Explosive Weaponry

in #competitive2 years ago (edited)
Authored by @Lumm

There are some rulesets that probably have little impact on your lineup selection: such as heavy-hitters, close-range, no modifiers.

And then there are those that force your hand and demand your attention. The omni-blast setting of explosive weaponry certainly falls in the latter category, being one of the most centralizing rulesets in the game.

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Yodin likely has mixed feelings in a ruleset where all summoners gain access to his trademark ability. I bet he still revels at the fireworks though.😎

To summarize before we begin, how does blast damage actually work? Before modifiers, blast damage deals additional damage to adjacent enemies from the main target struck. The amount is equal to half the original attack, rounded up (3 main damage => 2 blast damage). Modifiers and bonus synergies outlined below.

Explosive weaponry also provides great opportunity to practice against Yodin Zaku’s frankly ridiculous strength, necessary preparation for climbing into higher leagues.

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The 3 key mindsets to improving play under blast conditions:

  1. Out-speed the enemy

  2. Redirect fire

  3. Extra beefy tank line

Offensive considerations

These are standard optimizations under most rulesets. However, explosive weaponry really raises the stakes on asking which team is faster (securing the crucial opening two volleys) and which tank line can better service double-dipping hits.

When it comes to offense, my preferred strategy is taking advantage of the Blast + Life Leech synergy. (Shoutout to @mattclarke!)

Dishing out a blast-empowered magic attack from Black Dragon or Bila the Radiant scales their HP rapidly, hopefully to an insurmountable level when placed safely in the 3rd/4th spots (protecting against potential sneak).

Snipe, Opportunity, and Sneak-focused offense also become much more dangerous, with the possibility opening up for double and triple kills.

Be mindful using Camouflage backliners, which still take blast damage from sneak hits!


Defensive Considerations

These reasons lead to why Taunt tanks are especially useful to control where blast lands, with backup HP sponges in the Reach position.

Solid choices for secondary tanks: Fineas Rage, Captain’s Ghost, Centauri Mage, Warrior of Peace, Haunted Spirit, and Gold Dragon. These examples all have reasonable health and other advantages.

In particular, reflection abilities such as Return Fire, Magic Reflect (and Retaliate to a lesser extent) are powerful countermeasures against blast damage as defenders can be positioned to double or even triple reflect.

One of my favorite counters against Ruler of the Seas is to reflect using Ha’on in the 2nd spot and other magic reflectors in 1st & 3rd. Note: Thorns does not return damage from melee blast damage!

Additionally, the newest ability at time of writing, Reflection Shield, is designed as a direct counter to all incidental damage including Blast — nullifying it entirely.

Choices are quite limited so far with only 3 cards having the ability, Venator Kinjo being most accessible as a neutral support legendary. Water and Death are a little spoiled with their useful new epic reward cards, Tide Biter and Revealer.


Summoner Selection & Synergies

For defense: Lir Deepswimmer, Peak Rider, and Lorna Shine are effective choices under blast settings to help mitigate the first wave of attacks.

Qid Yuff, the piercing fire summoner, synergizes well on the offense side. Obsidian especially loves Explosive Weaponry too, as Earth splinter has no magic attackers with natural blast — only the slow Goblin Tower for ranged blast damage.

Blast interactions with other abilities:

For debuffs, only Dispel and Snare will trigger from bonus blast damage. Oppress and Giant Killer are notable synergies as they double blast damage against applicable targets.

Finally, a match compilation recapping the blast strategies and synergies above!

May this overview inspire more winning combinations and give you the edge in future matchups.

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Cheers and best of luck summoner.

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