Modifiers in Leagues
There are different numbers of modifiers used in each league. The maximum number of modifiers a player can get depends on what league they are battling in:
- Wood: 0 modifiers (only Standard gameplay)
- Bronze: 75% chance of 1 modifiers / 25% chance of “Standard” modifier
Silver- 75% chance of 2 modifiers / 20% chance of 1 modifier / 5% chance of “Standard” modifiers
Gold+ / Tournament / Brawl- 75% chance of 3 modifiers / 15% chance of 2 modifiers / 8% chance of 1 modifier / 2% chance of “Standard” modifier
To view the list of Modifiers currently active in game, visit the modifiers tab of the how to play page.
List of Modifiers
| Image | Name | Description |
| Aimless |
All units with magic and ranged attacks have Scattershot (magic and ranged attacks target a random enemy unit).
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| Aim True |
All units gain True Strike (attacks will never miss).
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Anemic
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Max health, at the start of the battle, is 4. | |
| Are You Not Entertained? |
You can summon one additional gladiator.
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| Arcane Dampening |
All units have the Void ability. |
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| Armored Up |
All units gain +2 armor.
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| Back to Basics |
Units lose all abilities.
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| Backlash | All units that miss an attack take 2 true damage. | |
| Beefcakes | You can only summon units with 5 or more health. | |
| Blood and Sunder | All units have Corrosive Ward (-2 to attacker’s armor and maximum armor when hit by a melee attack). | |
| Blood Moon |
All units have Bloodlust at the start of battle.
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| Born Again | All units have Rebirth (self-resurrects once per battle with 1 health and 100% of armor; all magic debuffs are removed, and all magic buffs are reapplied; skips turn). | |
| Briar Patch |
All units have Thorns (returns 2 damage to attacker when hit by a melee attack). |
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| Broken Arrows |
You cannot summon units with ranged attacks.
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| Brute Force |
Units with the highest power attack first.
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| Close Range |
All units have Close Range (can use ranged attacks from the first position).
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| Collateral Damage | All units have Reckless. | |
| Counterspell |
All units have Magic Reflect (returns 50% of magic damage to attacker, rounded up). |
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| Death Has No Power | All units have Final Rest ( Previous Implementation -- Allied and enemy abilities that trigger on defeat cannot activate). | |
| Deflection Field | All units have Deflect (0 damage from Blast splash damage and Punishment abilities—Corrosive Ward, Magic Reflect, Return Fire, and Thorns). | |
| Dragon Breath |
Units hit directly by a magic or ranged attack receive the Burning effect (at the beginning of each round, Burning has a 33% chance to spread to adjacent units, then all Burning units lose 2 health; burning can be cleansed).
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| Earthquake |
All nonflying and snared units take 2 physical damage at the end of each round. |
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| Eggceleration |
All units gain +1 to all stats at the end of each round.
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| Enraged Warriors | Melee units attack before magic and ranged units. Speed turn order priority applies. | |
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Elite Force
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You can not summon common units. | |
| Equalizer |
The initial health of all units is equal to that of the unit on either team with the highest base health.
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| Equal Opportunity |
All units have Opportunity (targets the enemy unit with the least health). |
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| Even Stevens |
You can only summon units with even mana costs.
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| Explosive Weaponry |
All units have Blast (deals an additional 50% damage to units adjacent to the target, rounded up).
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| Fallen Legends | You can not summon legendary archons. | |
| Ferocity |
All units have Fury (deals double damage if the target has Taunt).
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| Fire & Regret |
All Units have Return Fire (returns 50% of ranged damage to attacker, rounded up). |
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| Fog of War |
Units lose Sneak, Snipe, and Opportunity.
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| Four's a Crowd | You can summon a maximum of 4 units. | |
| Frostbite |
All Units have Weary. Each round a unit does not attack, it takes 2 true damage at the end of that round.
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| Global Warming |
All units have the Burning status effect applied at the start of combat (At the beginning of round 2, burning has a 33% chance to spread to adjacent units. All burning units lose 2 health. Burning can be cleansed).
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| Going the Distance |
You can only summon units with ranged attacks.
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| Healed Out |
Units and Archons lose all abilities that restore health. |
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| Heavy Hitters |
All units have Knock Out (deals double damage if the target is stunned).
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| Heavy Metal |
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Units attack the enemy unit with the highest health. Units can use melee attacks from any position.
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| High Five | You can summon a maximum of 5 units. | |
| Holy Protection |
All units have Divine Shield (ignores all damage once, after which the Divine Shield is destroyed).
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| Junior Varsity | You can only summon units and archons that cost 6 or less mana. | |
| Keep Your Distance |
You cannot summon units with melee attacks.
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| Little League | You can only summon units and Archons that cost 4 or less mana. | |
| Lost Legendaries |
You cannot summon legendary units.
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| Lost Magic |
You cannot summon units with magic attacks.
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| Maneuvers |
All units have Reach (can use melee attacks from the second position).
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| Melee Mayhem |
All units gain Charge (can use melee attacks from any position).
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| Might Makes Right | You can only summon units with 3 or more ranged, magic, or melee power. | |
| Need for Speed | You can only summon units with 3 or more speed. | |
| No Pain, No Gain | All units have Painforge (+1 power when damaged by Poisoned or Burning, or hit by an ally). | |
| Now You See Me | All units have the Camouflage ability. | |
| Noxious Fumes |
All units start the battle poisoned and lose 2 health at the beginning of each round, starting in round 2.
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| Odd Ones Out |
You can only summon units with odd mana costs.
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| Outsider | You can summon 1 wild unit. |
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| Pandemonium | Units start the battle in a random order. | |
| Power of Three | All units that cost 3 mana start with +1 power. | |
| Reverse Speed |
Units with the lowest speed attack first and have the highest chance to evade attacks. |
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| Rise of the Commons |
You can only summon rare and common units.
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| Rise of the Exemplars | You can summon your exemplar. | |
| Shades of Gray | You can only summon neutral units. | |
| Shapeshift Happens | All units have Shapeshift (treated as all bloodlines). | |
| Silenced Archons |
Archons give no stat buffs or debuffs and neither grant nor use abilities.
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| Stampede |
Trample (after using a melee attack to defeat a unit, performs another melee attack against the unit in the next position) can trigger multiple times if the trampled unit is destroyed.
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| Standard |
No change to standard gameplay rules or mechanics.
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| Super Sneak |
All units with a melee attack have Sneak (targets the enemy unit in the last position).
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| Taking Sides | You cannot summon neutral units. | |
| Target Practice |
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| Thick Skinned |
All units have the Shield ability.
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| 'Tis But Scratches |
All units have Cripple (-1 to target's max health after each successful attack; does not affect units with Immunity).
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| Unprotected |
All units have 0 armor and cannot gain armor from Archons or abilities.
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| Up Close and Personal |
You can only summon units with melee attacks.
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| Up to Eleven |
All units have Amplify (increases damage of Retaliate and all Punishment abilities—Corrosive Ward, Magic Reflect, Return Fire, and Thorns—by 1; does not stack).
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| Wands Out |
You can only summon units with magic attacks.
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| Weak Magic |
All units gain Void Armor (Magic damage hits armor before reducing health).
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| What Doesn't Kill You |
All units have Enrage (+50% melee power and speed if not at full health, rounded up).
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Unit Targeting Priority
If a unit has different attacking abilities, some may override others. Check the Battle Rules and Targeting Interactions article for more details.
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