SPLINTERLANDS EXPLOSIVE WEAPONRY RULESET

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Welcome to our weekly Battle Mage Secrets here in Splinterlands. This week's ruleset to share is about explosive weaponry. I'll be sharing my battles and how I used this ruleset to my advantage.

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EXPLOSIVE WEAPONRY

This is a ruleset that provides the blast ability to all monsters on the battlefield. Monsters with the blast ability, when they hit an opponent, also cause damage to adjacent monsters. This damage is 50% (rounded up) of the base damage of the attacker. Modifiers such as Giant Killer, Knock Out, Oppress, and Recharge apply after the base blast damage is calculated. The 50% damage reduction is applied to this final damage value if the defender has Shield or Void.

Here are some additional pointers when using this ruleset:

  1. Blast damage will apply Snare if it hits a flying monster.
  2. Monsters with Life Leech will gain additional health from blast damage depending on the damage applied.
  3. Blast damage will trigger the Oppress ability if it hits a monster with no attack.
  4. The Piercing ability does apply to blast damage.
  5. The Forcefield ability will reduce the blast damage to 1 only if the base blast damage (before modifiers are applied) is >= 5.
  6. Blast damage applies the Giant Killer ability.
  7. Blast damage will trigger the Magic Reflect and Return Fire abilities which return damage to the monster attacking with the blast.

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MY BATTLE

For the full video of my battle follow this link.

BATTLE RULES:
The battle I'm sharing has a 3-battle rule, and the rulesets are explosive weaponry, aimtrue, and return fire. The maximum mana required is 48, and the allowed elements for this battle are fire, life, death, earth, and dragon.

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Having this 3 rule combined will be very lethal to range attackers. So the idea and plan for this battle is to use magic and melee attackers.

BATTLE LINE UP

For this match, I picked Quix the Devious from the dragon and earth. With the battle rules range will be at a disadvantage so my focus will be on magic and melee. I picked 3 melee and 3 magic attacker. Below is my positioning.

  1. Grund - 1st position, Abilities (Double strike, trample, cripple)
  2. Carnage Titan - 2nd position, Abilities (Reach, Double Strike, Shield)
  3. Goblin Psychic - 3rd position, Abilities (Tank heal, Affliction, Silence, Dispel)
  4. Queen Mycelia - 4th position, Abilities (Protect, amplify, triage, rust)
  5. Venato Kenjo - 5th position, Abilities (Reflection, shield, camouflage, immunity, slow, amplify)
  6. Mycelic Slipspawn - 6th position, Abilities (Taunt, forcefield, slow)
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BATTLE SUMMARY

ROUND 1

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ROUND 2

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ROUND 3 & 4

Round 3.gif

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BATTLE ANALYSIS

Here are some pointers for my win in this battle.

  1. The use of the slow ability was crucial in my lineup. Two monsters in my lineup have the slow ability, in addition to my summoner who has speed reduction. The Supply Runner always attacks first in each round, but having most of my monsters with the slow ability allowed them to attack next.
  2. The Double Strike ability provided me with an edge, allowing me to inflict more damage.
  3. The use of ranged attacker monsters is disadvantageous in this combined ruleset. An example of this is when my opponent used the Supply Runner.
  4. The Healing Ability is crucial. Having a support unit that can heal makes it more challenging and time-consuming for my enemy to eliminate my lineup.

I hope you enjoy my battle and see you again in our next battle mage secrets. I have here my referral link follow us and let us enjoy Splinterlands: https://splinterlands.com?ref=multicastx7

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