Analysing Splinterlands Cards – Goblin Fireballer

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Hi all,

Introduction

Another post in this series. Thank you for your support in the previous posts 😊

This series intends to determine if there are other aspects of cards that may contribute to increasing its value. Based on your feedback I can focus on more/other things – so feel free to tell me where you want me to go into further detail.
I include some analysis on where the cards fit in terms of gameplay, strategy, comparison with other cards, and a market analysis of its price. Feel free to suggest what more do you want me to look into in this series, and your support is much appreciated!
In this edition I will be looking at the Goblin Fireballer.

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Gameplay Analysis

Goblin Fireballer is a Common Ranged Monster from the Untamed set in Splinterlands. As a low-mana, high-speed attacker, it is designed to provide quick and effective damage. While it starts off as a simple ranged unit, at higher levels, it gains Snare and Stun, increasing its versatility by countering Flying enemies and disrupting key targets.

Mana Cost: 2
Attack Type: Ranged
Abilities by Level
Level 5: Snare (Removes Flying from targets and ensures they can’t evade attacks)
Level 10: Stun (Has a chance to disable the target, preventing it from attacking the next round)

Level-Based Insights

Level 1-4: Goblin Fireballer functions as a basic ranged attacker with solid Speed, making it useful for quick eliminations.
Level 5: Snare gives it an anti-Flying advantage, making it valuable in Earthquake rulesets or against evasion-based teams.
Level 10: Stun provides a disruptive effect, allowing it to temporarily disable enemies, which is especially useful against high-damage Monsters.

Comparative Analysis

How does this card compare to other similar ones?

Vs. Fire Beetle: Fire Beetle has Scavenger, making it more durable, while Goblin Fireballer focuses on control with Snare and Stun.
Vs. Mantoid: Mantoid has Snipe and Snare, while Fireballer is more disruptive with Stun at max level.
Vs. Spark Pixies: Spark Pixies has Flying and Stun earlier, while Goblin Fireballer is a more cost-efficient alternative with similar utility at higher levels.

Key Takeaway
Goblin Fireballer is a low-mana, high-speed ranged attacker that starts off as a basic damage dealer but gains Snare at Level 5 and Stun at Level 10, making it a valuable counter to Flying units and a strong disruptor in battles.

Synergies

Yodin Zaku (Fire Summoner): Grants Blast, making Fireballer’s attacks hit multiple targets.
Tarsa (Fire Summoner): Provides extra health and melee attack, improving Fireballer’s survivability.
Conqueror Jacek: Grants Scattershot and Piercing, making its attacks unpredictable and more effective against armored units.
Brighton Bloom: Grants Flying to the whole team—Fireballer can counter enemy Flying units while also benefiting from the Earthquake ruleset.

Ruleset Performance

Favorable Rulesets:
Earthquake: Snare at Level 5 allows it to counter Flying units.
Little League: At 2-mana, Fireballer is a great option for damage and control.
Aim True: Since Fireballer has high Speed, it benefits from guaranteed hits.

Challenging Rulesets:
Close Range: Prevents Fireballer from attacking if moved to the frontline.
Reverse Speed: Its high Speed makes it weaker in slow-speed battles.

Market Analysis

Price Overview
Regular Foil: around $ 0.04
Gold Foil: around $ 1.2

Investment Potential
Goblin Fireballer is a strong budget-friendly attacker that gains valuable utility at higher levels. Snare at Level 5 and Stun at Level 10 make it a great investment for countering Flying enemies and disrupting key targets.

Ratings

Usefulness: 7/10 (Basic early levels, but Snare and Stun add strong utility at higher levels)
Cost-Effectiveness: 8/10 (Affordable and effective in multiple formats)
Versatility: 7/10 (Primarily a ranged attacker but gains control abilities later)

Conclusion

Goblin Fireballer is a fast, low-mana attacker that starts off as a basic ranged unit but gains strong control abilities with Snare and Stun at higher levels. It is especially useful in Earthquake battles and against Flying-heavy teams, making it a valuable addition to Fire Splinter lineups.

What do you think about this card? Do you use it in your lineups? Share your experiences in the comments and let me know which card you'd like me to analyze next!
Thank you for your continued support and engagement. 😊



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