Introduction
This week we have a look at force field. For this is ability that i do not select often. Still when you expect some heavy hitters this can be nerfed the damage back to 1.
This ability is added with the chaos edition. Currently no rebellion units has this ability
Ability
This Monster takes only 1 damage from attacks with power 5+
Note: Giant Killer will ignore the Forcefield ability only if the base damage is less than 5.
Official ability information from splinterlands: List abilities
Synergies / strategy
Abilities benefits
Strengthen/Protect - this can help buff you forcefield units with extra health or armor
Note that still all speed and evasiveness like are important 0 damage is better than 1 damage.
Ruleset benefits
Super sneak - With the super sneak rules set you know units will attack the front and you can place you forcefield unit better.
What Doesn't Kill You - All monsters gain the Enrage ability. Their increased attack power may turn out to be a curse rather than a blessing.
Abilities to be aware of
Demorlize/Silence/Headwinds - When you have selected a unit with forcefield be aware of nerfing you opponent damage. For example when you opponent has a unit that does 5 damage this will be only 1 damage against a forcefield units. When this units is -1 because of the demoralize/silence or headwinds it will do the full 4 damage.
Poison - Poison still does two extra damage
Rule sets to be aware of
Little League - simply because there are no units with forcefield that cost less than 4 mana
Select / favorite
Here are mine forcefield units:
As you can see not a lot of force field units. Now i have to pick one that is more difficult because most of them have very specific strategies and all can be
lets compare :
The data does not lie the most selected and highest win percentage is the Djinn Oshannus. I often select this unit just as the other often not for the forcefield but is useful in some occasions
Strategy
Strategy
High mana battle where no neutral i often select water splinter in this case.
Rulesets
Taking Sides:
No neutral units may be selected. Lucky me neutral summoners are still possible.
The Lineup
Summoner
Card | Reason |
---|---|
If my opponent selects kelya the +1 heath is the advantage. |
Monsters Lineup
#1 | #2 | #3 | #4 | #5 | #6 |
---|---|---|---|---|---|
Diemonshark (lvl 8)
Very strong tank. Now on the highest level it also gains the retaliate ability making him even stronger.
Also 4 damage is perfect to be avoid the forcefield.
Djinn Oshannus (lvl 4)
Star of this week. In this case forcefield is a benefit because of the high mana you can also expect some heavy hitters. Still most of the time selected for the high speed in combination with the phase and void makes it a very strong tank.
Deeplurker (lvl 10)
This unit is in the danger zone for forcefield but it targets the unit that has the lowest health so the risk is low.
Swamp Spitter (lvl 10 GF)
Repair is useful I expect also some melee or ranged units.
Nerissa Tridawn (lvl 5)
High health with 4 damage very strong overall unit. Unfortunately it does not have any other abilities.
Wave Brood (lvl 5)
First let my opponent focus on this unit with its taunt..
The Battle
Reference
Link to the battle:
Link to battle
Rounds
Start :
Lets analyze...
Lir Deepswimmer not a summoner i often see so my two ranged units will receive some return fire.
There is not unit on my opponent team that will trigger the forcefield. But my opponent has also chosen a Djinn Oshannus and my Deeplurker will run into his forcefield, that might be a problem.
Round 1:
Here you see the danger of enrage... its only on my team 🙃.Diemonshark would have hit with 4 damage now its enrage it should do 6 damage but that is reduced to 1 damage because of the forcefield.
Round 2:
Only one damage of mu Deeplurker again good placement of his forcefield unit. Still it landed the poison so it quickly dead :) and my heavy hitter can shine and kill the rest.
Round 3:
The battle is slowly turning in my advantage.
Round 4:
Looking good... Still my opponent Runemancer Kye is gathering lots of health
Round 5:
Not much happening in this round slowly picking my opponent one by one.
Round 6:
No kills this round next round there will be only one unit left.
Round 7:
Last unit left with only two health this is a done deal.
Round 8:
Vistory... Star of this week has survived 👍
Conclusion
It was a vistory and still I learned to follow my own rules be aware of enrage and demoralize... this way you do not benefit from forcefield. My opinion of forcefield it is in some specific good to play but its really depending on what you opponent is playing. This makes it for me a secondary ability i would select a unit often based on force field.
Previous ability strategy posts
Below you will find references to the other ability strategies / analysis posts.
Ability | post |
---|---|
Affliction | Ability post: Affliction |
Amplify | Ability post: Amplify |
Backfire | Ability post: Backfire |
Blast | Ability post: Blast |
Blind | Ability post: Blind |
Bloodlust | Ability post: Bloodlust |
Camouflage | Ability post: Camouflage |
Conscript | Ability post: Conscript |
Close Range | Ability post: Close Range |
Cleanse | Ability post: Cleanse |
Cripple | Ability post: Cripple |
Deathblow | Ability post: Deathblow |
Demoralize | Ability post: Demoralize |
Dispel | Ability post: Dispel |
Divine Shield | Ability post: Divine Shield |
Dodge | Ability post: Dodge |
Double Strike | Ability post: Double Strike |
Enrage | Ability post: Enrage |
Flying | Ability post: Flying |
Forcefield |
That's all for this week hope you enjoyed reading this ability strategy/analysis. See you all on the battlefield.
Do you also want to be part of this amazing play to earn game consider using my referral link.