Melee All The Way ~ Splinterlands Community Engagement Challenge: Favorite Strategies

Hello amazing people of splinterlands, how are you all?
This week we got another Community Engagement Challange to showcase our favorite strategies. Hell yeah, time to unfold the strategies that we think of while creating our lineups and so on. Most of them work and some might not just work. Maybe you had a good strategy but the opponent's one was better than you, not our fault, right? That's how it goes and we are battling one after another.

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Let's move ahead and hear about the strategy that I unfolding right now. Share your thoughts and opinion and I will be more than happy. Waiting to read other strategies as well.


My Lineup & Rulset

Tarsa (1).png

TARSA

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Ruleset: What Doesn't Kill You

Description:

  • All units gain the Enrage ability which multiplies their speed and melee attack by 1.5x rounded up.
  • The attack multiplier only affects melee units.
  • Units with Inspire will increase your melee attack; Demoralize will decrease your opponent's melee attack.

URAEUS

GOBALANO SOLDIER

Mordeus

MAD OGRE ANARCHIST

PALLUS

GRUM FLAMEBLADE



Summoner: As my summoner I have decided to go with the TARSA, a Rare FIRE Summoner. it gives +1 Melee and +1 Health to all friendly monsters.

1st Position: As for my first monster, I had chosen GRUM FLAMEBLADE, a Legendary Fire unit. This one is a 11-mana monster, with 4 melee attacks, 1 speed, 5 armor, and 10 health. The sweet spot is its bloodlust ability which, whenever it defeats an enemy all the stats get increased by 1. Also, the Void Armor ability makes the opponent's magic monsters hit the armor before it's health. I love to see it getting deadlier with time when it kills an enemy monster.

2nd Position: In the second position, I had placed PALLUS. An 8-mana card with 3 melee attacks, 3 speed, 1 armor, and 7 health. It has Reach ability so it can attack from the second position. Also, the Flying ability gave it a 25% bonus chance to evade melee and ranged attacks from units that don't have the flying ability, With enrage and Tarsa's added stats it's gonna get an upper hand as well.

3rd Position: In the third position, I had to pick MAD OGRE ANARCHIST which is a 6-mana monster with 2 melee attacks, 2 speeds, 4 health, and 2 armor. Due to it's opportunity ability, it can attack from any position.

4th Position: In this last position, I have chosen Mordeus, It cost me 7 mana but has 5 melee attacks with 2 speeds, and 4 health. I had picked this due to its massive melee attack with the hope that with enrage and Tarsa's added +1 melee attack it would create a havoc as long as it could survive as the health is too low.

5th position: In the 5th position, I had placed GOBALANO SOLDIERA, a 3 mana monster with 1 melee attack, 3 speed, and 2 health. It also has the Sneak and Ambush ability so it can attack before the battle begins. Due to its ambush ability, I place it in the lineup whenever I can with the hope that it can take away the armor so the big monsters can damage to their fullest.

6th position: In the 6th position, I have chosen URAEUS, which is an EPIC Neutral monster. It cost me the remaining 3 mana but has 1 melee attack with two speeds 2 health, and 1 armor. Also, it has the sneak ability to attack the last monster on the enemy team.


Strategy I Had Planned

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As the ruleset says that all the monsters will have enrage ability and the enrage ability multiples the speed and melee attacks by 1.5x so won't I go with the melee monsters? Undoubtedly I would. So I planned my lineup with all melee monsters possible. To benefit the melee monster I had another plan, which was to go with a summoner that favors melee monsters. I could have gone with Underboss Fabino which gives +2 melee attacks to two melee units, or TARSA which gives +1 melee and +1 health to all the friendly monsters. I had gone with the second one, TARSA.

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As you can see, in my lineup, all the melee monsters. All of them have the enrage ability. When the battle began, all their melee attack and health increased by +1. Now, whenever any of my units gets damaged its melee stat will further get multiplied by 1.5x, even more deadly.

So that was my strategy for this particular "What Doesn't Kill You" ruleset battle.


The Battle Log

Battle Link

My opponent had decorated their lineup with magic, melee, and ranged attack monsters. Three of the opponent's melee would get the benefit of enrage but all of them got +1 speed and +1 armor, a good strategy to attack first and prevent the first attacks.

The battle began and things were going as intended, My opponent had some good cards as well, 42 mana is decent enough to get in some big monsters.

2024-09-17 17_45_48-Splinterlands - Collect, Trade, Battle! - Brave.png

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In rounds 3 and 4, you can see my melee monsters at their deadliest forms taking down the opponents. Before this scenario, my opponent did some massive attacks to take down my monsters one by one. But from here, my opponent couldn't stand against the huge attack stats.

Thus my strategy worked flawlessly and I secured the victory!!


Read this week's announcement post for Splinterlands Community Engagement Challenge: Favorite Strategies Also, if you want to join Splinterlands then visit My Referral Link. Don't hesitate to knock me in case of any need.
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