Curious about all of the information contained on a Splinterlands Card? Look no further. This guide will break down all parts of a Splinterlands card. Be sure to familiarize yourself with the other stats as well within the How to Play section of the game.
1. Mana Cost
Mana Cost is the number in the top left-most corner of each Splinterlands Card
Mana Cost is the amount of Mana it takes to call a unit or summoner to battle. A Mana Cap is the amount of Mana available for each battle. The combined mana cost of units and summoners should be at or near the mana cap. Click here to learn more about Mana.
2. Stats
Card Stats are the numerical indicators showing Speed, Strength of Attack, Health, and Armor, with 1 being the weakest; stats can increase past 20+, given the right circumstances (rules, abilities, buffs, etc.).
Strength of Attack
Strength of attack is indicated by the number within the Melee, Ranged, and Magic icons located mid-way down the left border of each card. Units can have more than one attack type.
Melee Attacks
- Melee units may only attack from the first position (unless Reach, Sneak, Opportunity, or Retaliate are in play).
- Melee attacks strike armor first (if Piercing is in play and attack damage is in excess of the target's armor, the remainder will damage the target's health).
- Units with melee attacks can be Inspired (increased damage) or Demoralized (decreased damage).
- Thorns returns damage to the attacking melee unit (unless Reflection Shield is in play).
Magic Attacks
- Magic units may attack from any position.
- Magic attacks target the main health stat (unless Void Armor is in play).
- Magic attacks can not miss (unless Phase is in play).
- Units with magic attacks can be Silenced (decreased damage) or increased with abilities such as Martyr and Last Stand.
- Magic Reflect returns damage to the attacking magic unit (unless Reflection Shield is in play).
Ranged Attacks
- Ranged attack units can attack from any position except the first position (unless Close Range is in play).
- Ranged attacks strike armor first (if Piercing is in play and attack damage is in excess of the target's armor, the remainder will damage the target's health).
- Headwinds decrease ranged attacks while True Strike ensures that attacks never miss.
- Return Fire returns damage to the attacking Ranged unit (unless Reflection Shield is in play).
No Attack
Units with no attack are useful when a number of retaliatory abilities are in play. Thorns causes melee units to take damage from attacks, while Return Fire and Magic Reflect do the same for ranged and magic attack units respectively. Do not forget about the Weapons Training ability which grants attack to units with no attack!
Speed
Speed is the stat contained within the blue circle on the mid-left border of the card.
The speed of attack impacts both Attack Order and Attack Accuracy...
- The fastest card will attack first.
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Speed Differential - Reduces attack accuracy by 10% per speed differential point.
- A unit with a speed of 1 attacking a unit with a speed of 2 only has a 90% chance of hitting.
- The Reverse Speed Ruleset grants slow unit the chance to shine!
Armor
The strength of armor is shown within the brown and silver shield - above the health stat on the right side of the card.
Armor can make or break your battles, particularly when abilities like Void Armor and rulesets like Weak Magic are involved (magic attacks strike armor before health).
- Melee and Ranged attacks must strike armor first.
- Armor can be Pierced and Shattered.
- Armor can be increased with Protect and diminished with Rust.
- Be sure to Repair your armor to protect your health!
Health
The Health stat is contained within the red heart - bottom right of the card.
When their health reaches 0, your unit dies and is removed from the lineup (unless it is Resurrected).
The health stat can be Strengthened, Weakened, Healed, and/or slowly depleted with abilities like Poison.
3. Element/Rarity
Sort cards by Element and/or rarity Using Card Market Filters.
Elements: Fire, Water, Earth, Life, Death, Dragon, and Neutral.
Learn more about elements at https://lore.splinterlands.com/
Rarities: Common, Rare, Epic, and Legendary
Rarity determines the availability of cards
4. Name
Learning the names of cards will help you to keep an eye on the market - use the Low Price Gap tool on Splintercards and swoop in to buy your favorites!
Learn more about your favorite cards by viewing the Lore tab and staying up to date on Splinterlands Lore.
5. Level
The Level of cards determine in which leagues, tournaments, and brawls they are playable.
- Ensure that your summoner is able to call forth your units at the desired level by learning about Summoning Unit Restrictions.
- How to Increase Card Levels by Combining Cards
6. Experience
This green bar shows how close each card is to achieving its next level and is a useful visual aid.
Base Card Experience shows the number of cards (or experience) required to level up your card.
7. Abilities
The icons present at the base of Splinterlands cards show their Abilities. View the full List of Splinterlands Abilities and attached articles for a more complete understanding of them. Abilities should be taken into consideration when drafting a team. They can add strength to your team, weaken your opponent, increase the potency of attacks and more!
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