Hello my fellow Splinterlands Warriors,
Welcome back to another cool and awesome Splinterlands post, and I hope all of you are doing pretty well in your lives and enjoying an amazing day with your family and friends. Now, if you are one of those lionhearted players who are actively engaging in this Web3 card-based game, then I hope you are actively playing in this ongoing frontier and ranked season as well. Taking a quick peek at the ongoing season's clock, we have only 7 days and 1 hour left before this season ends, so there is still some time to push towards your goals, whether it is to reach a particular league tier or to improve your leaderboard positions.
As for my current progress, I am playing in the Gold I league with 3770 trophies. I am getting closer to my first target of 4000 trophies, and hopefully, I will be able to achieve it soon. Once I reach that milestone, I can focus on pushing even further and see whether I can secure a place on the leaderboard before the season ends. Now moving on to the weekly raffle, I currently have 42 entries, and there are only 1 day and 22 hours left before the raffle ends. My target is to reach somewhere between 54 and 57 entries before the deadline.
Today is also my 159th consecutive day of playing Splinterlands, and I received 3 more Frontier Energy from my daily activity. My total Sparks balance remains at 23029. Maintaining this streak while continuing to collect rewards is always a nice feel, and I am looking forward to seeing what else I can earn in the coming days.
I also opened 6 Foundation packs today, which I earned from the mission rewards collected over the last two days. This time, I received 1 Epic card, 5 Rare cards, and the rest were Common cards. Even when most of the rewards are Common cards, every pack opening gives us another chance to expand our collection and discover something useful.
ElectroFox
Now moving on to today's featured monster, let us take a closer look at another interesting monster from the newest extra edition card set. As you have already seen in the title above, today we will be discussing ElectroFox, a dual-element Land special monster. So, if you are interested in knowing more about this monster and what makes it special, then let's take a deep dive without any further ado.
ElectroFox is a Legendary monster, that belongs to the newest extra edition cardset in conclave arcana edition. is particularly interesting considering the number of abilities it brings to the table. It costs only 5 mana to be used in battles, so you can easily fit this card in your lineup when playing low to medium mana limit matches. It uses Melee attacks and can unlock 5 battle abilities by reaching its maximum level. On top of that, it comes with 2 Land abilities, making it useful beyond ordinary battles. Since ElectroFox is a Legendary card, it requires 11 CC to reach its maximum level. Apart from its battle abilities , keep in mind that the Land abilities also provide benefits when ElectroFox is staked on Land and do not have any effect during battles.
BRONZE
At Level 1, ElectroFox possesses 3 Melee attack, 3 Speed, and 7 Health. Even at its starting level, this monster brings two battle abilities that can make it an interesting option for a low-mana lineup.
OPPORTUNITY – Targets the enemy unit with the least Health.
ELECTRIFIED – Deals 1 damage to all allied units at the beginning of Round 2 and each following round.
SILVER
At Level 2, ElectroFox possesses 4 Melee attack, 4 Speed, and 7 Health. Its attack and Speed both increase by one point compared with the previous level, making it a more threatening monster on the battlefield.
AMPLIFY – Increases the damage dealt by Retaliate, Corrosive Ward, Magic Reflect, Return Fire, and Thorns for all friendly units by 1. This effect does not stack.
GOLD
At Level 3, ElectroFox possesses 4 Melee attack, 4 Speed, and 8 Health. It gains an additional point of Health at this level, improving its ability to remain on the battlefield.
INSPIRE – Gives +1 Melee power to all allied units.
DIAMOND / CHAMPION
At Level 4, ElectroFox possesses 4 Melee attack, 5 Speed, and 8 Health. Its Speed increases by another point, while its attack and Health remain unchanged from Level 3.
PAINFORGE – Gains +1 Power when damaged by Poisoned or Burning, or when hit by an allied unit.
ElectroFox also comes with two Land abilities from Level 1: Static Charge and Energized. These abilities work only when the card is staked on Land, so they should be considered separately from its battle performance.
STATIC CHARGE – When this card is staked on Land, the highest active Static Charge level on your account determines EVP Static Charge accrual. Value: +60.
ENERGIZED – This card acts as a Power Core for any Land plot on which it works.
These two abilities give ElectroFox additional value for Land gameplay. Static Charge contributes to the relevant accrual based on your account's highest active Static Charge level, while Energized allows the card to function as a Power Core for a Land plot where it works. If you are interested in Land mechanics, these abilities are worth considering alongside its battle potential.
My Opinion About the Monster
In my opinion, ElectroFox is a very useful Legendary monster, especially when we consider its mana cost of only 5. It brings a solid Melee attack, good Speed, a large Health pool for such a low-mana card, and a collection of abilities that can influence battles in different ways. On top of that, it has two Land abilities, so its usefulness is not limited to fighting. The first ability I want to talk about is Opportunity. Being able to target the enemy unit with the least Health can help ElectroFox put pressure on weaker opponents and potentially finish off vulnerable monsters. However, Electrified is the ability that requires the most careful consideration. It deals 1 damage to all allied units starting at the beginning of Round 2 and continues doing so in each following round. While this may create an interesting battle situation, it can also hurt your own team. You should therefore pay attention to your monsters' Health and consider whether your lineup can handle this drawback over a longer battle. Amplify is another useful addition because it increases the damage dealt by abilities such as Thorns, Return Fire, Magic Reflect, Retaliate, and Corrosive Ward. This can make allied monsters with those abilities more effective at punishing enemies. Then we have Inspire, which gives +1 Melee power to all allied units. I really like the team-support aspect of this ability because it can strengthen multiple attackers at once. Finally, Painforge gives ElectroFox the ability to gain +1 Power when damaged by Poisoned or Burning, or when hit by an allied unit. This adds another layer to its battle mechanics and gives it opportunities to grow stronger under the right circumstances.
Overall, I think ElectroFox offers a lot for a 5-mana monster. Its combination of offensive pressure, team support, and conditional Power growth makes it worth considering for suitable battle lineups. The Electrified drawback means that you cannot simply throw it into every team without thinking, but careful lineup selection may help you make better use of its strengths.