastante sorte nessa disputa. Não haviam indicações suficientes para me fazer acreditar que a Forcefield seria efetiva nessa batalha, porém a outra habilidade do Mycelic Slipspawn e sua alta Vida me fez optar por escolhê-lo. Inicialmente qualquer um dos ataques causaria dano total na minha carta, então a primeira rodada foi difícil mas ele conseguiu sobreviver graças ao Tank Heal da Wood Nymph.

Nesse momento a habilidade Enrage da Djinn Chwala já havia sido ativada e seu próximo ataque causaria apenas 1 ao invés de 6 de dano (uma severa diferença). Graças a isso o Slipspawn conseguiu permanecer vivo com apenas 2 de Vida e foi novamente regenerado pelo suporte.

Após a queda das duas cartas da linha de frente do adversário no final da segunda rodada, o Carnage Titan recebeu seu segundo buff da habilidade Martyr . Normalmente isso seria fenomenal, afinal ele seria capaz de causar 10 de dano por rodada, entretanto com o Forcefield em campo esse dano foi muito limitado e ele conseguiu apenas eliminar meu Tank, entretanto ainda havia um time inteiro para ser derrubado e ele não teria vida suficiente para aguentar tantos ataques mágicos que ainda viriam.

Devido ao grande aumento na sobrevivência do meu Tank com essa habilidade, meu time conseguiu manter a composição completa durante boa parte da partida e isso me garantiu uma grande vitória! Mesmo com a queda do meu Tank principal, ainda haviam duas cartas com Scavenger prontas para assumirem a linha de frente com valores de Vida extremamente elevados, afinal é sempre bom ter um plano reserva 😆.

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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17 comments
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Good advice about forcefield ability!
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Forcefield is by far one of the most annoying abilities in the game. There are several cards that I have specifically not leveled up completely because I didn't want it to get a 5th power to their attack (bramble pixie, dragon jumper, zyriel, torch vizier to name a few). I think this is bad strategy, when a lower leveled card is at a bigger advantage in gameplay.

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This is just one of several situations where having a lower-level card can be more effective. Balancing your choices in these situations is truly complicated.

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It is counter-intuitive for people to keep lower-level cards, since the goal should be to always level up your cards to be most powerful.

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