The Newb's Guide to Splinterlands Abilities: A Pocket Reference

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(Edited)

The Newb's Guide to Splinterlands Abilities.gif


Special credit and thanks to Splintercards.com and Splinterlands.com for wording and images for the Abilities covered in this article


The Newb's Guide to Splinterlands Abilities

Splinterlands is a game that's both entertaining and challenging. It's made even more difficult by the game's seemingly infinite number of abilities that your Summoners and Monsters bring into the fight.

It's difficult to keep track of them all, remember how they all work, and pick the perfect abilities that will help you score the win and earn some sweet DEC... especially while you're on the edge of your seat picking your line-up.

Well fret no more! This article groups the current 62 Spliniterlands abilities into 14 categories based on what type of ability they are or how they function in combat (e.g., damage, healing, buffs). By organizing these abilities into categories we can more easily remember what each one does and put them to use effectively during battle!

Without further adieu, enjoy, and Good Luck!


Quick Note: Before you continue into the list and start mastering Abilities in Splinterlands, you may consider bookmarking this page for future reference. I plan to keep this article up to date as new abilities are announced/released. Also, consider sharing it with a friend who may find value in this helpful list.


Stat Buffing Abilities

These abilities increase key stats on all your friendly monster cards in play.

SymbolAbility NameDescription
Protect Ability IconProtectIncrease all friendly Armor +2
Inspire Ability IconInspireIncrease all friendly melee attack +1
Strengthen Ability IconStrengthenIncrease all friendly health +1
Swiftness Ability IconSwiftnessIncrease all friendly speed +1

Stat Debuffing Abilities

Like the Stat Buffing Abilities but the Opposite. These abilities will debuff your enemy reducing key stats on their monster's cards.

SymbolAbility NameDescription
Rust Ability IconRustReduce all enemy Armor -1
Slow Ability IconSlowReduce all enemy Speed -1
Weaken Ability IconWeakenReduce all enemy Health -1
Blind Ability IconBlindIncrease chance to for enemy melee & ranged attacks to miss, 15% Chance to Evade

Reduce Attack Power

This specific subset of the stat debuffing abilities will reduce the power of specific attack stats on your enemy's cards.

SymbolAbility NameDescription
Demoralize Ability IconDemoralizeReduce all enemy melee attack -1
Headwinds Ability IconHeadwindsReduce all enemy ranged attack -1
Silence Ability IconSilenceReduce all enemy magic attack -1

Attack Effect Modifiers

These abilities all play around with the effects that your monsters' attacks will have.

Debuffing Effects on Hit

These attack effect abilities will apply a debuff effect on the enemy monster's whenever you successfully land a hit.

SymbolAbility NameDescription
Affliction Ability IconAfflictionEach hit, 50% chance to remove ability to heal
Halving Ability IconHalvingEach hit, reduces target’s attack in half
Cripple Ability IconCrippleEach hit, monster loses 1 max health
Dispel Ability IconDispelEach hit, removes all positive status effects
Snare Ability IconSnareEach hit against Flying, removes flying ability and cannot miss
Stun Ability IconStunEach hit, 50% chance to stun which skips targets next turn
Extra Damage
Blast Ability IconBlastAdditional damage to adjacent monsters on hit
Poison Ability IconPoisonEach hit, 50% chance to poison which deals automatic damage at the beginning of each round after poisoned, not affected by shield or void

Buffed Attacks

These attack effect abilities increase the effectiveness of your attacks against tough opponents and help keep your monsters alive.

SymbolAbility NameDescription
Double Strike Ability IconDouble StrikeMonster attacks twice each round
True Strike Ability IconTrue StrikeCannot Miss
Deal with Armor
Piercing Ability IconPiercingAttacks hit armor and health in one hit when total damage is greater than total armor
Shatter Ability IconShatterDestroys enemy armor on hit
Healing Attacks
Life Leech Ability IconLife LeachHealth Increases on each hit in proportion to damage dealt

Circumstantial Effects

These abilities only come into play in certain situations depending on enemy or friendly conditions present.

SymbolAbility NameDescription
Knock Out Ability IconKnock Out2x damage when enemy is stunned
Oppress Ability IconOppress2x damage when attacking an enemy that has no attacks
Deathblow Ability IconDeathblow2x damage if the target is the only Monster left on the enemy team
Trample Ability IconTrampleWhen a Monster with Trample hits and kills its target, it will perform another attack on the next Monster on the enemy Team
Bloodlust Ability IconBloodlustEvery time it defeats an opponent, it gets +1 to all stats, In the Reverse Speed ruleset, -1 to Speed
Enrage Ability IconEnrageIncreased melee attack and speed when damaged
Redemption Ability IconRedemption1 damage to all enemy monsters on death
Last Stand Ability IconLast StandGains increased stats if it's the only Monster on the team alive. Multiplier x1.5 rounded up.

Attack Position Modifiers

These abilities help you use cards outside of the normal placement requirements for Melee or Ranged attacks.

SymbolAbility NameDescription
Close Range Ability IconClose RangeRanged can attack from any position
Opportunity Ability IconOpportunityTarget enemy with lowest health from any position
Sneak Ability IconSneakTarget monster in last position
Snipe Ability IconSnipeTarget monster with ranged, magic, or no attack that isn’t in first position
Reach Ability IconReachMelee monster can attack from second position with this ability

Draw/Repel Attacks

Sometimes it's useful to force the enemy to concentrate their attack in one place or have them ignore a monster entirely - these abilities will help you do so.

