The creatures and spells in your deck may seem dormant now, but they’re far from being harmless in the right hands that be. They deliver swift blows and defeats to even the strongest of foes, as they act as agents of mayhem unleashed. But despite all the barbarism and bloodlust one can amount to, the rules of the realm largely dictate the combat system in Berserk. And nothing gets more canon for the supporting cards than all the abilities and attributes that are concealed within.

So gaze through the veil below as we give you a breakdown of all the different abilities that your creature cards and spells may possess. And the effects they might show in your duels or with varying mechanics of the game.

Reborn: Dying to fight again

Reborn is an ability that triggers for a creature when it dies and moves on.

Some cards in Berserk are just resilient. And you can trust them not to die quickly. So when a creature card with the Reborn ability dies, it gets resummoned to the board with its exact base attack strength and health points.

Dealing with cards having the Reborn ability is often easier said than done. Because after having killed the creature for the first time, you need to fight with it again as it reincarnates on the board for a second wind in your duel.

And depending on whether you’re facing one or using a Reborn creature card yourself, you can often adjust your strategy and prep work.

Undead: What’s dead may never sleep

Creature cards with this ability are not affected by sleep.

Generally, in Berserk, any creature card that you summon to the battlefield is affected by a spell of sleep. You can’t use them immediately and must wait a turn for them to heed your commands. That is, if they didn’t inherit the Undead ability.

Acting as a polar opposite of the Reborn ability, creature cards sporting the Undead ability can have an immediate effect on how your duel is going on. For you can summon and use them to strike your opponent’s champion or forces right after you’ve paid the Lava crystals to cross them onto the board.

They won’t sleep, and they’ll instantly strike at whomever they’re pointed at on the battlefield.

Fortified: Growing Mightier by the day

Fortified creatures gain or heal health points for X with every turn.

Creatures that are Fortified are an essential ally to your forces. For as long as they aren’t slain in battle, they keep getting more robust by X health points with every turn they survive. For instance, a Fortified card with 1 HP gain would acquire one health point every turn after being summoned.

Aside from strategy, you must take care to unleash Fortified creature cards at the right time when in a duel. And that it isn’t decimated immediately when it has been summoned. Because if they can survive for a couple of turns, they are sure to become one of your strongest allies!

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Confused: Harmful, but in a good way

Confused creature cards attack a random target other than only the main one.

Creature cards with the Confused ability are indeed a curious bunch. They are burdened with an affliction that makes them equally dangerous to their commanding Vulcanite, as much as they are to your foe. Upon using them in battle, the creature will attack an utterly random target on the board in its confusion – after having struck your primary target.

Plus, using a Confused creature card has its own set of pros and cons. Yes, it can help you sneak an extra attack on your enemy. But in its randomness, it may attack a creature from your forces during your turn! On the flip side, however, it can also bypass your foe’s Taunt cards when randomly attacking your opponent.

As such, using a Confused creature card seems to invite a serving of risk and a dollop of fun and reward. And it’s up to you when you want to use them while playing a duel.

Taunt: Taking one for the team

A card that shields all the other creatures on their team while alive.

The Taunt creature cards are one of the most resourceful cards that can grace your hand while playing Berserk. Boasting some real nerves of steel, these brave critters are infamous for their ability to redirect all incoming attacks onto their own selves. Their presence ensures that your opponent has no chance but to try and pick them off before getting a crack at your allies.

A key reason that makes this such a vital ally to unleash in the early game is that Taunt cards protect all the vulnerable creatures you’ve either already brought out or will probably use in your next turn. They have a good HP pool and can often be reinforced or strengthened a couple of times before getting overwhelmed.

And unless your opponent gets lucky while using a card with the Confused ability, Taunt creature cards prove to be virtually infallible in most duels.

Heal: Turning back the clock in time

An ability that lets creatures start mending allies in the field.

Creatures with the Heal ability are another potent supporting card to be having up your sleeve. Especially towards the mid-game or when you’ve progressed quite a bit into a duel. Mainly because these creature cards are adept at restoring any one of your wounded allies while in the field.

They are extremely handy in a pinch, as Heal creature cards can often make or break your next turn by reviving a fatally wounded supporting card. It can also work nicely into one of your several plays or strategies by allowing you to anticipate and thus reverse onslaughts, especially towards the mid to late game.

Some Heal creature cards can also restore HP points to your main Vulcanite hero, but it’s usually for an X amount instead of completely rejuvenating them.

Blessing: A True Support Indeed

Allows creature cards to permanently boost an ally when in the field.

Not to be confused with Heal creature cards, supporting cards with the Blessing ability have an inherent focus on empowering any single card of yours on the battlefield. They can manifest with various properties but essentially work to make your defenses stronger against the opposing hero.

Some creature cards with the Blessing ability can increase any of your ally’s HP points. At the same time, others can increase their capacity to fight and attack points – even beyond their base stats. And they can be used in conjunction with cards that you believe can use a leg-up in having a more significant impact while fighting on the field.

Immortal: Guardian to the Kings

Prevents Vulcanite heroes from being targeted or struck while in use.

