Rarity: Each card is assigned one of four color-coded rarity ratings: Common (gray), Uncommon (green), Rare (purple), or Legendary (gold).
Card Type: Indicates whether the card activates a Power or deploys a specific unit type.
Energy Cost: The amount of Energy required to play the card.
Name: Unit or Power name.
Combat Rating: Indicates a unit’s effectiveness against various unit types.
Keyword/Description: Indicates special unit abilities or Power effects.
Leader Restriction: Appears on leader-specific Blitz cards. Cards without this emblem can be used by any leader belonging to the appropriate faction.
Visit your Card Library to inspect all currently available Blitz cards (whether or not you own them). Here you find additional details about unit abilities, leader restrictions, level progress, and more.
Keywords
Some cards feature Keywords that indicate passive abilities featured by the unit in question. Some Keywords correspond to core abilities like cloak detection or healing. However, many Keywords indicate abilities that are only found in Blitz and Firefight.
Keyword Abilities
| Keyword | Description |
|---|---|
| Blast | This unit explodes violently upon death, damaging troops in its radius. |
| Cloak | This unit deploys invisibly, able to move and attack without revealing itself for the first 90 seconds. |
| Detect | This unit detects and reveals nearby cloaked enemies. |
| Guard | This unit covers nearby allies, receiving all damage they would normally take. |
| Last Stand | When this unit falls in battle, a number of infantry troops jump out to continue the fight. |
| Rally | This unit inspires nearby troops to deal increased damage. |
| Reflect | Half of the damage this unit takes is automatically dealt back to an enemy attacker. |
| Rush | This unit ignores fatigue when deployed, charging into battle at full strength. |
| Shield | This unit possesses energy-shield protection that absorbs damage and regenerates when out of combat. |
| Shock | This unit intimidates nearby enemy troops, significantly reducing their armor. |
| Siphon | This unit possesses special weaponry that steals health from its enemies equal to the damage dealt. |
| Support | This unit cannot attack and instead focuses on support or healing skills to boost your army. |
Card Packs
Initially, you have access to each leader’s starter deck and a basic selection of Blitz cards. You can use all these cards to design a wide variety of custom decks, but competitive Blitz players would do well to expand their libraries as quickly as possible. Gaining new cards not only allows for more diverse decks, it can also make your existing cards more powerful.
You can earn or purchase several varieties of card packs, most of which offer a random selection of five Blitz cards. You earn new packs by completing missions, increasing your Spartan Rank through competitive play, or simply logging in to play each day. Every pack you open serves to unlock new cards or increase the levels of cards you already own.
Leveling Cards
Whenever you receive a duplicate card, it automatically combines with your original copy. It takes more than one duplicate to increase a card’s level, but every duplicate you receive moves you one step closer to a more effective unit or Power.
Each card starts at Level 1. Two duplicates of that card are required to reach Level 2. Three duplicates raise a Level 2 card to Level 3. The cost for each level increases until a card reaches Level 5. From that point on, the card levels up each time you collect five duplicates. Blitz cards gain significant boosts as they progress through their first six levels. From Level 7 onward, cards gain only minimal boosts.
Card Leveling Requirements
| Card Level | Duplicates Required per Level | Total Cards Required |
|---|---|---|
| Level 1 | — | 1 |
| Level 2 | 2 | 3 |
| Level 3 | 3 | 6 |
| Level 4 | 4 | 10 |
| Level 5 | 5 | 15 |
| Level 6 | 5 | 20 |
A total of 20 copies (including your original card) are required for a Blitz card to reach Level 6. At this point, the card is considered “tournament quality.” The benefits of leveling up vary from card to card, but units generally receive stat boosts that support their intended role.
Standard Level 6 Unit Stat Boosts
| Stat | Core | Harass | Counter | Defense | Hero | Healer |
|---|---|---|---|---|---|---|
| Health | +22% | +30% | +35% | +26% | +20% | +26% |
| Armor | +20% | — | — | +30% | +15% | +30% |
| Shields (if present) | +19% | +24% | +29% | +23% | — | — |
| Damage | +60% | +70% | +85% | +50% | +40% | — |
| Range | — | — | +15% | — | — | — |
| Speed | — | +20% | — | — | — | — |
| Heal/Repair Speed | — | — | — | — | — | +50% |
At Level 7 and above, all units gain +1 percent health and +1 percent damage per level-up.