A categorical breakdown of abilities may be useful for some players. Several abilities fall into multiple categories and have been noted in the tables below. Please reach out to tech support if you have questions or suggestions! Submit a request – Splinterlands
- Targeting Abilities determine which units will be attacked
- Attack Origin defines the position from which units may attack
- Defensive Techniques may be used to lessen damage received
- Evasive Techniques can be used to avoid attacks
- Healing and Repair can help teams to recover from attacks
- Retaliatory Abilities make opponents pay for attacking our team
Negative Status Effects diminish stats
- Cleanse removes negative effects from our team
Positive Status Effects improve stats
- Dispel removes positive status effects from our opponent's team
- Attack Modifiers determine how attacks play out
- Conditional Abilities require certain conditions to in order to trigger
Targeting abilities determine which units will be attacked
**Attack Accuracy applies
|Units with the opportunity ability may attack from any position and will target the enemy unit with the lowest health.
|Ranged and magic attacks target a random enemy unit.
|Targets the last unit on the enemy Team instead of the first unit.
|Targets enemy units with ranged, magic, or no attack that are not in the first position.
|All enemy units target this unit(if they are able to).
Attack Origin defines the position from which units may attack
|Units with ranged attacks are allowed to attack in the first position.
|If this unit is in the first position, the unit in the second position gains reach.
|Melee attack units with the Reach ability may attack from the second position on the team
|When hit with a melee attack, unit with retaliate have a chance of attacking their attacker. Retaliate may activate from any position, however if the base attack is melee, it may only attack from first position unprovoked (unless a positional ability or ruleset is in play).
Defensive Techniques may be used to lessen damage received
**Defensive techniques can be stacked with negative status effects to reduce attacks further
|The first time the unit takes damage it is ignored.
|This unit takes only 1 damage from attacks with power 5+
|Adjacent units receive 1 less damage from attackers with sneak, snipe, and opportunity. Additionally all units take half damage from ambushed units as long as a unit with lookout is on your team.
|This unit doesn't take damage from blast, magic reflect, thorns, or return fire.
|Reduced damage from melee and ranged attacks.
|Reduced damage from magic attacks.
|Magic attacks hit this unit's armor before its health.
Evasive Techniques can be used to avoid attacks
*Magic Attacks always hit their targets unless Phase is in play
*Beware True Strike! Units with the True Strike ability always hit their targets
*Review the speed differential section in the Attack Accuracy guide
|All enemy Melee & Ranged attacks have an increased chance of missing their target.
|This unit cannot be targeted for attacks unless it's in the first position.
|Has an increased chance of evading melee or ranged attacks.
|This unit has an increased chance of evading melee or ranged attacks from units who do not have the flying ability.
|Magic attacks can miss this unit (using the same hit/miss calculation as for melee and ranged attacks).
Healing and Repair can help teams to recover from attacks
*Beware Affliction which prevents healing
*Beware Cripple which reduces max health and cannot be cleansed
*Beware Corrosive Ward which reduces max armor
Restores a portion of the unit's health each round.
Restores a portion (1/3 rounded down) of the unit in the first position's max health each round.
Restores a portion (1/3 rounded down) of the friendly back-line unit that has taken the most damage.
|When this unit dies it will self-resurrect with 1 Health once per battle.
|Restores some armor to the friendly unit whose armor has taken the most damage.
|When a friendly unit dies it is brought back to life with 1 Health. This ability can only trigger once per battle.
Retaliatory Abilities make opponents pay for attacking our team
*Amplify increases the damage of SOME retaliatory abilities by 1 and does not stack
|Increases Magic Reflect, Return Fire, and Thorns damage to all enemy units by 1.
|When hit with a Melee attack, unit does 2 armor damage to the attacker, and max armor of the attacker is reduced by two.
If an enemy misses this unit with an attack, the attacker takes 2 damage.
**Amplify has no impact on Backfire
|When hit with a magic attack, does reduced magic damage back to the attacker.
When this unit dies, it does 1 damage to all enemy units.
**Amplify has no impact on Redemption
|When hit with a ranged attack, unit with return fire will return reduced damage back to their attacker.
When hit with a melee attack, unit with retaliate have a chance of attacking their attacker.
**Amplify has no impact on retaliate
|When hit with a melee attack, does damage back to the attacker.
Negative status effects diminish stats
*Cleanse removes SOME negative status effects from your team
*Review Abilities & Status Effects for more information
*Negative status effects cannot reduce stats to 0
|When a unit with Affliction hits a target, it has a chance of applying Affliction on the target causing it to be unable to be healed.
Each time an enemy is hit by a unit with Cripple it loses one max health.
*Cripple cannot be cleansed
|Reduces the Melee attack of all enemy units by 1.
|When this unit hits a target, the target's attack is cut in half (rounded down). One time application only.
|Reduces the Ranged attack of all enemy units.
|Attacks have a chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied.
|Reduces the armor of all enemy unit.
|Target's armor is destroyed when hit by an attack from units with shatter.
|Reduces the magic attack of all enemy units.
|Reduces the speed of all enemy units.
|When attacking enemies with flying, removes the flying ability and cannot miss.
|When a unit with stun hits a target, it has a chance to stun the target causing it to skip its next turn.
|Reduces the health of all enemy units.
Positive status effects improve stats
*Dispel - removes SOME positive status effects from your opponent’s team
*Review Abilities & Status Effects for more information
*Positive status effects counteract or protect stats against negative status effects.
|This unit revels in the glory of combat and becomes more dangerous as the battle
This unit is immune to negative status effects.
*Immunity cannot be dispelled
|Gives all friendly units +1 melee attack.
|Gains increased stats if it's the only unit on the team alive.
|When a unit with the martyr ability dies in a battle, it gives adjacent characters +1 to all stats.
|All friendly units gain +2 Armor.
|All friendly unit have increased health.
|All friendly units have increased speed.
Attack Modifiers determine how attacks play out
*Frequency and use of additional stats are addressed here.
|This unit gets to act before the battle begins.
|This unit gets an additional melee attack using its armor stat.
|Does additional damage to units adjacent to the target unit.
|This unit attacks twice each round.
|If melee or ranged attack damage is in excess of the target's armor, the remainder will damage the target's Health.
|This unit attacks every other round but does 3x damage.
Conditional attack modifiers require certain conditions for increased attack
|This unit has increased melee attack and speed when damaged.
|This unit does 2x damage if their target is the only unit left on the enemy team.
|This unit does double damage to targets with the taunt ability.
|Does double damage against targets that cost 10 or more mana.
|Does double damage when attacking an enemy that is stunned.
|Does double damage when attacking an enemy that has no attacks.
When a unit with trample hits and kills its target with a melee attack, it will perform another melee attack on the next unit on the enemy team.
**Units with trample are unable to trample any other units if it kills the last unit on the enemy team within the Super Sneak ruleset. See Stampede Ruleset Explanation
Conditional abilities require certain conditions to be met
When a Summoner with the conscript ability is chosen, it will allow the player to use one more gladiator card in the battle than normal.
*In order to trigger, players must have gladiator cards available.
Unit's health increases each time it damages an enemy unit's health in proportion to the damage dealt.
*In order to trigger, the unit with life leech must hit the enemy unit's health. Attacks that hit armor or divine shield will not trigger life leech.
Gains 1 max health each time any unit dies.
*In order to trigger, a unit from either team must die.
A unit with the Weapons Training ability will “train” any adjacent unit with no attack, thereby giving them the same attack as the unit with the Weapons Training ability.
*In order to trigger, non-attack units must be adjacent to the weapons trainer at the start of battle.