Splinterlands Highlights - Featuring Gorth in a Tripple Rule set Including Explosive Weaponry, Noxiious Fumes, and Lost Legendary


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Featuring Bronze League Summoner and Monsters in Action!

In this week's highlight post I want to feature a brawl battle that I thought played out quite nicely. I was able to use some cards that I don't normally play but in this case found a situation where they provided a significant boost to my lineup. Since this is a brawl I'm going to stick with that thought process and stick with a Gladius card.

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Weekly Highlight -Gorth





Edition: GLADIUS
Rarity: EPIC
Element: FIRE
Attack: MELEE
Abilities: BLOODLUST
Abilities"
Health: 13
Speed: 2
Attack: 5
Armor:







Reasons Why I like it
Gorth is a heavy hitting high health tank. With 13 health and dealing out five damage it is a real behemoth of a card to get through. While not having any armor and being slightly slow it can still be a tremendously powerful card especially when you can potentially get some kills and starts that building with blood lust. The only downside to this card that I see is with my fire team in bronze I have no way to heal it.

The Matchup - Where Rules Sets, Splinters and Mana Collide

The Rule Sets

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Watch the Match Here

https://splinterlands.com?p=battle&id=sm_h3VM8v8mC1glspvRwkan&ref=senstless

MANA: 26

Ruleset: Explosive Weaponry: All monsters gain the blast ability.

Ruleset: Lost Legendries: Legendary monsters may not be used.

Ruleset: Noxious Fumes: All monsters are afflicted with the poison debuff at the start of the game.

SPLINTERS: Fire, Water, Life, Death

Initial Rule Set and Mana Gameplay Thoughts

There's a lot to take in and consider in this matchup. Three rule sets provides a complex landscape that has to be affected in with a smaller sized mana of only 26. Let's take a look at each category and my initial thoughts
** Rulesets
There are three rule sets and each one will play an important role. Starting off with the first one noxious fumes means that cards shall probably be focused on cleansing or immunity or self-healing sense so much damage will be taken each round starting the beginning of round two from the poison.

When you factor in you know access fumes with explosive weaponry and the splash damage it is now going to be doubly difficult to have cards last more than a couple of rounds. More than likely these two worlds have to combined to really give a powerful boost to cards that have blood bust and martyr.

3rd and final rule set is lost legendary which will prohibit some of the more powerful cards from plane that could otherwise be quite useful. Since Earth is gone and this was a brawl, there wasn't too much lost by losing quora.

  • Mana
    26 Manor is a very small number in most brawls since I feel that many cards would be in the 7 to 8 man of range that would be very well suited for these rule sets picking one or two of those plus a summoner will prohibit any other option to have on your team.
    ** Splinters
    With the four of the six splinters available I think there's plenty of good options. Both fire and death have immunity cards while life and water both have cleanse. It will be interesting to see which path each player goes down
  • Summoner CONQUEROR JACEK
    I decided that I wanted some extra stats for myself. I wanted the additional speed and piercing to get through any armor with either my attack or my splash damage.

  • First Position GORTH
    Tanks will be tanks. I wanted to have a heavy hitting splash damage with bloodlust at first position. Hoping to start to get some knockouts and to build up with bloodlust.

  • Second Position VENARI MARKSRAT
    Since the rule sets give everyone explosive weaponry, I feel good having this in second place to provide a boost to Gorth within the first round.

  • Third Position SCAVO CHEMIST
    Clearly a mistake and should be in fourth position. The boost from Markscrat should go to the Monk and not this guy. Scavo is important sense he does have cleanse and can prevent my tank from getting poisoned damage each round

  • Fourth Position XENITH MONK
    Should have been in third position probably, but it's okay here. A self-healing card is basically just to play at outlasting your opponent

  • Fifth Position LAVA SPIDER
    Well not the heaviest hitter, it's five health should help it last in to the start of the fourth round which I thought might just help overall, the high health could also help absorb some sneak attacks if they went to direction

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Opponent Lineup & Match Play

  • Summoner TARSA
    I never feel bad taking the additional health boost from a seminar in matches that give poison. That can mean the easy difference between lasting to the next round or not
  • RADIATED SCORCHER
    One of the cards that I also commonly play in first position. While it's not going to attack first very often, it does sometimes get the chance to attack before getting knocked out and shatter your opponents armor which is key
  • FORGOTTEN ONE
    Not surprised to see an immunity card play here to avoid taking that poison damage into hopefully Outlast your opponent
  • FIRECALLER
    A heavy hitting Marta card is always great. Giving out three damage with two splash and giving all of your monsters to boost when it dies is a very smart play
  • XENITH MONK
    Very similar to me a self-healing car towards the backyard lineup is a way to help protect and hopefully Outlast your opponent
  • VENARI MARKSRAT
    It looks like they went with a double marterboost to monk which would provide some great benefits to it. Giving it more health to heal from and a much higher speed.

Round 1


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Before the round starts it's hard to know exactly how it will play out, but I feel that in this explosive weaponry game my speed boost from my summoner will come in very handy. This will allow me to attack first and hopefully knock out some of my opponent's cards or deal significant damage. The brown starts off very quickly with my attacks and I get my first knockout with Forth and triggered my first blood bust. This boosts my speed up to five making it less likely that I am hit. As the round plays out I get another boost from martyr giving me seven melee damage with six feet. This speed generates two misses towards the end of the round and secures my lead going into the second round

Round 2


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Round two starts off much the same as round one after the poison is applied the teams are looking much weaker.Gorth secures his second knockout with splash damage and gets yet another boost. It's currently sitting at eight damage and seven speed. As the round progresses my opponents gets another boost to zenith Monk and it's actually quite scary with four damage five speed.

Round 3


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At first glance it doesn't look great at the the start of round 3 but you have to remember that I have piercing and the highest speed. This means that I'll actually knock out the forgotten one and deal for splash damage to monk. This triggers meant another speed boost and leaves me at 9 melee damage and 8-speed. The round ends with me on a very strong position and the guaranteed victory based off of speed.

Round 4


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After the poison is applied they're down to three health and my attack is a guaranteed hit since I have three additional speed and no flying or Dodge to consider. Luckily all the speed boosts have really helped me. If it was to continue on I would have gotten Gorth up to 10 damage and 9-speed which is a crazy ridiculous fast attacking monster.

Thoughts - and Chances to Win Again

It's kind of crazy to me that it says I'm only an 82% chance to repeat victory. I think this has to do with the fact of some really bad RNG luck where my opponent may hit a much faster monster multiple times when they're much more likely to miss. Either way a solid 82% chance to repeat victory makes me feel pretty sound in my position.


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I think they're real boost to Gorth is the additional speed plus piercing makes it a much more formidable monster. He can get through armor and it can attack first.

~~@senstless

#sbi-skip



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