Bloxodes

All 168 Creature Abilities in Creatures of Sonaria - Page 2

Updated on (9 days ago)

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Showing 66 of 168 items.

category

Breath Abilities

26 items

Breath rows share capacity and regen stats that decide how long you can channel and how fast the meter refills. Most need an adult creature, and ailment chips show which status the beam applies on hit.

Acid Breath

Dieamarjla using the Acid Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Dieamarjla using the Acid Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit. This breath has a Capacity of 10, a Regen Rate of 1.8, a Range of 180 studs, and a Critical chance of 10%. It can also inflict Corrosion Status(Probability = 100%, STACKS = 0.5). Acid Breath Creatures: Click to toggle.
Capacity
10
Regen rate
1.8s
Range
180 studs
Ailment
Corrosion Status(Probability = 100%, STACKS = 0.5)
Requirement
-

Cloud Breath

Wixpectr'o using its Cloud Breath ability - Effect: Deals no damage.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Wixpectr'o using its Cloud Breath ability - Effect: Deals no damage. This breath has a Capacity of 15, a Regen Rate of 1.3, and a Range of 250 studs. It provides SelfHeal at 1% Max health regen per sec, and grants 10% Max Stamina Regen per second while hitting another creature. It can also self-apply Water Regeneration (Thirst refill, the more the higher level is stacked) (Probability = 99%, STACKS = 2), and Muddy(Probability = 40%, STACKS = 2). Cloud Breath Creatures: Click to toggle.
Capacity
15
Regen rate
1.3s
Range
250 studs
Ailment
Muddy(Probability = 40%, STACKS = 2)
Requirement
-

Crystal Breath

Geoptxina using its Crystal breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Geoptxina using its Crystal breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit. This breath has a Capacity of 10, a Regen Rate of 1.8, a Range of 150 studs, and a Critical chance of 0%. It can also inflict the following ailments: Bleed Status(Probability = 75%, STACKS = 0.5), Injury, (Probability = 50%, STACKS = 1), and Shredded Wings(Probability = 50%, STACKS = 1). Crystal Breath Creatures: Click to toggle.
Capacity
10
Regen rate
1.8s
Range
150 studs
Ailment
Bleed Status(Probability = 75%, STACKS = 0.5); Shredded Wings(Probability = 50%, STACKS = 1)
Requirement
-

Energy Breath

Qurugosk using its Energy Breath ability Effect: Deals damage two times per second, with a damage multiplier of x0.225 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Qurugosk using its Energy Breath ability Effect: Deals damage two times per second, with a damage multiplier of x0.225 per hit. This breath has a Capacity of 8, a Regen Rate of 5, a Range of 180 studs, a Critical chance of 0%, a Chain value of 100, and a ChainMaxStacks of 10. It has a maximum chain damage of +1,000%. Here, the chain value (100) is multiplied by the stack number (up to 10), to find the additional amount of damage inflicted per stack accumulated. For instance, with a chain value of 100 and max stack 10, we have 100 × 10 = 1000 {\textstyle {100 \times 10 = 1000}} - . It can also inflict Slowed Status(Probability = 25%, no sta...
Capacity
8
Regen rate
5s
Range
180 studs
Ailment
Slowed Status(Probability = 25%, no stacking)
Requirement
-

Fire Breath

Valkurse using its Fire Breath ability - Effect: Deals damage two times per second, with a damage multipler of x0.5 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Valkurse using its Fire Breath ability - Effect: Deals damage two times per second, with a damage multipler of x0.5 per hit. This breath has a Capacity of 20, a Regen Rate of 1.5, a Range of 200 studs, and Critical chance of 25%. Fire Breath can also inflict the Burn Status ailment (Probability = 75%, STACKS = .5). This ailment adds a stacking effect, potentially increasing the damage over time. Fire Breath Creatures: Click to toggle.
Capacity
20
Regen rate
1.5s
Range
200 studs
Ailment
-
Requirement
-

Glacier Breath

Old Etheralotus model using its Glacier Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x1 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Old Etheralotus model using its Glacier Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x1 per hit. This breath has a Capacity of 10, a Regen Rate of 4.5, a Range of 150 studs, a Critical chance of 35%, a Chain value of 5, and a ChainMaxStacks of 10. It can also inflict the following ailments: Slowed Status(Probability = 30%, no stacking), Injury(Probability = 30%, STACKS = 1), and Freeze(Probability = 5%, no stacking) Glacier Breath Creatures: Click to toggle.
Capacity
10
Regen rate
4.5s
Range
150 studs
Ailment
Slowed Status(Probability = 30%, no stacking); Injury(Probability = 30%, STACKS = 1); Freeze(Probability = 5%, no stacking)
Requirement
-

