Splinterlands Community Engagement Challenge: Battlefield Breakdowns!

@ghostlybg · 2025-09-22 00:21 · Splinterlands

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The Community Engagement Challenge this week is Battlefield Breakdowns. It involves sharing a battle and then breaking down the strategy used for it and why it worked or didn't work. We can also point out any clever strategies our opponent has employed if we notice any.

23u5xohXR4gptYHJ94ZGHfd1UV6JjndB8QWdqKVGLd9m7SFsXoKbt6GyLpUZCfjifoPRi.png <>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>BATTLE<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<> - The line-up of the Battle and the Ruleset:

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There are 3 modifiers in this battle - Keep Your Distance (You cannot summon units with melee attacks), Equal Opportunity (All units have Opportunity (targets the enemy unit with the least health)), Equalizer (The initial health of all units is equal to that of the unit on either team with the highest base health). The available elements are Fire and Dragon. I will employ one of my favorite strategies when Fire is available, especially when the choices for the elements are so limited. The strategy involves using low health/high Speed units which specifically have abilities which make them hard to be hit. The Continuum Seer in Fire is the perfect card for that. You will see why just a few lines below this paragraph but Equalizer in combination with Keep Your Distance is just perfect for this specific strategy. Another great modifier which goes perfectly with Equalizer and the Continuum Seer is What Doesn't Kill You (all units gain Enrage).

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![image.png](https://files.peakd.com/file/peakd-hive/ghostlybg/EprTWPAZrCL5URZMd86gdcLCHtbawRN3omXXosUWrmWSUGa53wQRNSFWioKH9ghAax2.png)
My Main tank for this battle is the Continuum Seer. She is one of my favorite RB reward cards and is ideal for the current modifiers of the battle. She is a rare card which costs 4 mana. At level 1 he has 1 Magic Attack, 3 Speed, 2 Armor and 2 HP. The ability she starts with is Backfire. At level 3 she gains her 2nd ability - Phase, which makes her a great card to play under certain conditions. At level 4 she gains her second point in the Magic damage department for a total of 2. At level 8 (max) she has 3 Magic Attack, 1 Armor, 2 HP, and 8! Speed.

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![image.png](https://files.peakd.com/file/peakd-hive/ghostlybg/23zRw9hh6wFa1suV8YQpwMSbLtutz9JUZpZN3meQPZeGgDZtwQDFYAHbA2mNWRAWKJNhv.png)
In the off-tank spot I have placed Kelan Gaines. At level 1 Kelan starts off with 2 Magic Attack, 5 Speed and 6 Health, and the ability he's starting with is Snipe. Not so great for 8 mana imho, unless you have no other option but ofc could be used in the rare occasion you get a high mana battle in wood/bronze league. As soon as you get 5 copies of him and hit level 2 you get an additional ability - Phase. Now Phase + 5 Speed and 6 Health is not too shabby for a low league Anti-Magic tank. At level 4 things get spicier and he also gains Backfire. Now that's a formidable foe in Silver for sure. He also has 7 Health (gained at level 3). At level 5 he gains 1 more HP for a total of 8 and at level 6 another one for a total of 9. Level 7 gets his Speed to his max potential of 6. And we finally get to his final stats, we've already had a look at, at level 8. I can say that apart from getting a maxed level of him. Worth having levels would be level 2 - for the phase (5 copies). Level 4 for the Backfire (26 copies). Not sure that level 5 and 6 are that worth it for 1 extra HP each considering the exponential increase in price. If you get him to level 7, you might as well get all the way up to max for that Double Strike.

