BATTLE MAGE SECRETS : EXPLOSIVE WEAPONRY RULESET
Blast, blast, and blast everywhere! It's a mayhem to have explosive triggered all over the places. The blast damage could double (or even more) the damage output of any attack, which in turn speed up the battle run. But the true danger lies for the Support
cards which need so much protection, but now become vulnerable to peripheral blast damage. Its a ruleset avoided by most of us, but for some who are a true Oppenheimer of explosive weaponry, will come down as to ride with the atomic bomb itself.
Pros & Cons
1. Explosive Weaponry applies Blast to every attack, either melee, ranged, or magic, which means the peripheral blast result will also replicate the main attack types. This bring magic damage to a great advantage, since it will bypass any armor protection. | 1. Immunity is the best way to nullified Blast effect; but sadly it only possessed by a handful number of cards. And most of them are cards with high mana cost, which render it unsuitable for low mana cap battle. |
2. Blast create peripheral damage based on rounded up value of the main damage. This conditions give so much advantage to odd value damage, where the resulting peripheral damage could surpass the main damage (if both adjacent position are affected). | 2. Odd value damage is prone to any damage debuff, which resulted in the main damage losses the benefit of rounded up peripheral damage. |
3. The massive and wide range damage from Explosive Weaponry could speed up any battle, which means to gain the upper-hand its better to bring high speed cards to make blitz attack and flatten down opponents formation quickly. |
Rulesets To Be Watched
Ruleset | Strategy |
---|---|
It's always good to have Aim True basically because any the 100% hit rate which means a guaranteed explosion mayhem. | |
Armored Up could put an extra layer into the formation and dampen the effect of blast damage. This is especially useful in the low mana cap battle, where the peripheral damage might be limited to 1 damage. | |
These ruleset will allows attack to reach the middle position target, which will deliver the optimum peripheral damage on both adjacent of the target. |
WATCH BATTLE
So here we have the battle experience with Explosive Weaponry as the ruleset.
https://splinterlands.com/?p=battle&id=sl_a18b79f20f78d4fa8387b61794004714
The battle has 99 mana cap, with Explosive Weaponry and Keep Your Distance ruleset; while only Fire, Earth, and Dragon splinter are allowed to be used. For my formation, I used:
Position | Card Name | Level | Mana | Health | Armor | Speed | Damage Type | Damage |
---|---|---|---|---|---|---|---|---|
Summoner | Obsidian | 4 | 4 | - | - | - | - | - |
1st Row | Mycelic Slipspawn | 2 | 9 | 11 | - | 2 | Magic | 2 |
2nd Row | Centauri Mage | 1 | 7 | 9 | - | 3 | Magic | 1 |
3rd Row | Goblin Psychic | 4 | 6 | 4 | - | 1 | Magic | 2 |
4th Row | Suidae Shaman | 1 | 8 | 6 | - | 2 | Magic | 2 |
5th Row | Uloth Dhampir | 1 | 9 | 8 | - | 2 | Ranged | 3 |
6th Row | Ava The Undaunted | 1 | 8 | 5 | 2 | 3 | Ranged | 3 |
My opponent formation:
Position | Card Name | Level | Mana | Health | Armor | Speed | Damage Type | Damage |
---|---|---|---|---|---|---|---|---|
Summoner | Obsidian | 2 | 4 | - | - | - | - | - |
1st Row | Mycelic Slipspawn | 2 | 9 | 11 | - | 2 | Magic | 2 |
2nd Row | Centauri Mage | 1 | 7 | 9 | - | 3 | Magic | 1 |
3re Row | Suidae Shaman | 2 | 8 | 7 | - | 2 | Magic | 2 |
4th Row | Magi Of Chaos | 1 | 6 | 5 | - | 2 | Magic | 2 |
5th Row | Hunter Jarx | 2 | 6 | 7 | - | 2 | Ranged | 3 |
6th Row | Goblin Psychic | 3 | 6 | 5 | - | 1 | Magic | 2 |
And the its a 99 mana cap battle, which means there's a great freedom to deploy cards with the highest mana cost (even by bringing 6 cards of 12 mana cost with 6 mana summoner it still cost a total 78 mana, and left with 21 spares mana). So the main strategy is to maximize the use of high mana cost cards, although having higher total mana doesn't guarantee a victory.
My formation consist of Obsidian as summoner to gain the magic damage buff. Mycelic Slipspawn is the standard Tanker
card, and Centauri Mage follow as secondary Tanker
. Goblin Psychic which cost only 6 mana is still a preferable choice because it has 2 magic damage and Heal could gain so much leverage from the first 2 Tanker
. Suidae Shaman rarely being used, because its very difficult to make the right timing, and its risky because battle could ended up quickly under Explosive Weaponry. But I still bring it just to maximize the mana use. And the final 2 row will be filled with Uloth Dhampir and Ava The Undaunted, both a powerful ranged cards which should add to the damage output.
Meanwhile my opponent bring the exactly same Tanker
cards, except that they bring more magic cards than mine. Goblin Psychic took the last row, which is a wise choice but prone from any Sneak attack. Luckily it doesn't face any Sneak attack from my formation. Magi of Chaos become the 5th magic cards and will pair up with Hunter Jarx to contend Uloth Dhampir and Ava. Its a solid formation and both formation have an equal damage output.
Both formation taking turn to launched their attacks. The combined forces of Uloth, Ava, Centauri, and Mycelic caused destructive damage which scored a kill onto opponent Mycelic. But the exact same attack from Jarx, Magi, Centauri, and Mycelic also hit accurately onto my Mycelic, ending its fight. Both Centauri Mage now step up to be the front Tanker
. But fortunately my Goblin Psychic gained the earlier act and drop the bomb into opponent Centauri Mage. And with Heal executed, my Centauri Mage recover into 5 health and withstand counter attack from opponent Goblin Psychic.
The battle continues to 2nd round, opened by Centauri Mage and Ave The Undaunted to drop Suidae Shaman to 2 health. But then Magi Of Chaos come down with a retribution attack which wipe out both Centauri Mage and Goblin Psychic.
Now Suidae Shaman against Suidae Shaman with 3 cards against 4 cards. Its suddenly turns into a sudden death match, because both Suidae Shaman has been recharged, and whoever pull the first trigger should secure their victory. Unfortunately my Suidae Shaman lost its composure, and got struck by Suidae Shaman atomic spell. Hunter Jarx which still in reserve, quickly follow up with arrow struck into Ave The Undaunted. The blast shred Uloth Dhampir into 1 health. And the round ended with Goblin Psychic score the kill.
Entering the 3rd round, the fate is sealed for my formation, as there's no way Ava The Undaunted would be able to make a comeback.
CONCLUSION
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