Blood and Sunder Clash


This post was made as entry for Splinterlands Social Media Challenge.

Have you ever wondered how to maximize your defense in a Blood and Sunder battle? Does the armor reduction affect your tanky units significantly? How do you adapt when melee attackers suffer with every strike?

This rule set can force players to rethink their strategies especially if they rely on melee-focused teams. The Corrosive Ward ability wears down armor quickly making it difficult for melee tanks to hold their ground for long. While this rule set punishes melee attackers it opens up opportunities for ranged and magic units to shine. To counter this, use units that rely on health instead of armor for survivability and you will be victorious at the end.



This Week's Theme is…



All units have Corrosive Ward.

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The Blood and Sunder rule set can be a good advantage especially if your opponent's lineup relies heavily on melee attackers. It forces a shift in strategy since armor won't last long when they focus on melee attackers. These makes tanks more vulnerable. I think it's interesting as it rewards smart positioning and could make or break a team’s defense depending on what damage type you will focus on.
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Battle Factors

Mana: 35
Active Elements: Fire, Earth, Death, Dragon

|| All Ranged and Magic attack Units have the Snipe ability.
  • Units with ranged or magic attacks gain Snipe ability which lets them target the backline instead of the front.
  • || All units have Corrosive Ward.
  • Units gain Corrosive Ward which reduces melee attacker's armor whenever they hit. It's a predictable rule set that is easy to play around with.




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    Lineup and Strategy

    Because of the ruleset Blood and Sunder, In a Blood and Sunder battle focusing on units with high health like Mycelic Slipspawn and Xenith Monk is a solid strategy. These tanky units can absorb damage longer and doesn't rely on armor so they are unaffected by the Corrosive Ward ability. Pairing them with support units like Tank Healers and units with Triage can help sustain their health over time. The key is to focus on health for survivability instead of armor that gets weakened and lose armor with each hit.


    || All friendly Monsters have +1 Magic damage.

    Why pick this summoner: Obsidian +1 magic damage ability to all friendly units is super helpful for boosting magic damage which works well with fast casters like Regal Peryton. It doesn’t buff health so keep that in mind when strategizing.


    || Restores a third of the max health to this Unit's health each round.
    || Reduced damage from Magic attacks by 50%.
    || When hit with a Magic damage, does half the Magic damage (rounded up) back to the attacker.
    Why pick this unit: Xenith Monk has Heal, Void and Magic Reflect abilities making it decent at surviving magic-heavy battles. It's speed is fair at 4 and it can take hits with 8 health. Its damage is 2 melee though so you would be relying on others for offense.


    || Ranged and Magic attacks hit a random enemy target.
    || Unit's health increases each time it damages an enemy Unit's health by half the damage dealt.
    || When this unit hits a target, it has a 50% chance of applying Affliction on the target causing it to be unable to be healed.
    || When this Unit hits an enemy, it clears all positive status effects on that enemy.
    Why pick this unit: Madcap Magus with Scattershot and Life Leech is pretty random but can be a fun unit to disrupt enemy backlines. Having Affliction and Dispel makes it even more dangerous especially for healing teams. It has 2 magic damage, up to 3 with Obsidian and health is on the lower side at 4 so watch out for enemy damage.


    || Restores a third of max health to the Unit in the first position each round.
    || When this unit hits a target, it has a 50% chance of applying Affliction on the target causing it to be unable to be healed.
    || Reduces the Magic attack of all enemy Units by1.
    || When this Unit hits an enemy, it clears all positive status effects on that enemy.
    Why pick this unit: Goblin Psychic can heal your tank with Tank Heal and Silence plus Affliction shuts down healing from the enemy. It has 2 magic damage which benefits from Obsidian’s boost making it a solid supportive attacker.


    || Heals the friendly back-line Unit that has taken the most damage by a third of max Health.
    || When this Unit hits an enemy, it clears all positive status effects on that enemy.
    || All enemy Melee & Ranged attacks have a 15% higher chance of missing their target.
    Why pick this unit: Spirit Hoarder Spirit Hoarder’s Triage ability works nicely in this lineup especially with Mycelic Slipspawn’s Taunt absorbing hits. It can keep your backline alive longer with Dispel and Blind adding to its utility. 2 magic damage means it contributes offensively too.


    || Has a 25% bonus chance of evading Melee or Ranged attacks from Units who do not have the flying ability.

    Why pick this unit: Regal Peryton Regal Peryton’s Flying ability makes it harder to hit while its 7 speed makes it one of the fastest units here. With Obsidian’s boost, its damage goes from 3 magic damage to 4 so it’s great at breaking through enemy defenses fast.


    || All enemy Units target this Unit (if they are able to).
    || This Unit takes only 1 damage from attacks with power 5 or higher.
    || Reduces the Speed of all enemy Units by 1.
    Why pick this unit: Mycelic Slipspawn With Taunt drawing attacks and Forcefield reducing big hits Mycelic Slipspawn is essential for protecting your backline. Its Slow ability weakens the enemy’s speed making it harder for them to hit your team first. At 12 health it’s pretty tanky even without armor. It's a perfect unit for Blood and Sunder rule set.




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    Summary


    This lineup is well-balanced between magic and utility with Obsidian's +1 magic ability being central to increasing overall damage. Units like Regal Peryton benefit greatly from this boost. Spirit Hoarder supports with its Triage ability keeping the backline protected. Xenith Monk offers strong self-sustain protecting the front while Mycelic Slipspawn takes on damage to shield everyone else. Overall it’s a smart, strong lineup which is good for both Blood and Sunder and Target Practice rule sets but could struggle if enemies bring high-damage ranged units that target backlines.
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    Disclaimer

    Other photos and images that I used in this post can be found in these websites below:

    splinterlands banner
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    canva banner

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    Outro

    About the Author

    Hi! I’m Mavis, a Splinterlands fanatic and total Harry Potter fanatic (seriously, I can recite spells on demand! 🤓 ).

    Besides being a gamer and wizard at heart, I’m also a self-taught coder. I'm happy that I was able to apply the recent knowledge I gained when making posts in Hive. (Thanks friend!)

    If you consider playing Splinterlands, support me by using my referral link.

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