Azhar Ibn Sulaim — The Ultimate Defensive Ranged Monster in Splinterlands
Hey guys how are you all? I hope you all are doing great. So guys today I am back again with a new Splinterlands monster review. So let’s get started.
Today the monster I am going to talk about is Azhar Ibn Sulaim. It is a Legendary Fire monster from the Conclave Arcana Reward set. Azhar belongs to the Djinn Bloodline and uses a Ranged attack. It has a mana cost of 9 which means it is mainly useful in medium and high mana battles where we have enough mana to build a strong team around it.
The first thing that makes this monster very interesting is that it is not just a normal ranged attacker. It is designed to defend and protect your whole team while also attacking the enemy. This makes Azhar a monster that can play both offensive and defensive roles during a battle.
At maximum level Azhar has 4 Ranged attack 8 Speed 3 Armor and 9 Health. Its 8 Speed is one of the most important parts of its stats because it helps Azhar attack early and also gives it a better chance of avoiding attacks from slower enemies. Its 3 Armor and 9 Health also give it a decent amount of survivability.
Azhar has four abilities and each one gives it a different advantage. When all of these abilities work together they make Azhar a very interesting defensive monster.
The first ability is Taunt.
This is one of the most important abilities of Azhar Ibn Sulaim. Taunt makes enemy monsters focus their attacks on Azhar instead of randomly attacking other members of your team.
This means Azhar can take the damage that could otherwise go to your important damage dealers and support monsters. For example if you have a powerful but weak support monster behind Azhar then Taunt can help keep that monster safe by making Azhar the main target.
Because of this Azhar can work like a defensive shield for your team. Instead of allowing the enemy to attack your backline freely Azhar takes much of that pressure on itself.
The second ability is Backfire.
This is another very useful ability for a monster like Azhar because it has very high Speed. When an enemy attacks Azhar and misses the attack that enemy takes 2 physical damage.
This creates a very strong combination with Taunt. Taunt encourages the enemy to attack Azhar while its high Speed gives those attacks a chance to miss. When an enemy misses Backfire punishes that enemy.
So even when the opponent fails to damage Azhar they can still lose health because of Backfire. This can become especially useful when Azhar is facing several fast attackers or teams that depend heavily on physical attacks.
The third ability is Phase.
Phase gives Azhar a chance to avoid magic attacks. Normally magic attacks are difficult to avoid because they do not work in the same way as normal physical attacks. But Phase gives Azhar the ability to make magic attacks miss based on accuracy.
This is very important because Taunt makes Azhar a major target for the enemy team. If the enemy has strong magic attackers then Azhar could take a lot of damage from them. Phase gives it another layer of protection and makes it more difficult for the opponent to take Azhar down quickly.
The final ability is Shield Ward.
This ability gives the monster directly in front of Azhar the Shield ability at the beginning of the battle.
This is a very useful support ability because Azhar is not only protecting itself. It is also helping another monster on the team survive. If you place a strong tank in front of Azhar then Shield Ward can make that tank even more difficult to defeat against physical attacks.
This creates an interesting defensive setup. The monster in front gets extra protection from Shield Ward while Azhar uses Taunt to attract attacks from the enemy. At the same time Azhar can use its high Speed Backfire and Phase to protect itself.
The combination of all these abilities is what makes Azhar Ibn Sulaim special. Taunt makes it attract enemy attacks. Backfire punishes enemies when their attacks miss. Phase gives it protection against magic attacks and Shield Ward provides extra protection to another monster.
Another important thing about Azhar is its Ranged attack. At maximum level it has 4 Ranged attack which is enough to make it a serious source of damage while it is also performing its defensive role.
This is something I really like about this card. Sometimes a defensive monster spends most of the battle only taking damage and does not contribute much to the enemy team. Azhar is different because it can protect your team while also dealing damage every round.
However there are also some things that you need to keep in mind. Azhar has a mana cost of 9 which is quite high. Because of this it may not be the best choice for low mana battles. You need enough mana to build a team around it and still have enough space for your other important monsters.
Its positioning is also very important. Since Azhar is a Ranged attacker it normally cannot attack from the first position. So you need to place it carefully and build your lineup according to the battle rules.
Overall I think Azhar Ibn Sulaim is a very interesting Legendary Fire monster. It is not simply a damage dealer and it is not only a defensive monster either. It combines both roles and gives your team several different types of protection.
Its Taunt Backfire Phase and Shield Ward abilities can work together really well when you build the right team around it. If you enjoy defensive strategies and like using monsters that can protect your team while still dealing damage then Azhar Ibn Sulaim can be a very interesting card to use.
So guys that is all for today's post. I hope you all enjoyed this review and found it useful. We will meet again in the next Splinterlands post with another interesting monster.
Until then take care and goodbye!