Ability Activation Rates
- Affliction - 50% chance
- Blast - 100% chance
- Cripple - 100% chance
- Dispel - 100% chance
- Expose - 80% chance
- Halving - 100% chance
- Poison - 50% chance
- Retaliate - 50% chance upon being struck by a melee attack
- Snare - 100% chance to hit Flying Units on the first attack and remove Flying Ability
- Stun - 50% chance
Status Effects
Some abilities apply certain status effects that can enhance your team's stats or reduce the opposing team's stats. These status effects are broken down into two categories: Positive Status Effects and Negative Status Effects. While Positive Status Effects can be Dispelled, Negative Status Effects can be Cleansed.
Positive Status Effects
- Inspire - Inspired melee Units gain 1 extra point of melee attack power.
- Protect - Protected Units gain 2 extra points of armor.
- Strengthen - Strengthened Units receive 1 extra point of max health.
- Swiftness - Units granted with Swiftness gain 1 extra point of speed.
- Martyr - When a Unit with Martyr dies in a battle, it gives adjacent Units +1 to all stats.
- 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.
- Bloodlust - Units with Bloodlust gain +1 to all stats when an opponent is defeated.
Negative Status Effects
- Affliction - Units inflicted with Affliction status cannot be healed.
- Blind - Blinded Units have an extra 15% chance of missing an attack.
- Demoralize - Demoralized Units lose 1 point of melee attack power.
- Enfeeble - Each successful attack reduces the defender's melee attack by 1.
- 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.
- Halving - Halved Units have their attack power cut in half (rounded down).
- Headwinds - Units affected by Headwinds lose 1 point of ranged attack power.
- Impede - Each successful attack reduces the defender's speed by 1.
- Poison - Poisoned Units lose 2 health at the start of every round.
- Rust - Units that are Rusted lose 2 points of max armor.
- Silence - Silenced Units lose 1 point of magic attack power.
- Slow - Units affected by Slow lose 1 point of speed.
- Snare - Flying Units hit by Snare lose Flying.
- Stun - Stunned Units will not take action on their next move.
- Weaken - Weakened Units 1 point of max health.
Stackable Status Effects
The following status effects stack. While Positive Status Effects stack infinitely, Negative Status Effects stack but cannot reduce stats to zero.
- Cripple - Cannot reduce health to zero.
- Demoralize - Cannot reduce melee attack to zero.
- Enfeeble - Cannot reduce melee attack to zero.
- Expose - Units can continue to be Exposed as long as Exposable abilities remain.
- Headwinds - Cannot reduce ranged attack to zero.
- Impede - Cannot reduce speed to zero.
- Inspire - Can stack to increase melee attack.
- Protect - Can stack to increase armor.
- Rust - Cannot reduce armor to zero.
- Silence - Cannot reduce magic attack to zero.
- Slow - Cannot reduce speed to zero.
- Strengthen - Can stack to increase health.
- Swiftness - Can stack to increase speed.
- Weaken - Cannot reduce health to zero.
Other Ability Effects
During battles, certain ability interactions may have unexpected results. Understanding how different abilities interact with each other and rulesets can be very helpful in battles. Below are the most common questions regarding interactions. View the full list of List of Splinterlands Abilities if you have questions about an ability not listed below.
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Backfire |
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Blast |
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Blind |
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Bloodlust |
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Dodge |
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Divine Shield |
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Enrage |
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Flying |
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Giant Killer |
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Halving |
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Heal Tank Heal Triage |
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Immunity |
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Knock Out |
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Last Stand |
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Life Leech |
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Magic Reflect Return Fire |
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Phase |
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Recharge |
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Redemption |
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Resurrect |
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Retaliate |
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Scattershot |
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Shield |
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Stun |
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Trample |
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Void |
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