Gold Breath

Verza using its Gold Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Verza using its Gold Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit. This breath has a Capacity of 20, a Regen Rate of .75 seconds, a Range of 250 studs, and a Critical chance of 0%. Gold Breath can inflict the following ailments: Blurred Vision(Probability = 30%, no stacking) and Freeze Status(Probability = 5%, no stacking). Gold Breath Creatures: Click to toggle.
Capacity
20
Regen rate
.75s
Range
250 studs
Ailment
Blurred Vision(Probability = 30%, no stacking); Freeze Status(Probability = 5%, no stacking)
Requirement
-

Green Fire Breath

Guardian Dragon using its Green Fire Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Guardian Dragon using its Green Fire Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit. This breath has a Capacity of 20, a Regen Rate of 1.5, a Range of 200 studs, and Critical chance of 25%. Green Fire Breath can also inflict the Burn Status ailment (Probability = 75%, STACKS = 0.5). Green Fire Breath Creatures: Click to toggle.
Capacity
20
Regen rate
1.5s
Range
200 studs
Ailment
-
Requirement
-

Haunt Breath

Viracniar's Haunt Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Viracniar's Haunt Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit. This breath has a Capacity of 10, a Regen Rate of 2.5, a Range of 175 studs, and a Critical chance of 35%. Haunt Breath can also inflict the following ailments: Poison Status(Probability = 75%, STACKS = 1), Shock Status(Probability = 10%, STACKS = 0.5), and Tunnel Vision(Probability = 25%, STACKS = 0.5). Haunt Breath Creatures: Click to toggle.
Capacity
10
Regen rate
2.5s
Range
175 studs
Ailment
Poison Status(Probability = 75%, STACKS = 1); Shock Status(Probability = 10%, STACKS = 0.5); Tunnel Vision(Probability = 25%, STACKS = 0.5)
Requirement
-

Heal Beam

Ani using the Heal Beam ability - Effect: Deals no damage.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Ani using the Heal Beam ability - Effect: Deals no damage. This breath has a Capacity of 10, a Regen Rate of 3.5, a Range of 200 studs, and a Critical chance of 0%. Heal Beam heals any creature it touches for 1.3%. Heal Beam Creatures: Click to toggle.
Capacity
10
Regen rate
3.5s
Range
200 studs
Ailment
Self-heal or support effects
Requirement
-

Heal Breath

Brequewk using its heal breath ability - Effect: Deals no damage.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Brequewk using its heal breath ability - Effect: Deals no damage. This breath has a Capacity of 10, a Regen Rate of 5, a Range of 150 studs, and a Critical chance of 0%. It provides SelfHeal at 3% Max health regen and heals .5 of every negative ailment every second. Heal Breath Creatures: Click to toggle.
Capacity
10
Regen rate
5s
Range
150 studs
Ailment
Self-heal or support effects
Requirement
-

Heliolyth's Judgement

Turrim using its beam - Effect: Deals damage two times per second, with a damage multiplier of x1.6 per hit.

Category
Breath
Activation
Yes
Cooldown
120s
Effect
Turrim using its beam - Effect: Deals damage two times per second, with a damage multiplier of x1.6 per hit. This ability has a Capacity of 10, a Regen Rate of 0, a Range of 550 studs, and a Critical chance of 0%. Unlike other breaths, once activated, Heliolyth's Judgement will not stop firing until empty. It ignores Breath Resistance and weight scaling. This ability has a Time Before Fire of 3 seconds and has a Cooldown of 120 seconds, instead of a Regen Rate.
Capacity
10
Regen rate
0s
Range
550 studs
Ailment
-
Requirement
-

Ice Breath

Euvias using its Ice Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Euvias using its Ice Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit. This breath has a Capacity of 10, a Regen Rate of 3.75, and a Range of 200 studs. Ice Breath can also inflict Slowed Status(Probability = 40%, no stacking) and Frostbite(Probability = 75%, STACKS = 0.5). Ice Breath Creatures: Click to toggle.
Capacity
10
Regen rate
3.75s
Range
200 studs
Ailment
Slowed Status(Probability = 40%, no stacking); Frostbite(Probability = 75%, STACKS = 0.5)
Requirement
-

