A Duel Decided by Damage Over Time: Surviving Just Long Enough

Good day, everyone and Splinterlands community. Today I’m sharing another battle experience that highlights two tricky abilities Electrified and Incendiary. These abilities act almost like a curse for the units that have them. They trade steady self-inflicted damage for the potential to apply stronger pressure on the enemy. They can be powerful but they require careful planning, as in every round, your own team pays the price sometimes more than your opponent's and It’s one of those situations where great power comes with great responsibility. In many scenario it serves as a warning that great power can also lead to serious trouble if you’re not ready for the consequences (the defeat).
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Incendiary centers on the Burning status effect, which causes damage over time. Affected units lose 2 health at the start of each round and there is a 33% chance for the burn to spread to adjacent units. However, Incendiary applies Burning to your own allies at the beginning of round 2 and every round after, this creates a continuous health drain that can only be stopped by abilities like Cleanse or Immunity. Electrified operates differently but is also harsh. It inflicts 1 unavoidable damage on your entire team at the start of round 2 and each round afterward and this damage cannot be blocked, prevented, or cleansed, even through Shield, Immunity, and Reflection Shield.
While Electrified can be strategically used in specific scenario like triggering Enrage under “What Doesn’t Kill You” or with teams that have strong healing like Triage and Tank Heal as both abilities require careful team setups to survive their downsides. Ultimately cards with Incendiary or Electrified follow a high-risk, high-reward strategy. You must build around the self-inflicted damage, hoping that the unit’s strong base stats and potential synergies can overcome the constant pressure they create on your own team.

Into the battle: https://splinterlands.com/battle/sl_099fb7cd2c8e87a9130b885280b5e50a

In this battle, the rule sets were Maneuvers, Up-to-Eleven, and What Doesn’t Kill You, with a 25-mana cap and only the Life and Earth elements disabled. Because of that, I chose Akane Archon to take full advantage of her Ambush ability. I planned my lineup around a Water-Dragon combination that focused on Shock Trooper’s heavy stats and the goal was to overwhelm the opponent with pure damage output. I opened with Halfling Refugee as my frontline tank supported by Endless Gibbon for added pressure with Dragon Egg Forager took the third slot as both a backup tank and a potential main melee threat if the fight continued, Mar Toren Trader provided healing and could tank if necessary while Shock Trooper anchored the magic damage in the fifth spot, and I rounded out my lineup with Chaos Adjutant who added more magic pressure and a chance to inflict poison at crucial moments.
On the other side, the opponent used Fithe Bladestone Archon and deployed units are Oridum Graybrow, Vicious Giraffe, Forked Tongue Sage, Blazebear Merc, Khazi Conjurer, and Canary Keeper. The opponent setup seemed like a direct counter to my strategy especially with Oridum Graybrow’s magic reflect as Shock Trooper could break through it but only by sacrificing itself in the process. Their strategy also relied heavily on raw stats with Blazebear Merc and Khazi Conjurer both introducing Incendiary into the fight, increasing pressure over the rounds. With that mix of reflect, high damage, and self-burning abilities, timing and survival became as important as raw firepower.

As the fight moved into round 2, I easily took down the opponent’s Oridum Graybrow with Shock Trooper but the Resurgence ability brought it back and the reflected damage knocked out my Shock Trooper. Losing my main magic dealer so early shifted the momentum heavily in the opponent’s favor as their remaining lineup might suddenly have a clear damage advantage. At that point, it truly felt like I might lose the match.

By round 4, the final stretch, I got a bit of luck. The opponent’s team began to falter under the ongoing burn from their Incendiary abilities. That constant health loss turned out to be the opening I needed. Without that burn pressure, I likely would have lost due to their more strong overall damage. On my side the healing and scavenger effects in my lineup helped my remaining units stay alive longer thar slowly recovering and gaining health while the opponent wore themselves down. That endurance made a big difference in finishing the match.
These abilities gave me the endurance to outlast a team that clearly did more damage. I could maintain my position while the opponent gradually wore themselves down.
The rule set created a perfect setup for a long, drawn-out fight, and my lineup was built for just that. With What Doesn’t Kill You and Up-to-Eleven pushing both teams into high-damage territory, the opponent relied heavily on power stats in return with Incendiary, which slowly damaged their own team. I focused on sustainability. I used healing, Scavenger, and balanced positioning. Even though the opponent had stronger damage at the start, I was able to stay alive long enough for their burn effects to work against them and my units kept recovering health while theirs slowly diminished. The few close-range attackers I had continued to contribute, even as positions changed. In a situation where endurance mattered as much as attack damage stats my team’s ability to persist through the chaos ultimately won me the match.

A Big Thanks! For supporting me, being here, and coming this far. I hope this strategy assists you with some of your battles with these rule sets in modern format conclave and rebellion sets.
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