Splinterlands Highlights - Featuring Possibilus the Wise in Explosive Weaponary

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Featuring Bronze League Summoner and Monsters in Action!

This week I'd like to share the new strategy that has turned out to be a major part of my gameplay in Bronze league. The addition of weapons training in the rebellion set has been an absolute game changer. Weapons training gives the adjacent non-attacking cards the attack as the unit with weapons training has. This means you can turn some of the cards that used to just be filler to now powerful attackers that have additional benefits that otherwise found. I am still finding out additional uses and strategies as I continue to play but so far it's had a major impact on my strategy and win loss ratio

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Weekly Highlight -Weapons Training

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Weapons Training and No Attack Cards changing the game

A unit with the Weapons Training ability will “train” any adjacent unit with no attack, thereby giving them the same attack as the unit with the Weapons Training ability.


Reasons Why I like it

This can be an absolutely massive boost to some cards. It takes a very powerful card that has weapons training and amplifies it by utilizing other lower mana and otherwise boosted cards with abilities and gives them a powerful attack. My two favorite cards to use are Skuk Duskblight, Zyriel and Moxian Rebel. These cards have some of the best boosts, either because they are heavy hitting aero attack cards, or they have magic attacks that can be utilized and boosted depending on the splinter used. You now have the ability to take some one and two mana not attacking cards that have decent health and some additional beneficial attributes and turn them into heavy hitters, you also have the ability to take some of the mass of not attacking tanks and give them an attack to go along with their massive health

The Matchup - Where Rules Sets, Splinters and Mana Collide

The Rule Sets


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Watch the Match Here

https://splinterlands.com?p=battle&id=sm_T2W6i5ZEBMT6ddtsOmCm&ref=senstless

MANA: 39

Ruleset: Explosive Weaponry: All monsters gain the blast ability.

Ruleset: Silenced Summoners: Summoners do not give any buffs/debuffs.

SPLINTERS: Life, Death, Dragon

Initial Rule Set and Mana Gameplay Thoughts

  • Rulesets
    These two rule sets are nice combination. Explosive weaponry will favor lineups that have heavy magic, heavy snipe, or the ability to have more attackers or have all of your attackers go first and deliver enough damage to eliminate your enemies line up before they get a turn. I think these rule sets will favor life and death, while dragging will be underutilized in most cases.
  • Mana
    39 mana is plenty to fill all spots, but not so much that you can just load it up with your 10 plus Man of monsters and not worry. Since this is a brawl I will have to consider what cards they're likely to use that can get a bloodlust boost.
  • Splinters
    Personally I think this will favorite death or life. While dragon has some of the most powerful cards, it's summoners usually cost more and might not be worth the additional cost
  • Summoner CONTESSA L'AMENT
    I wanted a 3-minute summoner so I went this route. Since it's that's boost and debuffs have no impact I just wanted to save a man up
  • First Position ULUNDIN OVERSEER

One of my favorite cards in rebellion for stacking as much health in the front line as possible. It's six armor and 13 health are unparalleled in the modern rule set, while it can give the reachability to cards in the second position, I find it most beneficial when I use weapons training on it

  • Second Position SKOK DUSKBLIGHT
    Hey Great and powerful legendary card that provides weapons training to anyone attacking card, giving a two magic attack to my tank is an exceptional boost. All I would have loved to surround it without attacking cards, I have to factor in explosive ruleset on my next card

  • Third Position VENATRO KINJO
    I am confident I will lose my first card and second position will move up, I put this here strictly to block all of the splash damage from my last three heavy hitters and I hope to front run the damage enough to win

  • Fourth Position RIFTWING
    Getting a three Aerotek with four speed is great but handing it to a card that has scavenger is really beneficial as The Three monsters before it die we'll give it a boost, and my opponent should also have some monsters that die which will give it additional

  • Fifth Position ZYRIEL
    Another crazy powerful legendary. Adding three arrow attack to both not attacking cards surrounding it gives it a tremendous boost. In bronze there are not many cards that have a three arrow attack.

