All about "Rush Townsend" (The best and worst rules to play it) [EN]
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Almost 2 weeks ago I bring you a post talking about 3 cards of the new edition of "Rebellion", detailing and/or explaining, absolutely everything about them in a more general way, however, at that time I commented that I would do them in the same order according to the previews that the "Splinterlands" team had released, but, currently, "Rebellion" is already live and I don't see the need to rely on those publications; and as the cards have already been revealed, I prefer to bring them by "Splinter" and rarity, then, when I find the ones I have already explained, I will attach the first post I made with their explanation and I will continue moving forward in the same order based on card and rarity respectively.
So, in this opportunity, I will start with the 1st Splinter of all, which is the "Fire", but, to make a more personalized review and taking advantage that I will do it by rarity, I will start with the "Legendary", talking in depth and in detail about each of them, sharing in each post one by one, so, this time, it is the turn of the card of type "Legendary" called (Rush Townsend), but, I want to clarify that, I will do this only with the (Legendary and Epic) units, and when I move on to the (Rare and Common) type cards, I will evaluate them as a group, unless it is a card that deserves a personalized review, but, everything will depend at that time of that card, likewise, at the end of each publication, I will leave the options and/or the possible analysis of the next card for another publication.
So, if you want to know everything about the card called "Rush Townsend", stay until the end of this publication, I am sure you will like it and you will be able to take advantage of the information to start studying this edition and all its possibilities in the battlefield, besides the recent changes in the "Meta" thanks to these, so, read until the end, and do not take off because it will be good, because you will know all the aspects (Advantages and Disadvantages) of this card:
Design, Statistics and Skills of (Rush Townsend)
For you to understand well this format that I am implementing, the first thing I will do is to give a brief description of what is the design of this card, something I always comment, as much of these cards, I love is for its design and how they look, porsteriomenente talk about their stats and skills, what I think of them and how they can influence your game positively or negatively, so, with nothing more to add, let's start at once:
Design
This card has a very marked and / or detailed design, with excellent finishes and basically highlighting what he can do in battle, again what I love about this new edition, is that this new frame helps us to appreciate more clearly the characteristics that this monster has physically, we can see that it is a kind of "Werewolf" with physical attitudes over human, being very fast and in turn an expert with the bow and arrow.
Statistics and Abilities
This unit is an expert in the "Distance" attack, so it has +4 attack points of "Range" and +4 points of Speed (being this really important when playing), this is with respect to their offensive attitudes, on the other hand, something that perhaps I do not like much, is that it has +1 point of shield and finally +4 points of life, of course, at its lowest level, but this may make it more vulnerable than you think,
Another important aspect is that it has 9 mana points, which seems to me a bit high, although we must remember that there are battles in which, many times we do not even spend all the mana allowed to summon, so this card will be very useful on the battlefield as long as we have in front of this type of high mana cost games, even so, I think his statistics are balanced, taking into account that it is very fast. now let's see what his skills are, since he has 4:
Ambush: Let me tell you that this ability is new and totally incredible, since its effect is something that we had never imagined before, since it allows us to attack even before the game starts, so, in fact it is a very useful card if we want to get an early advantage in the battlefield.
Affliction: This ability is one of the ones I like the most, because, despite having only a 50% chance of marking and/or poisoning an opponent's card, this is aimed especially for those monsters that have "Heal" or are supported with "Tank Heal and Triage", but the best thing is that, in most battles it fulfills its purpose, allowing our opponent not to get that plus in the battle and if we take into account its speed, it is much easier to mark to get closer to that possibility.
Piercing: Having this card a fairly high amount of damage, this ability is excellent, since, if it has little shield, this will go through the same until reaching the life points and thus obtaining a weaker monster for the next round and ready to be defeated, in addition, with its speed and perhaps a combination that can increase this type of attack, it can be even more lethal, or also taking advantage of it in random attacks.
Amplify: This ability is excellent, and comes in handy, since, in addition to having "Offensive" attitudes, both with their stats and skills, with this we can serve as support to increase the rebound damage of skills such as "Thorns, Return Fire and Magic Reflect", which makes this card, a very versatile monster very useful.
