Good Defense Needs Recovery

in Splinterlands9 days ago

Greetings Summoners

Welcome back again to my weekly Splinterlands post. I can not recall well when was the last time I wrote splinterlands post, this year has not been nice for my gaming activity. What important most is that now I can get some time to play and share my Splinterlands story again.

There are many ways to set up our deck and enter the battle in confidence. In general, I tend to set up a defensive approach, or defensive meta, which allow me to withstand some attack and strike my opponent down by war of attrition or a counter meta approach.

I am not saying I am the best on that field, but I dare to say that most people hate Defensive Meta because they often miss one or two spots when they want to play defensively.

So today topic I will share a tip when you play defensively, I call it:

Good Defense Needs Recovery

A good defense needs some recoveries. From heal, repair, tank heal, triage, resurrect or anything. So we can not expect by building a hard thick wall, it will be impenetrable. Well, we can build that actually, but not everytime and each great defense has their own. weakness.

I often use a super defensive meta, which I call them Turtle Formation. This time I will share it again, in comparison to my opponent who gets it wrong. so let's see our battle here...

~Click The Image Above To See the Full Battle~

So here is our battle, it was a battle in modern silver rank. They said there was no bot in Modern, so let just believed it and took my opponent here as a real human. He had some pretty cool cards, could not say it was bad but I knew he wanted to play defense by adding some defensive skills or buffs.

It was a 30 mana cap battle, a zone which I was good at. I was bad if the mana cap went above 50+, most of the time because of my limited cards selection.

In this battle, I forfeited any attempts to exploit maneuvers ruleset, or modifier which ever you find it easier to remember. I saw maneuvers tended to make us using unnecessary melee unit from the second position. So instead of exploiting it prowess, we ended up with depending on it.

so lets compared our line up here

Attack Power

They team had 7 melee damage and 3 magic damage. They had 4 armor strike that could not be delivered. So overall their attack power was 10 damage per round.

My team had 2 melee damage, 3 magic damage, and 2 range damage. My Nimbledook Explorer would throw his armor strike at 5 damage. My team had 12 damage per round fire power, which was higher than my opponent.

Defensive Approach

Their team rely on Commander Slade, by giving him a shield ability from Mana Warden's Shield ward, a more armor from protect ability. However this was their biggest mistake, they did not employ any recovery ability.

Basically my team line up was a bunch of recovery ability units, or supports unit. let see from behind:

  • Archer koi would repair any broken armor every round. He had that repair ability.
  • Anasth Soothsayer had tank heal and cleanse ability. He kept healing any tanks I had and made sure they would not get poisoned or any other debuff.
  • Caravan Guard had triage, which was a great option to make sure the target practice ruleset or modifier would not be effective. He would keep healing the backline units who got hurt.

The result was clear, my 3 support units who had recovery ability would build up the gap, by halting opponent damage or keeping my unit alive. Let see how it would progress here:

Result

In round 3, the gap was starting to build up. They lost two units and my team still had a full 6 units. At this point you could count their damage was dropping a lot and I could not see how they could make a come back here.

They lost their momentum and definitely my team just needed to ride the wave.

Round 5 was the last, it was a devastating battle for them. They lost without able to kill any of my units. Honestly they were not good but not that bad. It's just they could not click at all.

From this battle, we could say that:

  1. My defense was far more superior from them and it was not due to the tank selection or the unit level. Their fault not employing any recovery ability units paid the price.
  2. Sometime we needed to ditch the idea of exploiting a modifier or ruleset if it could harm our meta or strategy. Better focus on what we think it could deliver better result.

Anyway I hope you get entertained with this battle, and feel free to leave your comments and opinions below below

https://splinterlands.com?ref=dewabrata

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Thanks for sharing this bro
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you are welcome bro
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wah ini nih yang harus di beli juga, yang punya healing, biar tanknya ga mati mati. hahah
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wih aliran wong soegih om peno

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Thanks for sharing! - @alokkumar121

Hi.

I like "Nimbledook Explorer" with "Protect" and "Armored Strike" because it dealt a lot of damage to the enemy tank thanks to its armor.
Then "Caravan Guard" with "Triage" was very useful because it healed its teammates in the backline.
And "Archer Koi" restored its tank's armor thanks to its "Repair" ability.

Nice game my friend.😀