INTRO
Just Last month, Splinterlands has implemented the guild shop which can be accessed when your guild has unlocked their Guild store at level 2!
In these shops there are Gladius Cases! Which contains really strong cards with "Bloodlust"!
Bloodlust: An ability that activates everytime the card kills / defeats and enemy, which will then boost all their stats by +1 or -1 In "Reverse-Speed" Rule-Set.
These Gladius Cards are ACCOUNT BOUND (Non-Tradeable) but they will boost your Collection Power for climbing into Higher Leagues and adding into your SPS Airdrop Points. However, these cards can only be played in Guild Brawls and NEVER in Ranked. Your guild do however needs to have their Barracks at level 2 before you can play these cards at Bronze level Cap.
In this post I'll be reviewing and giving my Opinions / Strategies for the Life, Death, Dragon and Neutral Gladius which are the the rest of the Gladius that wasn't in Part 1!
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Life
1. Helmet Kharafax (Common):
ABILITIES | DESCRIPTION |
---|---|
Base - Scavenger | Gains 1 max health each time any monster dies. |
LVL 4 - Void | Reduced damage from Magic attacks. Same effects as shield but for magic damage. |
LVL 7 - Magic Reflect | When hit with Magic damage, does reduced Magic damage back to the attacker. Equal to damage of the attacker/2 rounded up. Doesn't matter if the monster being hit by magic has void, it only looks at the damage from the attacker. |
LVL 10 - Return Fire | When hit with a Ranged attack, Monsters with Return Fire will return reduced damage back to their attacker. Equal to damage of attacker/2 rounded up. |
Opinion: A card all out focused on defense at lower levels and counters at its higher levels. Personally not a card I would consider using at all but it seems to be good at "Keep Your Distance" Rule-Sets.
2. Hugo Strongsword (Common):
ABILITIES | DESCRIPTION |
---|---|
Base - Shield | Reduced damage from Melee and Ranged attacks. Attack value gets halved (and rounded up) before damage is dealt. |
LVL 5 - Heal | Restores a portion of the Monster's health each round. 1/3 of the monsters max health rounded down is restored. Minimum is 2. |
LVL 9 - Enraged | Has increased Melee attack and Speed when damaged. Values are multiplied by 1.5 and rounded up. |
Opinion: An upgraded version of the Silvershield Paladin as it not only has more armour and health along with the Bloodlust ability!
3. Aljax Lightfoot (Rare):
ABILITIES | DESCRIPTION |
---|---|
LVL 4- Dodge | Has an increased (25%) chance of evading Melee or Ranged attacks. |
LVL 7 - Phase | Magic attacks can miss this Monster (using the same hit/miss calculation as for Melee and Ranged attacks). |
Opinion: A pretty good card, would definitely play it during "Lost Magic" and "Weak Magic" Rule-Sets. However at higher levels when it gains Dodge and even Phase, this card would be a beast as it will be so hard to hit it after the 25% evasion boost along with its 6 Speed!
4. Captain Katie (Rare):
ABILITIES | DESCRIPTION |
---|---|
Base - Snipe | Targets enemy Monsters with Ranged, Magic, or no attack that are not in the first position. |
LVL 6 - Divine Shield | The first time the Monster takes damage from a monster or earthquake it is ignored. Poison doesn't trigger divine shield, it will still chip away 2 HP. |
Opinion: A devastating card to play in the "Explosive Weaponry" Rule-Set due to the fact that snipe kinda makes it so that she hits in between teams hence Blast damage will be hitting adjacent cards. Not only that, her attack type is magic so it will hit the opposing health directly ignoring armour! In the "Explosive Weaponry" Rule-Set, you can expect her Bloodlust to be activated in the game.
