Steem Monsters ability table by summoner level, Earth splinter

As I've been leveling up my accounts, I've found I really wanted this chart, so I thought I would make one for you. As monsters level up, they gain abilities, and some of these are extremely important - attack for Swamp Thing and Goblin Shaman, Heal for Flesh Golem, Blast for Fire Demon, and so on. Knowing where those abilities come in is very important for deciding how to level up your teams. Since leveling up always begins with your summoner, I've decided to group new abilities by rare summoner level. To keep this from being huge, I'll split it into separate posts by splinter.

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Summoner Level 1: Inherent Abilities

CardAbility
Goblin SorcererSneak
Wood NymphTank Heal
Stone GolemShield
Stonesplitter OrcRetaliate
Mushroom SeerSilence
Swamp ThingWeakness
Spirit of the ForestFlying
Spirit of the ForestSnipe

Summoner Level 2: Level 3 Commons, Level 2 Rares and Epics

CardLevelAbility
Flesh Golem3Heal
Swamp Thing2Ranged Attack

Summoner Level 3: Level 4 Commons, Level 3 Rares, Level 2 Legendaries

CardLevelAbility
Rexxie4Trample
Minotaur Warrior4Piercing
Spirit of the Forest2Tank Heal

Summoner Level 4: Level 5 Commons, Level 4 Rares, Level 3 Epics

CardLevelAbility
Earth Elemental4Heal

Summoner Level 5: Level 6 Commons, Level 5 Rares, Level 4 Epics, Level 3 Legendaries

CardLevelAbility
Wood Nymph6Strengthen
Stone Golem5Stun
Stonesplitter Orc5Enrage
Mushroom Seer5Poison
Swamp Thing4Slow
Spirit of the Forest3Protect

Summoner Level 6: Level 8 Commons, Level 6 Rares, Level 5 Epics

CardLevelAbility
Flesh Golem7Void

Summoner Level 7: Level 9 Commons, Level 7 Rares, Level 4 Legendaries

No changes.

Summoner Level 8: Level 10 Commons, Level 8 Rares, Level 6 Epics

No changes.

As we saw before with Water, Earth's abilities are clumped together at Summoner Level 5. But unlike Water, a lot of those abilities are marginal; Mushroom Seer's Poison and Spirit's Protect are very useful, but this isn't a flood of effectiveness the way it was for blue. Key abilities are scattered throughout the early levels, making Earth one of the best teams to consistently level through the early game. Two of the most important abilities arrive at Summoner Level 2: Flesh Golem's self-heal, and Swamp Thing's attack. At Level 3 Spirit of the Forest's Tank Heal ability combined with the Flesh Golem makes it very difficult to kill, especially if you can also fit in Wood Nymph. At Level 4 Earth Elemental's self-heal and high HP make it a very good defender against Sneak or Snipe.

However, once we pass the midgame, Earth's gains come only in statistics. Flesh Golem's Void at Level 6 is very useful in continuing the super-tank theme, but both Summoner Levels 7 and 8 come with no new abilities, partly because Spirit maxes out at level 3 and only gains additional attack at level 4.

Strategy here is clearly to be aggressive in building Earth decks early, as it gains significant advantages at each early level, but perhaps make it less of a priority as you reach higher levels, because most of its effectiveness is already in place.

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