HOW TO BEAT THE UNTAMED - LLAMA

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HOW TO BEAT THE UNTAMED - LLAMA

 

Introduction

This is my second in a series of posts regarding the Untamed Legendary Summoners. I often find myself pitted against these legendary summoners and it doesn't usually go well. They are some amazing cards with a generous amount of abilities to bolster their team. Unfortunately I wasn't a part of Spinterlands when these cards were released and so I didn't get any. As you can appreciate, they're fairly pricey now to go and purchase on the secondary market so for me, that's not an option. So what is the best way to deal with them then? If you can't join 'em, beat 'em!

 
 

 

Character Focus - Scarred Llama Mage

Once a proud and plentiful race found grazing throughout the open grasslands of Khymeria, these skilled magic users were ravaged by Crystal Werewolves. Llama is an earth summoner and legendary, costing seven mana to play. The card will give your team a +2 boost to their health, with the addition of giving them all Cleanse - which removes all negative effects on the monster in the first position on the friendly team, and Last Stand - which gains your last monster left alive increased stats. At the time of writing this card costs approximately $315 on the secondary market.

 
 
 
 
 

How to deal with Llama

I have found that the best and only way to deal with Llama is to completely overwhelm it with attack damage, beating its Last Stand into submission. One of the most annoying things with this summoner is the two abilities it offers your opponent, often leaving you in quite a pickle and relying on destroying its final monster which, more often than not, is the dreaded Kron! You might also see the Flesh Golem sitting there instead on occasions as well. Basically any monster that has self heal with a good attack and health will work brilliantly in this spot and because of Llama's Cleanse, no debuffs you place on it are going to effect the outcome. Another tactic is to smash that rear guard first before it becomes the last monster standing (see Battle Four).

 

  • Shield will help soak up any melee or ranged damage you have incoming.
  • Void and Void Armour are really useful against magic attacks and Kron, who you'll more than likely find waiting for you at the end.
  • Silence is another useful ability up against any magic coming your way.
  • Heal and Tank Heal are good for keeping your tank in the battle, as mentioned you want as many monsters left in the game as possible when facing their Last Stand monster.
  • Maybe even consider Phase to dodge any magic attacks, again useful if up against Kron.
  • Sneak, Poison and Stun are great abilities to target the rear guard monster if you want to take it out of the game before it becomes the final monster standing because Llama's Cleanse will only work on the monster in the first position. Iza the Fanged and Uraeus are great to use for this.

 
 

Effective Summoners

I write this from my own perspective here as I don't have many summoners outside of the Chaos Legion, so there maybe other potential summoners that would work as well.

I've found that actual summoner-wise is doesn't make a great deal of difference in respect of the attributes they offer. What's more important is your lineup and the abilities the monsters hold together with how those abilities compliment their strength in attack.

Thaddius Brood can be good because of his -1 to magic attack if you're going to be facing Kron. Also if you use Quix the Devious, you'll have the choice of an additional elements range of monsters, and of course some big hitting dragons - as already mentioned, we want some big damage dealers!

 
 

Battle Summaries

Battle One - Sees me fielding Mylor Crowling against Yodin. You can see here that my Mycelic Infantry's Shield was very effective in soaking up the attacks from the Golem and Grund. Mylor's thorns are great as well, hurting my opponent for each and every melee attack they throw at me. But when it came to the end, what won the day was my high remaining attack damage and Grund's Double Strike.

 

Battle Two - In this battle I choose Kelya Frendul. I was hoping the extra speed together with the Diemonshark's Trample would roll through a low mana enemy squad - I wasn't expecting a Llama! Fortunately for me my opponent either didn't have Kron or choose not to field him, if he had it would've been a different story. As it was the combined high damage of my Diemonshark and Deeplurker won the day through their massive combined melee damage.

 

Battle Three - For the third battle I've gone with Quix the Devious. This was a massive 99 mana match and so there were going to be some big hitters going in, like Grund and Carnage Titan with their Double Strike, and the Chaos Dragon with its awesome Blast damage and Scattershot. It was an epic battle but my overwhelming damage put quick pay to any chance Llama might have had. Even Kron with his Last Stand couldn't do a thing!

 

Battle Four - For my last battle I went with Tarsa. I wanted a strong, high health tank and plenty of sneak damage. The sneak damage I got through Uraeus and Tenyii Striker. That, coupled together with the Lord of Fire carrying the silence skill to minus some of the incoming attack damage and the Halfling Alchemist to get rid of some of the opponents tank damage, I was ready to go. It worked a treat! If you can set it up just right, then Sneak damage can be devastating against Llama, especially a LlamaKron or LlamaGolem setup.

 
 

Battle Preview

 
 

If you enjoyed my post and want to give Splinterlands a go, please use my referral link:
https://splinterlands.com?ref=kaljerico

 
 



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5 comments
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Great battles here! High burst damage or tons of damage mitigation are a good way to go against (that dang) Llama.

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Yes, absolutely. I still get that horrified shiver when I find myself fighting against one though, especially LlamaKron! 😱

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