One of the things that brings depth to the strategic gameplay of Splinterlands are its modifiers. They are a set of rules that change the winning condition of every battle. Sometimes, it will bring bonuses that could strengthen both teams, while on other occasions, it will bring debilitations that will weaken both of them. Under certain situations, it will even restrict what type of cards each player can use and will even disable some or all of the cards' abilities. So it is not an exaggeration to say that modifiers are sometimes something that a player should be more cautious of, rather than the opponent they were facing.
Yesterday, I talked about the Fates Certainty ruleset, which is a ruleset that gives 100% chance for certain RNG abilities to activate, removing the luck factor, so long as your units hit its targets, and is very close to a ruleset concept that I cooked up more than half a year ago. This time, I want to talk about the Witch Hunt modifier that was also introduced along with Fates Certainty.
With the addition of the new modifiers, we now have a total of 81 Modifiers, and during each battle, there can be up to 3 active modifiers in play, depending on which league a player is currently competing in. Actually, there were two Modifiers that were recently added to the game. With Hunt and Fates Certainty. I talked about Fates Certainty last time, so this time, I want to take a deep dive into Witch Hunt.
Ranged units deal double ranged damage to units with magic.
In Splinterlands, there are three kinds of attack types: Melee, Range, and Magic. Without any abilities, Melee-type units need to be close to the target to attack it, while Range-type units can attack their target from second to sixth position, but lose their ability to attack once they are positioned at the first position. On the other hand, magic units cannot only attack regardless of their position, they can even pass through the opponent's armor, making them the best among the attack types.
So, in most of their battles, players often preferred to use magic-type units in their battles, and I can also say the same with me. I can even say that a good 60-70% of my last 25 battles often play with a magic-focused team. But with the Witch Hunt Modifier, I may start to watch my back more often, especially since most of the magic units I used do not have armor to them, and a direct hit from a ranged unit now can immediately bring magic units to their demise.
Aside from the Archery units, you have to be wary when this ruleset is active, some Archons to be wary of include Risqruel Drath, who not only gives +1 range damage on ally units but also has the True Strike ability that will guarantee that the range attack will hit its target. Another Archon that I will be looking out for was Captain Frankie, who gives both True Strike and Piercing ability, so not only does it have a sure hit attack, but it can even penetrate the armor of your magic units, in case they have.
Since the ruleset was just recently introduced, I do not have that many encounters with the Witch Hunt ruleset, and even if I did, I do not have a good enough ranged team to use in those situations, but with a recent match, my opponent was able to have a good taste of his magic units taking an enormous damage from my range unit.
So, as you can see, I had Kha'zi Conjurer, who has a 6 range damage, inflicting a total of 12 damage to the magic unit Shock Trooper. And since Kha'zi Conjurer also has the Piercing ability, it does not matter that Shock Trooper has armor on it, as it just melts it altogether with its remaining health.
And that was the new modifier Witch Hunt, giving range units a little boost when against magic-type opponents. I won't say that it will make range-heavy teams the meta. Magic teams will still likely be dominant, but range will have more use cases now in the battle.
Thank you, and see you on the next post!
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