[ENG/PT-BR] BACKFIRE: Hit or Take Damage!
Glory to the Splinterlands! Bravery and Determination!
One of the most amazing aspects that we have in Splinterlands is certainly the skills available to choose from. One of these skills is BACKFIRE and it is important for players to understand how it works, to get the most efficiency out of it, in addition to facilitating the creation of the strategy used in each battle.
Using the RIFTWING monster as an example, I want to show some points of interest about this skill, such as its strengths and weaknesses and how it can change the course of a battle. At first, to gain this skill, we must raise the RIFTWING level to 5, as shown in the image below.
How does this skill work?
When monster A attacks monster B, if that monster A misses the attack, monster B does 2 damage to monster A. In short, if the card that has this ability dodges an attack, it does 2 damage to your attacker.
So if dodging is necessary to apply damage, RIFTWING becomes a great example, after all with 4 points of speed and the FLYING skill, it fits as a considerable option for attackers who have the physical attack, being able to defeat them with each successful dodge.
We can already notice some basic principles here, such as, for example: cards with melee and distance attack types are subject to errors, as there is a deviation calculation for these types, but the magic attack or the monsters that have the TRUE STRIKE skill, hit with 100% efficiency, then overlap skill.
We also have 3 more details about how the mechanics and interaction with other elements work.
When a monster has the PHASE skill, there is the possibility of dodging magic attacks, using the same calculations as physical attacks, so, if that happens, BACKFIRE will be activated.
It might be that the AMPLIFY skill is a bit confusing and makes us wonder if it works in conjunction with BACKFIRE, but it actually doesn't. The 2 damage is applied with or without AMPLIFY in play.
In the AIM TRUE battle rule, melee and ranged attack monsters hit 100% of their attacks, so the BACKFIRE skill will have no effectiveness.
Now that we know what the strengths and weaknesses of the skill are, after all, the more the bearer of the skill BACKFIRE has speed or other skills that help to dodge like FLYING or DODGE , for example, will be better. We can also try to build a team that offers some support, a great example being applying the BLIND penalty to opponents.
Therefore, when starting a battle, we have to have an idea of what we can face, for example, the earth element has many monsters with the magic attack type, so it can be risky to trust someone who has BACKFIRE . Just like any other strategy, we should try to predict what we might face.
With the arrival of SOULBOUND reward cards, we have one more unit option with the ability, and we can check out all the monsters that have it in the image below.
The example of the battle I want to share was a very tight one, in which I won by just a little bit and more specifically because of BACKFIRE which came into action and turned the tables in my favor! The rules were FIRE & REGRET (return damage for ranged attacks) and UP TO ELEVEN which gives AMPLIFY to everyone.
- 12 mana;
- Water, life and death elements available.
As we can see, the battle was with very limited resources and my opponent took advantage of the existing rules to have a great synergy with his CURSED WINDEKU. A small slip was summoning a monster with a ranged attack, as it would be defeated with the return of its own attack.
The strong point of this match was the exciting comeback that started in round 6, where I leave you the situation I was in, when a BACKFIRE happened. Can you imagine what happened afterwards? 😄
You can check the details of this battle HERE!
That is all! Thank you all and until the next post!
Glórias ao Splinterlands! Bravura e Determinação!
Um dos aspectos mais incríveis que temos no Splinterlands, com certeza são as habilidades disponíveis para podermos escolher. Uma destas habilidades é a BACKFIRE e é importante os jogadores entendam como ela funciona, para obter o máximo de eficiência sobre ela, além de facilitar na criação da estratégia utilizada em cada batalha.
Utilizando como exemplo o monstro RIFTWING, quero mostrar alguns pontos de interesse sobre essa habilidade, como seus pontos fortes e fracos e como ela pode mudar o rumo de uma batalha. A princípio, para conquistar essa habilidade, devemos subir o nível do RIFTWING para o 5, como demonstrado na imagem abaixo.
Como funciona essa habilidade?
Quando o monstro A ataca o monstro B, caso esse monstro A erre o ataque, o monstro B causa 2 de dano ao monstro A. Em resumo, se a carta que possuir essa habilidade desviar de um ataque, ele causa 2 de dano ao seu atacante.
Então se desviar é necessário para aplicar o dano, RIFTWING se torna um ótimo exemplo, afinal com 4 pontos de velocidade e ainda a habilidade FLYING, ele se encaixa como uma opção considerável para atacantes que possuem o ataque físico, podendo derrotá-los a cada desvio bem-sucedido.
Já podemos notar alguns princípios básicos aqui, como, por exemplo: cartas com o tipo de ataque corpo a corpo e a distância estão sujeitos a errarem, pois existe o cálculo de desvio para estes tipos, mas o ataque mágico ou os monstros que possuem a habilidade TRUE STRIKE, acertam com 100% de eficiência, então se sobrepõem a habilidade.
Temos ainda, mais 3 detalhes sobre como funciona a mecânica e interação com outros elementos.
Quando um monstro possuir a habilidade PHASE , existe a possibilidade de desviar de ataques mágicos, utilizando os mesmos cálculos de ataques físicos, sendo assim, caso isso aconteça, o BACKFIRE será ativado.
Pode ser que habilidade AMPLIFY confunda um pouco e nos faça pensar se ela funciona em conjunto com a BACKFIRE, mas, na verdade, não funciona. O dano de 2 pontos é aplicado com ou sem a AMPLIFY em jogo.
Na regra de batalha AIM TRUE, os monstros com ataque corpo a corpo e a distância acertam 100% de seus ataques, sendo assim, a habilidade BACKFIRE não terá nenhuma eficácia.
Agora que já conhecemos quais são os pontos fortes e fracos sobre a habilidade, afinal, quanto mais o portador da habilidade BACKFIRE possuir velocidade ou outras habilidades que ajudem a desviar como FLYING ou DODGE , por exemplo, será melhor. Podemos também tentar montar uma equipe que ofereça algum suporte, sendo um ótimo exemplo aplicando a penalidade BLIND aos adversários.
Sendo assim, ao iniciar uma batalha, temos que ter uma noção do que poderemos enfrentar, por exemplo, o elemento terra possui muitos monstros com o tipo de ataque mágico, então pode ser arriscado confiar em alguém que possui BACKFIRE. Assim como qualquer outra estratégia, devemos tentar prever o que podemos enfrentar.
Com a chegada das cartas de recompensa SOULBOUND, temos uma opção a mais de unidade com a habilidade, sendo que podemos conferir todos os monstros que a possuem na imagem abaixo.
O exemplo da batalha que quero compartilhar foi bem acirrada, na qual ganhei por bem pouco e mais especificamente por conta da BACKFIRE que entrou em ação e virou o jogo ao meu favor! As regras eram FIRE & REGRET (retorno de dano para ataques a distância) e UP TO ELEVEN que concede AMPLIFY para todos.
- 12 de mana;
- Elementos água, vida e morte disponíveis.
Como podemos observar, a batalha era com recursos bem limitados e meu adversário aproveitou bem as regras existentes para ter uma ótima sinergia com o seu CURSED WINDEKU. Um pequeno deslize foi convocador um monstro com ataque a distância, pois este seria derrotado com o retorno de seu próprio ataque.
O ponto forte dessa partida foi a emocionante virada que começou na rodada 6, onde deixo para vocês a situação em que estava, quando aconteceu um BACKFIRE. Conseguem imaginar o que aconteceu depois? 😄
Você pode conferir os detalhes dessa batalha AQUI!
Isso é tudo! Obrigado a todos e até a próxima postagem!
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