The abilities found in Splinterlands fall into four major categories:
- Magic Buffs: Team Buffs, Individual Buffs, Counter-Debuffs.
- Magic Debuffs: Team Debuffs, Individual Debuffs, Evasion Debuffs, Counter Evasion Debuffs, Disabling Debuffs, Counter-Buff.
- Defensive Abilities: Damage Reduction, Counter-Attack, Counter-Targeting, Punishment, Evasion, Health & Restoration.
- Offensive Abilities: Armor Damage, Bonus Attack, Team Building, Conditional Damage Increase, Counter-Evasion, Extra Damage, Positioning, Targeting, Stat Reduction.
Debilitations are distinct from abilities. They damage or inflict negative status effects on allies. Debilitations and their effects cannot be mitigated.
Magic Buffs
Magic buffs are magical effects that provide positive status effects to allied units, but they can be Dispelled.
Magic Buff: Stat (Team)
Increase a stat of all allied units. These abilities stack if more than one unit has them.
Gives all allied units +1 melee attack. | ||
All allied units gain +2 armor. | ||
All allied units gain +1 health. | ||
All allied units gain +1 speed. |
Magic Buff: Stat (Target)
Increase the stats of an allied unit.
Bloodlust | Gains +1 to all stats for each unit it destroys. | |
Martyr | When a unit with Martyr dies in a battle, it gives adjacent units +1 to all stats. |
Magic Buff: Enable (Target)
Grants additional actions or abilities.
At the beginning of round 2 and each following round, gain a random ability from the enemy team. 25% chance to gain a random ability from an attacker when hit. Dispel removes one mimicked ability in the order they were gained. Debilitations, Targeting abilities, Ambush, Weapons Training, Flank, Reach, Charge, and Taunt cannot be mimicked. |
Magic Debuffs
Magic debuffs are magical effects that inflict negative status effects on enemy units, but they can be Cleansed.
Magic Debuff: Stat (Team)
Decrease a stat of all enemy units. These abilities stack if more than one unit has them. However, no stat can be reduced to less than one.
Demoralize | Reduces the melee attack of all opposing units by 1. | |
Headwinds | Reduces the ranged attack of all opposing units. | |
Rust | Reduces the armor of all opposing units. | |
Silence | Reduces the magic attack of all opposing units. | |
Slow | Reduces the speed of all opposing units. | |
Weaken | Reduces the health of all opposing units. |
Magic Debuff: Stat (Target)
Decrease a stat of the target. No stat can be reduced to less than one.
Each successful attack reduces the defender's melee attack by 1. | ||
Halving | When struck with Halving, the target's attack is cut in half (rounded down). One-time application only. | |
Impede | Each successful attack reduces the defender's speed by 1. |
Magic Debuff: Damage Over Time (Target)
Magic debuffs apply a damage-over-time effect on the target.
Burning | Burning, caused by the Debilitation Incendiary, has a 33% chance to spread to either adjacent unit at the beginning of each round, then all Burning units lose 2 health. Burning can be cleansed. | |
Poison | Attacks have a 50% chance of applying Poison after a successful attack. Poisoned units lose 2 health at the beginning of each round. |
Magic Debuff: Evasion (Team)
Decrease all enemy units’ chance to hit.
Blind | All enemy melee & ranged attacks have an increased chance of missing their target. |
Magic Debuff: Disable (Target)
Render a target unable to perform certain actions or be affected by certain abilities.
Affliction | When a unitswith Affliction hits a target, it has a 50% chance of applying Affliction to the target. This prevents the target from being Healed. | |
Expose | 50% chance to remove Forcefield, Lookout, Reflection Shield, Shield, Void, Void Armor, Cleanse, or Immunity after a successful attack. Expose will always remove Immunity first. | |
Snare | 100% chance to hit and apply Snared to targets with Flying. Snared units lose all bonuses from Flying. | |
Stun | When a unit with Stun hits a target, it has a 50% chance to Stun the target causing it to skip its next turn. |
Defensive Abilities
Defensive abilities increase the survivability of allied units or damage your opponent when they attack you.