Lightning Breath

Dowatt using its Lightning Breath ability Effect: Deals damage two times per second, with a damage multiplier of x1.5 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Dowatt using its Lightning Breath ability Effect: Deals damage two times per second, with a damage multiplier of x1.5 per hit. This breath has a Capacity of 5, a Regen Rate of 12, a Range of 175 studs, a Critical chance of 50%, a Chain value of 25, and a ChainMaxStacks of 5. It has a maximum chain damage of +125%. Here, the chain value (25) is multipled by the stack number (up to 5), to find the additional amount of damage inflicted per stack accumulated. For instance, with a chain value of 100 and max stack 10, we have 100 × 10 = 1000 {\textstyle {100 \times 10 = 1000}} - . increased damage per stack, and maximum chain stack of 10. It als...
Capacity
5
Regen rate
12s
Range
175 studs
Ailment
Shock Status(Probability = 50%, no stacking)
Requirement
-

Miasma Breath

Korathos' Miasma Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit, provides a SelfHeal of 0.5%, and does 2.5% stamina damage...

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Korathos' Miasma Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit, provides a SelfHeal of 0.5%, and does 2.5% stamina damage (Max stamina destroyed per tick) of the target's stamina. This breath has a Capacity of 10, a Regen Rate of 2.5, a Range of 200 studs, and a Critical chance of 25%. Miasma Breath Creatures: Click to toggle.
Capacity
10
Regen rate
2.5s
Range
200 studs
Ailment
-
Requirement
-

Plague Breath

Tsugae's Plague Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Tsugae's Plague Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit. This breath has a Capacity of 5, a Regen Rate of 2, a Range of 180 studs, and a Critical chance of 25%. It can also inflict the Disease Status ailment (Probability = 100%, STACKS = 1). Plague Breath Creatures: Click to toggle.
Capacity
5
Regen rate
2s
Range
180 studs
Ailment
-
Requirement
-

Plasma Beam

Vulturobo using its Plasma Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x2 per hit.

Category
Breath
Activation
Yes
Cooldown
40s
Effect
Vulturobo using its Plasma Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x2 per hit. Once activated it keeps firing on its own for a fixed duration, and can be fired as 3 separate shots or one continuous beam. This breath has a Capacity of 1.5, a Regen Rate of 0, a Range of 100 studs, and a Critical chance of 35%. It can also inflict the Slowed Status(Probability = 100%). It has a 40 second cooldown. Plasma Beam Creatures: Click to toggle.
Capacity
1.5
Regen rate
0s
Range
100 studs
Ailment
Slowed Status(Probability = 100%)
Requirement
-

Rock Breath

- Effect: Deals damage two times per second, with a damage multiplier of x1 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
- Effect: Deals damage two times per second, with a damage multiplier of x1 per hit. This breath has a Capacity of 10, a Regen Rate of 3.5, a Range of 150 studs, and a Critical chance of 10%. It can inflict Injury Status ailment (Probability = 10%, STACKS = 2) and Shredded Wings(Probability = 10%, STACKS = 2). Rock Breath Creatures: Click to toggle.
Capacity
10
Regen rate
3.5s
Range
150 studs
Ailment
Shredded Wings(Probability = 10%, STACKS = 2)
Requirement
-

Sand Breath

Aleicuda's Sand Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Aleicuda's Sand Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit. This ability has a Capacity of 10, a Regen Rate of 1.8, a Range of 250 studs, and a Critical chance of 0%. It can also inflict the following ailments: Blurred Vision(Probability = 100%, no stacking) and Tunnel Vision(Probability = 50%, no stacking). Sand Breath Creatures: Click to toggle.
Capacity
10
Regen rate
1.8s
Range
250 studs
Ailment
Blurred Vision(Probability = 100%, no stacking); Tunnel Vision(Probability = 50%, no stacking)
Requirement
-

Silly Beam

Silligie using the Silly Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit.

Category
Breath
Activation
Yes
Cooldown
300s
Effect
Silligie using the Silly Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit. This ability has a Capacity of 10, a Regen Rate of 0, a Range of 300 studs, a Critical chance of 0%, and a Time Before Fire of 3 seconds. Unlike other breaths, once activated, Silly Beam will not stop firing until empty. Each hit inflicts one random ailment from the following pool, with negative ailments applied roughly 3-4x as often as positive ones: Bleed, Burn, Poison, Frostbite, Necropoison, Injury, Disease, Corrosion, Blood Moon, Blue Moon, Harden, Healing Pulse, Speed Gift, Fear and Stolen Speed. Its hits also...
Capacity
10
Regen rate
0s
Range
300 studs
Ailment
-
Requirement
-

Solar Beam

Ouratum using its Solar Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x1.5 per hit.