SymbolAbility NameDescription
Taunt Ability IconTauntMust attack this monster if able to
Camouflage Ability IconCamouflageThis Monster cannot be targeted for attacks unless it's in the first position

Revenge Abilities

Revenge is a dish best served with a severe beating. These abilities will help you punish any monsters that have the nerve to hurt your team.

SymbolAbility NameDescription
Return Fire Ability IconReturn FireIf hit by ranged, will return reduced damage back
Magic Reflect Ability IconMagic ReflectIf hit by magic, will return reduced damage back
Thorns Ability IconThornsIf hit by melee, will return damage back
Amplify Ability IconAmplifyIncreases Magic Reflect, Return Fire, and Thorns damage to all enemy monsters by 1
Retaliate Ability IconRetaliateIf hit by melee, 50% chance to revenge attack, possible to chain

Defense Abilities

The following abilities tend to lean more toward a defensive play style. They help your monsters avoid taking too much damage or recover when they get hit.

Evasion Abilities

Your monsters will be able to slip by your opponents when they come swinging thanks to these abilities. Your monsters will be able to avoid being struck by an enemy attack and continue fighting another day.

SymbolAbility NameDescription
Dodge Ability IconDodgeIncreased chance of evading melee or ranged attacks, +25%
Flying Ability IconFlyingIncreased chance of evading melee or ranged attacks from non flying monsters, +25%
Phase Ability IconPhaseMagic attacks can miss this Monster (using the same hit/miss calculation as for Melee and Ranged attacks)
Blind Ability IconBlindIncrease chance to for enemy melee & ranged attacks to miss, 15% Chance to Evade

Damage Reduction Abilities

Can't avoid getting hit? No worries. These abilities will help your monsters take a punch but remove the sting by reducing the damage they receive.

SymbolAbility NameDescription
Shield Ability IconShieldMelee & Ranged reduced damage, Damage is Halved (rounded up) except attack 1 which deals 0 damage, cancels redemption damage
Void Ability IconVoidReduce magic damage, Damage is Halved (rounded up) except attack 1 which deals 0 damage
Void Armor Ability IconVoid ArmorMagic hits armor before health
Divine Shield Ability IconDivine Shieldfirst attack ignored
Forcefield Ability IconForcefieldThis Monster takes only 1 damage from attacks with power 5+

Healing Abilities

Now, at the end of it all, sometimes you're left with a mess that just needs to be fixed. That's where healing abilities come in. These abilities will fix your monsters right up and get them all shiny and new so they can keep fighting for you.

SymbolAbility NameDescription
Heal Ability IconHealRestores a portion of the Monster's health each round, Restores 1/3 of the max health, rounded up. Affliction & Stun prevent healing.
Tank Heal Ability IconTank HealRestores a portion of the Monster in the first position's health each round, Restores 1/3 of the max health, rounded up
Triage Ability IconTriageHeals the friendly back-line Monster that has taken the most damage. Heal is max health divided by 3, rounded down. Minimum is 2.
Scavenger Ability IconScavengerGains 1 max health each time any monster dies.
Life Leech Ability IconLife LeachMonster's health increases each time it damages an enemy Monster's health in proportion to the damage dealt.
Resurrect Ability IconResurrectWhen a friendly Monster dies it is brought back to life with 1 Health. This ability can only trigger once per battle. Doesn't work on self. Armor is brought back to original amount.
Repair Ability IconRepairRestores some armor to the friendly Monster whose armor has taken the most damage.
Cleanse Ability IconCleanseRemoves all negative effects on the Monster in the first position on the friendly team.

Wrap-Up

As you can see, the Splinterlands game has a number of abilities that are difficult to keep track of and remember. By organizing these abilities into categories we can more easily remember what each one does and put them to use effectively during battle! This article is up-to date with all new releases so bookmark it for future reference or share this page with friends who may find value in this helpful list.


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17 comments
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Nice summary of game abilities, maybe you can put a table to show the responses to each ability.

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Lovely post! Good work ^^
I got a question though, I'm unsure about it and I haven't rented a card to test it out yet.
The cleanse ability, it says it removes every debuff from the monster on the first position. Does that include summoner debuffs? like, If someone uses the death summoner that reduces -1 melee damage, and I got cleanse, will it cleanse my tank's debuff from that summoner?

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(Edited)

To my knowledge summoner buffs and debuffs (edit:stupid phone) cannot be removed at all. (Actually - that's not true. Take Mimosa for instance. Her range debuff cannot be cleansed, but her affliction can I think. I need to look into it more.)

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Thanks for answering so quickly. hmm. so. The Herbalist from the life splinter would only heal something like poison/affliction or the rest of the general debuffs from monsters, right? slow, etc?

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(Edited)

Yes. Max has it laid out fairly clearly. Anything in the buffs/debuffs can be dispelled/cleansed, but the -1 from Zintar seems to be more applied to the arena than the monsters. Also ones like Enrage and Last Stand cannot be Dispelled.

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Thanks as always for your help and expertise !LUV

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I didn't know enrage and last stand could not be dispelled lol. thanks!

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!LUV the question!

I think the way that dispel and cleanse work is that any effect that sits on top of the card (in the row off status effects) can be cleansed or dispelled

But I think status effects that don’t sit up there can’t be cleansed/dispelled

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Oh ok ok, I get it now, thanks man

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