Support Battle - Splinterlands Social Media Challenge[ENG-PT]
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Images are from @Splinterlands
English
Introduction
Hello everyone!
Monsters with support abilities are really used, as they can make your team survive for a longer time and can be decisive in a battle.
Most of time is better to replace a attack monster, with one that helps your team to not die, even giving up all the mana usage available.
There are several abilities, so I am going to talk only about the most relevant in my opinion.
These ones, if well used e positioned, can make a huge difference in your battles.
Most relevant support abilities
The most used abilities are:
Tank heal: regenerate part of the health of the front line monster, if it lost. Up to 8 points of health regenerate 2 points, and above that every 3 more points the monster has, will be regenerated one more point.
Example: if a monster has 12 points of health, it will recover up to 4 points. If it has 15, it can recover up to 5, and so on.
Repair: regenerates up to 2 points of armor of the monster that receive most of the damage on the armor, regardless of its position. As little as it may seem, if a monster has a large amount of armor, this is enough to hold at least one attack of a Meele or Range monster, as long as the attacker doesn't have the Piercing ability.
Protect: all monsters receives 2 points of armor, as long as the holder of the ability is alive.
Other good support abilities:
Triage: regenerate part of the health of the back line monster who takes most damage to its health. The same calculation is made about the health healed.
Cleanse: removes any negative effect from the front line monster. It's very effective when you think that your opponent will come with monsters with Poison, Affliction, Stun, etc.
Example
I am going to show a battle that me and my opponent used a lot of supports, that makes the battle really fun to watch.
In addition, we didn't use all mana available, using supports to keep our attackers alive for longer.
One of the situations that makes this possible is when the Equalizer ruleset appears, which all cards on the field have the same life as the monster with the highest amount of it.
The card choice was similar between us. The summoner and 4 of the 6 monsters on our fields were the same. They are:
Coastal Sentry, Deeplurker, Merdaali Guardian and Swamp Spitter.
Also my opponent put Flying Squid, to increase his attack power, in addition to the Blind ability that increases the chance of Meele and Range monsters miss an attack by 15%.
And the Venari Wavesmith, which has the ability mentioned before Protect.
Because one of the rulesets was Heavy Hitters, which doubles the attack on monsters that are under the effect of Stun, I decided to make two different choices.
The first was Water Caller, which has the Stun ability, giving the possibility for the attacked monster to be unable to attack or use abilities for one round.
In addition to the Reflection Shield, which makes her immune to reflect and Blast effects.
The second one was River Nymph, which has the ability mentioned above Cleanse, to remove any Stun or negative effect applied to the tanker.
Already in the first round my tanker is quickly eliminated, but right after my opponent tanker also leaves the battle.
In the second round, the Water Caller applies a stun and my Deeplurker deals 10 points of damage, but unfortunately blocked by the regenerated armor thanks to Merdaali.
The same happened in the third round, but River Nymph taked the monster down.
She removes the Poison applied to the Water Caller, starting a beauty sequence of supports in action.
And the Stun, with the Cleanse and other support abilities ends up winning the battle.
Click here to watch the full battle!
Considerations
Although the Protect ability is used a lot by players, I believe it's not worth using if you put in your team a summoner that provides armor for your team.
Usually Meele and Range type monsters have 3 or more attack points, making useless have more than 1 point of armor, since all attacks, except magic, will be blocked by the armor and will not cause damage to the monster's life.
That's why I think if my opponent chosen other magic monster with support or offensive abilities, instead of Venari Wavesmith, he would have more chances to defeat me.
The use of two or more abilities that provide armor to your monsters, will be useful only in situations where your opponent brings to the field a monster with the Rust ability, something that you will not see most of the time.
Battle images from @Splinterlands
Abilities images from Splinterboard
Divider By: @freeztag
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Português
Introdução
Olá a todos!
Os monstros que possuem habilidades de suporte são bastante utilizados, pois eles conseguem fazer com que seu time sobreviva por mais tempo e pode ser determinante em uma batalha.
Muitas vezes é melhor substituir aquele monstro que só serve para atacar, por um que ajude o seu time a não morrer, até mesmo abrindo mão de usar toda a mana disponível.
Existem diversos tipos de habilidades, por isso irei comentar apenas sobre as mais relevantes em minha opinião.
Estas, se bem usadas e posicionadas, poderão fazer enorme diferença em suas batalhas.
Habilidades de suporte mais relevantes
As habilidades mais utilizadas de suporte são:
Tank Heal: regenera parte da vida do monstro que estiver na linha de frente, caso tenha perdido. Até 8 pontos de vida ele receberá uma cura de 2 pontos, acima disso a cada 3 pontos a mais de vida que o monstro possuir, será regenerado mais 1 ponto.
Exemplo: se o monstro possui 12 pontos de vida, recuperará até 4 pontos. Se possuir 15, poderá recuperar até 5, e assim por diante.
Repair: Regenera até no máximo 2 pontos de armadura do monstro que receber maior dano sobre o escudo, independente de sua posição. Por mais que pareça pouca coisa, caso um monstro possua uma grande quantidade de armadura, isso já é o suficiente para segurar ao menos um ataque tipo Meele ou Range, desde que o atacante não possua a habilidade de Piercing.