Category
Breath
Activation
Yes
Cooldown
120s
Effect
Ouratum using its Solar Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x1.5 per hit. This ability has a Capacity of 10, a Regen Rate of 0, a Range of 550 studs, and a Critical chance of 0%. Unlike other breaths, once activated, Solar Beam will not stop firing until empty. This ability has a Time Before Fire of 3 seconds and has a Cooldown of 120 seconds, instead of a Regen Rate. Solar Beam Creatures: Click to toggle.
Capacity
10
Regen rate
0s
Range
550 studs
Ailment
-
Requirement
-

Spirit Glare

Deluumar using its Spirit Glare ability - Effect: Deals damage two times per second, with a damage multiplier of x1 per hit.

Category
Breath
Activation
Yes
Cooldown
120s
Effect
Deluumar using its Spirit Glare ability - Effect: Deals damage two times per second, with a damage multiplier of x1 per hit. This ability has a Capacity of 10, a Regen Rate of 0, a Range of 550 studs, and a Critical chance of 0%. Unlike other breaths, once activated, Spirit Glare will not stop firing until empty. This ability has a Time Before Fire of 0 seconds and has a Cooldown of 120 seconds, instead of a Regen Rate. Spirit Glare inflicts Burn Status(Probability = 100%, STACKS = 1) and Fear Status(Probability = 100%, STACKS = 1). Spirit Glare Creatures: Click to toggle.
Capacity
10
Regen rate
0s
Range
550 studs
Ailment
Burn Status(Probability = 100%, STACKS = 1); Fear Status(Probability = 100%, STACKS = 1)
Requirement
-

Storm Breath

Norskogg using its Storm Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.01 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Norskogg using its Storm Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.01 per hit. This breath has a Capacity of 20, a Regen Rate of 1.75 seconds, a Critical chance of 0%, and a Range of 250 studs. Storm Breath can also inflict Slowed Status(Probability = 35%, no stacking), and Blurred Vision(Probability = 40%, no stacking). Storm Breath Creatures: Click to toggle.
Capacity
20
Regen rate
1.75s
Range
250 studs
Ailment
Slowed Status(Probability = 35%, no stacking); Blurred Vision(Probability = 40%, no stacking)
Requirement
-

Toxin Breath

Hemokai's Toxin Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Hemokai's Toxin Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit. This breath has a Capacity of 15, a Regen Rate of 2.5, a Critical chance of 5%, a Range of 250 studs, and can inflict Poison Status(Probability = 75%, STACKS = .75). Toxin Breath Creatures: Click to toggle.
Capacity
15
Regen rate
2.5s
Range
250 studs
Ailment
Poison Status(Probability = 75%, STACKS = .75)
Requirement
-

Virus Breath

Garra Warden's Virus Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Garra Warden's Virus Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit. This breath has a Capacity of 20, a Regen Rate of 1.5, a Critical chance of 0%, a Range of 180 studs, and can inflict Bleed Status(Probability = 75%, STACKS = 1). Virus Breath Creatures: Click to toggle.
Capacity
20
Regen rate
1.5s
Range
180 studs
Ailment
Bleed Status(Probability = 75%, STACKS = 1)
Requirement
-

Water Breath

Zohdok's Water Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit.

