Getting into Rulesets on Splinterlands: Noxius Fumes! (and a Raffle inside)

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The last time I made a post like this I told you about the Earthquake ruleset, you can see that analysis in this post, This time it is the turn of another of the most famous rulesets of the game and one of the most difficult to handle at the beginning, Noxius Fumes or in understandable terms: Poison.

Noxius Fumes.

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  • Let's see what Splintercards has to say about it:
  • All Monsters start the battle Poisoned.
    • Higher HP and cleanse are the best choise. However there may be some cases where you go for a big offensive attack and wipe out your opponent before the poison becomes a factor.

And yes, this is the description, quite clear and very easy to understand, now the interesting part comes at the time of playing when she appears, so let's start the analysis!

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How to play with this Ruleset?

The battles with poison seem to me one of the most entertaining because the damage caused by the poison in each turn turns the fight into a time bomb about to explode, by pure logic you might think that winning is easy if you place a lot of cards with a lot of life to withstand the damage of poison, but the reality is different, and there are many ways to be victorious in a fight like this, and today I come to talk about that, there are two abilities that work perfectly against poison:

Immunity:

This monster is immune to negative status effects

So far there are 10 cards in the game that possess this ability, and what it does is perfect against poison, as cards that possess this ability are not affected by it. Of these 10 cards, there are 3 that have this ability at level 1, and these are: Kralus, Almo Cambio and the newcomer Forgotten One.

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The skill distribution is quite balanced between all the elements and for all cases there is Almo Cambio, when it comes to the latter, I usually place him as the last one in the lineup because he usually survives everything always, but each card has its own way to be used according to its stats, I love Kralus and now I'm starting to use Forgotten One as a tank for fire poison fights.

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  • Forgotten One, Caladuum, Quora Towershead, Kralus, Harklaw, Almo Cambio and Dragon Spirit work very well as tanks although those with magic attack can be second line without any problem and since Almo Cambio and Dragon Spirit do not attack, they can be used as the last card to be used as a tank if everyone falls to the poison. (Almo Cambio is an incredible tank at maximum level).

  • Poseidon, because he has a ranged attack, is useful as long as he is in the second line so it is a good choice to place him last or second to last.

  • Adelade and Epona are some of the best supports in this card game, the latter can make the difference in battles with low mana.

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Cleanse:

Removes all negative effects on the Monster in the first position on the friendly team

12 cards in the game have this excellent ability, 5 of them from level 1, among them the almighty Scarred Llama Mage, it is a very good ability because its function is to give an Immunity-like ability to the tank of your team (if it is the tank, he gives it to himself). These cards usually serve as support although there are several that are real nightmares for the opponent.

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  • Kelp Initiate is a good tank for low mana battles, it removes its own poison and is good at dodging, especially if you use it with Kelya.

  • Scavo Chemist, Mermaid Healer, Truthspeaker and Silvershield Bard work best as support in penultimate or last position, as their usefulness lies in keeping them alive so that their bonuses benefit our cards.

  • Zalraan Efreet, River Nymph, Edith Emberstar, Herbalist, Sola Ranjell and Diamond Dragon are more offensive but still work in the second line.

  • Scarred Llama doesn't even need an explanation right? it is perhaps the most broken Summoner in the whole game.

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Favorable skills when playing this Ruleset:

All healing or life-enhancing ones.

This is something logical, if the poison subtracts damage for each turn, healing you then eliminates that effect. Heal, Tank Heal, Scavenger, Strengthen and Triage will be great when you play with Poison, but beware of taking damage from Affliction, because it cancels your healing. Life Leech will help your cards gain life attacking and that can be advantageous if the card that uses it is in the last places of the lineup.

The ones that protect and revive.

The abilities that protect help with poison because you receive less damage from the enemy, remember that your battle is not only against poison. Resurrect, because it can give you a second chance in battle, Divine Shield because it cancels the first hit, Shield and Void will make you take less damage, Magic Reflect, Return Fire and Retaliate help you to return the damage received.

Obviously, the ones that cause negative status to the opponent.

These will help you to eliminate their cards faster, so they can work well against strong cards. Shatter to remove big shields, poison does direct damage to life (like magic damage, it ignores the shield) but your monsters don't, and Shatter can help you to make it so. Thorns causes the opponent to take double damage, from attacking you and from the poison, Stun will immobilize him while he slowly dies.

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Abilities NOT favorable when playing this Ruleset:

Although it sounds strange, Repair is not of much help since the damage we receive from the poison ignores the shield, in these cases it is better to go on the offensive. The same with Protect, which increases the shield of our cards but knowing that the poison ignores this, it does not get much benefit. Poison is not favorable because the ruleset already applies it by default, taking a monster with poison with this ruleset is like filling a bread with flour... Rust is not bad, but it is not very good either, since as I said, focusing on breaking armor is not a good idea in this ruleset, and above all, be careful with Afliction, since it doesn't let us heal ourselves and that is deadly in these fights.

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Conclusions...

Although there are abilities that don't work so well with this ruleset, that doesn't mean that you have to avoid using them, an ability like Protect is always welcome, but what I don't recommend is to put a card just to provide this ability, for example this card:

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As you can see in its maximum level is great to play against poison, so it is an excellent idea to use it in a battle even if its first ability is Protect, we will not get much out of it but we will get much out of its other abilities, so you have to study well the cards to know which ones work better according to the abilities they have and their stats.

There are many examples like this, you just have to look for the strategy you are comfortable with, I recommend you to look for at least 2 or 3 because the rules of each battle are different, so it will be difficult to be caught off guard.

And to finish, a little raffle!

Participating is very easy:

  • Just leave a comment in this post telling me which Ruleset you would like me to analyze in my next post of this series.
  • The ruleset with the most votes wins, but all participants will be eligible to receive a prize regardless of which option wins.
    I will raffle the following cards among the participants:

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Well friends, that's all for today!, I hope you enjoy the reading and that it helps you with your game, and so... what are you waiting for? if you want to start playing Splinterlands click here.

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All images are taken from the official game website and Splintercards, credits to whom it may concern.

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