Hi everyone,
I know this is not the post that you expect from me. Well, maybe nobody expects me to write anything, if you know me well enough đ . But well, I am supposed to share my vision of tournament rework. Donât worry, that is coming, with potentially a couple of weeks delay. There are some reasons for that delay, and this is 1 of them.
I came to this concept when I was working with the tournament rework. I was trying to find a reward that will improve gameplay experience, building their collection and motivate players aside from direct monetary value.
We can consider this as part of the tournament rework I am working on. I expect this to be one of the rewards that players can work towards in the upcoming rework. For now, letâs stop for a moment regarding the tournament, and focus on this mechanic.
Splinterlands today has two core card types that define team-building:
- Summoners / Archons
- Monsters/Units
I want to propose a third card type that sits alongside Summoners and Units.
Champions (New Card Type)

Champions behave like units (they occupy a slot, participate in combat, etc.), but they introduce a new layer:
- Mission: an in-battle objective tracked during the fight
- Ultimate: a powerful effect that triggers immediately when the Mission is completed
Champion is simply a card type, so it can be a reward card, promo card, core card of any upcoming edition, and playable in any game format.
Champions power level is aimed to be somewhat close to our current summoner.
Currently we allow 1 summoner and 6 units. With this addition, I would like to limit the amount of champions one can play to the maximum of 2. So, it will be 1 summoner, 2 champions and 4 units. Unlike summoners, which is mandatory, champion is optional. So you can choose not to use them and use the standard units as before. More details regarding limit on the balancing section below.
Why add a third type?
Champions are meant to create:
- A payoff moment which is satisfaction and dopamine source when successfully executed
- New build-arounds (lineups designed to accelerate or deny Missions)
- More identity per card: each Champion can feel like a mini-story unfolding inside the match
How Missions Work
A Mission is a simple, countable condition that occurs naturally in a battle. Examples:
- âGet hit 5 timesâ
- âAbsorb 20 damagesâ
- âRepair 20 total Armorâ
- âPoisoned 3 unitsâ
- âHit the same target 3 timesâ
- âEnemy unit is healed 3 timesâ
Each Mission would be displayed as progress (e.g., 2/3, 12/20) so it remains readable in replays and easy to understand.
When the Mission hits its requirement, the Champion immediately triggers its Ultimate.
How Ultimates Work
An ultimate is a unique ability that fits the Championâs identity and is unique to 1 card. No champion shares the same exact ultimate.
Ultimates allow us to create a stronger ability, to be creative and unique, and then we can balance it with the activation requirement, how often it can fire in battle.
Typically, ultimate will have a combination of these:
- Burst - A powerful high output damage/heal
âDeal 1 damage to all enemiesâ
âDeal 5 damage to the unit with the highest power.â
âHeal the ally with the lowest Health for 2Ă this unitâs powerâ - Buff
âGain +5 Attack for the rest of the battleâ
âAdjacent units gain repairâ - Debuff:
âApply affliction and poison to certain unitâ
The design intent is not âwin instantly,â but âswing meaningfullyâ in a way that is:
- Readable (obvious what triggered and why)
- Interactable (there are counters and play-arounds)
- Balanced (strong payoff, but not guaranteed every match)
The Balance
Generally, a champion should have mana cost higher than the other card with similar ability, and that extra cost should be paid off when the champion successfully executes the ultimate.
For the balancing purpose, ultimate will have several type of cooldown:
- Once per battle
- Once every X turn
Based on the rating system that we have, we should limit the presence of Champion in a battle:
- Bronze : 0
- Silver : 1
- Gold : 1
- Diamond : 2
- Champion : 2
Similar to all our cards, the ultimate should have progression tier, which can improve both the mission or the actual ultimate, examples for clarity:
| Tier | Mission | Ultimate |
|---|---|---|
| 1 | Get hit 5 times | Deal 5 damage |
| 2 | Get hit 4 times | Deal 5 damage |
| 3 | Get hit 4 times | Deal 8 damage |
Proof of Concept
In the writing above, I use mostly simple examples just so we can easily understand the concept, but for me personally, it is getting much more exciting once I start to design the actual cards, so here we go.
Just in case the icon of the ultimate ability is not clear enough, lv 1 and lv 2 have tier-1 ultimate ability, lv 3 has tier-2, and lv 4 has tier-3 ultimate. If you see something like 3/4/5. That just mean the value changes based on the tier of the ultimate
Kosen - The Asura (Mana cost : 8)


