This match is all about how to deal with Earthquake Modifier and includes how one Flying unit changes everything. You will see how Surgehammer hovers over the ground units while Opportunity picks off targets at the right time. There鈥檚 also the Weapons Training tricks doing heavy work behind the scenes.
When all these parts come together it creates a battle that looks messy at first but actually shows a multi-layered plan. The lineup mixes high health, magic attacks, unique abilities and Flying units to survive longer. Now let鈥檚 break down the actual fight and talk about how the lineup handled the modifiers and the 48 mana limit.
Unit 1: Asel Alagosdil
Unit 2: Ulundin Overseer
Unit 3: Daarg Deadblast
Unit 4: Grimbardun Smith
Unit 5: Abyssal Elemental
Unit 6: Surgehammer
Opening Rounds:
The enemy lineup was worrying at first. The combination of Thalgrimore and Sorrow Harvester's -1 health brought my unit's health down by 2 which is a lot. The key units weren't that affected though so overall, it's fine for now but it might turn out bad pretty soon.
Mid-game:
After the death of the enemy Taunt unit, we staarted to see some movement in the battlefield. Marlai Singariel is very good against Void units like Nim Guard Captain. I discovered that when units have 3 damage and the enemy have halving effects like Void or Shield, they get 2 damage instead of 1. Since Nim Guard Captain doesn't have that much health, the four magic attack units I have are good enough to deal with him despite the Void advantage.
Final Rounds:
Towards the late game, my strategy started to come to fruition. My high health units are the ones left. Abyssal Elemental still has Resurgence for a round 2 and Surgehammer is still unharmed with the Flying ability while the enemy is on their last legs. It was a swift battle but also a long one and I am happy with the result.
馃憠 Watch the full battle replay here
https://splinterlands.com/battle/sl_ebbbdba1249d0cf53a8f800300d49f9d?ref=ashenova
What strategy I was aiming for:
Pick high health Non-flying units to deal with Earthquake damage and at least one unit with Flying Element to negate the Earthquake damage to him. The main focus in this battle is survival while fighting back. The higher health my units have, the longer they would stay in battle and in turn, the Earthquake would deal with the rest.
What surprised me:
I was surprised at how my plan worked so well. I don't have a good choices of Flying units so I relied on brute strength and abilities. The high health and armor from the non-attacking units supported by Weapons Training was really good as well as Resurgence and Flying. It was unexpected that they held as long as I thought they would.
What I learned:
I learned that even if you do not have many Flying units you can still win if you stack enough health, armor and complementing abilities. Weapons Training can act like a hidden damage strategy that adds unexpected strength to your lineup. Since units without attacks have higher stats to compensate, they work well in modifiers where constant damage is unavoidable. I also learned Surgehammer is stronger in Earthquake Modifier than I usually think because he can stay alive and pick targets freely without taking an ounce of Earthquake damage.
The whole strategy felt simple but very effective. It's a good thing that you can still deal with Earthquake modifier even though you don't have enough Flying units. At first, I thought that having Flying units are enough to win an Earthquake modifier but you also need to deal enough damage or the land will eat your units alive.