Hello Everyone! Hope you all are doing great and welcome to another #Splinterlands post.
For today's #Splinterlands post I wanted to go back to another card spotlight, and this time I picked a card that honestly doesn't get talked about enough.
The card is, Chaos Orc.
At first it looks like just another melee monster. Nothing super flashy about it. But after taking a closer look, I think this card can actually become pretty dangerous if you use it in the right team.
It's a Common Fire unit, which also makes it much easier to get compared to legendary cards. Sometimes common cards end up surprising us the most.
Chaos Orc costs 6 mana, which feels pretty reasonable for what it brings.
Looking at the max level stats:
Mana Cost: 6
Attack: 4 Melee
Health: 8
Armor: 4
Speed: 4
Those are actually very balanced stats.
It has enough health to survive for a while, decent armor, and a solid attack that can really hurt enemy frontline monsters.
It's not the fastest card in the game, but it also isn't slow, so I think the stats are pretty good overall.
Piercing: Damage in excess of the target's armor is applied to health.
The first ability Chaos Orc gets is Piercing.
This ability is really useful against enemies with lots of armor.
Normally, if your attack destroys an opponent's armor, any extra damage is wasted.
But with Piercing, that extra damage goes straight into the enemy's health.
That means your attacks become much more efficient, especially against heavy tanks.
I really like this ability because armor is everywhere in #Splinterlands these days.
Trample: After using a melee attack to defeat a unit, performs another melee attack against the unit in the next position.
The second ability is where things become really fun.
Chaos Orc gains Trample.
If Chaos Orc defeats an enemy using a melee attack, it immediately attacks again against the next enemy in line.
That can completely change a battle.
Imagine finishing one monster and instantly hitting another one before your opponent even gets another turn.
If your melee damage is already boosted with summoners or support monsters, Trample becomes even scarier.
I honestly love abilities like this because they can create some crazy moments during battles.
Personally, I think Chaos Orc fits best in teams that focus on melee attacks.
If you already have monsters giving extra melee damage or helping your frontline survive longer, Chaos Orc becomes much stronger.
It also seems like a really good choice in medium and high mana battles where you have enough room to build around it.
I probably wouldn't throw it into every single match, but in the right rulesets it could become one of the strongest attackers on the field.
After spending some time checking out Chaos Orc, I honestly think this is another one of those cards people can overlook because it's only a Common monster.
Sometimes we chase expensive Legendary cards and forget that simple cards can still win games.
Chaos Orc has solid stats, useful abilities, and the potential to deal massive damage once Trample starts activating.
I definitely want to try building a stronger Fire melee team around this card and see how well it performs in actual ranked matches.
Who knows, maybe it'll surprise me even more than I expect.
Anyway thats it for todayβs #Splinterlands grind. Please do give your reviews in the comments section below. I would really appreciate it :)
I'll be back with another one soon. So do follow me if you want to stay updated. Till then, Stay Happy and Stay Hydrated.
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