Splinterlands Community Engagement Challenge: Arena Architect




This week's Splinterlands Community Engagement challenge has the theme of Arena Architect. You can read more about that challenge by clicking here. Splinterlands has a lot of cards, many with multiple abilities, unique stats and other things that go well with different units. There can be millions of combinations of how you can set up these cards to be played in your battles. Many develop some favourite lineups that work more often than not. It is time for me to showcase one such lineup and discuss its strengths and weaknesses, as well as when it works best. I will provide a basic idea of it, where I can replace a couple of units depending on the mana cost or ruleset, without going too far from the basic structure.

Let's examine an example to better understand this concept. Here is a lineup for a battle. Let's look at it first before going to the strategy part of this post.


My Lineup & Strategy

This is my lineup for the battle

Position
Summoner/Monsters
Summoner
Grandmaster Rathee
Position 1
Uriel the Purifier
Position 2
Chain Golem
Position 3
Bila the Radiant
Position 4
Adelade Brightwing
Position 5
Divine Healer
Position 5
Soul Spawn

The mana cap for this battle was 43, enough for adding a couple of units with tanky units at the start. The ruleset for this battle was 'Reach', which wasn't that important in my strategy.

My summoner for this battle was Grandmaster Rathee because it comes with two great buffs that are essential for this strategy. The Void Armour buff, which gives Void armour ability to all my units, so they can't be directly attacked by the opponent's mage without taking down the shield first.


Void armour was important, so my tank, Uriel the Purifier, had extra shields put to the good test. It comes with a massive health and shield and works well as a tank, which is crucial here. Also, its healing ability allows it to last much longer. Having 'Flying' ability is also important as it can evade some attacks and last even longer.

The second unit in the lineup doesn't matter that much, but I prefer a tanky unit that can serve as a backup. If that has some armour, then it is perfect. That's why I used Chain Golem here because the Reach ruleset makes it usable even here. It has a 'shield' and 'void' ability that makes it last very long in case my Uriel dies quickly. This is the second line of defence in my lineup, which also serves as a good source of attack.

Bila the Radiant is an important part of the strategy. Even though it has relatively low health and no base armour of its own, it has some very useful abilities. My favourite of them is the Life Leech, which can make it last quite long. It comes with the Divine Shield ability as well, which negates the damage from the first attack.

Why I used it in the middle is to shield it a bit more and utilise its heavy magic attack damage.

Another good source of magic damage is Adelade Brightwing, but that's not its full job in this lineup. This is one of the most important parts of the strategy. Its Repair ability restores 2 armour to the unit with the most damage to its armour, which makes my lineup even stronger.

Its resurrect ability is one of the coolest abilities in the game, too, which can resurrect a unit with all its armour. Since my lineup has some units with a good amount of armour, this can work really well.

Divine Healer was used because of its 'tank heal' ability. I prefer to use a healing unit here. If we had more mana, this unit could be different, but this one costs just 3, so it was perfect in this particular case.

At last, I used a zero mana unit just to protect my Divine Healer from the units with sneak ability which attack from the back. This is a sacrificial unit that utilised the remaining slot.

That was my lineup and strategy for this team. Some units can be replaced with similar ones depending on the mana cost and/or ruleset, but the core idea is to have a strong frontline, with good armour, a unit capable of restoring that armour and a summoner like Rathee that can give void armour so the enemy cannot bypass it. If you can add a few units with abilities like Resurrect, Tank Heal, Life Leech, etc, that makes it even better and more likely to provide a favourable outcome.

I will share my battle here, which I have uploaded to YouTube.



As expected from this battle, my frontline worked really well, taking a lot of beating while my mages took out the enemy team slowly. The void armour and repair ability performed well, and the synergy of the whole team came together to give me that win.



Conclusion

This Arena Architech challenge was a good way to break down one of my favourite and reliable lineups and explain how it works, and what the core ideas and structures are associated with this team. Its strength is the balance of defence and offence, which comes together well, and how every unit supports the other with buffs, abilities, etc.

What are your thoughts about this lineup? Let me know in the comments below.

Thanks for reading...



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Amazing lineup and amazing victory, you did great! I love the way you narrated the events, brilliant!

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It's very important to try out the new decks and lineups, understand what works and what doesn't, and identify weaknesses and strengths to get the most out of them. I'm glad it worked. Now it's time to get used to the mechanics.

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