scrobble.life
Splinterlands

Virid Venomancer: Poisoning Enemies and Slowing Them Down!

Virid Venomancer Card Spotlight.png

Alright, it's time for another #Splinterlands card spotlight!

Lately, I've been looking at different cards and their abilities, and today I decided to focus on a Common Earth unit that looks pretty interesting.

The card I'm talking about is Virid Venomancer!

At first glance, this card might not look like anything too crazy. It has decent stats, a reasonable mana cost, and some abilities that can make life difficult for the opponent. But when you look a little closer, you start to notice that this card has some interesting ways to support your team.

So let's take a closer look and see what Virid Venomancer brings to the battlefield!

unit.png

First Impressions and Stats

Virid Venomancer is a Common Earth unit that reaches its maximum level at Level 10. At this level, it has three abilities that can help your team in different ways.

Here are its stats at max level:

  • Magic Attack: 2

  • Health: 7

  • Speed: 3

  • Armor: 1

  • Mana Cost: 5

The first thing I noticed is its 2 Magic Attack. It isn't the highest damage you'll see in #Splinterlands, but magic attacks can still be useful because they target health directly instead of being blocked by armor in the usual way.

It also has 7 Health, which gives it a decent amount of survivability. The 1 Armor is not a lot, and its Speed of 3 is pretty average.

The mana cost is 5, which means you'll need to think a little before adding it to your lineup. It isn't an extremely cheap unit, but the abilities could make that investment worthwhile.

Honestly, I think the real value of Virid Venomancer comes from its abilities rather than its raw stats.

And that's where things get interesting!

Ability 1: Shield Ward

Shield Ward: At the start of battle, the unit in front of this unit gains Shield.

Shield Ward.png

The first ability is Shield Ward.

At the start of battle, the unit positioned directly in front of Virid Venomancer gains Shield.

This is an interesting ability because it can help protect another unit instead of only benefiting Virid Venomancer itself.

Imagine you're using a strong tank in the first position. That tank will probably be taking most of the incoming attacks, especially from enemy melee units.

Giving it Shield at the beginning of battle can make it harder for the opponent to break through your frontline.

And the best part is that you don't have to wait for several rounds before receiving this benefit. The ability activates at the start of the battle.

Of course, its usefulness depends on the unit in front of Virid Venomancer and the attacks coming from the enemy team. Shield is especially helpful against physical damage, so it won't necessarily solve every problem.

Still, I like the idea of using a card that can provide some extra protection while also contributing damage.

Sometimes keeping your tank alive for just one additional round can make a big difference!

Ability 2: Poison

Poison: 50% chance to apply Poisoned after a successful attacks. Poisoned units lose 2 health at the beginning of each round.

Poison.png

Now we come to the ability that fits this card's name perfectly: Poison.

Virid Venomancer has a 50% chance to apply Poisoned after a successful attack.

When a unit becomes Poisoned, it loses 2 Health at the beginning of each round.

And this is where things can get annoying for your opponent.

The important thing about Poison is that the damage continues over time. Your team doesn't need to defeat the poisoned enemy immediately for the effect to provide value.

Let's say an enemy unit has a lot of Health and is difficult to take down. Your attacks might slowly reduce its health, but Poison can put even more pressure on it.

If the Poison effect activates, the enemy loses additional health at the beginning of each round. That means the opponent has another problem to deal with while your other units continue attacking.

The 50% chance means it won't activate after every successful attack, so you can't completely depend on it. Sometimes you'll get lucky, and sometimes you'll be waiting for it to trigger. That's just how these chance-based abilities work.

Still, I think Poison can be very useful in battles that last several rounds.

It puts pressure on enemy units and can help your team finish them off without needing to rely entirely on direct damage.

Personally, I really enjoy abilities that keep affecting the battle even after the initial attack is over.

Ability 3: Impede

Impede: -1 to target's speed after each successful attack.

Impede.png

The third ability is Impede, and it reduces the target's Speed by 1 after each successful attack.

This might not sound as exciting as Poison, but speed can be important in #Splinterlands.

Speed affects how quickly units act during a round and can influence their chances of evading certain attacks.

By reducing an enemy's Speed, Virid Venomancer can make that unit slower and potentially easier for your team to hit.

Imagine fighting an enemy unit that has high Speed and keeps dodging attacks. Every successful hit from Virid Venomancer can reduce its Speed, making it less difficult to deal with over time.

Obviously, Impede won't guarantee that every attack from your team will connect. There are other factors and abilities involved, so you still need to build your lineup properly.

But combined with Poison, this ability makes Virid Venomancer an interesting unit for longer fights.

One ability can cause additional damage over time, while the other gradually reduces the target's Speed.

Basically, the longer the battle goes on, the more annoying this little venomous unit could become for the enemy!

How Would I Use Virid Venomancer?

Personally, I would consider using Virid Venomancer when I want a unit that provides more than just damage.

Its abilities offer three different benefits:

  • Shield Ward helps protect the frontline unit.

  • Poison can deal extra damage over time.

  • Impede reduces the Speed of enemies it successfully attacks.

That combination gives it a useful support role while still allowing it to deal magic damage.

I would probably place it behind a reliable tank so that it can stay alive and continue using its abilities.

The Shield Ward effect also makes its positioning important, because you want the unit directly in front of it to benefit from the protection.

However, I wouldn't blindly use Virid Venomancer in every battle. With a 5 Mana cost, you need to consider what other units you could bring and whether its abilities suit the ruleset.

If the opponent has units that can be weakened by Poison and Speed reduction, it could be a solid choice. If the battle requires a lot of immediate damage, another card might be more useful.

That's something I want to keep in mind when building teams: a good card isn't necessarily the best card for every situation.

Conclusion

After looking at its stats and abilities, I think Virid Venomancer is an interesting Common Earth unit that deserves some attention.

It has 2 Magic Attack, 7 Health, and a 5 Mana cost. Those stats are decent, but what really makes the card stand out is its combination of protection, damage over time, and Speed reduction.

I especially like the combination of Poison and Impede. They give Virid Venomancer a way to put pressure on enemies beyond its normal attacks.

Shield Ward is also a nice bonus because it can help protect the frontline unit right from the beginning of battle.

Of course, the card isn't perfect. Its damage isn't extremely high, and Poison has only a 50% chance to activate after a successful attack. Its value will also depend on the opponent's lineup and the ruleset.

But I think it could be a useful option for players who enjoy building teams around abilities that gradually weaken the enemy.

Sometimes you don't need a card that deals massive damage in a single hit. You need a card that makes life harder for the opponent every round.

And Virid Venomancer seems capable of doing exactly that!

Comments · 1

  • This post has been supported by @Splinterboost with a 20% upvote! Delagate HP to Splinterboost to Earn Daily HIVE rewards for supporting the @Splinterlands community!

    Delegate HP | Join Discord