Documenting My Splinterlands Knowledge - Abilities, Interactions, and Strategies Part 8
hive-13323·@outwars·
0.000 HBDDocumenting My Splinterlands Knowledge - Abilities, Interactions, and Strategies Part 8
 Hello there. In my last post I discussed some of the card abilities, interactions, and common strategies. This is part 8 in this series of posts. Let's get to it. --- # Repair |Repair|Weak Against|Good Against|Good With| |-|-|-|-| ||    |   |     | Restores up to 2 armor to the friendly Monster whose armor has taken the most damage. From my experience, if there are multiple monsters that lost the same amount of armor, **Repair** prioritizes the first position, then goes through the team up to the last one. The biggest weakness of Repair is **Shatter**, since it removes all the armor. **Rust** is also a big weakness since it affects the whole team. Repair is weak against **Piercing** since the damage can go through the armor. **Double Strike** is good against Repair, since the first attack can remove the armor, and the second attack deals the damage. **Blast** is a bad matchup to Repair if the blast damage can hit the middle of the backline and remove a lot of armor. Repair is good against damage to the backline that are not continuous. **Redemption** deals one damage to all enemies once, while **Scattershot** hits a random enemy every turn. Repair can restore these armor over time if the tank in front can survive for a long time. That is also why Repair is good with **Taunt** monsters. Together with **Tank Heal, Triage, and Cleanse**, you can buy a lot of time with this combo. **Protect** is the perfect combination with Repair since it gives all allies armor, which Repair can restore. **Void armor** is also good since it blocks all damage, and Repairing that means you are safe even from Magic damage. --- # Resurrect |Resurrect|Weak Against|Good Against|Good With| |-|-|-|-| ||  ||      | When a friendly Monster dies it is brought back to life with 1 Health. This ability can only trigger once per battle. Since the resurrected monster comes back with only 1HP, abilities like **Blast and Redemption** can instantly kill it upon revival. Additionally, Blast and Redemption damage can kill low HP units early, and trigger Resurrect on the wrong monster. **Cripple** is slightly good against Resurrect, since their max HP is still affected by Cripple upon revival. Resurrect is good against **Poison**, since the debuff is removed upon revival. This is especially useful in the **Noxious Fumes** Ruleset. If monsters had **Divine Shield**, they will revive with Divine Shield again. Monsters also revive with their armor, so if they have **Void Armor**, they are safe from Magic damage and can be healed up more easily. This makes Legionnaire Alvar as a very good Resurrect target. **Life Leech** is good with Resurrect, since they can build up their HP again after reviving. Similarly, heal abilities like **Heal, Tank Heal, and Triage** work well with Resurrect since they can heal the revived monster back to full. **Taunt** with multiple Resurrect abilities is a popular combo in Life teams especially with Grandmaster Rathe. --- # Retaliate |Retaliate|Weak Against|Good Against|Good With| |-|-|-|-| || |  |        | When hit with a Melee attack, Monsters with **Retaliate** have a chance of attacking their attacker. Since the monster is retaliating with a Melee attack as well, **Demoralize and Halving** that lower it, makes it weaker. Retaliate is good against **Double Strike** since there are more chances of retaliating, and if your attack is higher, then you are dealing more damage than you are taking. A lot of **Sneak** monsters are Melee, and there is even the **Super Sneak** ruleset. With this, having a Retaliate monster at the back is beneficial. Abilities that lower Melee damage can greatly help the Retaliate monster survive longer, so Demoralize and Halving are good with it. Abilities that increase your Melee damage like **Enrage, Last Stand, and Inspire** are also good with Retaliate. **Blast** is a pretty cool partner with Retaliate, since the monster also deals Blast damage when Retaliating. **Thorns** are nice to have since apart from the Retaliate damage, opponents will also take Thorns damage. Finally, **Tank Heal and Triage** abilities help keep the Retaliate monster alive, and deal more damage. --- # Return Fire |Return Fire|Weak Against|Good Against|Good With| |-|-|-|-| ||  |   |        | When hit with a Ranged attack, Monsters with **Return Fire** will return reduced damage back to their attacker. **Ilthain** is a summoner that grants the Return Fire ability to allies. The biggest counter to Return Fire is **Reflection Shield**, since it negates all returned damage. **Protect** can block some of the damage returned, while **Shield** can reduce it [even down to 0]. Return Fire is good against **Close Range** for obvious reasons. A lot of **Snipe** monsters are Ranged, so putting a Return Fire monster as the first non-melee unit in the backline counters it. Since **Camouflaged** monsters can't be targeted, Return Fire is one of the few ways they can be killed while still being in the backline. **Amplify** is one of the best abilities to partner with Return Fire, since it increases the damage returned. **Halving and Headwinds** are good abilities to partner with Return Fire. **Bloodlust** has a pretty cool interaction with Return Fire. If you use Ilthain with Jared Scar, and Jared Scar kills an enemy with the Return Fire damage, he will get a Bloodlust stack. The usual combo of **Taunt, Tank Heal/Triage, and Repair** is always good with return damage abilities. **Heal** works well with Return Fire since it can return more damage. --- # Rust |Rust|Weak Against|Good Against|Good With| |-|-|-|-| || |  |  | Reduces the Armor of all enemy Monsters. **Rust** is considered a debuff, so it can be **Cleansed**. Rust is very effective against **Protect**, since it negates it. Lowering the armor can make abilities that rely on it, like **Repair and Void Armor**, useless. The lowered armor can help make **Blast and Piercing** deal damage earlier. --- # Scattershot |Scattershot|Weak Against|Good Against|Good With| |-|-|-|-| ||        | | | Ranged and Magic attacks hit a random enemy target. **Camouflage** is the best counter against attacks that hit/target the backline since they can't be targeted. Since **Scattershot** works only on Ranged and Magic attacks, **Headwinds and Silence** that lower them, counter it. Since Scattershot does not provide continuous damage, abilities that sustain are strong against it. These include **Heal, Triage, Life Leech, and Repair**. Scattershot counters **Taunt** since it actually ignores the taunt and can hit the other monsters. The random attacks of Scattershot shine with abilities that want the randomness. **Blast** wants to target the backline, and works well with Scattershot. **Poison** only gets applied once, so Scattershot gives the ability of possibly applying it to different enemies every attack.  There are a lot of card abilities so I'll stop here for now. I'll continue the topic in my next post. Feel free to inform me of any interactions or strategies that I might have overlooked. And as always, these are Not Financial Advice, and Do Your Own Research. If you want to start playing Splinterlands, you can use my link: [Splinterlands Referral Link](https://splinterlands.com?ref=outwars)
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