Category
Breath
Activation
Yes
Cooldown
1s between uses
Effect
Zohdok's Water Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit. This breath has a Capacity of 10, a Regen Rate of 2.5, a a Critical chance of 20%, a Range of 200 studs, and can inflict Blurred Vision(Probability = 60%, no stacking). Water Breath Creatures: Click to toggle.
Capacity
10
Regen rate
2.5s
Range
200 studs
Ailment
Blurred Vision(Probability = 60%, no stacking)
Requirement
-
NameDescriptionCategoryActivationCooldownEffectCapacityRegen rateRangeAilmentRequirement
Acid BreathDieamarjla using the Acid Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit.BreathYes1s between usesDieamarjla using the Acid Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit. This breath has a Capacity of 10, a Regen Rate of 1.8, a Range of 180 studs, and a Critical chance of 10%. It can also inflict Corrosion Status(Probability = 100%, STACKS = 0.5). Acid Breath Creatures: Click to toggle.101.8s180 studsCorrosion Status(Probability = 100%, STACKS = 0.5)-
Cloud BreathWixpectr'o using its Cloud Breath ability - Effect: Deals no damage.BreathYes1s between usesWixpectr'o using its Cloud Breath ability - Effect: Deals no damage. This breath has a Capacity of 15, a Regen Rate of 1.3, and a Range of 250 studs. It provides SelfHeal at 1% Max health regen per sec, and grants 10% Max Stamina Regen per second while hitting another creature. It can also self-apply Water Regeneration (Thirst refill, the more the higher level is stacked) (Probability = 99%, STACKS = 2), and Muddy(Probability = 40%, STACKS = 2). Cloud Breath Creatures: Click to toggle.151.3s250 studsMuddy(Probability = 40%, STACKS = 2)-
Crystal BreathGeoptxina using its Crystal breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit.BreathYes1s between usesGeoptxina using its Crystal breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit. This breath has a Capacity of 10, a Regen Rate of 1.8, a Range of 150 studs, and a Critical chance of 0%. It can also inflict the following ailments: Bleed Status(Probability = 75%, STACKS = 0.5), Injury, (Probability = 50%, STACKS = 1), and Shredded Wings(Probability = 50%, STACKS = 1). Crystal Breath Creatures: Click to toggle.101.8s150 studsBleed Status(Probability = 75%, STACKS = 0.5); Shredded Wings(Probability = 50%, STACKS = 1)-
Energy BreathQurugosk using its Energy Breath ability Effect: Deals damage two times per second, with a damage multiplier of x0.225 per hit.BreathYes1s between usesQurugosk using its Energy Breath ability Effect: Deals damage two times per second, with a damage multiplier of x0.225 per hit. This breath has a Capacity of 8, a Regen Rate of 5, a Range of 180 studs, a Critical chance of 0%, a Chain value of 100, and a ChainMaxStacks of 10. It has a maximum chain damage of +1,000%. Here, the chain value (100) is multiplied by the stack number (up to 10), to find the additional amount of damage inflicted per stack accumulated. For instance, with a chain value of 100 and max stack 10, we have 100 × 10 = 1000 {\textstyle {100 \times 10 = 1000}} - . It can also inflict Slowed Status(Probability = 25%, no sta...85s180 studsSlowed Status(Probability = 25%, no stacking)-
Fire BreathValkurse using its Fire Breath ability - Effect: Deals damage two times per second, with a damage multipler of x0.5 per hit.BreathYes1s between usesValkurse using its Fire Breath ability - Effect: Deals damage two times per second, with a damage multipler of x0.5 per hit. This breath has a Capacity of 20, a Regen Rate of 1.5, a Range of 200 studs, and Critical chance of 25%. Fire Breath can also inflict the Burn Status ailment (Probability = 75%, STACKS = .5). This ailment adds a stacking effect, potentially increasing the damage over time. Fire Breath Creatures: Click to toggle.201.5s200 studs--
Glacier BreathOld Etheralotus model using its Glacier Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x1 per hit.BreathYes1s between usesOld Etheralotus model using its Glacier Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x1 per hit. This breath has a Capacity of 10, a Regen Rate of 4.5, a Range of 150 studs, a Critical chance of 35%, a Chain value of 5, and a ChainMaxStacks of 10. It can also inflict the following ailments: Slowed Status(Probability = 30%, no stacking), Injury(Probability = 30%, STACKS = 1), and Freeze(Probability = 5%, no stacking) Glacier Breath Creatures: Click to toggle.104.5s150 studsSlowed Status(Probability = 30%, no stacking); Injury(Probability = 30%, STACKS = 1); Freeze(Probability = 5%, no stacking)-
Gold BreathVerza using its Gold Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit.BreathYes1s between usesVerza using its Gold Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit. This breath has a Capacity of 20, a Regen Rate of .75 seconds, a Range of 250 studs, and a Critical chance of 0%. Gold Breath can inflict the following ailments: Blurred Vision(Probability = 30%, no stacking) and Freeze Status(Probability = 5%, no stacking). Gold Breath Creatures: Click to toggle.20.75s250 studsBlurred Vision(Probability = 30%, no stacking); Freeze Status(Probability = 5%, no stacking)-