Intro:
Once a prominent mercenary that is often considered a demi god by the people, now he chooses to use his power to protect, however the demon inside him is very much aliveâawakened only after repeated provocation.
Mechanic:
- Mission: Get hit by enemy 6/5/4 times
- Ultimate - Asura Strike : Gain 3/4/5 Melee Attack and Spite for the rest of the battle. Immediately counterattack the enemy that triggered the Mission completion. This counterattack has relentless strike and true strike.
- Cooldown : Once per battle
Design concept:
Without his ultimate, he is a simple tank. Once his ultimate activates, he transform into demon fighter that can deliver a good amount of damage with additional 1 time burst on activation. Try to activate the ultimate before his resurgence, so he gets to spite 2 times. To counter him, shot him to death with magic damage before his ultimate activation.
Ripsaw - The Frenzied Maniac (Mana cost : 10)


Intro:*
A simpleton built for madness. Charge. Attack. Slash. Hack. He charge first, never backed off from combat.
Mechanic:
Mission: Attack the same target 4/4/4 times. Mark of prey used as the counter, applied on every successful hit. Counter reset when he change target. The mark of prey canât be applied during cooldown.
Ultimate - Die Die Die! : Attack the target with the mark of prey. This attack has a double strike and true strike. Changing the target will reset the counter.
Cooldown : 3/2/1 turns
Design concept:
This champion uses quantity instead of quality of attack. In my mind, he is just a mad creature that just know how to swing his weapon. That's also why I choose ambush and execute, it fits the identity. He can deliver 2 hits in 1 turn, and activate ultimate in 2 turns. Enemies without shield ability most likely will be melted. Enemies with shields provide a decent counter by halving his low attack, but his ultimate will gain him extra 2 attacks, which enable him to execute after his ultimate.
Corrosive ward and thorn will greatly counter him because he wonât be able to use armor strike which will slow down his ultimate activation which require multiple hits. Additionally thorn will make his multiple attacks kill himself. I am sure he is still happy even when he is dying, as long as he can swing his weapon around đ.
Protect + armor in general will help him deliver massive damage, even to enemies with shields. Cryptic with retaliate as tactics choice also enable him to activate ultimate even faster. Deflection shroud is his ally.
Toxara - The Cursed Witch (Mana cost : 8)


