Hello! Splinterlands community. I'm @zactian. I'll write about my lineup strategy based on the rule set given and choosing the fire element sharing tips on how to win the game with this element. To achieve this, I’ve been experimenting with the lineup using BLTZR-WIZARD-728. This particular combination has proven to be incredibly effective, and today, I’ll be sharing the main strategy I use, which is built around a set of max-level cards in the modern format. While the strategy may seem straightforward, its efficiency lies in its simplicity. The lineup is designed to maximize the likelihood of winning by focusing on cards that balance high-speed and significant damage differences.
Share your thoughts on the possible lineups at this level in the comments section below.
INTO THE BATTLE:
Rule Set
- All melee units will have the ability of Reach.
- All units will gain the ability of Blasts.
- All units will receive the ability of Trample..
Recommended summoner to use the Explosive Weaponry rule set for this match:
With Earth and Death elements inactive for this battle, I decided to go with Conqueror Jacek, a Fire element summoner that costs 6 mana. My choice is centered around utilizing Conqueror Jacek’s speed boost and Scattershot ability, which aligns perfectly with my strategy for the Explosive Weaponry rule set—where the Blast ability plays a crucial role.
The focus of this lineup is speed, as Jacek’s Scattershot allows attacks to hit random targets, while Blast deals additional damage to adjacent enemies. In this scenario, speed becomes a key advantage, enabling my monsters to strike first and with decent range damage output. Countess Sinash, a powerful Fire element card, and Supply Runner, a neutral card, both fit into this strategy well. They add even more speed to my team, making it more difficult for the opponent to retaliate effectively. This synergy between speed and Blast damage makes Conqueror Jacek the perfect summoner for my lineup, maximizing both offensive power and tactical versatility.
I recently added the Kha'zi Conjurer to my lineup, a Fire element card with excellent stats considering its low mana cost. For just 2 mana, it provides 4 ranged damage, 3 speed, and 4 health, along with the powerful Incendiary ability. I chose to include Kha'zi Conjurer in my strategy not only because of its impressive damage output relative to its mana cost but also to efficiently use up the remaining mana cap in my lineup. This makes it a highly effective unit for delivering consistent ranged attacks without overloading my mana pool, adding extra firepower to my team.
Note: I only have limited cards but they are useful in some rule sets and I will try my best to win with existing cards. So if you want a high chance of winning, I advise you to rent or buy useful or stronger cards for most rule sets.
My Simple Plan Lineup
First Position - Arkemis the Bear
I’ve placed Arkemis the Bear in the first position as the primary tank due to its high health and powerful abilities. It has Forcefield, which reduces incoming damage to only 1 if the opponent deals more than 5 damage, providing incredible durability. Additionally, its Protect ability grants 2 extra armor to all friendly units, increasing my team's survivability. With Halving, it can reduce the attack damage of its target by half, weakening the opponent’s offense. Lastly, Enrage increases both Arkemis's speed and melee damage when its health isn’t full, making it a formidable force on the front lines.
Second Position - Ash Mirage
I chose Ash Mirage for the second position as a supporting ranged attacker. Its Headwinds ability reduces the opponent’s ranged attacks by 1, helping to minimize incoming damage. With 4 ranged damage, it also serves as a significant offensive threat. Additionally, Ash Mirage’s Reflection Shield is critical for protecting the backline against the Explosive Weaponry rule set’s Blast damage, as it blocks any incoming Blast attacks, ensuring my backline remains unharmed unless directly targeted.
Third Position - Djinn Apprentice
For my primary magic damage, I’ve deployed Djinn Apprentice in the third position. With 4 magic damage, this unit provides consistent firepower. Its Deathblow ability is particularly valuable when facing an opponent's last remaining unit, as it doubles the magic damage dealt, making it highly effective at finishing off opponents. This makes Djinn Apprentice a strategic choice to ensure that I can quickly eliminate any remaining threats in the late stages of the battle.
Fourth Position - Kha'zi Conjurer
In the fourth position, I’ve added Kha'zi Conjurer as an extra ranged attacker. This unit comes with the Incendiary ability, which can hinder my own team by inflicting a burning effect that causes 2 health damage over the first 2 rounds. However, despite this drawback, Kha'zi Conjurer’s 4 ranged damage adds significant firepower to my lineup. My strategy revolves around maximizing both speed and damage, allowing me to eliminate most of the opponent’s units before the burning effect can significantly weaken my own team.
