Ruleset strategy / analysis: Holy Protection

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Introduction

This week battlemage secret we have a look at the holy protection rule set. This is a nice rules set and there are a few abilities that extra benefits from this.

Ruleset

With this rule set all monster will gain the divine shield ability. With this ability all monsters will absorb the first damage.

Note when missed the divine shield stay up. Also when you do 0 damage because of shield/void divine shield is removed.

Official ruleset information from splinterlands: List-of-In-Game-Rulesets

Abilities Synergies / Strategies

Poison - Still like my poison units with this rule set this is because you first hit is absorbed but when you land poison it still does some extra damage after the first round.

Blast - With balst you can take some extra divine shield down when attacking.

Redemption - This is in my opinion a very useful ability when your monster dies it will take our all enemies divine shields.

Resurrect - When a monster is resurrected it will gain the divine shield again so basically total of two attacks are absorbed.

Rebith - Just like resurrect this will re-enable the divine shield again.

Thorns/Magic Reflect/Return Fire - all these ability can be helpful to take some divine shield down while you opponent is attacking.

Most played during holy protection:

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Best win percentage with holy protection:

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Avoid

No special units summoners that I can think you should avoid.

Example battle

Strategy

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Medium mana cap battle the Holy protection rule set is in play and therefor i also want to look at some blast unit.
Hopefully i do not end up against Yodin 🤣.

Rulesets

Heavy Hitters:
All units will gain the Knock Out ability. The knock out ability will do double damage when the unit is stunned

Counterspell:
All units will gain the Magic Reflect. With magic reflect you will return damage when a magic monster is used. Simple avoid magic monster.

Holy Protection:
This week rule set. All units will gain the divine shield ability. This will absorbed the first attack damage.

The Lineup

Summoner

CardReason
Something different this week i want the extra melee damage with this battle.

Monsters Lineup

#1#2#3#4#5#6

Antoid Platoon (lvl 10)
Main tank with the shield abiltiy it reduce the damage it takes on.


Venari Heatsmith (lvl 10)
Meat shield 1, because of the counterspell rules set and I bring some extra thorns the extra amplify.


Scavo Chemist (lvl 10)
Meat shield 2, reduce any ranged attack units with the headwinds and slow


Uraeus (lvl 6)
One of my favorite monsters with the sneak and poison. Poison is still one of my favorite abilities.


Tenyii Striker (lvl 8)
Strong heavy hitter with sneak dodge and backfire


Countess Sinash (lvl 4)
Important monster in this strategy with the blast opportunity swiftness and even camouflage

The Battle

Reference

Link to the battle:
Link to battle

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Rounds


Start :

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Lets analyze the battle setup. No magic monsters so the counterspel rule set will not impact the battle.
Both team have not selected any stun monsters so also the Heavy Hitters rule set will have no impact on the battle.
Small advantage with my blast monster with opportunity will hit in the middle.


Round 1:

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Full attack power on mine Tenyii Striker did not expect that to killed in the first round. At this point it is not looking good. Blast has taken down some extra divine shields.


Round 2:

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Getting killed fast here really not looking good. Now my opponent first have to kill two meat shields first. Was not expecting the sneak play but with the camouflage the Countess Sinash will stay alive hitting with opportunity and blast. It is not over yet.


Round 3:

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Slowly shifting the battle, still his tank has full health. Will my meat shield hold up the thorns with amplify will definitely help


Round 4:

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Now I'm left with only one unit that is attacking. speed difference is giving an 20 to 30% miss change.


Round 5:

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One attacker against One attacker the thorns with amplify dealing 3 damage should just be enough to kill it before my Venari Heatsmith is dead else it would out heal my Countess Sinash


Round 6:

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Forgot about the Afflication of mine Countess Sinash now Imperial Knight cannot heal itself.


Round 7:

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Killed by thons always nice. Battle turned around, in the beginning I thoughted it was a loss for me.


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Conclusion

In this battle you can see how blast could help you with getting some shields down.
Strategy worked but still it was a close call.

Other example battles

Click on the image to re-watch the battle

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a very nice battle with many many misses. when you cannot hit holy protection is also not taken down.

Previous ruleset strategy posts

The series continues, below you will find references to the other ruleset strategies / analysis posts.

RulesetPost
Briar patchRuleset post: Briar patch
StandardRuleset post: Standard
Aim TrueRuleset post: True aim
AimlessRuleset post: Aimless
Up to ElevenRuleset post: Up to Eleven
Armored UpRuleset post: Armored Up
Back to BasicsRuleset post: Back to Basics
Broken ArrowsRuleset post: Broken Arrows
Close RangeRuleset post: Close Range
CounterspellRuleset post: Counterspell
EarthquakeRuleset post: Earthquake
EqualizerRuleset post: Equalizer
Equal Opportunity Ruleset post: Equal Opportunity
Even StevensRuleset post: Even Stevens
Explosive WeaponryRuleset post: Explosive Weaponry
Fire & RegretRuleset post: Fire & Regret
Fog of WarRuleset post: Fog of War
FerocityRuleset post: Ferocity
Going the DistanceRuleset post: Going the Distance
Healed OutRuleset post: Healed Out
Heavy HittersRuleset post: Heavy Hitters
Holy Protection

That's all for this week hope you enjoyed reading this ruleset strategy/analysis. See you all on the battlefield.

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