Splinterlands Share Your Battle Weekly Challenge Grum Flameblade

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Back To Splinterlands -Building My Team to Level 2 Summoners

Back at it with another amazing battle to show. While my cards are only playing at the level 2 summoners I own they still have some amazing abilities and you can still get everything interesting matches. Well it's true the cards don't have all the abilities as the higher level cards sometimes I think that makes a little more interesting. This week is no different with a raging piercing grum flameblade.

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Weekly Challenge - Grum Flameblade

Edition: CHAOS LEGION
Rarity: LEGENDARY
Element: FIRE
Attack: MELEE
Abilities: BLOODLUST
Abilities VOID ARMOUR
Health: 10
Speed: 1
Attack: 4
Armour 5

Reasons Why I like it
There are so many reasons to like this card. When man is not an issue and you can be reasonably certain that it has a good chance for blood loss to kick in this card can really start to build some stats. Only downside is a time and a cost sometimes takes up most of your team for lower mana matches. The fact that it has armor and void armor to help protect itself in the beginning is great especially since I don't have any way to heal it on the fire team as of yet. The biggest downside to start with is it the one speed meets the tax class and it's the slowest to get the ball rolling

The Matchup

https://splinterlands.com?p=battle&id=sl_5719403d5f1066bf333be620775e70e8&ref=senstless

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MANA: 24
RULES: Target Practice: All ranged and magic monsters gain the snipe ability.
Rules Spreading Fury: All monsters have enrage ability.
SPLINTERS: Fire, Life, Death.

initial thoughts on gameplay for the match rule set

The mana limit is 24 which is right in the middle of the hard spot for me most of my teams like to be in the 40s, or they're really low mana sets limiting the options. Target practice rule set doesn't really impact me unless I'm renting a Zaku, what time currently not doing. I don't feel many of the cards have great sniper ability and can be counted with a high health first range attack. Spreading fury on the other hand is very interesting. This allows certain melee cards to really become almost unhutable and do tremendous damage. Cards that will get enraged and have double strike can be especially dangerous unfortunately I don't think many of those cards are going to splinters that are available.

  • Summoner Quid Yuff
    I went this direction because of who I put in first position for monsters. I decided I valued the piercing ability of my mailing monsters especially when they become enraged and will already be doing significantly more damage than their base amount. I think it helps to get through those monsters with armor or repair that otherwise I could be stuck never draining their health.

  • First position Grum Flameblade
    I went All in to get bloodlust rolling. Grum has base attack of four and hopefully with piercing it can get through light armor and start building its stats early

  • Second Position Xenith Monk
    A bit of an oddball pick here, but I didn't really like any of my other options. I wanted something that had self-healing good speed if grum failed. I know that the monk can be exceptionally hard to hit when it raged given its speed and I thought it might give me a chance to get back into a match.

  • Third Position Efreet Elder

I figured a little magic is always good and I always loved the last stand ability. If it gets enraged then it's speed will increase which will make it even harder to hit after it gets its that boosts from last stand. There may have been better cards to use but I was torn and with this direction

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Opponent Lineup & Match Play

  • Summoner - Tarsa pretty typical choice, the extra health and melee are really nice.
  • 1st Radiated Scorcher not quite sure other than it looks like it's just fatter to help absorb the first attack before the disintegrator comes up.
  • 2nd Disintegrator great card when you're assuming your opponent is going to be using melee which I am.
  • 3rd Uraeus blue solid card especially after it gets its boosts for both health and melee combined with the striker there's two melee cards which can do significant damage through the back of the lineup
  • 4th Tenyii Striker another big melee card coming to sneak attack combination of tuna row can really do some significant damage.
  • 5th Lava Spider I guess it's an okay card I don't really understand the play when there's other three mana melee cards available. It only does one range to attack and doesn't have any other benefits in this lineup
  • 6th Chaos Agent typical back of the lineup protector with Dodge to protect against sneak attacks for around or two.

Round 1

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The first round starts off with a lot of action. The biggest impact I see is the two range tax go first which enrages both of the cards. I was lucky enough to have elder get enough speed to create a mess it retain a little extra health. But the real fun started when grum took out the radiators quarter and started the bloodlust building. Somehow that one additional speed created a mess for disintegrator preserving my shield.

Round 2

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Just looking at this for the start of round two things don't look great but I'm not too consumed yet because none of their melee cards are going to get enraged until they face Grum.
Round two starts to play out just like round one did but this time elder gets knocked out and grum loses all of its shield from the disintegrator attack while Disintegrator only loses 1 net health and gets enraged.

Round 3

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Just looking at this and what's left of the lineup things don't look great for me. But grum has not yet lost any health and as soon as he is enraged will start dropping the hammer.

The best part for me is that the first attack comes from lava spider to grum, doing just that and causing enrage which now gives me a six melee attack 3 speed with 10 health. Since it's a legendary I believe it gets to go first and it's attack and it's new 6 melee is enough to knock out disintegrator removing demoralize and then once again letting the blood lust increase every stat by one. With all of its increased stats and speed to five I get lucky and get another Miss from Uraeus

Round 4

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Things look a little bit different now that grum has such amazing stats not to mention it's going to go first again and take out another card to build even higher stats this is what I was hoping for when I picked the card.

Round 5

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Oh how different things look now. Just at the start of the match you can tell that Grum will go first and again take out striker, add bloodlust and run through the rest of the lineup without any worry of being taken out.

Round 6+

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It's just having to go through the motions and watch grum build stats at this point he almost becomes comical for how high he becomes by round six or seven. I mean honestly just look at these stats.

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  • 15 Melee
  • 11 Speed
  • 15 Health
  • 3 Armour left
  • Plus Piercing.

It is powerful monsters once bloodlust gets rolling and Enrage gets added.


Overall thoughts

I feel really good with my choice, and think it's likely to hold up over many iterations. Once grum starts to build stats, and gets enraged his numbers with piercing are almost unstoppable. There may have been cards that could have done better like living lava, or maybe a card with thorns that caused my health to dip too low. I'm sure there's a way to beat the line up I picked, but I do love playing grum just to see how high their stats can get. I always wish there was a leaderboard to track the highest stats gained per card. How high did Chrome get for attack and speed, how high has other cars gotten for their stab building endeavors. It would be a fun top 10 sort of leaderboard.

~~senstless@senstless

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Splinterlands Share Your Battle Weekly Challenge Grum Flameblade | Ecency