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First Turn Knockout Your Advanced Kill Guide by ctrpch

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· @ctrpch ·
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First Turn Knockout Your Advanced Kill Guide
![](https://i.imgur.com/mpw9xeQ.jpeg)

Ever been there? That slow, agonizing dread creeping in as a  Splinterlands battle drags on, your carefully chosen monsters getting  chipped away, one by one. Stomach clenching, watching your lineup get  picked apart. You *thought* you had the strategy, but it all just unravels. Pretty damn annoying, right?

We've all been there. We're conditioned for the long game, the  attrition warfare. And often, that’s exactly what Splinterlands is.

But what if you could flip that script? What if the battle was  essentially over before your opponent even got a single attack off?  Sounds like crazy, right? Who cares! This isn't about being 'fair'  it's about being efficient, dominant, and downright terrifying. I'm  talking about a "First Turn Knockout"—a blitzkrieg of damage and  control.

I witnessed this brutal savagery recently in a guild brawl. The  ruleset: "Little League," "Explosive Weaponry," and "Aim True." The  plan? Do as much damage as possible, as fast as possible. The result?  FOUR of the opponent’s team dead before they even took a turn. DEAD.  Just like that.

This isn’t luck. This is a profound understanding of game mechanics.

------

## The Myth of the Slow Grind: Why Most Players Never See "Turn Zero" Glory

The average Splinterlands player, is still  thinking in turns, in damage races, in attrition. They build balanced  teams a decent tank, reliable damage, maybe a healer. They’re playing  chess when the ruleset is screaming for a shotgun. They assume battles  are a drawn-out exchange.

But here’s the kicker, the "aha!" moment: **certain rulesets don’t just modify the game, they fundamentally change the optimal strategy.**

Take "Little League," "Explosive Weaponry," and "Aim True." Most  folks focus on survivability, ignoring the glaring, neon sign screaming, "This is your chance to end it FAST." They’re still trying to survive  turn one. That’s their biggest mistake. The game in *this* scenario isn’t about surviving the first punch it’s about making sure your opponent never *gets* to throw one.

While the opponent was lining up their magic attacks, this team was already executing. The summoner was **Kelya Frendul**, giving the *entire* team 1 armor and, crucially, 1 speed. Speed. The key to going first.

Then came the monsters, a perfectly tuned symphony of aggression:

- **Xenith Monk (Tank)** Heal, Void, Magic Reflect.
- **Tide Biter (Second Spot)** Reach, Deflect, True Strike.
- **River Nymph (Third Spot)** Cleanse, Amplify, Swiftness.
- **Angelic Mandarin (Fourth Spot)** Triage, Silence.
- **Mar Toren Trader (Fifth Spot)** Headwinds, Heal.
- **Shock Trooper (Last Spot)** Electrifies, Swiftness, Magic Reflect.

Notice a theme? Speed. Two monsters adding speed buffs on top of  Kelya's. The game plan was simple, go first, hit hard, and then hit  again. This wasn't some haphazard collection of cards. This was the  embodiment of **"The Apex Predator's Opening."**

It’s not just strategy, it’s a philosophy of battle where you  identify the conditions for an early kill, and then ruthlessly optimize  for it. It's about denying your opponent agency, making them react to  your overwhelming assault rather than executing their own plans.

------

![](https://i.imgur.com/iIk5YzV.jpeg)

You can see exactly how it plays out in a real battle here: [WATCH THE REPLAY HERE](https://splinterlands.com/battle/sm_HUhnR2BuDbGoUCOIDHnK?ref=ctrpch). Watch cafefully it finishes fast.



## 5 Steps to "First Turn Knockout" Mastery

### 1) Read the Battlefield (Ruleset Reconnaissance)

A ruleset isn't just a modifier, it's a *roadmap* to victory.  Some rulesets, like "Little League," "Explosive Weaponry," or "Aim  True," are practically screaming at you to go for the jugular. Think of  it like reading the weather report. When a ruleset gives you a green  light for aggression, *take it*. Don't just build a good team build the *perfect* team for *that* specific ruleset.

### 2) The Speed Demon's Decree (Initiative Control)

Speed is the absolute, unquestionable king in a first-turn knockout.  If you're not going first, you're already behind. Winning initiative  often means winning the battle. It's about creating a cascading effect.  Kelya's 1 speed, River Nymph's *Swiftness*, Shock Trooper's *Swiftness*. That's three speed buffs, Total overkill, you say?  ABSOLUTELY NOT. That's insurance, ensuring your high-damage monsters get their hits in before their lumbering opponents even finish their attack animation. Prioritize high-speed cards and summoner buffs. It's the  difference between victory and watching your dreams die on turn two.

### 3) Ability Arsenal (Synergy for Swift Destruction)

You're going first. Now what? This is about calculated, brutal synergy. Abilities *combined* with rulesets create exponential damage. "Explosive Weaponry" makes abilities like Tide Biter's *True Strike* (ensuring hits that then blast) and *Deflect* incredibly potent.  Focus on abilities that deal direct damage, spread damage (blast, scattershot), or severely debuff/disable enemies *immediately*. These are the tools of surgical, swift destruction.

### 4) Targeted Torpedoes (Picking Your Punch)

You've got the speed, you've got the synergy. Now, where do you aim? It's not just how much damage, but *where* it lands. Identify the immediate threats or weakest links. If you know your opponent uses fragile back-line magic, *Aim True* combined with reach or snipe means those threats *will* go down. Before they cast a single spell. Who *needs* to die first for your strategy to succeed? Strategically dismantle  their winning conditions before they even register what's happening.

### 5) The Counter-Offensive Cushion (Defensive Foresight)

Even the most aggressive strategy needs a backup plan. You aim for  that devastating "Victory" screen, but you prepare for the possibility of a standing eight count. This isn't about playing defensively. It's  about ensuring your momentum isn't immediately halted if one or two  enemies survive. Remember Xenith Monk's *Heal, Void, Magic Reflect*? Or Kelya's *Armor*? This foresight means that even if your initial blitz doesn't achieve a  full knockout, your team has the resilience to absorb any meager  counter-attack and finish the job on the *very next* turn. It's  the difference between a one-punch knockout and a two-punch knockout.  Both are still knockouts, and both leave your opponent reeling.

------
The future of gaming? It's here, and it's not some vaporware BS. It's  Splinterlands. This isn't just some pretty Digital Collectible Card  Game. It's powered by actual, functioning **Blockchain Technology**, and what that means for *you* is actual ownership. You can trade, sell, and lease your card assets.  Nobody can take 'em away. And if you're still complaining about  "play-to-earn" being a scam, guess what? Splinterlands makes it  demonstrably easy to earn daily. So, stop whining about the future and  go participate. Head to [Splinterlands.com](https://splinterlands.com/?ref=ctrpch) to get started today. Or just **Sign up to Play Splinterlands [CLICK HERE](https://splinterlands.com/?ref=ctrpch)** already.

------

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#splinterlands  #play2earn


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