Finally we conclude the traits mapping for the ranged card collection. I felt grateful that this conclusion could be finished right with the launch of Soulbound Reward cards. So when I continue my mapping project for the melee card collection, I will probably consider adding the Soulbound cards into the list of cards. Before we continue, you might want to revisit the previous post for each Splinter faction from this link (Fire, Water, Earth, Life, Death, and Dragon). Since I will also make several reference to the magic traits mapping, you might want to check the post here. So let's start by viewing the general outlook.
Card Distribution
Fire Splinter which closely associated with melee cars was actually owning a large sum of ranged cards ranging from the lowest 2 mana up to the highest 10 mana. The rest of the Splinter have a decent number of cards around 12 to 13 cards. Based on mana cost, cards are dispersed in normal distribution figure, ranging from 1 mana to 10 mana. The center could be seen at 4 to 6 mana, where more than 10 cards could be found each. Compared to magic card collection, the average mana cost of ranged card tend to be lower than magic card. Magic card average mana also centered at 4 to 7 mana, it have wider dispersion, with more than 10 cards costing 10 mana or more. The could be understood from the fact that magic attack type have have more position and better accuracy than ranged type attack. In overall, each Splinter have very balanced cards and each follow the typical normal distribution.
Broken down by the card type, the collection are dominated mostly by Rare type, then followed by almost equal number from Normal and Rare, and the least one would be Legendary type. The distribution also looked very balanced, each Splinter having equal number on Normal-Rare-Epic and at least 1 or 2 cards on Legendary. Death Splinter would be the outlier having Rare type 7 out of 12.
Traits Mapping
Each Splinter form a typical start with most cards gathered in the lower SOUTH-WEST quadrant. In term of health-mana ratio, there are quite number of cards have passed into SOUTH quadrant, mostly coming from the Water Splinter. Damage-mana ratio pretty much similar one another and no particularly interesting pattern. Speed looks very promising with a lot of blue and yellow nodes available. Fire Splinter seemed to be the fastest one, while Water or Death are the slowest one.
At max level, the growth looks magnificent (which could be attributable to the large sum of Normal and Rare type cards). Water and Earth Splinter leading the health-mana ratio with a handful of cards entering the SOUTH-EAST quadrant. Especially for Water Splinter where the lowest one have almost touched the border to the SOUTH quadrant. In term of damage-mana ratio, almost all cards from the entire Splinter have reach the upper half of the SOUTH-WEST adn SOUTH quadrant. Fire, Water, Earth, and Death have provide several cards with powerful damage-mana ratio. Earth Splinter could be leading among them, considering Earth Splinter have fewer number of low level mana cards.
It would be a waste to have high damage if not accompanied with high speed to ensure initiative and accuracy. And ranged card have accentuate the importance of Speed by reaching a magnificent height. Fire Splinter have 6 blue nodes (No. 2, 4, 8, 9, 11, and 17) available to most of its cards with the highest damage-mana ratio. Similar thing also happen to Earth Splinter and Death Splinter. Life Splinter seemed the only one with the least speed growth, having no blue nodes; although there's three fourth of them are yellow nodes.
Abilities are not the strongest traits of ranged card. There are only few card possessing 4 or 5 abilities. Fire and Death Splinter are the only one to have a handful of pure Support type ranged card. The cards from Fire Splinter (No. 1, 6, and 16) looks very weak and very slow but have great number of abilities. Likewise, Death Splinter cards (No. 6 and 7) also possessing weak damage, health, and slow speed; although there seemed to be an outlier (No. 8) having high damage, speed, and four abilities. The rest of the Splinter only show an average traits on number of abilities.
Abilities Mapping
As I have mentioned in the previous posts, Striker Abilities become the most dominant abilities of ranged card. Fire and Earth Splinter have the largest gap between the number of Striker abilities compared to Tanker and Support Abilities. Death and Dragon Splinter is the only one to have the closest figure toward a balanced number from each abilities type.
Status Ailments abilities and Target Altering abilities are the most frequently found abilities for ranged card. Scattershot and Snipe are also found in every Splinter, except for Death Splinter which own no Snipe, and Dragon Splinter which won no Scattershot.
Tanker abilities are various and no common abilities found on all Splinter. Flight and Dodge might be the most one, since they are available in quite number on certain Splinter. There are almost none Tanker coming from ranged card. Wave Brood might be the only pure Tanker, having high health and supported with major Tanker abilities.
Status Buff / Debuff abilities are the majority abilities found on all Spllinter, but there are no certain buff / debuff more dominant than the others. Other abilities such as Triage are also seen quite frequently, although only one available on each Splinter.
Personal Thought
Reviewing all the information above, we can conclude that ranged card primary roles is a Ninja or Striker. Ranged card in average have a high damage value, and some of them are supported with high speed value, and the most important they're decorated with abundant abilities which only triggered if the attack make a hit. Some card have quite high health value, and some of them also have high speed value. This card somehow have a potential to be a Tanker. But the lack of abilities related to Tanker card would in turn reduce their effectiveness. And then again, the high mana cost ranged card are dominated with high damage card rather than high health one. In conclusion executing a perfect attack should be the main focus from deploying ranged card. Having a wide selection and variety of abilities, strategy should be considered deeply, and small change could turn to significant victory.