My Splinterlands Battle: Ruleset with Earthquake and Explosive Weaponry

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(Edited)

On this #Splinterlands Battle with the Earthquake and Explosive Weaponry Rules, I used the Rare Dragon Summoner Brighton Bloom which gives all friendly Monsters the Flying Ability.

My strategy

  • The Epic Monster Azmare Harpoonist with the Snare Ability is able to apply the Snared debuff to the opponent's Monsters it hits (and it will always hit Monsters which have the Flying Ability), making them take 2 physical damage per turn because of the Earthquake. The Azmare Harpoonist's attack is boosted by the Explosive Weaponry Rule, where it also damages any Monster beside the target it hits and also applies the Snared debuff on the other monsters that were hit with the splash damage.
  • Since my The Kraken will attract all opponent Monsters' attack which are all boosted with the Explosive Weaponry, I applied a Monster (the best of which is the Epic Lobstradamus because it can attack from any position) with the Shield Ability which reduces Melee and Ranged Damage by 50% (rounded down). To minimize the chances of the Lobstradamus going down, I put the Epic Mermaid Healer with the Triage Ability (which heals the Monster not in the frontline with the most damage).
  • To ensure that my The Kraken is at its optimum combat capacity, I put a Rare River Nymph Monster with the Cleanse Ability on my team. The River Nymph will remove all the debuffs of my The Kraken which is my frontline Monster which with the Taunt Ability will not only take the most Damage but also be affected by opponent's Monsters' debuffs (usually Slow, Snared, and Demoralized).

Further analysis

  • When the Dragon Splinter (Brighton Bloom in particular) is unavailable for the Battle but Water Splinter is available, it is recommended to use the Rare Water Summoner Vera Salacia which adds the Snare Ability to all friendly Monsters, though the strategy will be different as you have to protect your Monsters from the Earthquake Damage by using Monsters with the Flying Ability as much as possible, and Monsters with Shield and Protect Abilities for those that don't have Flying.

The Earthquake Rule's 2 physical damage hits the Armor first, and is reduced by 1 for those Monsters with the Shield Ability. The Venari Wavesmith is an affordable Monster that makes your non-flying Monsters survive at least 1 Round longer (except of course when the Battle Ruleset has the Unprotected Rule).

Battle Replay: https://splinterlands.com/?p=battle&id=sl_8094610aed86cbee79a97da0c8600200



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4 comments
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I put the Epic Mermaid Healer with the Triage Ability (which heals the Monster not in the frontline with the most damage).

This is an expensive card. I am curious. Do you own this (and other) good card(s), or do you rent them, or they are simply being delegated to you?

If you rent them, are they worth it in long term?

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I bought the Mermaid Healer when it was still below $1 (before the time #Splinterlands Cards and DEC got a huge increase in prices because of their SPS airdrop).

I don't rent Cards, since I don't see that their benefits (possibly increased win chances) outweigh the cost (DEC or CREDITS paid per day). This also tells that I don't think they are worth renting in the long term.

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