Analysing Splinterlands Cards – Sniping Narwhal

in #splinterlands • last month

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 Sniping Narwhal.

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Gameplay Analysis

Sniping Narwhal is a Common Water Monster from the Untamed set in Splinterlands. With moderate mana cost, decent speed, and ranged attack power, it plays a key role in eliminating enemy support units. As it levels up, it gains Stun and Piercing, making it more disruptive and effective against armored foes.

Mana Cost: 5
Attack Type: Ranged
Abilities by Level
Level 1: Snipe (Targets enemy Monsters with Ranged, Magic, or No Attack)
Level 6: Stun (Has a chance to disable the target, preventing it from attacking the next round)
Level 10: Piercing (Excess damage from an attack carries over to the target’s health if its armor is destroyed)

Level-Based Insights

Level 1-5: Snipe allows Sniping Narwhal to target key backline support units, helping to disrupt enemy strategies.
Level 6-9: Stun provides a disruptive effect, preventing stunned targets from attacking, making Narwhal valuable against high-damage threats.
Level 10: Piercing ensures armor-heavy enemies don’t absorb its damage, making it an even more efficient attacker.

Comparative Analysis

How does this card compare to other similar ones?

Vs. Axemaster: Axemaster has Double Strike, making it a better damage dealer, but Narwhal provides control with Stun and armor penetration with Piercing.
Vs. Mantoid: Mantoid also has Snipe, but Narwhal has higher Speed and gains Stun at Level 6 for extra disruption.
Vs. Wave Runner: Wave Runner is a Melee Reach attacker, while Narwhal remains safer in the backline as a ranged unit.

Key Takeaway
Sniping Narwhal is a mid-cost, high-speed ranged attacker that starts off with Snipe but gains Stun at Level 6 and Piercing at Level 10, making it an excellent control-based ranged unit in the Water Splinter.

Synergies

Kelya Frendul (Water Summoner): Grants extra Speed and Armor, improving Narwhal’s durability.
Lir Deepswimmer: Boosts Narwhal’s survivability with extra armor while countering enemy ranged attackers.
Stun Synergies (e.g., Hydra, Magnor, Chain Golem): Stun-based lineups benefit from Narwhal’s extra chance to disable enemy attackers.
Alric Stormbringer: If paired with Magic attackers, Narwhal helps clear out armored enemies with Piercing at Level 10.

Ruleset Performance

Favorable Rulesets:
Heavy Hitters: If paired with other Stun units, Narwhal can trigger Knockout for double damage.
Lost Magic: With Magic attacks disabled, Narwhal remains a reliable ranged attacker.
Aim True: Ensures its attacks always hit, making Stun more reliable.

Challenging Rulesets:
Close Range: Prevents Narwhal from attacking if forced into the front position.
Reverse Speed: Its high Speed makes it weaker in slow-speed battles.

Market Analysis

Price Overview
Regular Foil: around $ 0.06
Gold Foil: around $ 0.66

Investment Potential
Sniping Narwhal is a solid ranged attacker with strong late-game abilities. Stun at Level 6 increases its disruption power, while Piercing at Level 10 makes it effective against armored teams. A strong investment for players looking for a Water-based Snipe unit with crowd-control potential.

Ratings

Usefulness: 8/10 (Snipe is always valuable, and Stun + Piercing add strong utility at higher levels)
Cost-Effectiveness: 7/10 (A good choice, though Axemaster and Deeplurker are strong alternatives)
Versatility: 7/10 (Fits well in multiple strategies, especially stun-focused teams)

Conclusion

Sniping Narwhal is a fast, mid-cost ranged attacker that targets backline support units while stunning enemies and bypassing armor at higher levels. It is an excellent choice for Water Splinter players looking for a disruptive Snipe unit with strong late-game potential.

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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