The Taunting Giant That Dares You To Hit Him

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This post was made as entry for Splinterlands Social Media Challenge
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Zargrul is that one monster that just sits there, eats every hit, and still looks ready for more. Yeah, he wants enemies to hit him, he wants his teammates to hit him, he is the embodiment of masochism but from the moment it drops on the field, you know it’s not going anywhere soon.

What makes Zargrul scary is how it forces the fight to revolve around him. Between his Taunt and massive 12 health, he’s built to take the punishment while letting his teammates deal the real pain. Add in Bloodline Tribute and Painforge and you’ve got a beast that punishes anyone who dares to focus him down or rewards when his team give him a beating.

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Let's talk about… Zargrul


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Lore:

In the Duratuk Nation, pain isn’t punishment. It’s practice. Scars are earned young, and Zargrul wears his with a grin.
His body is built for war, but it’s his magic that most fear. It cracks wards, shreds enchantments, and nullifies arcane protections.
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Other part of the lore can be found in this link




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Stats:


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Mana: 8Rarity: Legendary
Damage: 2 magicArmor: 1
Speed: 3Health: 12

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Abilities

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|| All enemy Units target this Unit (if they are able to).
|| When this unit dies, allied units of the same bloodline as this unit get +1 to armor, health, and speed, and +1 power for each shared attack type.
|| +1 power when damaged by Poisoned or Burning, or hit by an ally.
|| 80% chance to remove Forcefield, Lookout, Deflect, Shield, Void, Void Armor, or Immunity after a successful attack. Expose will always remove Immunity first.

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Stats Summary

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  • Zargrul is tanky as hell with 12 health, 1 armor, and a magic attack that still chips away from behind the frontlines. His Taunt makes him the center of attention, but that’s where his other abilities shine. Painforge gives him more damage when team hits him while Bloodline Tribute returns the favor to boost his team's damage when he dies. When alive, he gets more damage and when he dies, he gives damage. Either way, he gives you benefit for the effort.




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Buy and Rent:


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At $89.843 for a max level 4, Zargrul is definitely expensive. It’s a big investment even for a Legendary, but considering how well it can fit your team in most matches, that price somewhat fits. Still, it's not something you’d grab casually. Zargrul is for players who wants extra Taunt unit but other than that, he isn't that much special in my opinion.

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At 49.9 DEC per day, this is actually cheap compared to other Legendary especially since it's at max level already. Usual max level legendaries costs 100+ DEC per day. If you just want to test it in ranked or brawls, renting is a way smarter move than dropping almost ninety bucks. It’s also worth to rent him if your build revolves around Magic Orcs because of the Bloodline Tribute.




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Rule Sets:


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Use it in...

All units have the Shield ability.
Everyone gains Shield in this rule set but since Zargrul’s damage is magic-based, he bypasses it completely. While other melee and range attackers will struggle dealing with halved damage from Shield, Zargrul continues to hit for full value. It's an advantage for you especially if you use magic spam in this rule set.

All units with magic and ranged attacks have Snipe (magic and ranged attacks target the first non-melee enemy unit behind the first position).
With Taunt, Zargrul becomes a natural magnet for enemy Snipe attacks, protecting the rest of your team from harm. This is a strong strategy especially when paired as long as you support him with Triage. Meanwhile, your own team still gets to use Snipe normally, giving you both more offense and strategy to play with.

All units have Reckless.
In this rule set, everyone gets Reckless which makes attacks damage nearby allies by 1 point as well. Zargrul’s Painforge ability turns this into a wild advantage since everytime an ally hit him by Reckless debilitation can boost his attack making him stronger over time. Make sure to have a healer though since being attacked by your enemies and your team is very problematic and can quickly kill him.



Avoid using it in...

All units with magic and ranged attacks have Scattershot (magic and ranged attacks target a random enemy unit).
Random targeting makes Taunt less effective since enemies might ignore him completely defeating his main role. Scattershot attacks are random and Taunt cannot redirect it.

Units lose all abilities.
Removes his key abilities like Taunt and Painforge leaving him as just a slow magic tank with no tricks. You can still use him as a tank in the front but the other advantages and plays you can do with Bloodline Tribute and Painforge.

The initial Health of all Units is equal to that of the Units on either team with the highest base Health.
This rule set can actually hurt Zargrul more than it helps. Since all units’ health is set to match the highest health on the battlefield, Zargrul’s naturally tanky 10+ health might end up giving everyone else the same boost. You pay for his high mana and survivability but the enemy reaps the same benefit for free, which feels unfair when battling in Equalizer rule set.

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Battle Summary...


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Watchus Fighticus! Replay battles that are oh-so-victorious!
Click here to watch the full battle!

Battle Strat: In this battle, I have Commander Slade as my main tank, Ulundin Overseer as secondary tank and Zargrul as the last. Marlai Singariel is important to up this team's low damage. Yabai's Pickle and Ulundin Overseer are passive units but gain attacks with the help of Moxian Rebel's Weapons Training. There's not a lot of strategy goin in this battle as my units have low levels and few abilities to play. Fortunately, the enemy is also on that side but weaker. The clear health difference assured that my win will be inevitable at this time.

Battle Summary: Even though my low magic damage is countered by Nim Guard Captain's Void, the clear difference in the quality of tank is still apparent. There's no healer on both teams but since my team has higher health, eventually, Nim Guard Captain would die first along with their team. The other units also doesn't help them. Even with Sorrow Harvester and Thalgrimore combo giving me -2 health the team I have still have high health to keep everyone alive. The greatest difference is Zargrul with its Taunt. Without him, Vengeful Monk would one shut a lot of my team's damage since the -2 health made Rune Alchemist and Yaba's Pickle very low health and Moxian Rebel being the first target of Vengeful Monk's Opportunity attacks.

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Disclaimer

Other photos and images that I used in this post can be found in these websites below:

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About the Author

Hey! I’m Mavis the Muggle, your friendly Splinterlands addict with a slight obsession for all things Harry Potter. 🧙‍
When I’m not immersed in gaming or wizardry, I’m busy learning new things. Recently, I’ve been having putting a lot of effort and having a blast creating content on Hive so relax!

You can support me by upvoting this post, reblogging, leaving a comment below or by using my Splinterlands referral link.

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Life is like a camera. Focus on what's important. Capture the good times. And if things don't work out, just take another shot.

- Ziad K. Abdelnour



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