Defense Meta Needs The Right Speed
Hello Everyone
Welcometo my weekly Splinterlands post. Every week I make a couple of Splinterlands post, sharing what I do with this game or just telling some simple tips and tricks.
Splinterlands is one of the best Blockchain Game nowadays and I like playing it regularly. That's why I love to some Splinterlands post regularly, and for today I will share this post which has a title:
DEFENSE META NEEDS THE RIGHT SPEED
As usual, I often pick a weird title, but I beleive the title itself has spoken what this post is all about. I always say speed is the king, faster you have higher odds to win because you will hit first and kill your opponent first before they can retaliate or make any move. It is like that but not in the direct way..
You see, I like to play defensively in my battles. Most of the time I win because I have better defense, so I like to put my opponent into a war of attrition stuff. Sometime I set a formation that is full of defensive buffs, healing, triage, armor repair and any sort of defensive ability that make my line up like in a castle, or in turtle shell... they get unbreakable and un-kill-able. I call my tactic here as turtle defense meta.
But today It's not about I am sharing those tactics. I share another point of view why sometime great defense approaches fail because they don't get the right speed. It is not about being faster in this term, but it is more right getting the right speed because:
- You can't save any unit if the targets get killed before you heal them.
- You can't save any unit if your healer move too soon, then your opponent launches 3-4 consecutive attacks that wipe out the target.
See those two points above? sometime being faster can be useless in term of defense and being slower is definitely a wrong move. The most common thing I see is that people set a similar speed support units which make them either super effective or an absolute useless line up. OK, let see a battle of this case..
HIGHLIGHTED BATTLE
Ok this is the battle I pick for today theme. It is more like what their do on their side rather than what I have on my side. I like their units, they are great for a defensive meta, however on the other side, they have a speed issue there.
Let's check their backline units here. They have 3 support units, 1 with protect ability, the Queen Mycelia. The second one is Spirit Hoarder, with his triage. The last and the best, is their Goblin Psychic with a tank heal.
The Equalizer ruleset and the existence of Mycelic Slipspawn are a good combination and will increase the effectiveness of all healing ability. Overall their approach is good, but I do not like that.
I keep saying I do not like it because of the speed of the units, they are:
- Slow, 1 speed only. Mostlikely they will move last, if they can heal someone there. This is the first weakness in their speed.
- The second weakness is their same similar speed. All of the supports are in 1 speed, so they move together. For an attack combination this is great, but not for defensive point of view. It means you gamble everything in that sequence.
So let's see how this battle will proceed
- The battle started with both side buffing their team and debuffing their opponent. We both used the similar theme, all mages line up. So its a magic focused battle.
- They came with 1 melee damage and 13 magic damage. Combined all it became 14 damage per round.
- My team had 16 magic damage per round, 2 point higher than my opponent fire power.
- If we counted in their triage ability, I should be the losing one here. But I believe this would not be that case, because the speed on their supports had a big flaw there
- This was the start of the second round. It was 6 vs 5, so I had 1 more unit at this point. I could say I won the first round, because They lost their Mycelic Slipspawn, they lost 3 magic damage per round and their Spirit Hoarder Triage became useless.
- Both of us lost a unit in this round, They lost their Mycelic Morphoid and I lost my Djinn Biljka. I lost more in this round, but I believed my team still had the advantage.
- Round 3 started with 4 vs 5 condition. They had that Djinn Biljka as their tank, and it was hard to knock him down.
- That Djinn Biljka still held on up to round 4. This time my team managed to swipe him out. However we lost a unit again this round.
- The fifth round was about 3 vs 4 unit battle. This time it was not about one or two units gap, but its more like my units was doubled their size. My team had 2 + 3 + 3 + 3 = 11 magic damage per round, and their side only had 2 + 2 + 3 = 7 magic damage per round.
- As expected, this round became a one sided battle with my side as the victor
- Round 6 started with a condition that definitely secured my win. There was no chance that they could make a come back here.
- It was amazing they could hold on until round 7, but this was the end. Good Game
I would not need to say many in this closure, the reason why they lost was very simple. Those 3 units had the same 1 speed. In the end once it failed, all of those three failed too. So in my conclusion, sometime it is not only being faster or slower, you need some differentiation in speed.
So what do you think about this one case, do you agree with me or you have different opinion? Please leave your comment and opinion below. That's all for today post, and Thanks for coming and let's meet in Splinterlands Battles!!
Thank you for visiting my Splinterlands post here, don't forget to leave your comments and feedback below. There are credits in this post for these people:
- @splinterlands : for holding Social Media challenge events
- carrieallen : for ultimate markdown tutorial
- thepeakstudio : for wonderful divider art
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