Flying High, Standing Strong: Healing Through the Earthquake Ruleset

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Good day, everyone, and Splinterlands community, with a spotlight on the challenging Earthquake ruleset, I'm sharing another battle strategy in the Modern Format on today's date. When you only have a few Flying cards, which are usually the best counter, this ruleset can be difficult to manage. Having additional supportive abilities becomes important in these scenarios; cards with Healing, Triage, or Tank Heal can significantly increase your team's survivability and enable them to last through several rounds. The goal is to win before the Earthquake damage slowly depletes your lineup, especially if you don't have any Flying units or potent healing options. I'll explain in this blog how I successfully negotiated this ruleset in Modern battles by combining my own cards with some that I rented.

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When it comes to summoners, Risqruel Drath can be a strong advantage in the Earthquake ruleset, as it grants all your team’s units the Flying ability along with +1 Ranged damage. It also offers a strategic edge during the picking phase, where you can choose to assign True Strike and Impede to two units, or Taunt and Redemption to a single unit. However, since renting Risqruel Drath can be quite costly, I opted for other summoners that still provided a competitive edge and performed well at a decent level for the battle.

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To take advantage of certain rules like this, you don't necessarily need to rent a better summoner. You can rent or purchase cards that are special to you or that you think will be helpful in the fight. If you have any good flying units, it would be best to use them in the fight for a higher chance of survival.

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Into the battle: https://splinterlands.com/battle/sl_515d9220e78776e52f7ee1aa3bc3a44f


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In this battle, the rulesets were Up to Eleven, Reverse Speed, and Earthquake, with a 20-mana cap, and Fire and Death elements being inactive. For my summoner, I chose Chuul Jujinchi, as its low 3-mana cost allowed me more flexibility to include other useful units in my lineup. My strategy focused on sustain and survivability, starting with Halfling Refugee as my main tank in the first position, followed by Nimbledook Explorer as a secondary tank and armor support in the second position. In the third spot, I placed Lurking Puffer to act as both a debuff support and backup tank. My main melee damage dealer, Halaran Huntress, occupied the fourth position, while Thunderhoof Nomad in the fifth slot provided magic damage along with triage healing support. Lastly, Caravan Guard in the sixth position served as ranged damage support with triage healing. This setup leaned heavily on sustain, as the triage abilities from Thunderhoof Nomad and Caravan Guard worked to keep my backline healthy each round, while Nimbledook Explorer’s armor boost helped mitigate Earthquake damage and enemy attacks.

Meanwhile, my opponent summoned Shen Xiao and used Frigid Wolf, Halfling Refugee, Albahoo Forester, Night Reaper, and Elanor Bravefoot in that order. It was a gamble for Shen Xiao to use the Poison Burst ability on Halfling Refugee and Elanor Bravefoot because, when defeated, these units have a 100% chance of poisoning the attacker and a 50% chance of poisoning nearby units, which results in a 2 health loss at the beginning of each round. Given it was one of my few flying units and a vital component of my damage output, my Halaran Huntress was put at risk by what I assumed to be their primary damage dealer based on their lineup: Night Reaper. The true question was whether my sustain-focused strategy, in particular the triage healing, would be sufficient to shield Halaran Huntress from the damage caused by the earthquake as well as the Night Reaper's constant attacks. The ability of healing and durability to withstand poison and raw damage would be put to the test in this battle.

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It was clear by the second round that my strategy was working. While my team was able to eliminate the majority of the opponent's units, my Halaran Huntress was continuously kept in the fight because of the Triage ability. Another important factor was earthquake, which quickly destroyed their non-flying units and tipped the scales in my favour. It's interesting to note that the Earthquake, not my attacks, dealt those units the decisive blow, so the opponent's Poison Burst ability never really activated. I was able to keep control and win this match handily thanks to my advantage in both the number of deployed units and the overall level gap.


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A Big Thanks! For supporting me, being here, and coming this far. I hope this strategy assists you with some of your battles with these rule sets in modern format conclave and rebellion sets.

Still catching up and rating up, adapting this new card set Conclave Arcana and Rebellion modern format.

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Credits:

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Edited the Design photo Splinterlands Modern League using PicsArt
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