Fifth Position - Supply Runner
To ensure I dominate the speed battle, I placed Supply Runner in the fifth position. Its Swiftness ability grants all friendly units an additional 1 speed, giving my team a critical advantage in attacking first. Supply Runner also has Strengthen, which boosts the health of all my units by 1, further enhancing my team's durability.
Last Position - Countess Sinash
Finally, I’ve positioned Countess Sinash in the last spot as another ranged attacker and support unit. Sinash has several valuable abilities, including Swiftness to further boost my team's speed, and Affliction, which disables the healing abilities of its target, making it harder for the opponent to sustain their units. Camouflage keeps Sinash safe from sneaky or opportunity attacks, and her Blast ability deals half damage to adjacent enemies, making her a powerful finisher who can quickly turn the tide of battle.
This simple lineup is designed to maximize the synergy between speed and damage output. By carefully selecting units with abilities that enhance speed and deal significant damage, I increase my chances of victory in the Explosive Weaponry rule set. Each unit plays a strategic role in maintaining offensive damage while protecting the team from Blast damage, ensuring that my lineup remains strong throughout the battle.
Analyzing the Battle
In this match, my opponent also selected Conqueror Jacek as their summoner and included Supply Runner and Countess Sinash in their lineup, similar to my strategy. Their approach combined both ranged and melee attacks, with Arkemis the Bear in the first position and Ferexian Hero in the second. On the other hand, my team focused primarily on ranged damage, with only one melee attacker. This setup gave me an advantage in terms of overall damage output, especially with the synergy between Conqueror Jacek, Supply Runner, Ash Mirage, and Countess Sinash in my lineup. The speed boost and Scattershot ability from Jacek played a key role in this strategy.
Thanks to the Scattershot ability, which allows attacks to hit random targets, I was able to deal significant damage early in the match. This randomness worked in my favor, as several critical hits landed on the opponent's key units, making it easier to eliminate their monsters early on. The difference in damage output became apparent as I consistently outpaced and outgunned their lineup, with my team landing enough scattershot hits to control the flow of the battle. The Explosive Weaponry rule set, which grants the Blast ability to all units, further enhanced my damage potential, dealing splash damage to adjacent enemies and accelerating the pace at which I took down my opponent’s units.
If had the opponent included Ash Mirage or more powerful units, I might have faced a tougher challenge due to the added speed and Blast protection that Ash Mirage provides. However, their absence gave me a clear path to victory, as my ranged units, combined with my speed advantage, overwhelmed their defenses.
This battle demonstrates the importance of dominating both speed and damage output, particularly in an Explosive Weaponry rule set. To succeed, it's essential to tailor your lineup to maximize synergy with the given rules. Knowing your opponent's tendencies and past battles can help you anticipate their strategy and deploy the best possible counter. By selecting units with abilities that complement the rule set, positioning them effectively, and understanding how the Scattershot mechanic can work to your advantage, even a seemingly basic lineup can defeat a stronger opponent.
Big Thanks! for supporting me, being here, and coming this far. I'm hoping this can assist you with some of your battles. I suggest using speed to increase your chances of winning battles since it increases your ability to block incoming strikes and launch first attacks.
Credits:
Edited the Design photo Splinterlands Modern League using PicsArt
Screenshot In-game splinterlands
Ash Mirage is great, especially going to distance ruleset. In the Fire unit, we get useful close range ability monsters like Living Lava.
I was not wondering why you didn't use Reflection Shield monster at second position.
They all get scattereshot and target randomly.
Djinn apprentice did well with magic attack.
In this battle, the only matter was that who attacks first.
Yeah, I did put second position the Reflection shield which is Ash Mirage, was planning to use Ferexian Hero also but in this match I try to combo mostly range and 1 magic damage for Explosive Weaponry and with Scattershot of Conqueror Jacek.
Oh! Lately, I noticed that Ash Mirage also has Reflection Shield at 6 levels. Conqueror the Jacek is absolutely dangerous summoner in explosive Weaponry with additional speed and scattershot.
Congratulations @zactian!
You raised your level and are now a Minnow!
Your level lowered and you are now a Red Fish!
Thanks for sharing! - @mango-juice