
It's the start of new season so it's time to try some new things in Splinterlands and I found another strong archon from the Life Element, Captain Frankie. This archon can all the help of all Rodentians and Tideborn Bloodline units and give them Inspire ability to overwhelm the enemies through sheer strength. Let's see in this battle how good it really is with the modifier, Weak Magic.

Modifiers

Weak Magic - Magic attacks hit Armor before reducing Health.
- Protect is very strong in Weak Magic Modifier because it gives +2 armor to all of your team. Since magic must hit armor first, this +2 armor feels like extra second health for every unit. It is very helpful for low health units that would normally die fast to magic attacks. Using Protect can change the whole pace of the battle. In this Modifier, armor is not just extra. Armor is a real shield that buys time for your damage units to do their job.

5 Combos You Can Do with modifier_name_xxx Modifier
Battle Breakdown
Early Game:
With the modifier, Weak Magic, I was contemplating whether I add one last Sneak unit or add more protection for the team. One problem I saw in these Rodentian - Tideborn lineup s they don't have a lot of health which honestly made choosing units problematic. The reward? Insane damage from every melee unit you have accompanied with Piercing and True Strike to two of your units. So, with that contemplation, I gave in to the modifier and rejected the last Sneak unit to add, Nimbledook Explorer, a unit without any attack but can give +2 armor to everyone. Since Armor can block magic attacks, this can be a good equalizer for me low health units against a magic heavy team.
Mid Game:
Since the Inspire ability can stack up from each other, that means Captain Frankie can provide up to +6 melee damage to all of your melee units provided that you use all 6 Rodentians and Tideborn Bloodline unit. In this build, I used 4 Rodentians and 1 Tideborn unit giving all units +5 melee attack. Then, I also gave Piercing and True Strike to Saltwraith Bulkhead and Kervik so their excess damage goes to the enemy health instead. This was proven effective killing units in 1-2 attacks. Be careful though since each Rodentian and Tideborn that dies, your damage also falls.
Late Game:
Unlike my enemy, I added protection with the help of the modifier to enhance some of the defense on my team. Now, they have 4 units with 4-5 health and no armor and I have 5 units where 3 of them have 5 to 7 damage. It's an easy math to see who would win at this point, right? By this round, 3 of the enemies would die unless some of these units miss. Otherwise, they'll just die. This is the reason why I decided to add that unit with Protect. Having high damage, sometimes, isn't enough and you need to balance them with some defense or else your lineup will be outrun by enemies that did so.
Full Battle can be found here: https://splinterlands.com/battle/sl_ac916302d7e98622eeba2594a864c61a

Closing Thoughts
Weak Magic Modifier may look simple but it changes battle flow a lot. Armor becomes like second health and Protect, Repair, Bloodlust and Resurrect all become stronger choices. At the same time, Corrosive Ward can punish melee units that rely too much on armor. In this Modifier, you cannot just focus on damage and you must balance it with defense or your low health units will die too fast. Weak Magic modifier can be strong if you know how to make use of it making your units with strong damage and low health still strong like in the battle I had.
Posted Using INLEO



