TRAITS MAPPING : FIRE SPLINTER RANGED CARD

in Splinterlandslast year (edited)

This post will continue my serial post about Traits Mapping for Ranged Card (the first one is about Death Splinter Ranged Card which you can find the post here). And don't forget to read my latest update for guidance to read the Traits Mapping (the post is here).

Fire Splinter have been viewed as Splinter composed mostly with strong melee Tanker card. Therefore its rarely for Ranged Card to come in mind when using this Splinter. But the truth, which I come to realize after making this post, Fire Splinter have a wide variety of Ranged card from the lowest to the highest mana, and from a Striker to Support type card. So lets reveal the secret of Fire Splinter Ranged Card, and to better utilize it down the road.

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Number of Card by Rarity and Mana

Rarity2 Mana3 Mana4 Mana5 Mana6 Mana7 Mana8 Mana9 Mana10 Mana
Normal
1
1
1
2
Rare
2
1
1
1
Epic
1
1
2
1
Legendary
1
1

My first comment about this collection is how large the number of Ranged Card you could find. For comparison, on my previous post, Death Splinter only go 12 - 13 ranged card. And as so far I've done Traits Mapping, this is a very vast collection. The collection are spread evenly across all mana cost, starting from 2 mana up to 7 mana; and there's one card each up to 10 mana. And then the card rarity are well balanced, 5 cards for Normal, Rare, and Epic, with 2 cards on Legendary type. This lead to the cards to become more affordable and more easily leveled up .

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Traits Mapping

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Most of the cards started at Level 1 on the SOUTH-WEST quadrant, with 0.5 tick on damage-mana ratio at most. This looks a bit different if compared with Death Splinter, where there're 2 - 3 cards which already pass above 0.5 tick. Health-mana ratio are spread evenly from 0.25 to 1.0 tick. And then there's some card with superior health which have entered the SOUTH quadrant (node no.1, no.13, and no.14). Usually this would come from low mana card. But if we take a look No.14, its Molten Ash Golem which is a 6 mana card with 9 health! This quite peculiar to have Tanker type from Ranged card, since front row are the worst position for Ranged card. But this is an exception since this card actually possess the Close Range ability.

Speed stood out compared to other aspect. Almost half of the collection consist of yellow node (medium speed), with one blue node (high speed) on the leftmost. Death Splinter Ranged Card also never had shortage of abilities. Almost all card started with single ability, except for No. 6 and No. 16 which started with 2 abilities (as we will see later, these card will have focused grow on abilities).

Once the collection reached max level, significant growth are taking places. Most will reach damage-mana ratio beyond 0.5 tick. Half the collection will entered the SOUTH quadrant, with at least 3 cards reached 2.0 tick health-mana ratio (node No.4, No.7, and No.13). Still there's lack of high ratio card coming from high mana, since these 3 cards have less than 3 mana.

Speed grow significantly as there're now 6 blue node card. Spark Pixies (No.9) is noteworthy for its the only card to reached 7 speed. All the legendary type card (Lord of Fire (No.1) and Countess Sinash (No.1)) have focused growth on its abilities. Other than those two, only Tinderlock (No.16) which have 4 abilities on max level.

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Abilities Mapping

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The collection are dominated mainly by Striker abilities, and the followed equally by Tanker ability and Support ability. The Striker ability are vastly decorated by negative effect ability (like Shatter, Affliction, Poison, etc). By count the most one would be Shatter (3 cards in total) and Stun (3 cards in total). Blast ability also take major role as there're 4 card possessing them. Double-Damage abilities (like Knockout, Deathblow, etc.) are few; and there are no True Strike or Double Strike ability. Close Range ability are quite a lot which suitably possessed by high mana and high health card (No.2, No.14, and No.16).

Striker abilities are only triggered by each attack that hit the opponents. Thus to benefit more from these abilities its important for its possessor to have a medium to high speed. Not only for the better accuracy, but also to apply the effect as earliest as possible and give benefit to the subsequent attacker. And judging by the number of blue node in Max Level chart, all the Ranged Cards will utilize their ability very well.

Tanker abilities are limited, with one noteworthy card is Spark Pixies which owned double evasion bonus from Flying and Dodge abilities. Support abilities are also very limited (for example if compared with Magic Cards which mostly dominated more by Support abilities). The main Support cards come from 2 card which possessing 2 Support abilities, that is Lord of Fire (No.1) and Molten Ash Golem (No.14). Both cards don't have damage superiority and more stronger in term of health.

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Personal Thought

This final section, I give my personal thought for several card mentioned below.

'1. Lord Of Fire

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Lord Of Fire are not the strongest cards in this collection, obviously from its low mana and lack of status growth. But its 3 mana and rich combination of abilities, construe this card to be the most effective card. This card become one of the lowest mana to deploy a Strengthen and Silence ability. Additionally there's Affliction and Shatter which could come as side-attack to support the main attacker.

'2. Countess Sinash

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Countess Sinash would be the definition of catastrophic. Opportunity and Blast works very well to maximize the blast damage at the center of the opponent formation. And then there's Camouflage which ease your mind for putting this card in the last row. And then swiftness just make things better by boosting the sufficient 4 speed into 5 speed.

'3. Ash Mirage

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On a mid mana cap battle, if you need Ranged card with only raw talent, then Ash Mirage could be your choice. Although the card would cost you 7 mana, which is more expensive compared to Ferexia General or Scavo Fireballer, but give the same amount of damage output; this card have its own strength coming from its a huge 8 health and soaring 6 speed. This will be the much needed protection for this card to fill position int the last row.
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