Defeating Molten Elemental with Patience
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Hello Splinterlands warriors, how are your crypto wallets doing? It’s been a week of BTC and HIVE going up and down like an ex who suddenly texts out of nowhere. But oh well, we stay loyal to the arena, because this is where the real entertainment lives: cards, strategy, and drama.
In today’s battle of the day, I want to talk about a fire-element monster that, in my opinion, is quite “outrageous” once it enters the battlefield: Molten Elemental, an epic unit from the Conclave series. Not just because the name sounds cool, but because of its abilities… it honestly feels like a complete bundle deal—buy one, get five.
Molten Elemental is unique because it has two attack types: melee and ranged. So whether you place it in the front or slightly behind, it can still function effectively. Even at early levels it already has Flying, meaning there’s a 25% chance enemy attacks will miss. Pretty annoying for opponents watching their screen in frustration.

Then there’s Void, which reduces magic damage. That alone already makes it a nightmare for magic-based teams. Once it reaches level 3, it becomes even more irritating thanks to Silence. If the enemy only has 2 magic attack, well… that’s basically game over.
At level 5, it gains Close Range, meaning even if it becomes the front tank, its ranged attack remains active. And at max level? Trample. If it kills an enemy with a melee attack, it immediately continues to smash the next target. It feels like watching a monster turn into a lawnmower.
In short, this isn’t just a monster. It’s a walking fortress.
Rulesets That Made It Even More Insane
That battle had a 24 mana cap, with the rulesets Maneuvers and Thick Skinned.
- Maneuvers allows melee monsters to attack from any position.
- Thick Skinned gives extra armor to all monsters.
And this is where Molten Elemental truly felt upgraded. With thick armor, Flying, Void, and two attack types, it was incredibly hard to deal with. Every time I attacked, it felt like: miss, reduced damage, blocked, miss again.

I personally used a team dominated by magic attacks, hoping to break through its defense. But unfortunately, many of my hits missed because of Flying, and the rest were reduced by Void and Silence. Honestly, midway through the battle, I had already accepted my fate.
Luckily, I brought Chaos Jailer. And this is where a small miracle happened: poison.

In the final rounds, while Molten Elemental was still standing proudly like a hero statue, the poison effect suddenly kicked in. One tick, two ticks, three ticks. All I could do was give a bitter smile and hope: “Come on… just go down already.”
And sure enough, not because of massive damage, not because of some complex strategy, but because of slow poison, Molten Elemental finally fell. Without that effect, I’m honestly convinced the match would have been completely his.
If you’re curious and want to watch the full battle, you can check it out here:
A Small Reflection from the Arena
From this battle, I learned one important lesson:
sometimes we don’t win because our cards are stronger, but because we have one small effect at the right moment.
To me, Molten Elemental is the definition of an “overqualified” monster. Too many strong skills packed into one body. If you have this card, take good care of it, because it can become the backbone of many rulesets.
My short advice:
don’t just bring a big hammer—bring a small poison too.
Because in Splinterlands, the biggest doesn’t always win, but the patient and clever often walk away smiling.

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