Protect: todos os monstros recebem 2 pontos de armadura, enquanto o monstro que possui a habilidade estiver vivo.
Outras habilidades que merecem destaque:
Triage: regenera parte da vida do monstro que receber mais dano na linha de trás. O mesmo cálculo é feito sobre a quantidade de vida a ser curada.
Cleanse: remove qualquer efeito negativo do monstro que estiver na linha de frente. Ela é muito eficiente para os momentos em que você acredita que o seu oponente irá trazer monstros com Poison, Affliction, Stun, etc.
Exemplo
Irei mostrar uma batalha em que eu e meu adversário fizemos uso de vários suportes, o que tornou a batalha muito legal de ser assistida para mim.
Além disso, abrimos mão de usar toda a mana disponível, utilizando suportes para manter nossos atacantes vivos por mais tempo.
Uma das situações que faz isso ser possível, é a aparição da regra de batalha Equalizer, que faz todas as cartas em campo possuirem a mesma vida que o monstro com maior quantidade dela.
A escolha das cartas foi semelhante entre ambos. Tanto o invocador, como 4 dos 6 monstros em campos foram os mesmos. São eles:
Coastal Sentry, Deeplurker, Merdaali Guardian e Swamp Spitter.
Meu oponente colocou ainda o Flying Squid, para aumentar seu ataque, além da habilidade de Blind que aumenta em 15% a chance dos meus monstros tipo Meele e Range errarem um ataque.
E a Venari Wavesmith, que possui a habilidade citada anteriormente Protect.
Pelo fato de uma das regras de batalha ser a Heavy Hitters, que dobra o ataque sobre monstros que estão sob efeito de Stun, eu decidi fazer duas diferentes escolhas.
A primeira foi a Water Caller, que possui a habilidade de Stun, fazendo com que haja a possibilidade do monstro atacado não conseguir atacar nem utilizar habilidades por uma rodada.
Além do Reflection Shield, que a torna imune a efeitos de reflet e Blast.
A segunda foi a River Nymph, que possui a habilidades citada anteriormente Cleanse, para assim remover qualquer Stun ou efeito negativo que fosse aplicado sobre o tanker.
Já na primeira rodada minha tanker é eliminada rapidamente, mas logo em seguida a do meu adversário também dá adeus a batalha.
Na segunda rodada, a Water Caller aplica um stun e o meu Deeplurker causa 10 pontos de dano que infelizmente são barrados pela armadura regenerada graças a Merdaali.
O mesmo acontece na terceira rodada, mas então a River Nymph acaba o eliminando.
Ela remove o Poison aplicado sobre a Water Caller, iniciando uma linda sequência de suportes entrando em ação.
E o Stun, aliado ao Cleanse e outras habilidades de suporte acaba vencendo a partida.
Clique aqui para ver a batalha completa!
Considerações
Apesar da habilidade Protect ser bastante utilizada pelos jogadores, eu acredito que não valha a pena utilizar caso você coloque em seu time um invocador que forneça armadura pelo seu time.
Normalmente os monstros tipo Meele e Range possuem 3 ou mais pontos de ataque, tornando inútil possuir mais do que 1 ponto de armadura, já que todo e qualquer ataque, com excessão do mágico, irá ser barrado pela armadura e não causará danos a vida do monstro.
Por isso, acredito que se o meu oponente utilizasse algum outro monstro tipo mágico com habilidades de suporte ou até mesmo ofensivas, ao invés do Venari Wavesmith, ele teria mais chances de me derrotar.
O uso de duas ou mais habilidades que forneçam armadura aos seus monstros, será útil apenas em situações a qual seu adversário trazer a campo um monstro a habilidade Rust, algo que não é visto com frequência.
Imagens das batalhas: @Splinterlands
Imagens das habilidades: Splinterboard
Divisor do: @freeztag
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Glad to see how you line up your team, its pretty awesome part. Guess you didn't lose this game ?
No, I didn't lose this one, and it was really fun to watch in my opinion :)
Ohh i can see that cause you put in so much passion just talking about it
Yeah, I really like to play this game :) when you do something that you like is easy to talk about hehe
Hmmm how did you manage to memorize the diff cards and know exactly what card to use to fit that game at that point in time? Am finding it difficult getting farmiliar with all the cards and mood of operations
It's not that hard.
First you need to know what cards are good for the rules of the battle.
Second is analyzing which splinters are active and the mana cap as well. There are some cards that almost everyone use, so you can prepare for that and build a good team.
After playing for a while you will know almost automatically which ones to choose...
Ohhhh sometimes i dont usually get rules in the battle Always saying standard mordification bullshit m, and sometimes though i do play with bots is this normal??
Yes, in lower leagues you don't face a lot of rules. And about the bots, they are removed from the modern mode, so I suggest you to play at it.
Ohhhh so how can one get to a higher league, then.. yahh am always on modern and still play with bots was thinking if i should switch to wide.
No, wild will be worse. Stay on Modern, unless you buy a bot hehe
Buy a bot? elaborate more please
There are some bots you can buy like archmage or xbot, but you can use them on wild mode only. Splinterlands are implemeting some anti bot measures to counter the massive using of it, I hope this will work.
Hmmmm well my main concern is how to to play in modern mood so as to get a ruleset. To participate for battle mage
The only way is reach silver league at least.
In that case you just keep playing then win or loss
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