BATTLE MAGE SECRETS : EXPLOSIVE WEAPONRY RULESET

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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.

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Pros & Cons

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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.

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Rulesets To Be Watched

RulesetStrategy
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It's always good to have Aim True basically because any the 100% hit rate which means a guaranteed explosion mayhem.
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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.
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These ruleset will allows attack to reach the middle position target, which will deliver the optimum peripheral damage on both adjacent of the target.

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WATCH BATTLE

So here we have the battle experience with Explosive Weaponry as the ruleset.
https://splinterlands.com/?p=battle&id=sl_a18b79f20f78d4fa8387b61794004714

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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:

PositionCard NameLevelManaHealthArmorSpeedDamage TypeDamage
SummonerObsidian44-----
1st RowMycelic Slipspawn2911-2Magic2
2nd RowCentauri Mage179-3Magic1
3rd RowGoblin Psychic464-1Magic2
4th RowSuidae Shaman186-2Magic2
5th RowUloth Dhampir198-2Ranged3
6th RowAva The Undaunted18523Ranged3

My opponent formation:

PositionCard NameLevelManaHealthArmorSpeedDamage TypeDamage
SummonerObsidian24-----
1st RowMycelic Slipspawn2911-2Magic2
2nd RowCentauri Mage179-3Magic1
3re RowSuidae Shaman287-2Magic2
4th RowMagi Of Chaos165-2Magic2
5th RowHunter Jarx267-2Ranged3
6th RowGoblin Psychic365-1Magic2
It's a mirror match battle! Both formation use Earth Splinter with a very similar choice of cards; meaning having higher level cards should bring the upper-hand. I guess its simply because Keep Your Distance ruleset limits the cards to ranged, magic, and none. And surely magic formation will prevail because the blast damage will bypass any armor layer.

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.

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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.

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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.

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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.

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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.

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CONCLUSION

That's one unlucky battle, surely the one to have Suidae Shaman act first would clearly secure a victory. But nevertheless, the important lesson here is how Explosive Weaponry caused a chain reaction which quickly shred any armor and health. Starting with the barrage toward Mycelic Slipspawn, the peripheral blast damage reduced Centauri Mage into 2 health. And then we could see how peripheral blast damage also caused a kill on Goblin Psychic. The most deadly one we saw when Uloth Dhampir cast a 9 magic damage which created a terrifying 6 peripheral blast damage.

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