Splinterlands Highlights - Featuring Possibilus the Wise in Explosive Weaponary
Featuring Bronze League Summoner and Monsters in Action!
I'm back this week to share another splinterlands battle that I recently played that I thought was pretty impressive. This match features a combination of possibilus the wide, think kids monsters to trampoline reachability and a rule set explosive weaponry that gives all monsters exposed to the text. These two things can combine for very powerful force.
Let's take a look at this match and how everything played out.
Weekly Highlight -Possibilus the Wise in Explosive weaponry
Explosive Weaponry
All units gain the Blast ability.
Additional damage is equivalent to main damage divided by 2, rounded up. Include a unit with Reflection Shield in your lineup to absorb blast damage and protect your back line. Edition: CHAOS LEGION Rarity: RARE Element: WATER Attack: Abilities: TRAMPLE Abilities" REACH Health: +2 Reasons Why I like it
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets
Watch the Match Here
MANA: 32
Ruleset: Explosive Weaponry: All monsters gain the blast ability.
SPLINTERS: Water, Life, Dragon
Initial Rule Set and Mana Gameplay Thoughts
- Rulesets Only one rule said, but having all monsters have the explosive attacks is challenging. It makes blood loss monsters more powerful, it makes trample monsters more powerful, it also makes monsters reflection Shield the very powerful. As much she probably has some combination of all three between the two teams.
- Mana Mana is only at 32. Well traditionally this is a higher man of match, it is certainly not that high when comparing what some of these monsters cost, and how much damage we're going to deal with.
- Splinters
Only three splinters are available, so I think this is going to be a water or dragon focused match. I think both have a good monsters that can have bloodlust or double strike or other abilities that would make them very powerful.
- Summoner POSSIBILUS THE WISE I probably would like to heavily on some of these legendary seminars. But adding reach and trampled to all of my monsters just seems like a surefire way to have good success. Well it doesn't always work, I certainly seem to use it quite frequently. Hopefully the blast damage can help to trigger some additional tramples.
- First Position DIEMONSKARK
Decent armor, decent speed and small attack all in all not a terrible choice.
- Second Position VENARI MARKSRAT I'm hoping this flash damage takes it up nice and early and it gives a boost to both demon shark and Coastal sentry
- Third Position COASTAL SENTRY Great second position card. Well it will take some splash damage as the round progresses having a fast double strike that is hopefully boosted would be great. It should be doing for damage per attack at 8 per round with 4/7
- Fourth Position VENATOR KINJO Once everything shifts up I'd like to stop the splash damage if possible. They should help keep my healing card from getting knocked out to quickly
- Fifth Position MERDAALI GUARDIAN I struggled with this choice and was looking at cards that attacked but I felt that if I was able to heal my tank and not let it get knocked out I might prevent bloodlust from building and it might be more valuable than a card
- Sixth Position TORRENT FIEND Toss it in the back just for a little bit of her protection. Well not much it should absorb one to two attacks.
Opponent Lineup & Match Play
- Summoner HELIOS MATRIARCH Like we talked about before they picked the seminar to pick a Gladius monster from his butt bus.
- VENARI MARKSRAT Very similar to me if you're looking to boost their monster which for me is Djinn Oshannus
- DJINN OSHANNUS Great monster especially after it gets boosted. It'll be very powerful and hard to hit. Good news is it should take some splash damage before it moves to the front
- TORRENT FIEND Zero Manor splash damage taker. How much of a threat but it should help keep some of the cards safe
- LARISSA KERATO Could certainly become powerful as the football bust starts to trigger in the blast it starts to help take out my cards
- RIVER HELLONDAL I didn't even notice that the boost to Djinn Oshannus he's going to be double. That's will make it even harder to hit.
- CHAOS AGENT
Much like my team with your guard is only here to protect against sneak attack
Round 1
Is wrong one starts I'm actually not too confident and who's going to win. To me it looks like we both have a opportunity depending on how things go. Has the match starts off and we start attacking face and speed preference I am the first to get to a boost as Markscrat he's knocked out and use both of my monsters and boost. Unfortunately it also triggers a bloodlust for my opponent. Passed around and not very much has happened, but I expected a bit more in the next round.
Round 2
Honestly nothing looks like that really changed in this match but things are about to get interesting. As the route starts I manage to score a knockout on Markscrat, and trigger my first trample of the match. I'm very fortunate that I hit Djinn Oshannus, in the trampol takes out an additional card via blast.
Markscrat gets resurrected which is actually good for me as splash damage can't be avoided. So after Resurrection Coastal sentry attacks knocking out Markscrat again and delivering splash damage before boosting Djinn Oshannus.
I've added some more screenshots below to try to kind of walk through this process and see just how impressive what is about to go down is.
Since I scored a knockout I get to trample before my double strike 2nd attack g oes. And get a bit lucky and the trampel hits Djinn and knocks him out as well delivering even more splash damage.
Double Strike
Thoughts - and Chances to Win Again Splintertools.io
Pretty wild that the combination of reach, trample, and explosive weapon can build the combination like this. Once I got on a roll I took out the entire squad without much resistance or their ability to get a break.