Social Media Challenge - Weapons Training Ability - Guide & Tips - Part 2
Welcome to Part 2 of my 3-part Weapons Training Guide!
Last week, I discussed the cards with weapons training abilities under the Neutral, Fire, and Water elements. In this post, I will discuss the cards with weapons training abilities under the Life, Death, and Earth elements.
Just to recap, cards with the weapons training ability grant the ability to attack to adjacent cards with no attack (those positioned in front and behind).
So, if you position a card with the weapons training ability between two cards with no attack, both adjacent cards will share the same attack as the card with weapons training.
Aves Sturgis
Aves Sturgis is a legendary magic attack Soulbound card with an initial ability of weapons training. When it levels up, it gains additional abilities like divine shield and rust.
Advantages:
- Since it is a magic attack, put it between two units with no attack, and both units can still attack regardless of their position.
- Its mana consumption is not high, so it can be easily inserted into your battle lineup.
- Thanks to its divine shield ability, it will last longer in battle despite having only 3 health.
- It has a shield, making it tougher against ranged and melee attackers.
Disadvantages:
- Small health makes it easy to kill and a target for units with the opportunity ability.
- Slow speed, so it will not attack first.
- Max magic power is 3.
Zyriel
Zyriel is a legendary dual-element ranged attack card. It can be summoned using both Life and Death summoners. Its initial abilities are weapons training and life leech.
Advantages:
- It can be summoned using both Life and Death summoners.
- Its maximum ranged attack power when leveled up is 5, which can significantly damage enemy units.
- Since it is a ranged attack, the General Sloan summoner can make it stronger.
- It has three abilities that are helpful to friendly units and damaging to enemy units.
Disadvantages:
- It is slow, with only 2 speed.
- It has low health, making it a target for units with the opportunity ability.
- It has no shield.
- It costs 7 mana to summon, which can take up a lot of mana in low mana cap battles.
Skuk Duskblight
Skuk Duskblight is a legendary Soulbound magic attack Death element unit with significant health and a decent magic attack power of 2. Its magic attack power increases as it levels up, and it gains the abilities fury and resurrect.
Advantages:
- It has more health compared to other units with the weapons training ability.
- Since it is a magic attack, put it between two units with no attack, and both units can still attack regardless of their position.
- It is deadly against units with the taunt ability.
- It can bring a friendly unit back to life with its resurrect ability.
Disadvantages:
- It is slow, with only 2 speed.
- It has no armor to protect it from melee and ranged attacks, making it an easy target for snipers.
- It costs 8 mana to summon, which can be difficult in low mana cap battles.
Croire
Croire is an epic Earth unit with melee attack. It has two abilities at level one: weapons training and flanking.
Advantages:
- You can use this as a tank to give attack to a no-attack unit, and the second position will automatically gain reach ability.
- It has high health; at its max level, it has 11 health.
- At level 4, it gains the heal ability, making it an ideal tank.
- Its speed increases as it levels up.
- It has low mana consumption, making it easier to place in battles even with low mana cap.
Disadvantages:
- Its attack at levels 1 to 2 is only 1 melee attack power.
- It is only best used during battles where the ruleset is equal opportunity, melee mayhem, and super sneak. Otherwise, only one of the two cards when positioned in between can attack.
Ava the Undaunted
Ava the Undaunted is a legendary Soulbound unit with good ranged attack power, speed, and health. It has an average shield and gains more abilities as it levels up.
Advantages:
- Its max ranged attack power is 4, which can cause heavy damage to enemies.
- It gains the shatter ability at level 2, which can remove an opponent's shield.
- It gains the close range ability at level 3, allowing it to fight from the first position.
- It gains the oppress ability at level 4, making it deadly for units with no attack.
Disadvantages:
- It consumes a lot of mana, making it hard to include in low mana cap battles.
- Because it is a ranged attack, the best position for it is in the middle or back.
This concludes Part 2 of my Weapons Training Guide. Next week in Part 3, I'll discuss the Dragon element and provide tips on the best combinations for units with weapons training and how to benefit from using them in your lineup.
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