TRAITS MAPPING : NEUTRAL MELEE CARD
As usual, just as a reminder before we started, you can find the essential guide to read my traits mapping post here:
https://peakd.com/hive-13323/@kid.miniatures/traits-mapping-grid
https://peakd.com/splinterlands/@kid.miniatures/traits-mapping-update-1
https://peakd.com/hive-13323/@kid.miniatures/traits-mapping-update-2
https://peakd.com/hive-13323/@kid.miniatures/traits-mapping-update-3
I've been skipping the traits mapping for Neutral Splinter because I thought of them as inferior than the elemental splinter. Based on my experience, I've found several neutral cards with certain mana to have less parameter than the elemental splinter counterpart. But to be sure about this, a throughout overlook into every mana levels of Neutral Splinter must be done. So it is a good thing to do traits mapping over the Neutral Splinter, where we will find the detail and answer to this questions.
Number of Card by Rarity and Mana
As usual before we continue, please familiarize yourself with the mana range grouping used to ease mentioning any particular cards.
Rarity | 2 Mana | 3 Mana | 4 Mana | 6 Mana | 7 Mana | 8 Mana | 9 Mana | 12 Mana |
---|---|---|---|---|---|---|---|---|
Normal | ||||||||
Rare | ||||||||
Epic | ||||||||
Legendary |
The collection have a total of 18 cards with melee attack type (2 cards with dual melee & ranged attack). This collection have almost equal number of cards with other Elemental Splinter, except of course lesser if compared to Fire and Death Splinter. The collection have a well-distributed number of cards, encompassing 2 mana up to 12 mana. There are at least 2 cards for each mana level, with the most one (3 cards) centered on 6 to 7 mana. There are no cards for the 5 mana level which seemed to create quite a gap between the 4 mana and 6 mana. Additionally this make Neutral Splinter less favorable under Odd Ones Out ruleset.
The rarity of the cards looks modest with majority are of Normal type. There are only 3 cards of Rare and Epic type. Meanwhile Legendary type made about a third of the collection. A lot of the Legendary type gathered on the high-end of the mana levels.
Traits Mapping
The good news almost less than half of the collection started with armor aspect, and some of them are not to be taken lightly as we will see later. Other than that, each cards started with at least 1 abilities (except No.5 - Xenith Monk and No.13 - Elven Defender). So my conclusion, the Neutral Splinter seemingly started with low figure in overall parameter compared to the elemental splinter counterpart. Take for example Fire Splinter which have variety of cards jumped on damage-mana ratio beyond 0.5 tick; or the Death Splinter which have half of the collection with health-mana ratio already in the SOUTH quadrant. But these low parameter are still open to question of whether its due to its abilities and armor aspect, or is it agreed that Neutral Splinter are inferior?
There's several shift with the max level chart, which is justified from the large number of Normal type cards. But there's still a lack in the growth result. The damage-mana ratio still left behind several cards below 0.5 tick. The highest damage would be on 1.0 tick. Meanwhile the health-mana ratio have entered the SOUTH quadrant, but only few would pass beyond 1.50 tick. So basically there's no exceptional card which play a pure Tanker
or pure Striker
roles. So far maybe only War Chaang (No.12) which consistently show the optimal point in both damage-mana and health-mana ratio.
Speed doesn't showed much improvement. But Battering Ram (No.2) are the only one to gain superior speed jump from 1 to 5 speed. Abilities are beyond expectation as several cards jumped from 1 ability to 4 or even 5 abilities. But still only Legendary type to dominate in large gain of new abilities.
Abilities Mapping
Abilities have very much similar profile to other typical melee collection. Striker
and Tanker
types abilities make the most of the melee collection, while there are almost none on Support
abilities. There's no remarkable Striker
abilities. There are only 1 or 2 at most of each abilities. There are quite number of Target Altering Abilities (Reach, Opportunity, and Sneak) encompassing a total of 7 cards. There are also a single Double Strike which possessed by Drybone Raider (No.18) which uniquely applied over two attack types. Its also a very very rare chances to have Halving ability (possessed by Arkemis The Bear (No.11)) which so far only available on 3 cards across entire Splinter and editions.
Tanker
consist majorly of Retaliate, Shield, and Void, where each make up possessed by a total of 3 cards. There is also a unique ability, Rebirth, which solely possessed by Runi. Support
abilities are very few and doesn't looks stood out.
Some cards like Venator Kinjo, Xenith Monk, and Dumacke Orc have an all in Tanker
abilities; while cards like Uraeus, Sand Worm, and Drybone Raider have an all in Striker
abilities.
Personal Thought
This final section, I give my personal thought for several card mentioned below.
'1. Venator Kinjo
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Venator Kinjo have the whole Tanker abilities to cover against all indirect an direct attack. But considering its a melee cards with limited health, its very difficult for this card to be useful other than maintaining the Slow ability. |
'2. Battering Ram
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Battering Ram might be just another cannon fodder card. But think again, there is no card possessing Shatter and Opportunity together. Taking any ruleset aside, this card could turn into destroyer for armor-based card such as Dumacke Orc. |
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