Hi Splinterheads, here is another Battle Mage Secrets Challenge and I am very excited about this one! The Explosive Weaponry is by far my most favourite rulsetet and Blast my most favourite ability! This is why I love Yodin so much!
But let’s calm down and discuss the task at hand:
All units gain the Blast ability
Additional damage is equivalent to main damage divided by 2, rounded up
Blast is a powerful weapon to use against your enemy. The damage you inflict carries on to the other monsters on either side (divided by two and rounded up, which usually means one less than the original payload). That’s tons of damage.
My strategy with this ruleset is maximum fire power, maximum speed and spreading the attack. There is no time to be defensive here, because Blast inflicts a lot of unpredictable damage in a very short time. Depending on the splinters playable and the cards available in your deck, you should field a team that hits first, hits hard and doesn’t just hammer the enemy tank. Defensive measures by your opponent, like Shield, Void, Taunt, Reflection Shield and others, can ruin your gameplay. Quite often I see a Taunt tank followed by a monster with Reflection Shield, which isn’t much fun when you want to win with Explosive Weaponry.
My answer to Taunt monsters is, of course, Scattershot. Yacek immediately comes to mind and there are a number of monsters with Scattershot throughout the various splinters. When I encounter the Explosive Weaponry ruleset, and the red deck is open, the decision is made in a flash. I don’t even bother to check the mana cap or the other rulesets. I do that when my main protagonists are already selected and I am looking to fill the rest of the team.
The faster you team is and the more you can spread your fire, the more chances you have of winning and these battles are usually ended sooner than later. When you don’t have the red deck around, you can still find plenty of speed in other splinters and select monsters with stealth abilities (Opportunity, Snipe and Sneak).
As I look for every opportunity to play Jacek with any ruleset, I absolutely cherish the chance to use him in an Explosive Weaponry setting and here is a fun and fast battle to show you to demonstrate the speed/scatter strategy with Blast. The battle I have chosen is a 55 mana bout with three rulesets: *Explosive Weaponry, Super Sneak and Amplify.
Here is the team I put together:
Summoner: Jacek the Conqueror and Master of the Universe - no further introduction needed, unless you have been living under a rock!
Tank: Arkemis the Bear - With Protect, Halving and Piercing, this guy inflicts huge damage and protects his mates. His high health will keep him steady at the front, while the rest of the team is pounding away at the enemy.
2nd position: Ash Mirage - he is here for Headwinds and his high speed. I am happy to sacrifice him early in order to allow other monsters to live longer.
3rd position: Countess Sinash - Usually she is way in the backline but here she is quite frontal, again to allow other monsters to remain on the field longer. When archers are in first position, they have defensive capabilities when they have lots of speed to collect misses. That's the idea.
4the position: Lava Launcher - this big fat tank in 4th sport is to create a second front in case the frontline collapses. Close Range and Stun are powerful abilities in the midfield and the big fat tank he ist, Lava Launcher is a mega hard hitter and needs to survive for as long as possible.
5th position: Djinn Inferni - this dude is here to spread some deadly magic, when there is lots of shield in the opposing camp.
6th position: Supply Runner - He is here to add even more speed, shoot early and protect the Djinn for a bit (as this is also a Super Sneak) ruleset.
As you can see with my lineup, I have basically ignored the other rulesets and concentrated on a super offensive team to go for the quick kill. Check out how this strategy for Explosive Weaponry plays out:
ROUND 1
Let's gooo! Supply Runner hit the midflied first and spread his fury followed by Ash Mirage hitting nearby to reduce Lira the Dark to 3 health with the first 2 hits. Djinn Inferni then took his shot and the enemy midfield was diminishing fast, but Magic Reflect from Djinn Muirat was his demise. We unexpectedly lost a monster early but Countess Sinash's well placed shot took out Lira The Dark. Lava Launcher also hit the midfied, followed by Arkemis biting away at the enemy tank. After all our monsters had their shot, it was the turn of the enemy to fire. Of 5 shots, 3 were misses due to our supreme speed. What a round!
ROUND 2
Supply runner fired first again, taking out Djinn Muirat and rendering Arkemis holding on to 1 health. Ash Mirage and Countess Sinash worked away at the backline and Lava Launcher wiped out Arkemis. Our Arkemis took a swing at the next enemy tank and the rest of the round was yet more Sneak misses and one hit on Arkemis.
ROUND 3
Supply Runner did damage, Ash Mirage did damage, Countess Sinash did damage and Laval Launcher took out Cursed Windiku with a well placed Scattershot. At the end of the round, Supply Runner collected his 4th miss!
ROUND 4
It took one shot in the 4th round to end the battle. Then it was coffee time, as usual.
As you can see, the speed/scatter strategy is supremely effective. In an Explosive Weaponry ruleset the secrest weapons are first strike capabilities and shooting in all directions to spread Blast effectively.
Thanks for reading and see you round like a hotdog!
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Nice battle and strategy in a Explosive Weaponery Ruleset. Your speed/scatter strategy is a solid strategy!
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