
Hi everyone! I hope you're doing well, yesterday it was the King's birthday in my country so most of the people had a day off, and my work decided to close the shop the next day so we could have a nice long weekend, not bad right!?
So I have a little extra time to write this weeks splinterlands challenge posts, good thing because I didn't have time for it sooner.
With the two Splinterlands challenges a week, players can make a post to earn some extra cash to grow our decks, or extract the money and put it into other games, it's yours to keep!
The weekly Social Media Challenge, requires us to make a cool post, Splinterlands related of course, everything is allowed, we have to not only share it on the Hive blogs but also outside Hive, so more people gets to see Splinterlands content of this great game. Of course, I'm a little biased 😁
You can read about the social media challenge here.
The weekly Battle Mage Secrets requires us to write about a certain ruleset and our strategy playing that ruleset, this weeks challenge was about the counterspell ruleset.
I just finished my post on that, you can read it here.
On to the main topic of this week: I want to talk about speed!
A unit's speed determines the hit/miss ratio when it is used in battle, and it is also a major factor in determining the attack order of the units during combat.

For every 1 point of speed difference between monsters, a 10% miss chance is added. So a monster with 1 speed attacking a monster with 3 speed now has a 20% chance of missing the faster monster (or a 80% chance to hit).
A monster with a speed of 1 attacking a monster with a speed of 6 has a 50% chance to miss!
Also, abilities like flying, dodge and blind affect the chance of missing an attack;
flying and dodge both add a 25% extra chance to be missed, while blind adds 15%.
The Battle

On super-sneak rulesets, I like to play magic teams, some players don't expect this so it's easy wins, at the same time I want to protect my team from the same strategy by using Void, Heal, Triage, and - of course, speed!
My Line-up
Tank position - Unicorn Mustang, reason: Void, nice speed and melee damage, protection against enemy magic attacks.
2nd position - Disintegrator, reason: it's demoralize ability, doing -1 melee damage to the whole enemy team, on super sneak battles it's a great choice, it's not a great tank but it can attack anyway with this ruleset
3rd position - Goblin Psychic, reason: to heal my tank.
4th position - Spirit Hoarder, reason: Triage ability, to heal my back liners when they DO get hit.
5th position - Grund, reason: high melee damage and double strike, dies too soon as a tank but great for these kind of battles.
6th position - Regal Peryton, reason: very fast, flying ability: 75% dodge chance against 1 speed melee attackers!
you can watch the battle unfold for yourself here.

So my opponent brought some great monsters to the battlefield, even anticipating on the magic threat in this battle by bringing a voided tank AND a off-tank with void armor.
The problem with most fire cards is the subject of this post... the lack of speed! which makes it a great choice for reversed speed rulesets, but that's a story for another post 😅
The battlefield looked like this after 6 rounds, Regal Peryton dodged as many as 15 times!!!
The enemy melee attackers failed to hit it consistently, making it get healed back up again by my triage monster supporting it.

that's a sound win!
Well, that's it for this week! I hope you like my strategy and it will help you in your battles.

Thank you for reading!!!
If you haven't made an account already, please consider using my referral link to sign up, I'll happily send the amount I get for your signup back to you in DEC or SPS to help you start.
Have a great day!