The Core Rebellion Set, Soulbound Rebellion Reward Set, and Rebellion Promo cards introduced Debilitations and new Abilities.
- https://hive.blog/hive-13323/@splinterlands/reward-cards-update
- Rebellion: FAQ
- Splinterlands Promo Cards
- Full List of Splinterlands Abilities and Debilitations
Rebellion Abilities
Ambush | Takes an extra turn prior to the first round of battle. | |
Armored Strike | If armored, grants an additional melee attack that deals damage equal to remaining armor. | |
Blasphemy of Uul | Permanently gains +1 ranged power for each allied unit named “Fiend.” | |
Charge | Can use melee attacks from any position. | |
Cleanse Rearguard | Cleanses the last allied backline unit with a magic debuff. | |
Corrosive Ward | -2 to attacker’s armor and maximum armor when hit by a melee attack. | |
Corrupted Healing |
Each round, restore 70% of max health to allied units, rounded down. Each time a unit is healed, its max health is reduced by 1. | |
Echo |
Active abilities (Repair and all healing and cleansing abilities) trigger twice per round. | |
Enfeeble | -1 to target's melee power after each successful attack. | |
Execute |
If the target has 2 or less health after a successful attack, perform another attack against the same unit. | |
Expose |
80% chance to remove Forcefield, Lookout, Reflection Shield, Shield, Void, Void Armor, or Immunity after a successful attack. Expose will always remove Immunity first. |
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Flank | When in the first position, the unit in the second position gains Reach. | |
Kindred Spirit | At the start of the battle, adjacent units with Kindred Will gain True Strike. | |
Kindred Will | At the start of the battle, adjacent units with Kindred Spirit gain Ambush. | |
Lookout | Adjacent units take 1 less damage from Sneak, Snipe, and Opportunity attacks. Reduces damage from all enemy Ambush attacks by 50% (rounded down). | |
Mimic |
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. | |
Phase Ward | At the start of battle, the unit in front of this unit gains Phase | |
Poison Burst | When defeated, 100% chance to apply Poisoned to attacker and 50% chance to apply Poisoned to units adjacent to attacker. Poisoned units lose 2 health at the beginning of each round. | |
Shield Ward | At the start of battle, the unit in front of this unit gains Shield. | |
Shroud of Reflection Shield | At the start of battle, units adjacent to this unit gain Reflection Shield. | |
Soul Siphon | As long as there is a non-Weary allied unit, self-resurrects with 100% armor and 50% of max health, rounded down. All magic debuffs are removed, and all magic buffs are reapplied. Inflicts Weary on the non-Weary allied unit with the highest health and reduces their health by 50%, rounded up. | |
Spite | When defeated, 100% chance to counterattack | |
Wingbreak |
Always targets enemy units with Flying first regardless of abilities or rulesets. +2 damage if the target has Flying. |
Rebellion Debilitations
Debilitations damage or inflict negative status effects on allies instead of enemies.
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. | |
Untrainable | Cannot be Weapons Trained. | |
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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