
Fenmoor Gorgon reminds me of those people who never look stressed in tough situations. They don’t panic, they just keep applying pressure until things quietly go their way. That slow and patient approach is what makes some strategies scary, both in games and in life. Fenmoor Gorgon feels exactly like that. It's a slow, calm, and absolutely deadly once the battle drags on.
Lore
Secrecy, strength, and patience have kept the gorgons of Fenmoor Basin alive when so many others have perished. Most kept to their covens when the Conclave Arcana came.
But Craniax the Quick swayed a handful to join the hunt for the secret of Praetoria. His promises of power were tempting enough, but it was the sight of his undead army that convinced them. Better to march beside him than rot in his wake.
https://splinterlands.com/card-detail/740/regular/14?tab=lore
Stats
Fenmoor Gorgon is a solid magic attacking unit that combines interesting abilities with reliable consistent damage. With high health at higher levels for just 5 mana, it can survive long enough as a secondary tank. Through Demoralize and Cripple, you can slowly weaken your enemies as your team mess with theirs.
Abilities
| Icon | Name | Description |
|---|---|---|
![]() | Demoralize | Reduces the Melee attack of all enemy Units by 1. |
is a match because Pairing Demoralize with Shield reduces enemy melee effectiveness to almost nothing. Shield halves melee damage and Demoralize lowers it further, creating a defensive combo that shuts down melee attackers completely. Together, they can stall out melee-heavy lineups as long as it's coming from the front. | ||
is a counter because Forcefield limits the maximum melee damage an enemy can deal to 1 if the damage is 5 or more. This means Demoralize becomes less valuable since it may negate the effect of Forcefield. If the enemy melee attack is 5, Demoralize would decrease it to 4 which means Forcefield loses its effect wasting the ability. |
![]() | Cripple | Each time an enemy is hit by a Unit with Cripple it loses one max health. |
is a match because Cripple reduces max health from targets, making enemy Tank Heal less effective over time. This combo ensures that even if the opponent heals each turn, they’re slowly losing those heals until it doesn't exist. It’s a great countermeasure against teams relying too much on sustainm, usually those with Taunt. | ||
is a counter because Cleanse removes the Cripple effect, allowing the enemy tank to recover. This completely erases the value of Fenmoor’s Cripple. Against an enemy that knows what they are doing, Cripple is almost useless. |
![]() | Execute | If the target has 2 or less health after a successful attack, perform another attack against the same Unit. |
is a match because Execute activates when the target is 2 or less after the initial attack. Since Opportunity helps Fenmoor Gorgon aim for the weakest enemies first, there's more opportunities (no pun intended) to activate Execute. The combination makes it deadly especially since Fenmoor Gorgon's attacks are of magic in nature and passes through armor. It gives Fenmoor Gorgon a finisher role on top of her Demoralize ability. | ||
is a counter because Phase allows magic attacks to miss, which can make normal attacks, and even Execute, fail. Missing a killing blow on a low health enemy removes one of Fenmoor’s biggest advantages. That also means you need another turn to eliminate that threat and sometimes, one turn can change the tide of that battle. |
Good Rules to Consider
| Icon | Name | Reason |
|---|---|---|
![]() | Armored Up | All Units have 2 Armor in addition to their normal Armor stat. |
| Magic attack passes through armor giving Fenmoor Gorgon’s attack good value. Even in cases where the enemy have Void Armor that synergizes with Armored Up rule, her Cripple continues to drain health. Armored Up rule is here to only benefit you as long as you use a lot of magic attack units for your team. | ||
![]() | Equal Opportunity | All units have Opportunity (targets the enemy unit with the least health). |
| This rule synergizes with her Execute ability letting Fenmoor target low health enemies automatically. She turns into a backline finisher that eliminates weak health units quickly. The combination can wipe low health units in just a few turns. | ||
![]() | Fog of War | Units lose the Sneak and Snipe abilities. |
| Sneak and Snipe being disabled protects Fenmoor Gorgon from backline threats. The longer she stays alive, the more her abilities, like Demoralize, keep becoming useful. Her Demoralize remains active unless she dies making this rule very important. |
Bad Rules to Think Twice
| Icon | Name | Reason |
|---|---|---|
![]() | Counterspell | All units have Magic Reflect (returns 50% of magic damage to attacker, rounded up). |
| Fenmoor Gorgon’s magic attack reflects damage back at her every time she attacks. With 9 health, she can take a few hits but she would still die. On lower levels, she also have lower health making this more dangerous. It’s one of the worst rules for Fenmoor Gorgon. | ||
![]() | Tis but Scratches | All units have Cripple (-1 to target's max health after each successful attack; does not affect units with Immunity). |
| Cripple becomes redundant here since Fenmoor Gorgon already have Cripple and will not benefit from this rule. While Fenmoor Gorgon still have other useful abilities, it doesn't mean this isn't a disadvantage for this unit. | ||
![]() | Keep Your Distance | Units with Melee attack may not be used in battles. |
| This rule does not allow melee attacks making Demoralize useless. Without it, Fenmoor Gorgon loses a large part of her most useful ability. She becomes just another magic attacker and if that's just her role, you might want to pick a better unit than Fenmoor Gorgon. |
Battle
While my Fenmoor Gorgon didn't help too much in terms of the damage department but her Demoralize certainly kept quite a damage in control. Equalizer is a rule where every unit gets high health so damage is important to counteract that part. Without the Demoralize from Fenmoor Gorgon, the enemy have a higher damage and I may have lost this battle so I was lucky that my enemy used a lot of melee units in this battle.

Images were taken from Splinterlands, made in Canva, drawn in Krita and animated in Photoshop.
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is a match because Pairing Demoralize with Shield reduces enemy melee effectiveness to almost nothing. Shield halves melee damage and Demoralize lowers it further, creating a defensive combo that shuts down melee attackers completely. Together, they can stall out melee-heavy lineups as long as it's coming from the front.
is a counter because Forcefield limits the maximum melee damage an enemy can deal to 1 if the damage is 5 or more. This means Demoralize becomes less valuable since it may negate the effect of Forcefield. If the enemy melee attack is 5, Demoralize would decrease it to 4 which means Forcefield loses its effect wasting the ability.
is a match because Cripple reduces max health from targets, making enemy Tank Heal less effective over time. This combo ensures that even if the opponent heals each turn, they’re slowly losing those heals until it doesn't exist. It’s a great countermeasure against teams relying too much on sustainm, usually those with Taunt.
is a counter because Cleanse removes the Cripple effect, allowing the enemy tank to recover. This completely erases the value of Fenmoor’s Cripple. Against an enemy that knows what they are doing, Cripple is almost useless.
is a match because Execute activates when the target is 2 or less after the initial attack. Since Opportunity helps Fenmoor Gorgon aim for the weakest enemies first, there's more opportunities (no pun intended) to activate Execute. The combination makes it deadly especially since Fenmoor Gorgon's attacks are of magic in nature and passes through armor. It gives Fenmoor Gorgon a finisher role on top of her Demoralize ability.
is a counter because Phase allows magic attacks to miss, which can make normal attacks, and even Execute, fail. Missing a killing blow on a low health enemy removes one of Fenmoor’s biggest advantages. That also means you need another turn to eliminate that threat and sometimes, one turn can change the tide of that battle.





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STOPThanks for sharing! - @alokkumar121
