Spreading Fury Update

At first, my goal with this post was to simply highlight a fun battle from the duo Grum Flameblade / Qid Yuff. As you might know, thanks to a generous delegation from my guild’s leader @pinkoboe, I have been able to test out different setups using Grum for about a week or so.
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Battle No.2 below is a fairly fun battle that illustrates well the synergy between those two cards.
However, while I was messing around with different tactics, I noticed a substantial game mechanic change that will affect the way I usually approach the Spreading Fury ruleset.
It’s not a bug, it’s a feature (most probably)
To be fair, I’ve observed this change several times already, but at first, I thought it was a bug, mainly because I was exceedingly used to the old mechanic. Only now do I start to realize that this was probably a fix to a bug.
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Before, Heal and Tank Heal would automatically remove the benefits of being enraged, which meant that while other monsters were getting stronger, the self-heal tanks would see their stats remain identical.
This was a serious impediment as the opposition’s monsters could quickly see their Melee attacks buff up to sometimes 6, 8, or more. And, in those cases, healing for a few HP often wasn’t worth it.
Today, Heal and Tank Heal offer a double benefit to any monster that can heal back up. Those abilities don’t remove Enrage anymore. Therefore, their HP is going back up while still being in an enraged mode allowing them to deal x1.5 times more damage than usual.
This is kind of a big update to me as I was used to planning for my monsters to be hurt just enough to get enraged while avoiding using Heal or Tank Heal.
Battle No.1
Rulesets: Spreading Fury + Taking Sides
Mana Cap: 20
League: Gold III
On mobile:
https://m.splinterlands.io/#/battle/game/process/sl_bbf3525edc954b626b2a98201cebcb5a
On desktop:
https://splinterlands.com?p=battle&id=sl_bbf3525edc954b626b2a98201cebcb5a&ref=tt88
Note:
My opponent’s Sea Monster kept its 6 Melee attacks even after the healing.
Bonus: An extra fun battle
I still have one battle that I think is worth sharing.
In my multiple Grum Flameblade / Qid Yuff combinations, one was particularly successful.


In the following battle, Grum went through the entire opposite lineup by only hitting each monster once despite their armors!
Battle No.2
Ruleset: Armored Up
Mana Cap: 15
League: Gold III
On mobile:
https://m.splinterlands.io/#/battle/game/process/sl_731639b94135e89482d91cf7ea0d6aed
On desktop:
https://splinterlands.com?p=battle&id=sl_731639b94135e89482d91cf7ea0d6aed&ref=tt88
I hope you’ve learned something, or at least, got entertained.
See you in the next post!
Thomas
For new players interested in joining this amazing game, you can support me by using the following referral link (at no extra cost to you!):
https://splinterlands.com?ref=tt88
Thank you.