My Review Coming Update: New Abilities Splinterlands

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Hello, Splinterlands community! I'm zactian, and I will blog about the Rebellion New powers in Splinterlands. Players may experiment with a variety of intricate and fascinating tactics in battle thanks to the new powers unveiled with the Rebellion reward cards. Here is a thorough examination of every skill and new possibilities line-up combo.

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1. Mimic

With the adaptable ability Mimic, a card can change its play style by duplicating an enemy's random ability at the start of each round, beginning with the second round. When hit, it also has a 25% chance of imitating a random attacker's ability. Because of this, Mimic is especially helpful against opponents who possess a wide range of powerful skills. Still, not every ability may be imitated; several strong abilities like Charge, Ambush, and Taunt are not included.
This is quite an overpowered ability, especially if it copies Bloodlust, Weapons Training, and Double Strike. I can already see a possible lineup which is a good combo for this ability, and I wonder if it copies the abilities I mention.
This limitation ensures that Mimic is balanced, adding a layer of strategy to its use, as players must consider which abilities they might gain or miss out on, of course it is a rebellion card so expected to be expensive. In battles with mixed or unknown rule sets, Mimic can offer a significant advantage by adapting to the enemy's strengths making their abilities your copy and use it.

Note that 25% chance copy of a random unit attacker so it may or may not give you an ability copy from an opposing team.


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2. Corrupted Healing

Corrupted Healing is a double-edged sword, offering both a boon and a curse. With a catch—every time a unit is healed, its maximum health drops by one—it heals one-third of an allied unit's maximum health each round. This power is highly useful for keeping units alive for a few rounds, especially in conflicts when endurance is important. Nonetheless, players have to use Corrupted Healing sparingly due to the progressive decrease in maximum health. It works best in situations when staying alive on the battlefield is more important than surviving over the long haul, such as in brief but intense battles or with well-health units that can afford to lose health gradually.
I prefer not having this ability since health matters in battle, especially if you're a tank or have endurance. Similar to Nuxues Fumes, but with healing that takes away 1 health point from their maximum hit points. Given that Earthquake and Noxious Fumes are an advantage in this combat, perhaps it's a good idea to have a 99 mana cap with them.


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3. Execute

Execute is a potent finishing ability, designed to ensure that weakened enemies are eliminated from the battlefield. Execute enables the attacking unit to launch another attack right away, maybe eliminating the opponent, when a target's health falls to 2 or less following an attack. This specific ability works especially well against foes that are healing or robust and may otherwise survive the round. Execute is particularly effective in confrontations when reducing an opponent's health gradually is a significant tactic. It works well in combination with abilities or strategies that prioritize doing this as well, guaranteeing that vulnerable enemies are dealt with as swiftly as possible.
This ability is quite also the same as Trample but the condition is only the target is executed after the hit, it will then attack again. Maybe this ability is a good combo for Possibilus the Wise summoner because this summoner has Trample ability which then gives to all friendly units and Execute is another good lineup combo with Opportunity ability and Equal Opportunity Rule set.

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4. Wingbreak

Wingbreak is a specialized ability targeting enemy units with the Flying ability. It always gives a +2 damage bonus against Flying troops and attacks them first. Because of this, Wingbreak is a very effective response in games where Flying units—which are renowned for their agility and evasion—are common. Wingbreak can assist in maintaining control of the battlefield by promptly eliminating agile or difficult opponents by focusing on these flying threats. This ability protects your squad from flying threats while keeping them grounded, especially in rulesets that favor flying units or against heavily flying opponent units.
Another counter ability of the Flying ability, Snare alone is a good counter to the Flying unit, it's like a Giant Killer ability to the Flying Unit making them easy to execute and target or prioritize first.

The blog also introduces Debilitations, which are skills that, in return for increased stats, have a bad effect on allies. When integrating them into their strategy, players need to consider the benefits and drawbacks.


Unbinding Chaos Legion cards to provide players greater flexibility when trading and using these resources is also included in this release. The strategic complexity of the game is increased with this expansion, which presents players with more levels of exploration.

Blog Reference: @splinterlands/reward-cards-update

With each of these powers, Splinterlands gains a new strategic depth that forces players to consider their squad composition and deployment choices more carefully. To get the most out of these abilities—which include neutralizing Flying units with Wingbreak, finishing off adversaries with Execute, maintaining health with Corrupted Healing, and miming opponents—careful thought and deft play are necessary. A new lineup lineup for this update that is competitive and features a new exploring approach. Looking forward to seeing this in the game.


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Thank You! for being here, coming this far, and supporting me. I hope this will help you in some of your battles.🤗
You can share thoughts and ideas about what could be possible to use in this rule set.

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