Close Range Weekly Battle Challenge | Splinterlands #263

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This week’s battle challenge focuses on the Close Range Ruleset.

Ruleset Details

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In the Close Range ruleset, range monsters can attack from any position, which differs from where they cannot attack from position one under other rulesets (unless they have Close Range ability). A few possible strategies that players should consider is using Blast monsters as much as possible because these monsters are typically ranged monsters and can be used to thin out the enemy's back row. By having them attack from the front row, several more Blast attacks will happen during the battle, increasing the chances of winning partly why Yodin Zaku is overpowered and often used by many players. Another option is to have range monsters with Dodge, Healing or Life Leech abilities, which helps ensure that they have enough health by the time they reach the front row. Players should also target the Armor of the enemy team and use Rust and Shatter to debuff and destroy Armor, respectively.

Battle - Full Battle Replay

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Battle Details

  • Mana cap: 50
  • Rulesets(s): Back To Basics, Close Range, Target Practice

Lineup Details

  • Quix The Devious (Summoner): -1 range and speed to all opposition monsters.
  • Djinn Chwala + Carnage Titan: melee tanks to provide protection to the range monsters.
  • Gargoya Devil + Dhampir Stalker + Lira The Dark + Supply Runner: four range monsters with good speed dealing a total of 11 range damage.

Did your strategy work? What will you try differently next time?

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There are some battles where you think a straightforward, rational approach to battle will work out with a well-laid-out strategic plan playing towards the battle constraints, i.e., mana-cap and ruleset restrictions. Sometimes you get that satisfaction when a well-laid-out plan goes according to plan, resulting in a great victory. Then I faced battles where my opposition went entirely against the grain and reaped all the benefits. Enough rambling; my opponent went full magic backline, had no range monsters, and could obliterate my team. They did it even with four level-one monsters to add salt to the wounds. Going into the battle, I felt confident – a total of 11 range damage and the range and speed debuffs applied to the opposition (thanks to Quix the Devious). And this is why splinterlands continues to be fun and challenging, as with every battle – you are always learning something new.

Do you like the Close Range ruleset? Why or why not?

This ruleset allows range monsters to attack from any position, adding a new dimension to battles and encouraging players to think creatively. One particular aspect I love about this ruleset is that it takes out the equation of needing to shield range monsters because in other rulesets, if they land up in position one, they cannot attack, and that, to me, is going to be positive. That being said, don't overdo it and not have a good balance of magic and melee monsters.

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