Defensive: Damage Reduction
Reduce damage done to allied units.
Divine Shield | The first time a unit with Divine Shield takes damage it is ignored. | |
Forcefield | Units with Forcefield take only 1 damage from attacks with power 5+. | |
Lookout | Adjacent units receive 1 less damage from attackers with Sneak, Snipe, and Opportunity. Additionally, all units take half damage from Ambushing units as long as a unit with Lookout is on that team. | |
Reflection Shield | This unit doesn't take damage from Blast, Magic Reflect, Thorns, or Return Fire. | |
Shield | Reduced damage from melee and ranged attacks. | |
Shield Ward | At the start of battle, the unit in front of this unit gains Shield. | |
Void | Reduced damage from magic attacks. | |
Void Armor | Magic attacks hit armor before health. |
Defensive: Counter-Attack
Damage opposing attackers under certain conditions.
Backfire |
If missed with an opponent's attack, the attacker takes 2 damage. |
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Redemption |
When destroyed, units with Redemption do 1 damage to all opposing Units. |
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Retaliate |
When hit with a melee attack, melee units with Retaliate have a chance of attacking their attacker. |
Defensive: Counter-Debuffs
Counter-debuff abilities protect allied Units from the effects of magic debuffs.
Removes all negative effects on the unit in the first position on the allied team. | ||
Cleanses the last allied backline unit with a magic debuff. | ||
Immunity |
This unit is immune to negative status effects. |
Defensive: Counter-Targeting
Affect which Units can be targeted by attacks.
Camouflage | Units with Camouflage cannot be targeted for attack unless it's in the first position. | |
Taunt | All opposing units target this unit (if they are able to). |
Defensive: Punishment
Damage opposing units each time they successfully attack.
Amplify | Increases Magic Reflect, Return Fire, and Thorns damage to all opposing units by 1. | |
Corrosive Ward | When hit with a Melee attack, the opposing unit takes 2 armor damage and the maximum armor of the attacker is reduced by 2. | |
Magic Reflect | When hit with a magic attack, units with Magic Reflect will return reduced damage to their attacker. | |
Return Fire | When hit with a ranged attack, units with Return Fire will return reduced damage to their attacker. | |
Thorns | When hit with a melee attack, units with Thorns will return reduced damage to the attacker. |
Defensive: Evasion
Decrease all opposing units’ chance to hit. Evasion abilities stack.
Review Attack Accuracy
Dodge |
Units with Dodge have an increased chance of evading melee or ranged attacks. | |
Flying | Units with Flying have an increased chance of evading melee or ranged attacks from non-Flying units. | |
Phase | Units with Phase can avoid magic attacks using the same hit/miss calculation as for melee and ranged attacks. |
Defensive: Health & Restoration
Restore Health or Armor to allied Units.
Corrupted Healing | Each round, restore 1/3 of max health to allied units, rounded down. Each time a unit is healed, its max health is reduced by 1. | |
Heal |
Restores a portion (1/3 rounded down) of its health each round. |
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Life Leech |
Unit's health increases each time it damages an opposing unit's health in proportion to the damage dealt. *Units with Life Leech must deplete the opposing units' health. Attacks that hit armor or Divine Shield will not trigger Life Leech. |
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Rebirth | When this unit is destroyed, it will self-Resurrect with 1 Health once per battle. | |
Repair | Restores up to 2 armor to the friendly unit whose armor has taken the most damage. | |
Resurrect | When a friendly unit dies it is brought back to life with 1 Health. This ability can only trigger once per battle. | |
Scavenger |
Gains 1 max health each time any unit dies. |
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Tank Heal |
Restores a portion (1/3 rounded down) of the unit in the first position's health each round. |
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Triage |
Restores a portion (1/3 rounded down) of the health of the back-line unit that has taken the most damage. |
Offensive Abilities
Offensive abilities increase the power of allied units or reduce your opponent's survivability.
Offensive: Armor Damage
Decrease the effectiveness of opposing units ' armor.
Piercing | If melee or ranged attack damage exceeds the target's armor, the remainder will damage the target's Health. | |
Shatter | The target's armor is destroyed when hit by an attack from units with Shatter. |
Offensive: Bonus Attack
Grants an extra attack.
