Speed-Based Attack Strategy with Conqueror Jacek

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Good day everyone and the Splinterlands community. Today's Blog highlight will be the Legendary Conqueror Jaceck strategy in the high mana cap rule set. This time, we're focusing on the formidable Legendary card, Conqueror Jaceck, and exploring effective strategies for utilizing this powerful character in high mana cap rule sets. Whether you're a seasoned player or just starting, these tips will help you maximize Conqueror Jaceck Summoner's unique abilities to dominate your battles in high mana cap rule sets.


Conqueror Jaceck is undoubtedly one of the most overpowered cards in the Modern League, standing out whether Rang and dominating the opponent in speed stats. This summoner is widely used Dominate the opponent in speed while having decent damage range attacks also with high-level speeds comes with a high chance of dodging opponent's both range and melee attacks because of the difference in speed especially if the opposite team uses low-level speed stats.

These abilities of Conqueror Jaceck summoner which Add 2 speed, Piercing ability, and Scattershot ability to all friendly units, a versatile and indispensable assets in various strategic scenarios, providing a significant advantage to players who know how to harness their full potential. Now let's get in the battle to utilize this summoner potential strategy.

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Link of the Battle: https://splinterlands.com/?p=battle&id=sl_4ee852360500e525a006acc245e9f9dc

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Conqueror Jaceck

It gives an additional 2 speed stats with Piercing and Scattershot abilities.

Since Fire is active on this rule set, Conqueror Jaceck has the most units useful for taking advantage of speed and potential damage, and this element has the most high-speed stats giving me a high chance of initiating to attack first and the chance of incoming miss attacks. I will use Arkmemis the Bear and most attacking units are range attacks. I also deploy Ash Mirage which debuffs opponent range attacks by 1. I also utilize most speed support with Supply Runner and Countess Sinash to increase the chance to attack first and dominate the opponent more in speed.


The rule set given is Close Range, Lost Magic, and Tis & Scratches.

My Simple Plan Line up

First position - Arkemis the Bear
  • Acts as a tank in first position because of massive Health and useful abilities like, Forcefield which only receives 1 damage if the opponent uses more than 5 damage, Protect that can give 2 additional armor to all friendly units, Halving which reduces opponent target attack damage by half, and Enrage which increase both speed and melee damage if this unit is not in full health.
Second position - Lava Launcher
  • Placed in the second position, the Lava Launcher serves as a backup tank, ready to step in if Arkemis the Bear is defeated. Its primary role is to take hits from types of attack, and a also can be my main range damage because of 5 range damage with useful abili tie, Stun ability that can stun opponent target by 50% chance and won't attack on respected round based on speed difference.
Third position - Mordues
  • My main melee damage that has 7 melee damage with Opportunity ability, this ability is useful for targeting the lowest health first of the opponent and we know that most lowest health are usually a support type unit. Making this unit a best choice deploy in the battle.
Fourth position - Ash Mirage
  • A support range attack that has Headwinds abiility that is useful to debuff opponent range attacks by 1, and it can be also a another main range damage because of 4 range damage.
Fifth position - Supply Runner
  • As I want to dominate the opponent in speed, I put this unit Supply Runner because of Swiftness ability which gives my team additional 1 speed and Strengthen for additional 1 health to all friendly units.
Last position - Countess Sinash
  • Another support with decent range damage, it has useful abilities, like Swiftness that increases speed by 1 to all friendly units, Affliction to disable healing abilities of opponent target, Camouflage that cannot be target by sneaky attacks or opportunity except Scattershot, and lastly the Blast ability which is useful for additional damage, this ability will do half damage to adjacent to the target.

Selecting a useful ability in this battle with a good amount of damage will increase your chances of victory in this type of rule set.


Will my strategy line up work?

The opponent is using Eternal Tofu, a powerful legendary summoner from the Earth element. This summoner grants all friendly units +2 health, along with the Snare and Thorns abilities. Additionally, the summoner allows the choice between granting three units Divine Shield and Corrosive Ward or giving one unit Triage and Scavenger. In this battle, the opponent opted to give Triage and Scavenger to Pelacor Mercenary. Eternal Tofu brings a wide range of abilities that can be particularly useful when the opponent focuses on melee attackers, as the Thorns ability punishes direct melee hits. The opponent's strategy appears to be a mix of both ranged and melee attacks, whereas my team emphasizes ranged damage, supported by two melee attackers. I seem to have the upper hand in terms of both speed and damage output, given my lineup with Conqueror Jacek, Supply Runner, and Countess Sinash combo.

Interestingly, the opponent's lineup feels somewhat confusing, with melee attackers like Pelacor Mercenary and Terraceous Hulk positioned outside of the first spot. This choice means they won’t be able to attack until they reach the frontline, which could indicate the opponent intends to utilize them purely as defensive tanks rather than aggressive attackers.

Given the strategic difference between my speed-focused approach and the opponent’s ability-reliant melee and ranged setup, I feel I have more chance of winning this battle. It’ll be interesting to see how this match plays out—Speed-Based Attack Strategy vs. Ability-Enhanced Ranged and Melee Damage. Let’s see who comes out on top!

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My range units were able to carry the match to victory, it was expected that my Melee attackers Mordues and Arkemis the Bear would be executed early because of opponent Thorn's abilities, I was lucky that I deployed Lava Luncher as Second tank with Close Range ability. If I were to prioritize using Melee damage strategy then I would likely lose this match.

What could we learn from this strategy?

From this battle strategy, we learn the importance of balancing unit placement and ability synergy. While the opponent's Eternal Tofu summoner provided strong defensive abilities like Thorns and Triage, their decision to place melee attackers out of position weakened their offensive potential. My speed-focused, ranged-heavy strategy with Conqueror Jacek, Supply Runner, and Countess Sinash outperformed due to high stats speed, attacks and effective tanking by Lava Launcher. This match shows that prioritizing speed and proper unit placement can be decisive, especially against defensive builds relying on melee attackers.

Depending on the rules stipulated and the opponent's past battles, therefore be sure to research and evaluate the potential lineup you wish to utilize. Remember that to employ effective tactics, you must combine cards that have powers that are appropriate or beneficial for the given rule sets, place them in favorable positions, and get familiar with your opponent's lineup. Stronger opponent cards? you might still defeat and win it even with your basic lineup 🤗.

This is another simple strategy yet helpful for certain matches in the life line-up element, feel free to check my other blog that uses the Water element which I commonly use, and hope this could help you in the battle. 😊



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Thank You! for being here, coming this far, and supporting me. I hope this will help you in some of your battles.🤗
You can share thoughts and ideas about what could be possible to use in this rule set.

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Credits:
The first photo background is generated using AI Microsoft Bing
And edited Design photo Splinterlands using PicsArt

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