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![image.png](https://files.peakd.com/file/peakd-hive/ghostlybg/EpA1cYpWVXgmeaDAU9HfPw2UkamWsBGQK2fZE7KSCtxxGyoVTmzuRWwue1Y15cieCH2.png)
The 3rd spot is for Rage. Rage is a Legendary unit. At level 1 he has 4 Magic Attack, 4 Speed, 5 Armor and 12 Health and he starts off with Flying (Has an increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability) ability and Void (Reduced damage from Magic attacks). It is, of course, really, really useful if you want to put a Melee Monster without Reach in the off-tank spot. At level 2 he gains his 3rd ability which is actually his signature one - Weapons Training (Adjacent units with no attack gain this unit's attack, up to a maximum of 3). At level 3 he gains his 4th ability and 2nd in terms of importance - Life Leech (Monster's health increases each time it damages an enemy Monster's health in proportion to the damage dealt). It is a pretty useful ability in the long battles of attrition which the Rebellion meta has brought upon us. Finally, maxed out at level 4 he has 5 Magic Attack, 4 Speed, 5 Armor and 11 Health. He also gains his final ability - Affliction (When a Monster with Affliction hits a target, it has a chance of applying Affliction on the target causing it to be unable to be healed).

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![image.png](https://files.peakd.com/file/peakd-hive/ghostlybg/2423wzSKNybwQeX26nBjY1NNVAy4YZEP4z7E3xcCpYPMwrvsSLUMnwSMHksyC3Wh8UKSS.png)
In the 4th spot I have place the newest CA airdrop cards (which currently costs less than the price of the wagon it came from) - Zarin the Scorch. At level 1 she has 3 Magic Attack, 3 Speed, 0 Armor and 5 HP. The ability she starts off with is Slow. At level 2 she gains another HP point for a total of 6 and her second ability - Phase Ward. At level 3 she gains yet another HP point for a total of 7 and 2 more Abilities - Camouflage and Cleanse Rearguard. Finally at level 4 she has 3 Magic Attack, 7 HP and 3 Speed. She also gains her final ability - Blast. She has some potential to turn out to be a good card but I think she'll need some help in terms of new card additions to the current meta. I don't think she is very playable right now but that could change really quickly if she gets the right support.

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![image.png](https://files.peakd.com/file/peakd-hive/ghostlybg/23zbMyMfndq7fC3TNdLACqfi1fG8wv1pGmWJXnNh7LeuV5FJ78BDwamXMTHShsC7oK9mV.png)
5th spot is occupied by yet anotherccard from the CA set - a dwarf - the Inept Healer. He's got an outstanding kit for his cost of 3 mana - Magic Reflect (returns 50% of damage to attacker (rounded up) when hit by a magic attack), Corrupted Healing (each round, restore 70% of max health (rounded down) to other allied units. Each time a unit is healed, its max health is reduced by 1), Phase (magic attacks have the same chance to miss as physical attacks) and Void (50% less damage (rounded up) from magic attacks or 0 damage from magic attacks of 1 power).

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It is time for a quick round by round analysis:

  • The Archon I am going with for the battle is none other than Nidhoggr. I use him specifically to grant even more speed to the already very fast Continuum Seer and Kelan Gaines. Rager herself is not very slow either so with the additional Speed and the Phase she gets from Zarin, I am hoping to dodge quite a few Magic/Ranged attacks. The Backfire on the Continuum Seer and on Kelan can do a lot of work and totally wreck the enemy line-up. My opponent has decided to also got with a Dragon Archon - Akane. However, they do not have any unit which can evade Magic attacks, so I think my chances are pretty high.

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  • After 1 round I have taken out the enemy Taunt unit and Kelan Gaines on both sides have exchanged blows but I do have Corrupted Healing while my opponent does not.

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  • Round 3 - I have taken out the enemy Kelan Gaines. I have not lost any units so far.

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  • Round 4 - my opponent is left with 3 units on the board one of which is at the verge of dying.

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  • Round 5 is the next and final round of the battle. There are only two enemy units remaining on the battlefield while I still have all five units I started the battle with.

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23u5xohXR4gptYHJ94ZGHfd1UV6JjndB8QWdqKVGLd9m7SFsXoKbt6GyLpUZCfjifoPRi.png This was a fun showcase of one of my favorite modifiers to use the Continuum Seer in.

Over and Out, image.png Referral 23u5xohXR4gptYHJ94ZGHfd1UV6JjndB8QWdqKVGLd9m7SFsXoKbt6GyLpUZCfjifoPRi.png

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