5. Morisol Contuma (Epic):
ABILITIES | DESCRIPTION |
---|---|
Base - Reach | Melee attack Monsters with the Reach ability may attack from the second position on the team. |
LVL 4 - Inspire | Gives all friendly Monsters +1 Melee attack. |
LVL 6 - Trample | When a Monster with Trample hits and kills its target, it will perform another attack on the next Monster on the enemy Team. If front line monster is killed then resurrected, it will still perform an attack on the 2nd monster, ignoring the first. |
Opinion: A very expensive card to play, but with the Silvershield Knight, you can try to blitz through the opponent's team making full use of the Inspire the Silvershield Knight has. At higher levels, the Inspire and Trample ability makes it so fun to play at "Stampede" Rule-Sets.
6. Sola Ranjell (Legendary):
ABILITIES | DESCRIPTION |
---|---|
Base - Tank Heal | Restores a portion of the Monster in the first position's health each round. 1/3 of the monsters max health rounded down is restored. |
LVL 2 - Cleanse | Removes all negative effects on the Monster in the first position on the friendly team. Does not remove summoner debuffs though. |
LVL 3 - Strengthen | All friendly Monsters have increased Health by 1. |
Opinion: Ok, I know I said I hate support units but honestly... The only few buffs that I really do appreciate is Heal and Cleanse. This card would be an insane pair with some of the high health tanks or even in "Noxious Poison". However, do note that the life Splinter does not hold much Tanks with ridiculous health like the Earth Splinter so it won't be as good.
Death
1. Whistling Damon (Common):
ABILITIES | DESCRIPTION |
---|---|
Base - Snipe | Targets enemy Monsters with Ranged, Magic, or no attack that are not in the first position. |
LVL 5 - Piercing | If Melee or Ranged attack damage is in excess of the target's Armor, the remainder will damage the target's Health. |
LVL 9 - Snare | When attacking enemies with Flying, removes the Flying ability and cannot miss those currently with flying. Can still miss monsters without flying or monsters that already have been snared. |
Opinion: This card would do great in Low mana battles as soon as it has unlocked the Piercing ability. Reason being that most low mana cards has low health and shield. What's nice is that it has a chance to get rid of both Health and Armour of the opposing team.
2. Witch of Warwick (Common):
ABILITIES | DESCRIPTION |
---|---|
Base - Life Leech | Monster's health increases each time it damages an enemy Monster's health in proportion to the damage dealt. Works with blast. |
LVL 6 - Affliction | When a Monster with Affliction hits a target, it has a 50% chance of applying Affliction on the target causing it to be unable to be healed. |
LVL 10 - Poison | Attacks have a chance (50%) to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied. Poison does 2 damage each end of the turn and is not affected by shield or void. |
Opinion: Pretty decent card, but when you can pick the Venari Bonesmith in the exact same Splinter, I would rather pick another Gladius to play. The Affliction and Poison does seem very tempting at higher levels though!
3. Kotriphus Bayne (Rare):
ABILITIES | DESCRIPTION |
---|---|
LVL 5 - Retaliate | When hit with a Melee attack, Monsters with Retaliate have a chance (50%) of attacking their attacker. Chain is possible. |
LVL 8 - Enrage | Has increased Melee attack and Speed when damaged. Values are multiplied by 1.5 and rounded up. |
Opinion: This is a pretty decent card to play as your tank especially when it gains Retaliate, which means that it will have a higher rate of activating Bloodlust.
4. Liza Fox (Rare):
ABILITIES | DESCRIPTION |
---|---|
LVL 4 - Stun | When a Monster with Stun hits a target, it has a 50% chance to stun the target causing it to skip turns until the stunning monster had its turn. This may cause some monsters to miss 2 turns or to miss 0 turns. |
LVL 7 - Silence | Reduces the Magic Attack of all enemy Monsters by 1. |
Opinion: Would be quite a strong card to add to your Yodin Zaku Deck. Not only does it hit hard or have insane tankiness, it is also capable of striking at the first position! You must definitely place this card in front of your range and magic monsters to soak up the "Snipes". Do note that it costs 9 mana so only play it if you have mana to spare...
