Introduction
This week ability deep dive protect. Simple rule ability that gives all units 2 extra armor.
Ability
All units will gain +2 extra armor
Notes:
- Multiple units with Protect can be in play - this ability stacks.
- When protect unit dies the protect is remove from the other units as well.
Official ability information from splinterlands: List abilities
Synergies / strategy
Abilities benefits
void armor - If an unit has this ability it first needs to get rid of the gained armor of the protect for magic units.
armored strike - extra armor will also do extra damage with the armored strike ability
Repair - Restores some armor to the friendly Unit whose armor has taken the most damage - keep your team armored up with repair!
Rust - Reduces the armor of all enemy units. If your opponent plays a unit with rust, protect is nullified until the Unit with Rust is destroyed
Be aware of abilties
Shatter - If you encounter this ability is will break you armor gained by protect.
Dispel - The extra gained armor can be removed by dispel.
Corrosive ward - will also work on the gained armor of protect
Piercing - Beware of your opponent's piercing Unit. If they land an attack, it will pierce through your armor and hit the main health stat.
Ruleset that benefits
Up close and personal / Going the Distance - Here you have only melee/ranged units so the extra armor is put to good use.
Be aware of rulesets
Unprotected - Simply all protect abilities are waisted because this rules removes all armor of all units.
Select / favorite
All mine protect units:
When i looked into my deck i toughed there where more...
Then it made it easy to choose in a higher mana match this is one of my favorite. I love to play it when there is an equal opportunity or super sneak ruleset so i can place it in a other position than first.
Some stats on my bear:
Strategy
Medium to high mana battle where there is a low or return damage with the magic reflect and thorn damage. For this extra armor and some reflection shield.
Rise of the common is always a nice opportunity to still use the promo card.
Rulesets
Counterspell:
All units will have magic reflect ability. meaning all magic damage will
Rise of the Commons:
Only common and rare unit can be selected.
Briar Patch:
All unit will receive the thorns ability. This means that all melee attackers will receive thorns return damage.
The Lineup
Summoner
Card | Reason |
---|---|
We need the extra health in this strategy because its risky to bring melee units. |
Units Lineup
#1 | #2 | #3 | #4 | #5 | #6 |
---|---|---|---|---|---|
Arkemis the Bear (lvl 7)
Star of the week. Give all unit +2 armor which is necessary for this strategy because i will be selecting melee units. I also love the halving ability (which is a very rare ability).
Flying Squid (lvl 10)
Strong melee unit that can attack from the second position.
Scavo Hireling (lvl 10)
Again because i have some melee units it necessary to select some repair
Merdaali Guardian (lvl 8)
Another repair unit that can also heal. strategy is to keep the shields up.
When the armor is gone it will be able to heal and repair in one turn
Deeplurker (lvl 10)
Major important unit for this line up to pick on the weakest target including the poison.
Pelacor Bandit (lvl 10)
It needs to protect my back with the high speed and flying. still has an solid 4 damage.
The Battle
Reference
Link to the battle:
Link to battle
Rounds
Start :
Lets analyse the battle lineup. Also a very solid team and expected the range unit with these rulesets.
I do not like that my opponent has chosen for an amplify summoner (which make a lot of sense). And the scattershot is a counter to my strategy, high armor and repair.
Round 1:
Many of my armor is gone but some is already repaired. I like to see that the Drybone Barbarian its damage is halved, it still has high health.
Round 2:
That retaliate of the Drybone Barbarian still hurts a lot killing my nice Arkemis the Bear.
Furthermore I think my team can still make it. That Drybone Barbarian need to be killed and if I'm correct it will be targeted.
Round 3:
Retaliate missed that is great at this point. At the end of this round i looks much better. Now that there are less enemies the repair will be more than the damage. So from his point its a win imo.
Round 4:
Forgot about the thorns but is still looking ok, only my pelacor mercenary will dying next round :(.
The repair will be enough to withstand the next round. and every round its getting more easy.
Round 5:
His ranged units are almost in the front line where they cannot attack any more.
Round 6:
The match is over now his ranged unit is in the front row.
Round 7:
Victory!
Conclusion
In the end it was enough but i was a bit close with all the thorns damage. I might consider bringing a weapon training unit so the both repair units can also do some damage.
In this battle because of the magic reflect is did not expect many magic unit but often when you bring Protect it can be easily countered with magic attackers.
Previous ability strategy posts
Below you will find references to the other ability strategies / analysis posts.
That's all for this week hope you enjoyed reading this ability strategy/analysis. See you all on the battlefield.
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Muy interesante tu post y la estrategia que propones con las cartas que tienen protect. Un saludo.
Thanks for sharing! - @alokkumar121