Analysing Splinterlands Cards – Wave Runner

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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 Wave Runner.

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Gameplay Analysis

Wave Runner is a Common Water Melee Monster from the Untamed Reward set in Splinterlands. With Reach at Level 1, it serves as an excellent second-position attacker. At higher levels, Knock Out and Snare make it an even more effective fighter, especially against Stunned and Flying enemies.

Mana Cost: 5
Attack Type: Melee
Abilities by Level
Level 1: Reach (Allows it to attack from the second position, making it a great off-tank or secondary attacker)
Level 5: Knock Out (Deals double damage to Stunned enemies, making it a deadly finisher in the right setups)
Level 9: Snare (Removes Flying from enemy Monsters and ensures they cannot evade attacks)

Level-Based Insights

Level 1: Reach makes it a strong second-position melee attacker, fitting well in melee-heavy Water teams.
Level 5: Knock Out adds synergy with Stun-based teams, allowing it to deal massive burst damage to stunned enemies.
Level 9: Snare gives it an anti-Flying utility, making it an effective counter against evasive Monsters.

Comparative Analysis

How does this card compare to other similar ones?

Vs. Deeplurker (Water - 6 Mana): Deeplurker has Opportunity, targeting weaker enemies, while Wave Runner is better in standard melee lineups with Reach and anti-Stun synergy.
Vs. Flying Squid (Water - 6 Mana): Flying Squid has Blind and Backfire, offering more evasion, while Wave Runner is more offensive due to Knock Out.
Vs. Pelacor Bandit (Water - 3 Mana): Pelacor Bandit has Flying and Sneak, making it better for backline damage, while Wave Runner focuses on melee front-line pressure.

Key Takeaway
Wave Runner is a mid-mana, melee attacker with Reach, Knock Out, and Snare, making it a great second-position fighter. It excels in stun-based compositions but also works well in traditional melee-focused Water teams.

Synergies

Kelya Frendul (Water Summoner): Increases Speed and Armor, making Wave Runner harder to hit and more durable.
Djinn Oshannus (Water Tank): A magic tank, while Wave Runner provides melee support from the second position.
Iza the Fanged (Dragon Melee - Stun Ability): Stuns enemies, setting up Knock Out for double damage.
Robo-Dragon Knight (Dragon Tank - Flying): Can act as a frontline evasion tank, while Wave Runner counters enemy Flying Monsters with Snare.

Ruleset Performance

✅ Favorable Rulesets:
Melee Mayhem: Can attack from any position, making it more flexible.
Up Close & Personal: Only melee Monsters are allowed, and Wave Runner’s Reach makes it valuable.
Stampede: If used with Stun units, Knock Out can trigger multiple times, dealing huge damage.
Earthquake: Snare counters Flying enemies, grounding them and making them take Earthquake damage.

❌ Challenging Rulesets:
Back to Basics: Loses all abilities, making it a simple attacker.
Noxious Fumes: Lacks Immunity or self-healing, making it vulnerable.
Little League: Too high mana (5) to be used.

Market Analysis

Price Overview
Regular Foil: around $ 0.05
Gold Foil: around $ 1.8

Investment Potential
Wave Runner is a cost-effective and versatile melee attacker, fitting into multiple Water-based strategies. While Knock Out requires synergy, it can be extremely powerful when paired with Stun units. Snare also makes it valuable in Earthquake rulesets and against Flying-heavy teams.

Ratings

Usefulness: 8.5/10 (Great for melee Water teams, especially with Stun synergy)
Cost-Effectiveness: 9/10 (Affordable and useful in many setups)
Versatility: 8/10 (Strong in melee-based fights and anti-Flying battles)

Conclusion

Wave Runner is a strong second-position melee attacker with Reach, Knock Out, and Snare, making it a powerful pick for melee-based Water lineups. If you’re looking for a versatile melee damage dealer that synergizes with Stun and counters Flying, Wave Runner is a valuable addition.

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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