Splinterlands: Rush Townsend is a great damage dealer

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Splinterlands is a complex game, and it allows for various different cards and strategies. Each fight is different as there are various different rulesets applied, and this can give specific cards an advantage depending on how you use them. In this post, I talk about a great battle where I won because I used Rush Townsend.

Featured cards

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Rush Townsend is a fire splinter that costs 9 mana. It starts with ambush and affliction. Leveling this card gives this card piercing at level 3, and amplify at level 4.

I think this card is very strong, but the only downside is the low health. The speed, damage, and abilities make it quite powerful. In particular, I like the ambush ability because it's an extra 4 damage at the start of the battle before most monsters can do damage.

Rule Set, Battle, and Plan

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The rulesets this time are Earthquake. This means that any non-flying monster will take 2 physical damage per turn. There is also 45 mana available, and I can use fire, water, life or dragon splinter.

This is an interesting match as it favors flying monsters. Of course, high-stat monsters can also deal a decent amount of damage over time, as they can take a few earthquake hits. If there is enough mana, I use this card quite often just because I like all that damage.

SplinterMana CostPositionReason
Brewmaster Abraxas3Summoner
Mantaroth111stShield and Armored Strike
Pallus82ndFlying and Reach
Torch Myrmidon83rd
Grove Doomblade94thSneak
Rush Townsend95thAmbush and Affliction
Chaos Battle Mage86thPiercing
Total Mana:56

My summoner is Brewmaster Abraxas because its my highest level summoner in modern right now. My tank is Mantaroth with shield and armored strike. Pallus is my backup tank with flying and reach. Torch Myrmidon is a filler backup tank. Grove Doomblade is one of my damage dealers. My last 2 monsters are all damage dealer with Rush being one of them.

The focus of this lineup is built around dealing as much damage as I can against my opponent. I opted Mantaroth up front because the shield reduces the earthquake damage, and it can survive quite a few hits. The rest of my lineup is more or less tanky monsters up front while the rest of my lineup deals damage. I put quite a few hard-hitting monsters in the back.

Round 1

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At first glance, I think that this match can go either way. I am a bit woried about the Uriel my opponent has, but at least it doesn't have the heal ability. This match will depend on whether or not I can kill off Uriel first or if my Chaos Dragon dies. I don't expect this to be a short match, as the non-flying monsters will just die from the earthquake.

Round 4

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My opponent has lost most of his monsters, but my backline is also suffering from the earthquake damage. Some of them should still be alive, but this match could go either way because my opponent has that flying magic monster left.

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All of my attacks landed, and I was able to win the match.

Conclusion

The battle this time was a bit unexpected. I wasn't expecting to see that magic flying monster so it was a race for damage. My lineup still worked as my tanky monsters delayed the fight long enough for me to win the fight. Rush Townsend was such a good monster because it quickly took out that taunt monster and let me work on the rest of my opponent's lineup.

You can see my entire match here.

What did you think of my match? Was there anything you would have done differently? I think it is quite interesting to see how different players use the same card.

Posted Using INLEO



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5 comments
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I have mixed feelings on this card, it does tons of damage but the cost is quite high and health low even though it has camouflage

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You used Rush Townsend very smartly, and its ambush ability really changed the flow of the match. Your strategy was strong, so the win feels completely justified.

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Ohh this card is really powerful with ambush!

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