Adrenaline
Units with Weary gain Double Strike on their next turn after becoming exhausted. This is not a permanent ability gain. Units must be Weary before gaining Double Strike on their next turn.
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Units with Weary gain Double Strike on their next turn after becoming exhausted. This is not a permanent ability gain. Units must be Weary before gaining Double Strike on their next turn.
All units with magic and ranged attacks have Scattershot (magic and ranged attacks target a random enemy unit). Scattershot can target Camouflaged units.
All units gain True Strike (attacks will never miss). This applies to magic attacks even if Phase is in play. Use Magic Reflect , Return Fire , or Thorns to ensure that your opponent's units pay for their guaranteed hit.
Max health, at the start of the battle, is 4.
You can summon one additional gladiator . Gladiator cards possess Bloodlust , and may be purchased with Merits after Joining a Guild . Use an Archon with Conscript to play 2 gladiator cards within this modifier!
All units have the Void ability. Use Silence or Halving to further reduce magic attacks. Use Expose to remove Void from opposing units.
All units gain +2 armor. Use Void Armor to ensure that magic attacks strike armor first. Use Shatter or Piercing to destroy your opponent's armor more effectively. See Protect ability.
Units lose all abilities. Archon effects are still active (IE: Yodin Zaku ).
All units that miss an attack take 2 true damage.
You can only summon units with 5 or more health.
All units have Corrosive Ward (-2 to attacker’s armor and maximum armor when hit by a melee attack).
All units have Bloodlust at the start of battle. Temporary Hallow's Fall Modifier: https://peakd.com/splinterlands/@splinterlands/hallows-fall-limited-edition-halloween-skins-descend-on-splinterlands
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).
All units have Thorns (returns 2 damage to attacker when hit by a melee attack). Damage returned is equal to damage of the attacker divided by 2, rounded up. Melee attack units with the Deflect do not take damage from thorns. The Amplify ability increases damage.
You cannot summon units with ranged attacks. Units with 2 types of attack (which include ranged) cannot be used. Consider utilizing units with Thorns or Magic Reflect , as your opponent will have to use either melee or magic units.
Units with the highest power attack first. Units with multiple attacks have their highest individual attack considered, not the cumulative total of all attacks. Attack modifiers like Double Strike are not factored in.
All units have Close Range (can use ranged attacks from the first position). See Close Range ability.
All units have Reckless .
All units have Magic Reflect (returns 50% of magic damage to attacker, rounded up). Damage returned is equal to the damage of the attacker divided by 2, rounded up. Magic units with the Deflect do not take damage from reflected magic attacks. The Amplify ability increases damage.
All units have Final Rest ( Previous Implementation -- Allied and enemy abilities that trigger on defeat cannot activate).
All units have Deflect (0 damage from Blast splash damage and Punishment abilities— Corrosive Ward , Magic Reflect , Return Fire , and Thorns ).
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 ). Temporary Seasonal Modifier - Dragon's Feast
All nonflying and snared units take 2 physical damage at the end of each round. Snared units are considered non-flying. Since the damage given is physical, it can be reduced to 1 if the unit has the shield ability. See Flying ability.
All units gain +1 to all stats at the end of each round. This was a special modifier added as part of the Eggstravaganza event.
Melee units attack before magic and ranged units. Speed turn order priority applies.
You can not summon common units.
The initial health of all units is equal to that of the unit on either team with the highest base health. Buffs and debuffs are done afterward - this impacts base health.
All units have Opportunity (targets the enemy unit with the least health). See the ability override chart below .
You can only summon units with even mana costs. This rule does not apply to archons.
All units have Blast (deals an additional 50% damage to units adjacent to the target, rounded up). Additional damage is equivalent to main damage divided by 2, rounded up. Include a unit with Deflect in your lineup to absorb blast damage and protect your back line.
You can not summon legendary archons.
Affliction, Poison, Poison Burst, and Stun have a 100% chance to trigger
All units have Fury (deals double damage if the target has Taunt). Think carefully before including a unit with Taunt in your lineup as they will take double damage from units with Fury.
All Units have Return Fire (returns 50% of ranged damage to attacker, rounded up). Damage returned is equal to damage of the attacker divided by 2, rounded up. Ranged attack units with the Deflect do not take damage from reflected magic attacks. The Amplify ability increases damage.
Units lose Sneak , Snipe, and Opportunity . Scattershot still works in this modifier.
You can summon a maximum of 4 units.
