
Ulundin Overseer is a unit that looks like a tank and acts like a tank. It cost a lot of mana, it is very slow and it cannot attack at all. Many players instantly ignore it because of that. But once you understand what this unit can do, it starts to make sense. Ulundin Overseer is not here to deal damage, it is here to hold the line and enable others to fight better. With very high armor and health, it is built to stand in front and take hits for a long time. With that high health and armor, there's a lot of combos you can do with him as well. In battles where you need durable tanks for survival, this unit can change how your whole team function. Like I said, even at the very start, this uni feel more like a wall than anything else. It soaks up damage like no one else can and it give space for other units to work with his abilities. Some fights are not about killing the other team but about not dying first. Ulundin Overseer is designed exactly for those games. When used correctly, you can do many interesting thing with him and one of it is something I can show you during this week's battle.
Stats
| Rarity: Common | Mana: 11 | no attack damage |
|---|---|---|
| Armor: 10 | Health: 17 | Speed: 1 |
- Ulundin Overseer is a pure defensive tank unit that excel at soaking damage and protects your team from enemies breaching the front. With 10 armor and 17 health at max level, it can absorb a huge amount of punishment even without attacking back. Even on the lowest level, it already has 5 armor and 12 health which is major for a level 1 unit. Its main strength is not damage but buying time. It can buy rounds for your team to do their job. Flank allow a melee unit behind it to keep attacking which mean you do not lose offense even while using a melee unit that do not have any ability to attack from the back. This unit work very well in fights where you really need your frontline to not fall. Due to it not having any attack, Ulundin Overseer also have strong synergy with Weapons Training letting it gain damage from allies like Daarg Deadblast or Croir. With Weapons Training, Ulundin Overseer turn from a wall into a wall that also hit back. It is not support in the backline and not a damage dealer by default but it is a frontline that can lead your team to victory depending on how you use him
Abilities
Flank: At the beginning of battle, if this unit is in the first position, the unit in the second position gains reach.
Flank allows the melee unit in second position to attack as if it were in front. This is because it gives the back melee unit a Reach ability. This is very useful because Ulundin Overseer itself does not attack. This is a very useful unit especially if your melee unit don't have high health but can be useful in terms of damage. The big defensive body in front can be the shield while the melee unit can be the sword.
Battle
This is a weird strategy that I use from time to time. This strategy relies on the enemy not having Cleanse and letting you get carried by the rule in the battle. It is funny to imagine that if I have a higher leveled archon and a higher leveled Ulundin Overseer, I could've won this battle. Relying on nothing but high health, I have Ulundin Overseer carry me by just tanking everything. Global Warming's burning damages my team and the enemy's. With that, I was able to take this to a draw because of one crucial mistake my enemy had. I think they are relying on Ujurak Brave's Immunity to not get the burning debuff. Unfortunately for them, since Burning debuff is originally from an abiity that can spread, Immunity cannot stop it and this mistake made them lose the battle.
Other Special Interactions

Weapons Training
Ulundin Overseer having no attack is actually an advantage at times. Weapons Training allow units without attack to gain attack based on the unit with Weapons Training. Units like Daarg Deadblast or Croir make this combo very strong. Once trained, the Overseer is no longer passive and can also start to contribute damage every round.

Heal
With the high health, he can get high heals as well because heal is based on the unit's max health. You can easily achieve this by using archons like Avina of the Wolf or Eternal Tofu's Triage. Units with Tank Heal can also do the same idea.

Resurrect
When a unit dies and gets resurrected, they get 1 health and all of their armor back. On max level, with 10 health, that's a huge advantage especially if you do it during battles with Weak Magic rule. Weak Magic rule allows the unit to use the armor to block the magic attacks so this make it more problematic for them.

Images were taken from Splinterlands, made in Canva, drawn in Krita and animated in Photoshop.
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