5. Trap Falloway (Epic):
ABILITIES | DESCRIPTION |
---|---|
Base - Weaken | Reduces the Health of all enemy Monsters (by 1, but can't get lower than 1). An exception to this is if the enemy monster than scavenges. If it has less than 1 health and then scavenges, its max health will stay at 1. |
LVL 4 - Halving | Each time this Monster hits a target, the target's attack is cut in half (rounded down). |
LVL 6 - True Strike | This Monster's attacks cannot miss. Blind debuff will have no effect either. |
Opinion: Only play this card in "Super Sneak", "Melee Mayhem" and especially in "Equal Opportunity" Rule-Sets as it can't really fight as a tank due to its low health. However, this card will really dominate in "Equal Opportunity" as not only does it deal 4 damage for only 4 mana, it is also really fast and debuffs the opposing team. Do note that this is the second card in existence that has the Halving ability which is really strong!
6. Xulax Nightwind (Legendary):
ABILITIES | DESCRIPTION |
---|---|
Base - Void Armor | Magic attacks hit this Monster's armor before its Health. |
LVL 2 - Thorns | When hit with a Melee attack, does (2 melee) damage back to the attacker. |
LVL 3 - Void | Reduced damage from Magic attacks. Same effects as shield but for magic damage. |
LVL 4 - Magic Reflect | When hit with Magic damage, does reduced Magic damage back to the attacker. Equal to damage of the attacker/2 rounded up. Doesn't matter if the monster being hit by magic has void, it only looks at the damage from the attacker. |
Opinion: The best looking card in this set! But looks aside this is the such a strong card! Being an anti-magic card as well as having some melee counter, this monster will be an insuperable wall, with its only weakness being range attacks (Which can be dealt with using Contessa L'ament or Mimosa Nightshade).
Dragon
1. Larissa Kerato (Legendary):
ABILITIES | DESCRIPTION |
---|---|
Base - Double Strike | Monster attacks twice each round. |
LVL 2 - Void | Reduced damage from Magic attacks. Same effects as shield but for magic damage. |
LVL 3 - Dispel | When this monster hits an enemy, it clears all positive status effects on that enemy. |
LVL 4 - Blast | Does additional damage to Monsters adjacent to the target Monster. Additional damage is equivalent to main damage/2 rounded up. Snipe works well with this ability. |
Opinion: I have to say that my opinion on this would be pretty bias as I love the Dragon Splinter as well as the Ability Double Strike haha. But in fact, I do not believe this card is really worth playing mainly due to its high mana cost and low health. You can play it when you have a lot of mana to spare however as this card can be counted as 2 in 1 due to its ability. Dealing 4 Magic Attack per turn is almost guaranteed at least 1 Bloodlust activation in the game!
Neutral
1. Tatiana Blayde (Legendary):
ABILITIES | DESCRIPTION |
---|---|
Base - Close Range | Monsters with the Close Range ability can perform ranged attacks from the first position. |
LVL 2 - Dodge | Has an increased (25%) chance of evading Melee or Ranged attacks. |
LVL 3 - Inspire | Gives all friendly Monsters +1 Melee attack. |
LVL 4 - True Strike | This Monster's attacks cannot miss. Blind debuff will have no effect either. |
Opinion: One of the cards that I am the most hyped about! Would really love to play this card in "Super Sneak", "Melee Mayhem" and especially in "Equal Opportunity" Rule-sets along with The Vigilator, War Chaang and Kralus (Dragon Life Deck). As you can see I really love multi-hits! 😂
CONCLUSION
Ok I'm finally done reviewing all the Gladius Cards! Are you as blown away as I am? Because I really can't wait to get my hands on all of them!
Plus they are not easy to obtain as you can't buy it off someone else...
These cards however do add value to your account (Not your collection but ACCOUNT) so I really do hope Splinterlands has a Account Selling feature in the future. 🙂
Do comment down below your opinions on these gladius cards and tell me your favourite!
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Source:
splinterlands.com
splinterlands.fandom.com/wiki/Splinterlands_Wiki
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