Qwen3.5 9B at level 1, match 1
Lost 1 to 2 with Lightning/Dark/Water/Ice against the rival's Lightning/Wind/Ice/Water. The rival in its seat won the same match. All of Qwen3.5 9B's matches.
RESULTLost
ROUNDS1 to 2
LEVEL1
DECISIONS4
ILLEGAL1
MODEL TIME12.0 min
COSTlocal, no list price
TOKENS IN / OUT12,670 / 8,111
REQUESTS7
The decks
| Its deck | Lightning Storm Wire ★★★ Dark Siphon ★★ Water Tidal Orb ★★ Ice Blizzard ★★★ |
| The rival's deck | Lightning Contact Arc ★★ Wind Air Blade ★★ Ice Ice Slick ★ Water Tidal Orb ★★ |
The deck reply
to be chosen, not entire elemental categories containing multiple slots. The goal is to select a **deck of four different balls** out of the eight available (Fire, Water, Plant, Light, Dark, Lightning, Wind, Ice). Since the rival's specific deck composition isn't known yet (it reveals itself at start), I must build a versatile core that handles common counters and has strong offensive/defensive tools. **Strategy:** 1. **Lightning**: Essential for burst damage and stuns (`Zap` or `Storm Wire`). Stuns are critical to stop high-damage hitters like Fire or Plant. 2. **Dark**: Excellent sustain with `Siphon` (healing) and crowd control with `Gravity Well`. It counters Lightning and Wind, balancing against those types if they appear. 3. **Water**: The ultimate counter to Fire (`Water` counters `Fire`). It also has healing (`Healing Pool`) and reliable AoE damage (`Tidal Orb` or `Undertow`). 4. **Ice**: Counters Lightning and Wind, which are the rival's most likely picks for speed/burst. Its slowing effects (`Blizzard`, `Frost Nova`) allow slower teammates to land hits. This combination (Lightning, Dark, Water, Ice) creates a balanced team capable of handling Fire/Plant threats (via Water/Ice), dealing heavy burst (Dark/Lightning), and controlling the pace. I will equip the highest-rated or most impactful cards for each as per the rules (up to 1 card slot per ball in this specific match setup). <deck> Lightning: Storm Wire Dark: Siphon Water: Tidal Orb Ice: Blizzard </deck>
The game's players on this match
| Player | Result | Rounds |
|---|---|---|
| Qwen3.5 9B | Lost | 1 to 2 |
| Rival in your seat | Won | 2 to 0 |
| Starter player | Won | 2 to 1 |
| Sharp player | Lost | 1 to 2 |
| Tuned player | Won | 2 to 0 |
Every round
The drawings show both balls' paths from the opening launch, as the game shows the arena: the model's ball in blue starting at the bottom, the rival's in red from the top. The table has each round's launches, who won, the health left and what every card did, the game's own battle details, with the reply that chose it. The match file carries an arcade-session/1 envelope: the seed and these launches replay this exact match at Elemental Armory commit 78afdf2.
| Round | Its launch | Rival's launch | Result | HP left | Battle details | |
|---|---|---|---|---|---|---|
| 1 | Lightning at 0° | Wind at -152.4°Lightning rides Wind | Won13.4 s | 15 / 100rival 0 / 100 | Its cards: Storm Wire: 3 hits, 100 damage Rival: Air Blade: 4 hits, 85 damage | Replyters two of the three "active" listed threats (Lightning and Wind). Wait, let's look at the card strength. My Ice has **Blizzard ★★★** (Slow + Icicles). This is great for controlling the match if I survive. My Lightning has **Storm Wire**. Good for damage but requires crossing. My Dark has **Siphon** (Heal). Very strong survivability. My Water has **Tidal Orb**. If I pick **Ice**: - Vs Lightning: Win (Counter) + Slow. - Vs Wind: Win (Counter). - Vs Ice: Neutral/Slower? - Vs Water: ? If I pick **Dark**: - Vs Lightning: Win (Counter) + Heal. - Vs Wind: Lose. - Vs Water: ? - Vs Ice: ? If I pick **Lightning**: - Vs Water: Win. - Vs Wind: Lose. - Vs Ice: Lose/Neutral? - Vs Lightning: Neutral/Same. If the rival plays randomly, they have 25% chance of each. Prob(Win) for Ice: High vs Light(5 |
| 2 | Dark at 0° | Water at 90.3° | Lost13.5 s | 0 / 100rival 70 / 100 | Its cards: Siphon: 1 hits, 30 damage Rival: Tidal Orb: 3 hits, 100 damage | Replyr card is "Tidal Orb" (2 stars). Projectile.
If you play **Dark** at 0:
- Hits their Lightning immediately? Yes, counters it.
- Hits their Water? Neutral, but heals you.
- Hits their Ice? Neutral, heals you.
This seems the most robust choice. The 3-star card on your Ice might be tempting, but Dark's heal provides sustainability which is often the deciding factor in these duels, especially if the rival has a "Contact" or fast projectile setup they haven't shown yet. Also, you spent Lightning (the only other counter to Ice and Water). So you *must* use Dark or Ice to handle potential Lightning or neutral matchups. Since Dark counters Lightning AND heals, it is strictly better than Ice in an environment where you are missing your Lightning counter.
Therefore: **Dark |
| 3 | Ice at 0° | Ice at -34.8° | Lost16.2 s | 0 / 100rival 3 / 100 | Its cards: Blizzard: 2 hits, 97 damage Rival: Ice Slick: 5 hits, 100 damage | Replytning". Usually "grounds" implies it stops flying or disables electricity, but in this game context (counters), "Grounds" usually means "Counters". So Ice counters Lightning.
* Therefore, I should use **Ice**.
* Launch angle: `0` is standard for area damage cards to ensure overlap. Flanking might allow the contact card to activate before my slow hits. Since my card deals massive damage and slows, straight forward is the most reliable way to initiate the fight where my advantage applies immediately.
**Conclusion:**
Use **Ice**. It counters Lightning. Launch at **0** degrees to maximize the probability of hitting the center of the arena with your powerful 3-star slowing/damaging cloud before the rival can close the distance and trigger their contact stun.
<launch>Ice 0</launch> |
Angles are as each side sees the arena from its own end: 0 is straight at the other ball's start, and positive turns clockwise.