Lately, I have been taking more notice of something that any serious Splinterlands player should; Buffs and Debuffs.
Using the cards I mention below I'm sure has increased my win rate. It seems so obvious when you look at what they do, so much so that they can be easily overlooked.
I don’t mean individual effects, but global ones that affect the whole playing board on one side or the other. These are insanely powerful and should not be ignored.
Buffs are always superior to Debuffs. Why? Because you as the player have control over when to use creatures that can utilise them.
Buffs
Inspire - Gives all friendly Monsters +1 Melee attack.
Protect - All friendly Monsters gain +2 Armor.
Strengthen - All friendly Monsters have increased Health.
Swiftness - All friendly Monsters have increased Speed.
Debuffs are the secondary type of blanket effects and can in some rare cases not benefit the player at all.
That doesn’t mean you should disregard them, they are powerful but their effectiveness is not under your control.
Debuffs
Blind - All enemy Melee & Ranged attacks have an increased chance of missing their target.
Demorolise - Reduces the Melee attack of all enemy Monsters.
Headwinds - Reduces the Ranged attack of all enemy Monsters.
Silence - Reduces the Magic Attack of all enemy Monsters.
Slow - Reduces the Speed of all enemy Monsters.
Weaken - Reduces the Health of all enemy Monsters.
Below is a list of the ‘best effects’ effects a player can use. Use these monsters and you will have an advantage on your opponent if you can keep them alive long enough.
Splinterlands is about statistics, so make use of them and win more!
The Best Effects with Examples
Protect - All friendly Monsters gain +2 Armor.
Protect works on your monsters so is considered a 'buff'.
Regardless of what armour your monsters have, you will get +2 on all your monsters. If you are playing a full field of 6 monsters, that's a combined 12 extra armour. For one buff, that is incredible.
Crustacean King – It's little wonder that 'King' is increasing in price.
This Beta regular common is now 24c each, and I have just managed to upgrade my regular one to Level 8.
He's almost doubled in price since just before Steemfest 4. At level 6 (second-tier abilities) he gains Protect.
As well as being a tank healer, he’s a ranged monster and doesn’t draw retribution from Lord Arianthus when attacking.
Other cards that have Protect: Defender of Truth (Level 3), Spirit of the Forest (Level 3).
Strengthen - All friendly Monsters have increased Health.
Strengthen works on your monsters so is considered a ‘buff’.
Regardless of what health your monsters have, you will get +1 on all your monsters. If you are playing a full field of 6 monsters, that’s a combined 6 extra health. More health means they survive longer.
Sea Genie - He’s a reward card and cheap to buy. Not so cheap to use considering his abilities, or is he?
At Level 6 he gets the second-tier ability of Strengthen.
Don’t be tempted to use Genie at the end of your monster line.
He needs to be protected to keep the team alive with that extra health each.
Other cards that have Strengthen: Corrupted Pegasus (Level 2), Wood Nymph (Level 6), Mermaid Healer (Level 4), Lord of Fire (Level 1), Black Dragon (Level 3).
Swiftness - All friendly Monsters have increased Speed.
Swiftness works on your monsters so is considered a ‘buff’.
There may be a chance that a monster is already at ‘7’ and if so it won’t benefit from Swiftness. If you are playing a full field of 6 monsters, that’s a combined 6 extra speed.
If you can hit first then the other monster may die first!
Brownie - Brownie is a reward card and not too expensive for an Epic.
Don’t treat him as a melee attack card, he’s there to speed your team up and not much else.
At ‘1’ mana he should always be in your Earth line-up somewhere.
He gains Swiftness at level 1. If you are playing in the lower leagues then try him. Brownie is 32c per unit as I write this. Good value for what you get.
Other cards that have Swiftness: Flame Imp (Level 5), Ruler of the Seas (Level 2), Silvershield Bard (Level 5)
Slow and Weaken don't make it to 'The Best Effects' as some monsters could already be at a Speed of '1', likewise, some monsters could be at a health of '1'. There's no reducing '1' to anything less than '1'.
THREE monsters that I need to mention that use ‘double debuffs’ and ALWAYS should be used in your line-ups are:
Some of the cards are CHEAP and for what they do, shouldn't be overlooked.
Try and keep these monsters alive, somewhere in the mid-ranks. They could possibly take your opponent down by a combined 12 stats. Don’t take my word for it, go and experiment!
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