Ambush | Units with Ambush may act before the battle begins. | |
Armored Strike | Units with Armored Strike get an additional melee attack using their armor stat. | |
Double Strike | Units with Double Strike can attack twice each round. | |
Execute | If the target has 2 or less health after a successful attack, perform another attack against the same unit. | |
Trample |
When a unit with Trample hits and destroys its target with a melee attack, it will perform another melee attack on the next unit on the enemy team. |
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Weapons Training |
At the start of the battle, a unit with Weapons Training will “train” any adjacent unit with no attack, thereby giving them the same attack as the unit with Weapons Training. |
Offensive: Conditional Damage Increase
Increase damage under certain conditions.
Blasphemy of Uul | Permanently gains +1 ranged power for each allied card named Fiend. | |
Deathblow | Units with Deathblow do 2x damage if its target is the only unit left on the opposing team. | |
Enrage | Units with Enrage have increased melee attack and speed when the health has been damaged. | |
Fury | Units with Fury do double damage to targets with Taunt. | |
Giant Killer | Units with Giant Killer do double damage to targets that cost 10 or more mana. | |
Knock Out | Units with Knock Out do double damage when attacking opposing units that are Stunned. | |
Oppress | Units with Oppress do double damage to opposing units with no attack. |
Counter-Buff
Remove magic buffs from enemy Units.
Dispel |
When this unit hits an opponent, it clears all positive status effects on that unit. |
Offensive: Counter-Evasion
Increased chance to hit.
True Strike |
Units with True Strike are guaranteed to hit their targets. |
Offensive: Extra Damage
Increase damage.
Blast | Units with Blast do additional damage to units adjacent to the target. | |
Recharge |
Units with Recharge attack every other round but do 3x damage. |
Offensive: Positioning
Physical attacks can attack the opposing unit in the first position from nonstandard positions.
Charge |
Units with Charge may attack from any position and will target the enemy unit in the first position. | |
Close Range | Units with ranged attacks are allowed to attack from the first position. | |
Flank | If this unit is in the first position, the unit in the second position gains Reach. | |
Reach | Melee attack units with Reach may attack from the second position on the team. |
Offensive: Stat Increase
Increases stats of allied units.
Last Stand | Units with Last Stand gain increased stats when they become the only unit on the team alive. |
Offensive: Stat Reduction
Decrease a stat of an opposing unit.
Cripple |
When struck by Crippling attacks, units lose 1 max health. |
Offensive: Targeting
Targets opposing Units in positions other than the first position.
Opportunity | Units with Opportunity may attack from any position and target the opposing unit with the lowest health. | |
Scattershot | Ranged and magic attacks target a random enemy unit. | |
Sneak | Units with Sneak may attack from any position and target the opposing unit in the last position. | |
Snipe | Units with Snipe target ranged, magic, or no attack units that are not in the first position first. | |
Wingbreak | Always targets the first Flying enemy unit regardless of abilities or rulesets. +2 damage if the target has Flying. |
Offensive: Team Building
Allow nonstandard card sets in battles.
Conscript |
When a Summoner with Conscript is chosen, an additional Gladiator Card may be used in battle. |
Debilitations
Damage or inflict negative status effects on allies. Debilitations and their effects cannot be mitigated.
Debilitation: Damage Over Time
Debilitations apply a damage-over-time effect on allies.
Electrified | Deals 1 damage to all allied units at the beginning of round 2 and each following round. | |
Force Reduction | Reduces maximum team size by 1 | |
Incendiary | At the beginning of round 2 and each following round, applies Burning. Burning has a 33% chance to spread to either adjacent unit at the beginning of each round, then all Burning units lose 2 health. Burning can be cleansed. |
Debilitation: Disable
Debilitations render an ally unable to perform certain actions or be affected by certain abilities.
Weary | At the beginning of round 1, Weary units have a 10% chance to become Exhausted. This chance increases by 10% every round, up to a maximum of 80%. Exhausted units skip their turn and cannot Retaliate. |
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