Splinterlands Strategy Guide: Ruleset "Fog of War"

Find out the best Strategies to be used on Matches with the Ruleset "Fog of War"!

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"Fog of War" Ruleset

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Monsters lose the Sneak and Snipe abilities.

In standard matches of Splinterlands, the games follow a very similar pattern: players put strong Melee Monsters in the frontline as their tanks and weaker Monsters in the backline that can attack even when they're not on the 1st position.

And, in order to kill those weaker monsters in the backline, both players try to bypass the enemy frontline and attack directly the opponent's weak monsters by using abilities that allow attacks on the backline.

Like Sneak and Snipe.

As you can see, the Fog of War Ruleset alters the basic logic around Splinterlands matches.

With this Ruleset, it's way more difficult to attack the enemy backline. Thus, both players will focus their attacks on the tanks. You need stronger, more protected tanks in order to protect the rest of your team.

In the other hand, the backline is now way safer than it would be in a standard match. Fragile Monsters that you usually avoid playing (as they can be easily one-shotted and killed) now can be safely played.

Basic Strategy #1: Strong Tanks

Your opponent will be dealing a lot of damage to your Tank, mainly through Ranged/Magic Monsters that can attack while on the backline.

So, obviously, you need stronger tanks, with more Health and more Armor than the usual, that can resist the punch.

The most important Monster in your team, on Fog of War matches, is your tank. Spend as much Mana on it as you can.

Here are some suggestions, ranging from very expensive Monsters to free-to-play cards:

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Expensive, Top Tier Cards: The Kraken (3 Armor, 14 Health), Robo-Dragon Knight (8 Armor, 9 Health), Carnage Titan (7 Armor, 8 Health)

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Accessible Cards: Djinn Muirat (4 Armor, 7 Health), Lava Launcher (6 Armor, 5 Health), Nightmare (10 Health), Djinn Oshannus (10 Health)

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Free-to-Play: Mycelic Slipspawn (10 Health), Mycelic Infantry (3 Armor, 7 Health), Shieldbearer (4 Armor, 9 Health)

Basic Strategy #2: Glass Cannon Monsters

Your backline will be way safer than on a standard match. Thus, you can be way more greedy, playing several Glass Cannon Monsters.

Glass Cannon is a common term on Gaming, refering to characters with strong offensive power but weak defensive capabilities.

In Splinterlands, Glass Cannon are Fragile but Heavily-Offensive Monsters. They have low Health and low Armor, but high Attacks.

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One of my favourite Glass Cannon Monsters is the Spark Pixies, with 1 Health but 2 Ranged Attack and 5 Speed. Another one is the Pelacor Arbalest: he only has 2 Health, but 2 Ranged Attack and the Double Strike ability. Other Glass Cannons that I like are the Soul Strangler (2 Health, 2 Ranged Attack), the Goblin Psychic (3 Health, 2 Magic Attack) and the Djinn Inferni (4 Health, 3 Magic Attack).

Basic Strategy #3: Opportunity Ability

Opportunity is a loophole on the Fog of War Ruleset!

While Sneak and Snipe are both void on Fog of War, Opportunity is still valid.

And, oh boy, Opportunity is a goddamit strong ability.

Opportunity allows the Monster to attack the weakest (lowest Health) Monster on the enemy team.

In Fog of War matches, players get lenient and think that their backlines are protected and safe; thus, people get to play low-Health, high-Attack Monsters like the Vampire, the Spark Pixies or the Grenadier. And your Opportunity Monster can have a great time by easily killing all those fragile cards!

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There's just a few Monsters with the Opportunity ability, and they're all very popular across all Leagues: Venari Scout, Maggots, Deeplurker, Screeching Vulture, Cave Slug, Parasitic Growth, Feasting Seaweed, Battering Ram, Serpentine Spy...

Basic Strategy #4: Reach Ability

Reach is another ability that isn't restricted on the Fog of War ruleset and, thus, can be smartly used to allow extra attacks on the opponent's tank.

Monsters the Reach ability can attack while they're on the 2nd place of your team.

Not only Reach Monsters can attack while on the background, but they also usually have high Health and Armor, allowing them to work as a "secondary tank" in the case your primary tank dies.

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Here's some recommendations: Flying Squid (8 Health), Fineas Rage (8 Health), Gloridax Guardian (2 Armor, 6 Health), Shadow Snitch (5 Health).

Advanced Strategy #1 - Flying and Dodge

Both Flying and Dodge abilities can be incredibly useful in order to keep your team alive, but they're heavily-dependant on the enemy team's composition.

Monsters with Flying have +25% chance of evading attacks from Melee or Ranged Monsters that doesn't have the Flying ability. Similarly, Monsters with Dodge have an extra +25% evading chance against Melee or Ranged Monsters.

As you can see, both abilities only work against Melee and Ranged: Magic Attacks ignore the dodge/evade mechanics and simply hit 100% of the time.

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If you think that your opponent will be heavily dependant on Ranged and Melee Monsters, using these abilities can end up being very beneficial to your team, guaranteeing them some extra dodges and, thus, some extra rounds being alive! For example, the Life Splinter usually goes heavy on Ranged Monsters due the buff from General Sloan. Similary, the Fire Splinter usually is Melee-dependant due the buff from Tarsa.

In the other hand, if your opponent goes heavy into Magic Monsters, you'll have literally no benefit from Flying and Dodge, and you'll be sitting ducks against the Magic attacks. Forest and Water Splinter usually rely on Magic due the +1 Magic Attack bonus from Alric Stormbringer and Obsidian.

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Thanks for reading this post, and until next time!

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