Gem Meteor is a 5 Mana Neutral Epic unit. Below is its full stats from Level 1 to 10.
At level 1, it has a speed of 4 with 1 ranged attack and 5 health points. It also has Scattershot meaning its attack will be randomly hitting an enemy target in the battlefield.
By the time it reached level 3, it will have 2 ranged attack, 5 speed and 5 health. At level 5, it will gain another ability, Piercing.
At its max level, level 6, Gem Meteor ranged attack would reach 4.
Next lets take a look at how Gem Meteor will perform in the various rulesets:
This table is generated using Koodies's Splintertools #3, created by @koodies
| Rulesets | Gem Meteor |
| ๐ฎ Mana: 5,๐ Health: 5,๐ก๏ธ Armor: 0,โฉ Speed: 4 | |
| ๐Although Gem Meteor hardly ever miss, it is still good to have this ruleset especially facing flying and dodging enemy units. | |
| ๐Extra protection is always good. | |
| ๐It depends on situation. Sometimes it is good to have Scattershot, sometimes it is better not to have. But losing Piercing is bad for Gem Meteor. | |
| ๐Cannot be deployed. | |
| ๐Means it can attack even in the first position. | |
| ๐It will suffer 2 damage from Earthquake per round. | |
| Neutral on this. Gem Meteor health is not low in the first place. | |
| No effect as Scattershot will override Opportunity. | |
| ๐Cannot be deployed. | |
| ๐One of the few rulesets that helps Gem Meteor a lot. Scattershot plus Blast can cause chaos in the enemy backline. | |
| ๐Can be deployed. | |
| No effect on him. It doesn't have sneak or snipe in the first place. | |
| ๐Means it can't be healed. | |
| Not much usefulness as Scattershot would means Gem Meteor would randomly hit target instead of aiming target which has been stunned. | |
| ๐Extra protection is always good. | |
| ๐Can be deployed. | |
| ๐Cannot be deployed. | |
| ๐Can be deployed. | |
| ๐Can be deployed. | |
| No effect | |
| ๐Will suffer 2 damage from poison every round. | |
| ๐One of Gem Meteor strength is in its speed. In Reverse Speed ruleset this would becomes a disadvantage to it. | |
| ๐Cannot be deployed. | |
| ๐An enraged Gem Meteor would be very fast and thus very hard to hit. | |
| No effect. | |
| No effect. | |
| ๐Cannot be deployed. | |
| No effect as Scattershot would override the Snipe ability. | |
| ๐Enemy backline without shield is vulnerable to Gem Meteor's Scattershot. | |
| ๐Cannot be deployed. | |
| No effect. |
Finally lets take a look at a modern ranked match I had using Gem Meteor as one of the unit in the setup. The battle restrictions are:
Silenced Summoners and Heavy Hitters with a max mana limit of 50. The Video for the Full Battle can be seen here:
https://splinterlands.com?p=battle&id=sl_5c8ebdb4c6b071149aa50d63150b1154&ref=genming
TEAM SETUP:
| Splinter | Mana Cost | Position | Reason |
|---|---|---|---|
| Quix the Devious | 4 | Summoner | I used Quix as it was my highest level summoner and also a dragon summoner. Dragon summoner also gave me the option to use another splinter as backup so I would have more unit options. |
| Coeurl Lurker | 11 | 1st | I needed a Taunt tank as I am worried of my backline being hit so I use Coeurl Lurker here. |
| Carnage Titan | 11 | 2nd | Carnage Titan is my best unit with Reach ability. As you can see both my first 2 units are heavy melee hitters. |
| Prismologist | 8 | 3rd | My backline range attacker with Blast ability. |
| Venari Crystalsmith | 4 | 4th | I needed to keep my tank alive as long as possible as my backline is weak so I put a healer in. |
| Pelacor Arbalest | 6 | 5th | Another high offensive unit with Double Strike. This unit was also why I needed a Taunt tank. |
| Gem Meteor | 5 | 6th | I put Gem Meteor at the back as a back tank because it has high speed. I am also hoping its Scattershot could do a lucky hit on vulnerable enemy backline units. |
| Total Mana: | 49 |
Battle Lineup:
I was expecting my opponent to go with a Death lineup with Thaddius as the summoner (which is why I didn't put up any magic unit) but I was wrong. Instead a Life lineup was used with ShieldBearer as a back tank.
End of Round 1:
The opponent has a strong offensive lineup and my Lurker is almost dead at the end of Round 1 and that is after being healed. However I would said my lineup is even more offensive. The opponent front tanker and back tanker are badly by the Double Strike ability of my Carnage Titan and Arbalest.
End of Round 2:
I lost my front tank but managed to kill off the opponent front and back tank as well as the Supply Runner at the back due to Blast damage. I probably would have kill more if not for 2 misses by my Carnage Titan and Arbalest. Such misses would have been devastating in close matches but thankfully this wasn't a close match. Gem Meteor did its job hitting all its hit in the 2 round. It has a high speed so likelihood of it missing was low.
End of Round 3:
Lots of misses from my team again else the match should have ended in this turn. Every of my unit had missed at least once now except for my Gem Meteor which had never miss in the 3 rounds.
End of Round 4:
Miserably of misses finally ended when my Gem Meteor hit and killed off the opponent Time Mage.
KEY STRATEGY
My key strategy was to go for a full offensive lineup and quickly overcame the opponent front line. Unfortunately the opponent used a back tank with Taunt to spread out my damage. Thankfully my lineup has too much offensive power to be bother by the enemy tactics and proceed to cut down both enemy tanks and then won the match easily.
CONCLUSION ON GEM METEOR
Gem Meteor main weakness is its low ranged damage and high mana cost. At level 1 and 2 it is almost always no point in using Gem Meteor because it cost to much to get a unit that only deal 1 ranged damage. At level 3 onwards, it starts to have some value.
Gem Meteor would work especially well with Blast damage. If the ruleset is Explosive Weaponry, Gem Meteor would be great to use. Alternatively if you use the summoner Yodin, Gem Meteor would fit quite nicer with Yodin because Yodin would give Gem Meteor 1 extra ranged damage plus Blast ability. And with Scattershot and high speed it would wrecked havoc at the opponent backline.
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