Intro:
Toxara was once a healer who chose curses when mercy failed. She now spreads poison, hexes, and voodoo afflictions with cruel precision, savoring every moment of decay. Those who face her rarely die quicklyâthey are taught what suffering truly means.
Mechanic:
Mission: Enemiesâ health healed by 20/18/15
Ultimate - Curse of Toxara :
- Inflict the healed unit with the curse of toxara.
- When the curse of toxara is being applied (every time, even when the unit already have the curse) or when a unit with the curse is attacked, inflict affliction to that unit. If the unit has affliction, inflict poison instead. If the unit has poison, inflict burning instead.
- Curse of toxara canât be cleansed.
- When a unit with a curse of toxara is cleansed of any debuff, the unit who performs the cleanse will be inflicted with the curse of toxara.
Cooldown : Once per turn
Design concept:
Anti sustain. Some sort of mimosa vibe, but as a champion instead of summoner.
When enemies try to sustain, toxara will try to block it with affliction, or even make it hurt themselves via poison and burning. Most of the time, heal will be paired with cleanse. With this champion, we will still allow the main target to be cleansed, but the support will be cursed after that. Therefore, the curse will be spread even further, and the sustain loop will eventually stopped, unless the sustain is paired with more rear cleanse as well.
Final Thought
Earlier in the post, I said that I plan this to be a reward card for tournament rework. However after exploring this, I think this is more than that. Iâll recap what I think of this :
- We can use this as the new mechanic for the next edition. Considering this is a new card type which nobody has, when designed correctly and if the community likes it, this could translate into more packs sold. Or imagine how much this will sell as promo card?
- This is paired well with tactics that have the possibility to accelerate or slow down ultimate activation. And eventually this should pair well with items and spells.
- Cards have diminishing returns, in terms of value provided. For example, mini sets tend to sell less than core sets due to the fact that most of the cards can be replaced somehow. A
This is even more emphasized in the wild format where CL is still very heavily used. By introducing this new type, it gives a new layer of strategy that is built around champion at itâs core, as long as it is balanced well and gives entertainment value to the players. Hopefully we will also see more variation in the wild as the meta changes with this addition and people have to adapt to the new meta. For example, it is easy to replace a scarce Hydra with a Pelacor mercenary, but with this new addition, there is nothing to replace it with, yet.
Disclaimer :
All of this is simply my idea, splinterlands team has no obligation to follow whatever written in this post.
So, yay or nay?
Thanks for reading, Merry Christmas and happy holiday!
Vugtis - this is a really solid idea and I like it!
I'd be excited to try this out for sure
(Then Boss Monsters?) <--- Jk jk jk :D
Love the concept Vugtis! I'm definitely happy to share this with @yabapmatt, Bob, and Royal Eagle. I know we have some new counter mechanics planned for the next set that may enable something like this to happen as well!
ps... Nice way to start your HIVE blogging career! Now that you've done one, I'm sure it will lead to more!!!
I like the idea. I can't really think of any reason why this couldn't work within the existing framework of our engine. We'll see what the devs say.
Awesome concept, although I think the team should be responsible for card design offering ideas like this is amazing, sorry if I am misunderstanding but it would be great to see this mission carry over from battle to battle before it triggers which would be great to disadvantage bots and give a little more strategy to using champions in battle
I feel like the missions should definitely take a few battles. But I love the idea of getting new missions every season or so.
Sounds great. The only thing I'm not sure about is if more than 1 Champion should be allowed.
One of the idea I have was that champion has category. To make it dead simple, let's say a rectangular and triangle category. You can only choose 1 from each category. 1 meant for defense and 1 meant from offense. So you don't do full offense and snowball. But, I am just trying to make it simple for now to see how people react to this new concept.
I agree definitely should be limited to one champion or maybe if two or more are used you catch a debuff penalty(s) for the battle.
Yeah, I was contemplating this, don't know why we would have 0 at bronze but put abilities at bronze, also I think limiting to one - but then moved on to why would this need a separate type just make it a unit and say "can only use 1 unit with a mission ability per battle"
You can be in gold that allow 1 champions, but for any reason you don't have enough to build that champion into gold level, so you use bronze level champion for the time being.
Reasons of why bronze allow 0 champion is for simplicity. It's very common for games to introduce complexity as the game progress, and bronze is a very early stage. Too much complexity will overwhelm players.
That's awesome! Only thought I had is that it'll make things even more complicated, so maybe introduce them starting silver league? For regular players, it shouldn't take more than a few days to fully adjust, but for newer players (and some older that aren't as active) another complication of gameplay could not give them the feeling of more depth and variety, but overwhelming and frustration.
Besides that, awesome concept! Thank you for the detailed explanation!
Glad that you like the concept. And yes, I agree with you. In fact, that was already part of my consideration. In the balancing section on the post, I wrote this :
Lol in my mind it started with Wood 0 and bronze 1 đ my apologies then! Didn't read carefully enough.
Great idea Vugtis đ I know Bob has some really cool things planned. Looking forward to bringing more layers of excitement and strategy to Splinterlands in 2026 đŽđ
Thanks for sharing! - @azircon

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STOPOk. So how do we make Champions? Hopefully from land resources
Champions is like any other card, so anyting is possible, we definitely can make it to require cinder + land resources for some champions.
Letâs do it!
Need to lobby Dave for it to happen xD
lol
Hell Yes!
A more detailed answer incoming when I get to a computer!
Love your excitement AZ.
There are so many good ideas in this community too. Can't wait to see what awaits us in 2026.