Good and Bad" Rules for (Rush Townsend)
In this section, I wanted to implement something totally new that will surely increase your knowledge about the cards of this new edition, since, what I want to do, is to highlight those rules where this monster is much more useful and profitable, and those where it is not so much, in this way, you can determine and/or know, in which you should play it with much more confidence and also know, when you should refrain from doing so:
Before I start, I must clarify that this analysis is a personal opinion, if you consider that any other rule could be good or bad for this chart, I would like you to leave it in the comments:
Profitable Rule Sets
What Doesn't Kill You: For me, this is one of the best rules to play with (Rush Townsend), since having a speed of +4 at level 1 and +6 at its maximum level, when he is attacked and becomes enraged, his stats would go from +6 to +9 speed points, which would contribute to him being able to evade the enemy's attacks, well we know that speed is a double edged sword, this makes it difficult to hit, besides, if our opponent has a card with "Sneak" (Sorry, I'm too fast).
Weak Magic: This card can work perfectly in this rule at its maximum level, only, since, it is at this level that +4 shield points, which would help him to stay in the game, supporting a greater amount of rounds, since, if you attack him with magic, this could still cause enough damage, before they manage to hit against his vital points.
Lost Magic: Again taking as reference the "Shield Points" that this card possesses at its maximum level or even at level 3, this one could stay on the battlefield for more rounds, as it has no magic cards that could cause it direct damage, if "Weak Magic" is not present, remember that, it only has +6 life points, so that shield helps a lot in resistance, besides, **(It considered appropriate at maximum level or 3rd, since at level 1, for the amount of mana it has, there are better cards available to play, unless, it is a very high mana battle and we can camouflage it in a good position). **
Armored Up: This card has the ability of "Piercing", which allows you to pierce the shield of your enemies and go directly for their life points, also, taking into account that it has a high attack power of "Range", it is perfect to counter the opponent's defense, especially when they use the shield to get resistance, on the other hand, in this rule almost all cards are good, as they give us +2 points of armor, but here, gives a plus the ability, speed and attack damage.
Close Range: This rule could not be missing for such a strong card in the "Range" attack, since, when playing it in this rule, it allows us to attack from the first position, unless it has been defeated before, so, the idea when we have this rule, is to place it in the middle (3rd position), to take full advantage of the amount of damage it can cause to the opponent's cards and failing that, move to the first position and continue attacking with luck, with most of its vital points, something that is great.
Rule sets NOT profitable
Reverse Speed: For this rule, obviously (Rush Townsend) is not the best option, since it has a very high speed, so in this type of battles, it would be the last to attack, which would be a clear disadvantage, since the idea in this rule is to use cards with less speed, since they will be the first to attack.
Aim True: I consider that this is a very bad "Rule" to use this card, for the simple reason that the advantage that gives us its "Speed", which is to evade the opponent's attacks, with this rule is lost, although in different circumstances could be used, but you know that it will be easy prey and would represent a disadvantage, so the speed in this rule is harmful, especially having relatively few life points, it would not pass a round.
Fire & Regret: This card, as I said before, does not have large amounts of shield, and it is only at its maximum level, that this increases downward, so, because of this and the low vital points, in this rule where all attacks of "Range" are returned, did not consider it adequate, because every time it attacks it will receive damage and remember that it has the ability "Pierce" and a great attack damage, so if you have other cards instead do not use it.
Unprotected and Healed Out: I will cover these 2 rules together, because they will be the last ones and they are somewhat similar in a way, since, for example with "Unprotected", all cards lose their armor, which means that, it will be easy prey for any kind of attack, especially magic, On the other hand, we already know that this card has the "Affliction" ability, and if we have "Healed Out" in mind, it would not be very profitable to use it, unless we only focus on damage and piercing, but we must keep in mind that this ability will not matter.
Now, I will leave you with the rules in which I would not leave you (Rush Townsend) to play:
Conclusion
With this detailed information about (Rush Townsend), I hope you can choose wisely how to play it and where to play it, since the idea of this post was that the newer players could know both its strengths and weaknesses. Remember that I will only do this with the cards (Legendary and Epic), since they are the most complicated rarities to get, because they are the most expensive, so, enjoy the content and if you have any doubt, I will wait for you in the comments.
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Excelente post!
@tipu curate 8
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