This post was made as entry for Splinterlands Social Media Challenge
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Sometimes in Splinterlands a unit isn’t about raw numbers but about how practical they can be with your team. Arachne Weaver can feel like a snowball unit that starts small but becomes a big problem the longer the match goes because of her abilities.
In this article we’ll talk about where Arachne Weaver works best and what rule sets let it shine. We’ll also look at the downsides of its kit since not every battle favors Poison or Scavenger. I also have a battle where I could've lost but won because of the enemy's mistake and the difference between our teams. Arachne Weaver, in my opinion, is a must if you're playing any Death lineup.

Let's talk about… Arachne Weaver
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Arachnes primarily inhabit the Deep and are considered one of the most feared predators of its subterranean ecosystem. They are highly aggressive and territorial and will attack any who venture within their domain.
They frequently employ a complex, strategic set of webs to create traps and barriers to ensnare their prey before devouring them at their leisure. Some are highly venomous. Others are adept magic users and healers—although oftentimes even their spells of healing are toxic.
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Other part of the lore can be found in this link…

Stats:
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Mana: 5 | Rarity: Epic |
Damage: 2 magic | Armor: 0 |
Speed: 2 | Health: 7 |
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Buy and Rent:
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The buy price of Arachne Weaver at $1.69 for level 1 feels a bit expensive compared to other Epic units. Considering it’s not even a higher-level copy, the value isn’t really there unless you’re a collector or just want it for niche uses. At that cost most players would expect a little bit more or at least one with a stronger ability or stats for that price. The good thing is if you don't want to spend $1.69, you can spend time in the game and once you get 7500 glint, you can spend it on the shop and hope that you get Arachne Weaver as a reward.
At 49.85 DEC per day for level 3, the rental cost of Arachne Weaver is very high relative to what it offers. That price point pushes it into a higher tier where you could rent stronger or higher leveled Epic or even legendary units. Unless you’re specifically building around Scavenger or Corrupted Healing, the rent feels hard to justify at the current price.

Rule Sets:
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Use it in... |
![]() The initial Health of all Units is equal to that of the Units on either team with the highest base Health. With Equalizer giving everyone the same health as the unit with highest health gives Arachne Weaver benefits more than most units since its base health can be increased more making it last longer. Once units start dropping, the extra Scavenger scaling turns it into a bulky magic attacker. Combined with Poison it slowly eats away at tanks while outlasting backline threats and your Corrupted Healing makes sure that your team is safe and healthy whether they are in the front or at the back. |
![]() Non-flying Units take 2 Melee damage at the end of each round. Usually, this is a bad ruleset for Arachne Weaver but due to Scavenger and Corrupted Healing, this may work in your benefit. Even without Flying ability to negate the Earthquake damage, whenever a unit dies, Arachne Weaver gets extra health from Scavenger making it last longer. While that is happening, Corrupted Healing keeps your other non-flying units healthy by healing them each round. Even if Arachne Weaver dies first, he makes sure that your team is health and good enough to withstand the next round. |
![]() Units with the lowest Speed attack first and have the highest chance of evading attacks. With only 2 speed Arachne Weaver gains an advantage here since it gets to act earlier in the turn order. That means Corrupted Healing goes first which allow you to save dying units. Reverse Speed flips one of its biggest weaknesses into a strength making it unexpectedly powerful. |
Avoid using it in... |
![]() Units lose all abilities. Arachne Weaver loses all of its abilities in Back to Basics ruleset because its value comes from abilities like Poison, Scavenger and Corrupted Healing. Without those abilities, it’s just a 2 magic attacker with low speed and average health. This makes it one of the least appealing units to bring in this ruleset. |
![]() All healing abilities are removed from Units and Summoners. Corrupted Healing completely stops working in this ruleset which removes one of Arachne Weaver’s most unique ability and lowers her overall value. Without the ability to heal your entire team, this decreases your team's survivability making them die when Arachne Weaver could've saved them. |
![]() All units have Magic Reflect (returns 50% of magic damage to attacker, rounded up). Since Arachne Weaver relies fully on her magic attack to deal damage, Counterspell directly punishes her role by reflecting that damage back because every unit gets Magic Reflect. With her 7 health it doesn’t take long before the reflected hits bring her down especially if every single unit she attacks has Magic Reflect. |

Battle Summary...
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Watchus Fighticus! Replay battles that are oh-so-victorious!
Click here to watch the full battle!
Battle Strat: My main focus for this battle is Explosive Weaponry ruleset. This ruleset can be dangerous if you allow your enemy's units to just let loose and attack from many directions, that would be very tricky to win. While in this battle, all my enemies would just attack from the front, on other battles you must think that. That's why in Explosive Weaponry ruleset, you need a Taunt unit. Your Taunt unit should be placed on a corner, either as your main tank or at the far back. This way, you can control that only one unit will take blast damage. Reklah can give Deflect ability to units which negates damage from some abilities including Blast and Thorns. I put that Deflect to Ujurak Brave and Arachne Weaver. (to be honest, I placed it on Arachne Weaver without thinking and I thought the enemy has Sneak. So I subconsciously prepared for Sneak attacks when Helheim Demon died. While there are more things in this lineup, that's the main thing you need to understand. There's Explosive Weaponry ruleset giving Blast to everyone, so I used a unit with Taunt to control which unit gets attacked and control the Blast explosions, put Deflect on the unit that will be affected by Blast to negate it, and hope for the best. Oh, and Arachne Weaver is there to heal Helheim Demon and and escaped Blast damage after Helheim Demon dies.
Battle Summary: At the start, I thought this match was a lost. The enemy has better archon and better units. They have Triage which can heal any units from the backline that has been damaged by Blast and all of their units have high health because of Eternal Tofu's +2 health. The more the game goes, the more I got hope. I think the enemy had a problem with the lineup. The enemy Pallus was placed on the 3rd position which means he cannot attack with Reach because it requires to be on the 2nd position. On the other hand, Quilliun Legionary, the one on the 2nd position, should be placed on the 3rd position. It has range attack so it can attack from any position. You don't need to force it to go on the 1st position just because it has Close Range ability. This mistake costed their team 2 melee damage a round with Pallus not being able to attack. I had somewhat had an advantage with my Silence from Ujurak Brave and Demoralize from Dark Arborist reducing the attack from 5 out of 6 of their units. Their mistake and my slight advantage is the reason why even though they have the better team, I still won this battle.

Disclaimer
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About the Author
Hey! I’m Mavis the Muggle, your friendly Splinterlands addict with a slight obsession for all things Harry Potter. 🧙
When I’m not immersed in gaming or wizardry, I’m busy learning new things. Recently, I’ve been having putting a lot of effort and having a blast creating content on Hive so relax!
You can support me by upvoting this post, reblogging, leaving a comment below or by using my Splinterlands referral link.



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