Ambush
"Takes an extra turn prior to the first round of battle."
100% chance of activation - Attack Accuracy still applies.
Remarkable Interactions
The Ambush round is a precursor to round 1. If a unit with ambush is at play, white Ambush! text will appear before round 1 - indicating that the Ambush round is active.
- For multiple attackers with Ambush, attack order applies.
- Units with the Lookout ability decrease the damage dealt to ambushers by half rounded down.
- If a unit with Ambush has a successful hit with Poison, the initial application will trigger at the end of round 0 - before round 1.
- Units with Recharge will Recharge in round 0 and attack in round 1 if granted Ambush.
- Last Stand will trigger during the Ambush round if it is the last Unit left on the team AND is granted Ambush.
Notable Rulesets
- Reverse Speed: Get your strikes in before round 1. This may make all the difference when reverse speed is at play.
- Explosive Weaponry: When paired with Ambush, Blast can be a game changer. A well-placed attack from a unit with Ambush may take out key members of the opponent's team before round 1 begins!
Notable Abilities
- Pairing ambush with Sneak, Snipe or Opportunity may allow you to pick off certain low-health units - before Round 1 begins!
- Slow or Swiftness: as attack order still applies, get the jump on other units with Ambush by manipulating their speed!
Useful Links:
Questions about a specific battle or interaction?
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**Disclaimer: Individuals are solely responsible for gameplay and developing their own unique strategies. Information shared by Splinterlands Tech Support does not guarantee success. Be sure to stay up to date on the introduction of new cards, abilities, and rulesets as they may impact the relevancy of certain information. If you have any questions or suggestions Submit a Request.
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