Mix Your Range and Magic, So You Won't Get Countered Easily

in Centyesterday

Greeting All Splinterlands Summoners

Welcome to my Splinterlands posts, Everywwek I write a couple of splinterlands posts because I like playing this game. Last week was a bad one, regarding I got quite heavy illness, which put me out from playing Splinterlands and I did not make a post on time.

This time I have recovered well, although it is not a 100%. I will share about something simple but most people ignore this. It is about mixing your unit type.

Basically there are two type of long distance attack, it is a range and a magic. Let put a side some melee with opportunity, reach and sneak attacks. If we have to choose between magic or range, definitely most people will go with magic. Range has one big flaw, it is when the unit is set forward to main tank position, they won't be able to deliver any attack unless the unit has close range ability.

Due to this nature, like I have said before, people tend to go with magic over range. However in Splinterlands, it is not about which is better, which is stronger... most of the case is about countering your opponents' meta and exploiting certain meta.

So people who have habits in deploying full mage squad are actually easy to read, and of course their line up often get countered. It is useless if you go with a great line up, strong meta, but your opponent is already expecting it. All meta(s) have their own weakness so they have their own nemesis or counter meta.

Going full with magic is not quite wise too. So let me show you a battle
that is related to this post topic.

hive divider - thepeakstudio.png

HIGHLIGHTED BATTLE

~Click The Image Above To See the Full Battle~

I pick this battle, this is a modern ranked battle. One of my consideration in picking this battle is because of the rulesets.

It is not the Explosive Weaponry, but it is the fog of war. This ruleset literally erase any involvement of melee units from behind, except for the reach ability users.

You can see my opponent relies on Djinn Oshannus and Nerrisa Tridawn. I do not understand why he put deeplurker there, either he doesn't read the ruleset well or maybe he just need some filler from the blast damage. However this is the exact condition I have said before, whenever you rely on magic only, it is great, but it can be easily countered.

Let see how this will go

  • The battle starts with both side buffing their team and debuffing their opponent. They have better leveled units, but I don't think their line up is good enough to take my team down. It's just that I have anticipated some magic units coming, and this is a big no for their side.
  • They come with 6 melee damage, and 5 magic damage. Combined all they become 11 damage per round.
  • I need to count in that blast ruleset, the blast damage might be not suitable for my line up which overall having less health point than them.

  • Round two starts with pretty much similar condition with the first round. They could not take down my Iziar and my range army could not hit their Diemondshark. So it is an equal at this point..
  • However casualty starts to pop out this round. I lost my Time Meddler due to blast damage. My team managed to take down two of their melee units here.

  • Round 3 started with one unit advantage for my side side. This is an interesting condition, which both of us having our anti mage tank. Too bad for him, I have some range units behind.
  • They lose their deeplurker in this round, due to blast damage.

  • Round 4 starts with 3 vs 5, I think I have already secured this battle.

  • Round 5 was the last one. Good Game.

This is a simple battle, however I do not know for sure why nobody bring in their units with reflection shield. It is the best ability during explosive weaponry ruleset. I do not have Tide Bitter with it, so I choose to go with life element. Don't know with my opponent, maybe he has the same reason.

The reason I win big in this battle is because I have a good mix between range unit and magic unit. Basically I use range units, but without my Captain Katie, I might lose because of their Diemonshark. Same for them, if I do not have Iziar as my main tank, I might have lose this battle because
Nerrisa Tridawn magic attack is so massive.

But again, that's their mistake. They bet on magic, and I expect some magic squad. In the end their magic units get ineffective. However mixing Range and Magic is not a valid way too, because there are some counter for it. Maybe next time, if I have some battles to counter a mix line up, I will share it again here on my Hive Blog.

And That's my Splinterlands post today, thanks for reading my post and see you in Splinterlands Battles!!

hive divider - thepeakstudio.png

https://splinterlands.com?ref=dewabrata

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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You played really well in this match Dewabrata. While your iziar did well at front as a tank card, Captain Katie literally killed it with her big magic throws. Keep playing and growing.

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Nice share!

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Thanks for sharing! - @mango-juice