When The Battle Centers Around You

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In Splinterlands, some units don’t need to move fast or hit first. They just need to survive. They draw all the attention, control the tempo and let their allies win through endurance. They’re the kind of units that ignore enemy strategies and effort and today, we’re looking at one of those monsters that embodies that perfectly.

Lore

Hailing from an infernal realm that found its end in the belly of the dark god Uul, Helheim demons joined the legions of Chaos under the heel of the archfiend Barashkukor. Now, these manifestations of death and decay serve in the archfiend's legion of demons, where they enjoy nothing better than spreading the cold embrace of mortality.

And with resistance rising in the Splinterlands, they get plenty of opportunity to do what they enjoy.

https://splinterlands.com/card-detail/591/regular/12?tab=lore

Stats

Stats.PNG

Helheim Demon is a powerful frontline tank with magic attack that combines high health, strong armor and good complementing abilities. With Taunt and Flying, it can draw all the attacks while dodging most of them. When used with Triage or Corrupted Healing units, Helheim Demon can provide a really good defense for your team especially against melee and range attacking units.

Abilities

IconNameDescription
Flying.pngFlyingHas a 25% bonus chance of evading Melee or Ranged attacks from Units who do not have the flying ability.
Dodge.png is a match because Flying gives Helheim Demon a higher chance to dodge melee and ranged attacks, and it also negates Earthquake damage. When paired with Dodge or Blind, Helheim Demon becomes incredibly hard to hit, especially by melee and range attackers. This lets it stall and soak up more damage while keeping enemies focused on it because of Taunt.
Snare.png is a counter because Snare directly counters Flying since the first hit from a Snare unit removes the Flying effect entirely. Once grounded, Helheim Demon loses both its evasion bonus and Earthquake damage immunity. This makes Helheim Demon easier to be hit and that is bad when all attacks are directed towards him because of Taunt.
Taunt.pngTauntAll enemy Units target this Unit (if they are able to).
Triage.png is a match because Taunt works perfectly with Triage since those abilities can sustain Helheim Demon while it absorbs all enemy attacks. Triage only works on units while it's in the back and will not work when Helheim Demon is at the front. Make sure that you position Helheim Demon appropriately in order for Triage to work.
fury.png is a counter because Fury is a natural counter to Taunt since units with Fury deal double damage against units with Taunt. That turns Helheim Demon’s main advantage into a liability by amplifying incoming attacks. There's also a rule called "Ferocity" that gives everyone Fury. Make sure that enemies do not have Fury before using Taunt units like Helheim Demon.
Corossive Ward.pngCorrosive WardWhen hit with a Melee attack, Unit does 2 armor damage to the attacker, and max armor of the attacker is reduced by 2.
Amplify.png is a match because Corrosive Ward permanently removes armor from any melee attacker that hits Helheim Demon. When paired with Amplify, the armor damage from Corrosive Ward becomes increases by 1, making it more effective than before. This synergy weakens melee attackers over time while keeping your frontline safe.
Repair.png is a counter because Repair becomes useless when Corrosive Ward removes armor permanently since there will be no armor left to repair. The only catch is that Corrosive Ward only affects melee units and will not affect any range or magic units attacking this unit.
Cripple.pngCrippleEach time an enemy is hit by a Unit with Cripple it loses one max health.
True Strike.png is a match because Cripple lowers enemy max health permanently, and Aim True ensures Helheim Demon’s magic attack never misses even if they have Phase. This combination guarantees steady health reduction regardless enemy's ability or speed. It’s a great pairing when you want to weaken enemy tanks over time and due for a long fight.
Tank Heal.png is a counter because Cripple reduces the enemy's max health each round this is a very effective counter to any healing abilities like Tank Heal because such abilities scale with max health. The lower the enemy max health, the lower the heal. This can be very effective especially on longer battles.

Good Rules to Consider

IconNameReason
Target Practice.pngTarget PracticeAll units with magic and ranged attacks have Snipe (magic and ranged attacks target the first non-melee enemy unit behind the first position).
All ranged and magic attacks get Snipe but Taunt redirects them to Helheim Demon. This works perfectly since it’s built to absorb hits while damaging enemies through magic. It protects the rest of the team while maximizing value from its Taunt ability.
Earthquake.pngEarthquakeNon-flying Units take 2 Melee damage at the end of each round.
Flying completely avoids Earthquake damage, giving Helheim Demon a big advantage over non-flying enemies. It survives longer while everyone else slowly gets damaged each round. This rule heavily favors units like this.
Thick Skinned.pngThick SkinnedAll units have the Shield ability.
Thick Armor adds Shield to all units, but Helheim Demon’s magic attack ignores armor anyway. It gains defense without losing any offense. That makes this rule almost made for it.

Bad Rules to Think Twice

IconNameReason
Ferocity.pngFerocityAll units have Fury (deals double damage if the target has Taunt).
All units deal double damage to Taunt units which directly targets Helheim Demon’s main ability. Even its armor and health can’t hold out long against attacks with twice the impact. This is one of the worst rules for it.
Counterspell.pngCounterspellAll units have Magic Reflect (returns 50% of magic damage to attacker, rounded up).
Magic Reflect punishes Helheim Demon for every magic attack it Does. Since it has no built-in Magic Reflect resistance like Void, the return damage quickly adds up. It’s risky to use this unit when everyone reflects magic attacks.
Reverse Speed.pngReverse SpeedUnits with the lowest Speed attack first and have the highest chance of evading attacks.
With high speed, Helheim Demon acts last in Reverse Speed battles. It loses its dodging advantage against melee and range units and often takes hits before it can attack. This rule makes it much less effective.

Battle

Battle.PNG
Link to battle

I kept losing in my battles so I decided to pick the units with high health and magic attack. The idea is overwhelm them with health disparity while being consistent with my damage. This worked really good as they need to pass through multiple tanks before they can even reach my units that really make them suffer.

Slimey banner.gif

Images were taken from Splinterlands, made in Canva, drawn in Krita and animated in Photoshop.

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