SUPER MISS - Melee and Range Damage ALWAYS MISS.


🅶🆁🅴🅴🆃🅸🅽🅶🆂 🅵🅴🅻🅻🅾🆆 🆂🅿🅻🅸🅽🆃🅴🆁🅸🆂🆃🆂


I would like to share with you an intense battle I had today with @fwxiii of Team Possible Hackers Guild. My Melee and Range hitters totally missed every single attack they had on his single monster.


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We have fought on a 36 Mana Battle with Heavy Hitters and Spreading Fury rulesets. At first, I dominated him by eliminating his Torhilo the Frozen and the battle continues until his Phantom of the Abyss comes in the front line. All of my Melee and Range hitters cannot hit Phantom of the Abyss. 😟


Phantom of the Abyss is a legendary card with Dodge and Flying ability. It also has a Speed equal to 6. This card is really built to dodge enemy range and melee attacks. But if you have enough Speed, you can still hit this card.

During the battle, he got Enraged because of the Spreading Fury ruleset. This increased the Phantom of the Abyss' speed to 9. With that high speed and his natural abilities, Phantom of the Abyss achieved a hundred percent (100%) dodge on my attacks during that battle.









Lucky for me and unlucky for him, I got a Venari Watersmith with 1 Magic Damage which slowly killed Phantom of the Abyss and eventually ending the battle. My Water Elemental also did a great job holding the frontline with its Heal ability. It was a hard-fought battle by the Phantom of the Abyss that nearly clutched the game.

Here's the link for the battle:
https://splinterlands.com?p=battle&id=sl_1ab9b3ebdf1d353835894a731005f57b&ref=jylem

In conclusion, the 2nd and 3rd position monsters have a great impact on defending your team. They should be a decent damager with an ability to prolong the battle in order for your backline attackers to have a chance on eliminating other monsters.

That's all! Happy grinding! ⚔️⚔️⚔️

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