Similar to how Taunt creature cards protect your allies in battle, Immortal creature cards serve to preserve your champions – your Vulcanite heroes from being directly attacked while they are present in the field. Apart from targeted strikes, it can also defend against spells or other abilities.

You can think of Immortal creature cards to be a sort of ‘backline’ defense. Because even if you lose a few of your supporting cards from the board, it will still stop your defenses from being open to attacks on your Hero character.

They also have a larger pool of Health Points, allowing them to take more than a couple of blows before being resigned to their graves.

Lifesteal: Morbid Regeneration

Allows a creature card to sustain itself while clashing in duels.

Borrowing a leaf out right out of Nosferatu’s nightmares, Lifesteal creature cards heal themselves during combat with every blow they deal. This ability fuels a sort of vampiric healing in which a creature sees an influx of Health Points – equal to the amount of damage it traded in the first place.

Lifesteal creature cards, as a testament to their morbid features, can stay alive on the battlefield for quite some time, sapping the life force of weaker cards on your enemy’s team. It can sustain itself for quite a few turns and also aid you in chipping down front-liners like Taunt or Immortal creature cards – without leaving a dent on your allies.

Rage: Seething Ahead of the Battle

An ability that enables creatures to grow stronger as they survive.

Unrelenting and ballistic in nature, Rage creature cards can increase their strength – their attack points, with every turn it survives. They gain attack points even if they are stunned or didn’t get a chance to fight while on the board and behave like typical ‘Glass Cannons’ in your duel.

Like Fortified cards, the Rage ability for any creature card kicks in once a turn has elapsed. And from them, every consequential turn keeps increasing your creature’s attack points till it stays alive in the duel.

You can adjust your strategy to pair it with front-liners and other supporting cards to maximize its survival and inflict a lot of damage across the board.

Stoneskin: A Craggy Exterior

Creature cards with this ability can stun their attackers in each turn.

Stoneskin creature cards are unique in that they can be a nuisance to your enemy without even moving an inch. They possess the ability to deftly stun their attackers back with each onslaught it suffers – disabling them for the next turn.

Unlike Stun creature cards, the Stoneskin ability springs into action only when directly attacked and not when involved in a direct clash of its own accord. However, it makes for an excellent pairing with creature cards with the Blessing ability so that you can really maximize its presence and disrupt your opponent’s next bout of moves.

Stun: Daze and stupefy the mightiest of foes

Allows a creature card to knock out a rival or a foe on the battlefield.

The Stun ability empowers a creature card to, quite literally, ‘stun’ one of your enemy’s forces on the board. This causes the stunned critter to become defenseless and unable to attack for a single turn. The effect is immediate and works on all cards, even on the opposing Vulcanite hero.

Supporting cards that have been attacked by a Stun creature card are not just incapacitated for one turn. They are also open to being attacked without counterattacking a creature, unlike commonly in clashes. As such, you can get away with attacking stronger creatures that have been stunned – with weaker ones without losing them from the board.

Summon: Two for one – More for your Lava

Inviting other critters along when drawn to the board.

Creature cards possessing the ‘Summon’ ability can have another card tag along with them when initially drawn to the board. Provided that there’s ample space on the board, the creature card that will get summoned along for the ride is specified on each Summon creature card – and doesn’t rely on drawing from your existing deck or hand.

Usually, a ‘Summon’ creature card can be costly to your current purse of Lava crystals available to you in a duel. However, they more than makeup for it by drawing some really useful supporting cards to the board that can be essential to your strategy or playstyle.

Strike: Twice the damage and Twice the fun

Allows a creature to strike an opponent more than just once

When drawn to the board, Strike creature cards possess the ability to be used twice in a single turn to attack your foe. After having slept for one turn, this card can be used to hit either creatures or the opposing Vulcanite hero – in any manner required.

Some Strike cards can also have a specific condition allowing them to carry out attacks for even more than two times! For instance, the Sandstorm creature card having the Strike ability can attack up to 3 random targets. However, this increase in clashes results in Strike creature cards having a chaotic but shorter lifespan than most.

Poison: Clash forces with a toxic twist

An ability that makes a creature deal damage over time

Creature cards with the Poison ability have the innate power of virtually destroying any opposing creature card that it strikes. Because with each hit, it delivers a painfully toxic sting – capable of completely debilitating a rival creature. It also applies a negative debuff which will fester and deal 2 attack points of damage to the afflicted creature at the end of the turn.

The Poison ability’s effects on the poor critter last for a single turn. However, it can be re-applied to any creature card having suffered the same – with each new strike by the creature refreshing the timer and inflicting an additional stack. Exuding a most potent toxin, you can use Poison cards to quickly take down an opposing creature or cripple your foe.

That concludes an essential overview of all the types of abilities and their interactions you can expect to see while playing a game of Berserk or slinging cards in a duel. You can leverage them to know precisely what your supporting cards and your opponent’s forces are capable of. Now whip up some moves or strategies with the game’s AI bot and prove your card skills over your foes!