Splinterlands Highlights -Featuring Krash Wanderford getting to a Speed of 17!


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Featuring Bronze League Summoner and Monsters in Action!

A back again this week to feature another epic battle and highlight a monster that had some surprising stats by the end of the victory. I do believe this is the highest speed I've ever seen on a monster in one of my battles, and it maxed out at 17 but I have a feeling like it could have been close to 20 if things had played out in a different order and there wasn't armor. I don't know what the max speed is with all the boosts and bloodlust but 17 has to be close to the top for bronze league.

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Weekly Highlight Crash Wanderford





Edition: GLAIDUS
Rarity: COMMON
Element: FIRE
Attack:
Abilities: SWIFTNESSOR
Abilities" BLOODLUST
Health: 7
Speed: 7
Attack:
Armor:







Reasons Why I like it

This was one of the cards that when I first saw it I was confused about its use. While it does have a great stat of swiftness, the additional stat of bloodlust and it's lack of attack confused me a little. Sure with seven speed that will get boosted to eight it's going to be difficult for melee monsters to hit, but without an attack it will be less effective and can't ever get a bloodlust roll. That is until you combine it with a card that has weapons training. This new ability pairs great with the no attack cards and turns crash wanderford into a devastatingly fast melee attacking card with bloodlust

Before the game starts and after all the stats and boosts are applied it has eight health, 8-speed, three melee damage and bloodlust. Those are crazy stats before it secures a knockout.

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_Dhrzkv7qyTsvC0ArKnlZ

MANA: 22

Ruleset: Broken Arrows: Monsters with ranged attack cannot be used.

Ruleset: Tis but Scratches: All Monsters have the Cripple ability.

Ruleset: What Doesn't Kill You: All Monster have the Enrage Ability

SPLINTERS: Fire, Water, Earth, Death, Dragon

Initial Rule Set and Mana Gameplay Thoughts

** Rulesets
Three rule set matches are typically hard for me to get my head wrapped around. This one isn't quite as bad as it eliminates arrow attacks which doesn't have much of an impact on a gameplay other than reducing the number of cards. It is but scratches does have a smaller impact as I find healing and tank healing cards less effective because you can lose 45 base health per round and healing is almost not worth the other limits the card usually gives. The biggest rule set for this match I feel like is what doesn't kill you, which gives all monsters the enrageability. This game is going to be melee and magic only, and those cards with a high-speed to begin with will get a massive boost, and it will be even harder to hit them unless it's a magic attack. I do believe in rage also gives a boost to the melee attack, so I feel like many cards will be melee attack based

  • Mana
    Manna at 22 is also very limiting. Since we have a reduced number of cards to use, and a limited mana it will be a struggle to fill out your teams
    ** Splinters

We're only missing the life splinter, I don't think life would be heavily favored here given the rule sets. I feel like enrage favors water and fire the most. It's true that death Earth and dragon all have an advantage in the terms of thorns, but many of those monsters will have higher mana costs which make it a little more difficult to use them.

  • Summoner TARSA
    I went down the thought process of getting the extra melee attack before the enrage boost, along with the extra health was the best direction for me to go

  • First Position KRASH WANDERFORD
    If my opponent's going to use a melee attack, I might as well have a monster that has eight speed to give myself a 50% chance or greater of generating a mess. Also after getting both melee boosted and weapons trained it now has a base attack of three with eight health to help it survive a couple of rounds.

  • Second Position FERXIAN HERO

You give a monster like this with eight health, one armor, four-speed and attack after the summoner boosts and it provides weapons training to my Krash Wanderford

  • Third Position XENITH MONK
    My thought process here is that it's a solid sneak melee protection card, as well as a decent option when it moves to first position. It has decent speed that will get boosted by enraged to increase my chances for a miss. It has self-healing along with two base melee attack that should get boosted to three within rage.

  • Fourth Position SCORCH FIEND
    Pure melee fodder. Hoping that you sneak attack or opportunity and it gets taken out while leaving the rest of my cards for the first round

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Opponent Lineup & Match Play

  • Summoner KELYA FRENDUL
    Pretty solid choice since it gives both an armor and speed boost to match that will be focusing a lot of enraged monsters. Every speed boost you can get before the enrage is crucial.
  • DHINN OSHANNUS
    A great choice in matches that give them enrage. With a base 6 speed it becomes very difficult to hit in most situations and add the fact it has void it helps protect against magic.
  • DEEP LURKER
    About every lineup in water uses Deep Lurker, it has great stats for its mana cost, plus it has opportunity .3 Melee, 4 speed and 7 health, its just an overall big hitting card.
  • URAEUS
    Slightly confused by this choice for three mana, It does do 2 damage, but overall its low health makes it unlikely to benefit from enrage.
  • ICE PIXIE
    Odd choice here too in my mind. It does have 4 speed and flying making it harder to hit, but its 1 health means it can't benefit from an enrage boost
  • TORRENT FIEND
    I'm sure just like my they put this at the end to soak up a sneak attack if I play one.

Round 1


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This first image is actually prior to all of the summoner and card abilities being applied. So really crash has three melee, 8 speed and eight health..

Round one I think it's going to be very interesting. The first attack happens Krash and it triggers that wonderful enraged. That means it's now doing five melee, with 12 speed. That means in most cases it is a at worst it is 20% chance to be hit based off of the speed differential. That is absolutely blistering and will cause issues for almost all of their melee cards.. now I have also enraged Djinn Oshannus boosting him to a 9-speed. That will make it more problematic for me to hit. Has the rest of the round plays out. I lose torrent fiend

Round 2


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As round two starts, things look pretty good for me. I will actually be attacking first with my 12 speed, I guaranteed to hit Djinn Oshannus and we'll get my first knockout. The beauty of this is this triggers a bloodlust. It moves me to six melee damage, 14 speed but down to five health.

Round 3


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Round to three starts off, and I get another knockout from Krash and that triggers yet another boost. That moves it to 8 melee, 15 speed and back to six health. At this point I don't think they have any monsters capable of doing damage to me and the game is guaranteed to be my victory. Especially kidding centering the speed differential and that Uraeus can't hit me given the speed differential.

Round 4


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Round four feels like a formality. But I do get to knock out another monster. This moves me to 9 speed and my maximum achievement of 17 speed in six health. There's two monsters left, but given the attack orders I feel like I'm going to be hitting a lot of armor. Unfortunately I miss ice pixie with Ferexian and that could have gotten me another speed boost or two but the RNG gods soffit to have a Miss due to flying. And that's okay.

Round 5


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Around five I take away the armor and knock out ice pixie with back to back attacks. But no blood lost in the last opportunity to get to 18 speed

Round 6


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The only thing here in round 6 is the last opportunity for the last possible bloodlust.

Thoughts

This is probably the best use of Krash and something I'll have to remember and consider in the future. That combination of high-speed with enrage and bloodlust is absolutely devastating. I think it's a good combination without enrage, but when you add in in rage it becomes completely unfair for other melee and aerocards. About the only way to reduce its health is magic. I think this is my new go to setup.



~~@senstless

#sbi-skipi



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