  • Sixth Position CLOCKWORK AIDE
    Maximum sneak protection with seven armor, gives all of my monsters a plus one speed, and after the weapons training also does three range tax damage. This combination almost feels overpowered, but I use it every chance I get

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Opponent Lineup & Match Play

  • Summoner JARLAX THE UNDEAD
    It's been a while since I've seen too many summoners, I forgot these are even an option and kudos to them for saving one more minute than I did on the seminar
  • PRISMATIC ENERGY
    Another classic card for my past. I forgot how good these are with reflection and high health for first position.
  • VENATOR KINJO
    Very similar strategy to protect from my splash damage attacks it will absorb way more damage than it gets out but it doesn't step
  • UNDEAD PRIEST
    Our choice for me, it does have weekend but it's not doing any damage and I think it could have used a better spot
  • LIZA FOX
    Really nice heavy hitting Gladius card. Four range attack with three speed means it's likely to get a knockout and start to build the stats. As it starts to build then they splash damage we come even more powerful
  • BARASHKUKOR
    One of the cars I don't have yet, this legendary delivers a massive five magic damage with splash of three. It will be an absolute nightmare to deal with.
  • SILENT SHA-VI
    They really saw the choice for a sneak attack, high speed and high damage means it's going to hit. Biggest weakness is getting through armor.

Round 1


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Round one I'm feeling pretty good, my biggest risks are not hitting my opponents due to my slower speed.

Is the round starts off, the immense health and armor of my front tank is clearly paying off. We both trade blows back and forth but they are the first to secure a knockout of SKOK DUSKBLIGHT. Lucky that the weapons training stays on the cards even if the original weapon training card gets knocked out. As the round works its way to conclusion. I knock out both prismatic energy, and venator kinjo.

Round 2


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Round two starts off and I'm looking to be in a fairly strong position. The nine arrow damage I'm doing plus four magic in the first round was just too much. I start the second round with another knockout moving their biggest hitter to the front row. As the round plays out and we trade blows, I secure my new account of Liza Fox. This is all but sealing my victory at this point.

Round 3


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The nine range attack with the speed boost is just too much to handle. While they might have a monster doing one attack at a higher damage, the cumulative effect of weapons training and giving not attacking cars and additional three range attack is just too powerful. I start the round off with a knockout on my first turn, followed by the victory blow on my second term. I am around with my tank and tack and only having lost the one monster.

Thoughts -

Weapons training is exceptionally powerful when you're able to boost the attack of a monster and especially boosted to such a high level in bronze. This gets compounded when you add in the explosives rule set where it's now dealing 50% rounded up damaged on a splash damage. That means it's delivering 9 range attack on my team to the primary monster while delivering six damage on splash damage to most monsters. That is simply too much damage every round for most seems to overcome. Weapons training is a significant part of most lineups I set since there are a number of monsters that provide this ability on both magic, melee, and range. They've all been super beneficial and it provided opportunities to boost and otherwise mediocre lineup to become great.

Weapons training has also turned what was otherwise marginal utility cards into high impact cards. Chaos agent with one health and Dodge is okay on a rear guard, but now adding a three arrow attack to it means it's delivering a heck of a punch. There are a lot of cards that were at one point barely ever getting into my lineups that are now being heavily used. This is why I go for a complete collection when a new set is released, cards that were at one point not considered to be very powerful will be boosted down the road with a team at the new ability or ruleset combination that means that they are in the demand optimal lineup



~~@senstless

#sbi-skip



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You received an upvote of 100% from Precious the Silver Mermaid!

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Isn't weapons training a fun ability! It took me awhile to embrace it but now that my cards are leveled up enough I'm enjoying it. Great job there!
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!PIZZA brutal when ninja hits a shield, the train boost can be crazy with magic and arrows but next to useless with melee

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