Introduction
Last week was heal this week its tank heal. Even more important and really a support ability.
Just like last week i love to play heal unit still very meta for me :)
Ability
Restores 1/3 of max health to the Unit in the first position each round, rounded down.
Official ability information from splinterlands: List abilities
Synergies / strategy
Abilities benefits
Triage/heal - I often like to combine it with a self heal unit in the front and a extra tank heal is already double heal on one unit. then protect you back with a triage heal and you have a triple heal combo that i like to use.
Strengthen - A extra health point that can be healed.
Life leech/Scavenger/Bloodlust - all these abilities will increase the health and will be beneficial to heal. i only got 1 unit that has heal and bloodlust (Quora). So these are not often combined with the heal ability
Martyr - If you bring an unit with martyr it might boos the self heal unit so it can heal better/more.
Cleanse - Cleanse with tank heal cleanse get more important because affliction is often placed on the first unit. Cleanse will remove this affliction so that tank heal can be effective.
Be aware of abilities
Cripple - Be aware for cripple as that cannot be healed.
Affliction - I you unit gets afflicted you cannot heal that unit anymore. Note that this can be cleansed.
stun - When you are stunned you cannot heal for the round. Note that this also can be cleansed.
Ruleset benefits
Equalizer - When all units have much health heal can optimal heal the units
Be aware of ruleset
Healed Out - all healing abilities are disabled.
Target Practice - All ranged and magic attack Units have the Snipe ability - often tank heal unit can become an easy target instead of the tank in the first position.
Little League - With only unit of 4 mana there is often to little health to be healed. Sometimes you can still out heal you opponent, so not a absolute no go but be aware when you select it in these rules set.
Select / favorite
Mine tank heal units:
My best performing units:
The top two cards are both great. Still i think the Merdaali Guardian is superior i use it in so many battles. the reapair and heal is already a great combo. When it maxed it also give all other unit on the battlefield an extra health. So clear victory this week.
Strategy
Low mana battle where only 4 unit can be selected. Its tricky but i want to try out an out heal and repair play with the Merdaali Guardian
Rulesets
FabFour:
Simple only for units on the battlefield
The Lineup
Summoner
Card | Reason |
---|---|
The extra mana instead of the Kelya is important for the extra health so that the Merdaali Guardian can heal some more. |
Units Lineup
#1 | #2 | #3 | #4 |
---|---|---|---|
Chaos Agent (lvl 10)
In the front position with dodge/phase and backfire should
Merdaali Guardian (lvl 8)
Important unit for this strategy to tank heal the first unit and give it the shield back from Lux.
Uraeus (lvl 6)
Nice sneak unit and the poison is often very useful in low mana matches. Potentially +2 extra damage
Pelacor Bandit (lvl 10)
Another high evasiveness unit protecting my back.
The Battle
Reference
Link to the battle:
Link to battle
Rounds
Start :
Let analyze the battlefield. Nice choice with Aves Sturgis that will hurt, it gives the Pelacor Conjurer and his Chaos Agent +2 magic damage. I like that i have put my Chaos Agent in the front position hope on some missed with the phase and that backfire does some return fire
Round 1:
One miss, my Merdaali Guardian is healing and repairing so that is working. Pelacor Conjurer has also a high speed so that will unfortunately miss.
Round 2:
Another miss this is working but my Chaos Agent will not last. I think my Merdaali Guardian will uphold the front with its heal. When his Chaos Agent and Aves Sturgis then the match mine.
Round 3:
One more unit to kill i like that i have brought sneak units else it would possibly ended differently
Round 4:
Now my Merdaali Guardian can out heal his Pelacor Conjurer.
Round 5:
One more round. Merdaali Guardian is holding up.
Round 6:
Victory dead by poison.
Conclusion
Risky strategy with low mana and my opponent had some nice units. But when you can out heal your opponent. Important extra is that when your tank heal unit get in the front it will heal itself.
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 | Ability post: Forcefield |
Fury | Ability post: Fury |
Giant Killer | Ability post: Giant Killer |
Halving | Ability post: Halving |
Headwinds | Ability post: Headwinds |
Heal | Ability post: Heal |
Tank Heal |
That's all for this week hope you enjoyed reading this ability strategy/analysis. See you all on the battlefield.
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