Card Stats
These are the numbers and abilities that make every Splinterlands card unique.
Last updated
These are the numbers and abilities that make every Splinterlands card unique.
Last updated
A unit's health determines how much damage it can take before falling in a battle.
Every unit has a certain amount of health points with which it enters each battle, this is indicated by the heart icon on the card. A card’s health number can vary based on the card itself as well as the level of the card and can be affected by abilities such as Strengthen and Weaken.
A unit's speed determines the hit/miss ratio when it is used in battle, and it is also a major factor in determining the attack order of the units during combat.
Every unit has a certain speed with which it enters each battle, this is indicated in the blue circle (with a Hermes sandal). The speed of a card varies based on the card itself as well as the level of the card and can be affected by abilities such as Slow and Swiftness.
Attacks come in three different forms: Melee, Ranged, and Magic. A card’s attack can vary based on the card itself as well as the level of the card and can be affected by the abilities such as Inspire and Demoralize abilities. A unit's attack determines how much damage it can deal when it attacks an enemy monster in battle.
Every melee attack unit has a certain amount of melee attack points with which it enters each battle, this is indicated by a circular blade icon on the card. Melee attacks are normally only for close range (unit in the 1st position). There are several exceptions to this rule, such as the Sneak, Opportunity, and Reach abilities.
Some units have ranged attack, which is indicated by an arrow/target icon. Range attackers can attack from any position except the first position unless the Close Range ability or the Close Range ruleset is in effect.
Other units have magic attack which is indicated by a purple cloud with a lightning icon. Magic can attack from any position on the battlefield. Generally, magic attacks also bypass armor to deal damage directly to health. The Silence ability reduces the magic attack of every card on the enemy team, and other abilities can alter the effectiveness of magic attacks (Void, Magic Reflect, Void Armor, Phase).
There are also cards with no attack but they make up for their lack of attack with other abilities.
While less common, there are cards with multiple attack types, as seen here. These can be affected by rulesets, abilities, or position in the line-up as with the individual attack types on their own.
Armor protects certain units from range and melee attacks by receiving damage to the unit's armor instead of their health for as long as the armor is in place. Normally no damage would be done to Health from Melee or Ranged attacks when it hits Armor, even if the damage exceeds the remaining Armor on the unit. The Piercing ability is an exception to this rule, where extra damage beyond the Armor amount is applied to Health.
Armor is indicated by the shield icon that appears above the health statistic on the card. Armor varies based on the card itself as well as the level of the card. Many cards have no armor unless it is gained through another card's ability, such as Protect.
Abilities on a card represent unique bonuses brought to the battle by that card.
There are dozens of different abilities that belong to certain Splinterlands cards. Some of them are gained as the card levels up, while some are present beginning at level 1. Some abilities represent a unique characteristic of that card (Flying, Dodge, Piercing), while others can affect your entire team (Protect, Swiftness, etc). There are also abilities that reduce certain statistics of your enemy's team, which are commonly referred to as debuffs (Demoralize, Slow, etc.).
Abilities can belong to both Units and Summoners.
You'll find a list of all the Splinterlands abilities on the HOW TO PLAY page.
Before every battle, the players are presented with a mana cap, the maximum number of mana points that may be used in the creation of their teams.
Every card (Units and Summoners) has a mana value, which can be found in the top left corner of the card as pictured below.
During team selection, a mana calculator will be displayed on the ‘Drafting a Team’ screen to indicate the mana usage. Teams can only be successfully submitted for battle if the total mana values of all the cards selected for the upcoming battle are equal to or less than the mana cap indicated.