All Units have Weary . Each round a unit does not attack, it takes 2 true damage at the end of that round. Units with Weary, have a 10% chance to become Exhausted, the chances increase each turn. Temporary Seasonal Modifier - Dragon's Feast
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). Burning is the status effect, and Incendiary is the ability. Burning can be cleansed .
You can only summon units with ranged attacks. Consider including units with the Close Range and Return Fire abilities in your lineup.
Units and Archons lose all abilities that restore health. This applies to Archons as well. Healing abilities include Heal , Tank Heal , and Triage .
All units have Knock Out (deals double damage if the target is stunned). Be sure to include a unit with Stun in your lineup to trigger Knock Out!
You can only summon armored units.
Units attack the enemy unit with the highest health. Units can use melee attacks from any position. Temporary Seasonal Modifier - Amorendel
You can summon a maximum of 5 units.
All units have Divine Shield (ignores all damage once, after which the Divine Shield is destroyed). Divine Shield will be re-applied when a unit is Resurrected . Blast damage will remove divine shield.
You can only summon units and archons that cost 6 or less mana.
You cannot summon units with melee attacks. Use Phase , Void , Void Armor , and Magic Reflect to counter magic attacks. Use Headwinds and Return Fire to counter ranged attacks. Units with 2 types of attack (which include melee) cannot be used.
You can only summon units and Archons that cost 4 or less mana.
You cannot summon legendary units. Legendary Archons are still available.
You cannot summon units with magic attacks. Use Thorns and Demoralize to counter melee attacks. Use Headwinds and Return Fire to counter ranged attacks. Units with 2 types of attack (which include magic) cannot be used.
All units have Reach (can use melee attacks from the second position). Armored Strike is a melee attack. See the ability override chart below . Sneak and opportunity override reach.
All units gain Charge (can use melee attacks from any position). Prime use case for melee units with Bloodlust . Abilities take precedence where targeting is concerned.
You can only summon units with 3 or more ranged, magic, or melee power.
You can only summon units with 3 or more speed.
Human Archons and units may not be used. Learn more about bloodlines here! Bloodline Dominion – Splinterlands
All units have Painforge (+1 power when damaged by Poisoned or Burning , or hit by an ally).
All units have the Camouflage ability.
All units start the battle poisoned and lose 2 health at the beginning of each round, starting in round 2. Units with Immunity are not poisoned. This is a one-time application - units that are Cleansed, Resurrected or Rebirthed will not be re-applied with poison. Enrage is triggered by Poison application.
You can only summon units with odd mana costs. Archons are not affected by this rule.
You can summon 1 wild unit.
Units start the battle in a random order.
All units that cost 3 mana start with +1 power.
Units with the lowest speed attack first and have the highest chance to evade attacks. Units with Bloodlust will increase speed after killing a unit. Avoid using Slow as this will help your opponent.
You can only summon rare and common units. Archons are unaffected by this rule.
You can summon your exemplar .
You can only summon neutral units.
All units have Shapeshift (treated as all bloodlines).
Archons give no stat buffs or debuffs and neither grant nor use abilities. Use your lowest cost and highest level archon within this modifier.
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. Prime use case for wild archon Possibilus the Wise .
No change to standard gameplay rules or mechanics. This is the only modifier available in Wood.
All units with a melee attack have Sneak (targets the enemy unit in the last position). Non melee-units with Armored Strike gain sneak.
You cannot summon neutral units.
All units with magic and ranged attacks have Snipe (magic and ranged attacks target the first non-melee enemy unit behind the first position). See the ability override chart .
All units have the Shield ability. Use or Demoralize or Headwinds to further reduce melee and ranged attacks. Use Expose to remove Shield from opposing units.
All units have Cripple (-1 to target's max health after each successful attack; does not affect units with Immunity). Consider including units with the Immunity ability in your lineup.
All units have 0 armor and cannot gain armor from Archons or abilities. Shield and Divine Shield are unaffected.
You can only summon units with melee attacks. Use Thorns and Demoralize to counter melee attacks. Units with 2 types of attacks (including melee) can be used.
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). Use Thorns , Return Fire , and Magic Reflect to ensure your opponent suffers.
You can only summon units with magic attacks. Use Phase , Void , Void Armor , and Magic Reflect to counter magic attacks.
All units gain Void Armor (Magic damage hits armor before reducing health). Add another layer of Protection to extend the life of your units. Shatter or Pierce any armor your opponent dares place.
Ranged units deal double Ranged damage to units with magic.
All units have Enrage (+50% melee power and speed if not at full health, rounded up). The attack multiplier only affects melee units. Units with Inspire will increase your melee attack; Demoralize will decrease your opponent's melee attack.