Earthwork Sentinel: Protecting Allies, Debuffing Enemies

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Hello Splinterlands summoners and welcome back to my blog!

The Earthwork Sentinel is a rare Earth splinter reward card that specializes in support rather than dealing damage. Despite having no attack, it provides several valuable utility abilities that can significantly improve your team's survivability and control of the battlefield. In today's post, well go through its lore, stats & abilities and show a battle where it's used effectively.


Lore

Earthwork Sentinels are powerful earth elementals made of roots, stone and soil that excel at defense and battle control. They protect allies by raising barriers, slowing enemy movement and healing injuries. Their connection to the land allows them to sense vibrations and reveal hidden scouts, spies and assassins with ease. Positioned behind the front lines, they strengthen defenses and help hold strategic ground. As long as a Sentinel remains standing, the defensive line remains difficult to break.


Stats and Abilities

The Earthwork Sentinel is a three mana card with no attack. Despite having no attack, it makes up for it by having four useful abilities at maxed level.

Slow reduces the speed of all enemy monsters by one.

Reveal exposes enemy monsters with Camouflage, allowing them to be targeted.

Shield Ward grants the unit directly in front of it the Shield ability at the start of battle.

Finally, Triage heals the most damaged allied unit in the backline each round.

The Earthwork Sentinel can gain an attack if paired with units with the Weapons Training ability like Bren Palesworn or Shiraza.


Featured Battle

The featured battle was one from my own. My Earthwork Sentinel is at level two and has the Slow ability. I paired it with Shiraza to gain two magic damage along with beefy tank Ulundin Overseer. Then my supporting damage dealers were magic and range units. My team has a couple of debuffers, decreasing the enemy's speed and range attacks. I also had a Taunt unit to draw attacks away from my tank.

My enemy was strong, having a legendary archon that grants Resurgence two two units. It's a powerful ability that Resurrects the unit that has the ability once per battle. The archon also grants the Charge ability to Mundane Beasts that's why he had two melee units in second and third positions. The enemy also had Taunt unit and a unit that has the Shadow Focus ability. It grants additional power and Determined ability to all allied units in exchange for losing the chance to attack. The only chink in the enemy's armor was the rather weak first position unit. If he had a proper tank in first position then my team could have lost the battle.

Replay the Battle


Final Thoughts

The Earthwork Sentinel may not be a damage dealer, but it packs four useful support abilities into a very low mana cost. Its combination of Slow, Reveal, Shield Ward and Triage makes it one of the more versatile utility cards available to Earth players, especially in low mana battles where every mana point matters.


Come Play Splinterlands!

Start your Splinterlands adventure today with my referral. You can play the game for free in the Frontier Mode or take your game to the next level by purchasing a spellbook. Buying a spellbook allows you to earn SPS tokens and use the market to sell in game assets. Also, we will both get 500 Credits which can be used top purchase cards once you buy a spellbook.



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