Green Fire BreathGuardian Dragon using its Green Fire Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit.BreathYes1s between usesGuardian Dragon using its Green Fire Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit. This breath has a Capacity of 20, a Regen Rate of 1.5, a Range of 200 studs, and Critical chance of 25%. Green Fire Breath can also inflict the Burn Status ailment (Probability = 75%, STACKS = 0.5). Green Fire Breath Creatures: Click to toggle.201.5s200 studs--
Haunt BreathViracniar's Haunt Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit.BreathYes1s between usesViracniar's Haunt Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit. This breath has a Capacity of 10, a Regen Rate of 2.5, a Range of 175 studs, and a Critical chance of 35%. Haunt Breath can also inflict the following ailments: Poison Status(Probability = 75%, STACKS = 1), Shock Status(Probability = 10%, STACKS = 0.5), and Tunnel Vision(Probability = 25%, STACKS = 0.5). Haunt Breath Creatures: Click to toggle.102.5s175 studsPoison Status(Probability = 75%, STACKS = 1); Shock Status(Probability = 10%, STACKS = 0.5); Tunnel Vision(Probability = 25%, STACKS = 0.5)-
Heal BeamAni using the Heal Beam ability - Effect: Deals no damage.BreathYes1s between usesAni using the Heal Beam ability - Effect: Deals no damage. This breath has a Capacity of 10, a Regen Rate of 3.5, a Range of 200 studs, and a Critical chance of 0%. Heal Beam heals any creature it touches for 1.3%. Heal Beam Creatures: Click to toggle.103.5s200 studsSelf-heal or support effects-
Heal BreathBrequewk using its heal breath ability - Effect: Deals no damage.BreathYes1s between usesBrequewk using its heal breath ability - Effect: Deals no damage. This breath has a Capacity of 10, a Regen Rate of 5, a Range of 150 studs, and a Critical chance of 0%. It provides SelfHeal at 3% Max health regen and heals .5 of every negative ailment every second. Heal Breath Creatures: Click to toggle.105s150 studsSelf-heal or support effects-
Heliolyth's JudgementTurrim using its beam - Effect: Deals damage two times per second, with a damage multiplier of x1.6 per hit.BreathYes120sTurrim using its beam - Effect: Deals damage two times per second, with a damage multiplier of x1.6 per hit. This ability has a Capacity of 10, a Regen Rate of 0, a Range of 550 studs, and a Critical chance of 0%. Unlike other breaths, once activated, Heliolyth's Judgement will not stop firing until empty. It ignores Breath Resistance and weight scaling. This ability has a Time Before Fire of 3 seconds and has a Cooldown of 120 seconds, instead of a Regen Rate.100s550 studs--
Ice BreathEuvias using its Ice Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit.BreathYes1s between usesEuvias using its Ice Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit. This breath has a Capacity of 10, a Regen Rate of 3.75, and a Range of 200 studs. Ice Breath can also inflict Slowed Status(Probability = 40%, no stacking) and Frostbite(Probability = 75%, STACKS = 0.5). Ice Breath Creatures: Click to toggle.103.75s200 studsSlowed Status(Probability = 40%, no stacking); Frostbite(Probability = 75%, STACKS = 0.5)-
Lightning BreathDowatt using its Lightning Breath ability Effect: Deals damage two times per second, with a damage multiplier of x1.5 per hit.BreathYes1s between usesDowatt using its Lightning Breath ability Effect: Deals damage two times per second, with a damage multiplier of x1.5 per hit. This breath has a Capacity of 5, a Regen Rate of 12, a Range of 175 studs, a Critical chance of 50%, a Chain value of 25, and a ChainMaxStacks of 5. It has a maximum chain damage of +125%. Here, the chain value (25) is multipled by the stack number (up to 5), to find the additional amount of damage inflicted per stack accumulated. For instance, with a chain value of 100 and max stack 10, we have 100 × 10 = 1000 {\textstyle {100 \times 10 = 1000}} - . increased damage per stack, and maximum chain stack of 10. It als...512s175 studsShock Status(Probability = 50%, no stacking)-
Miasma BreathKorathos' Miasma Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit, provides a SelfHeal of 0.5%, and does 2.5% stamina damage...BreathYes1s between usesKorathos' Miasma Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit, provides a SelfHeal of 0.5%, and does 2.5% stamina damage (Max stamina destroyed per tick) of the target's stamina. This breath has a Capacity of 10, a Regen Rate of 2.5, a Range of 200 studs, and a Critical chance of 25%. Miasma Breath Creatures: Click to toggle.102.5s200 studs--
Plague BreathTsugae's Plague Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit.BreathYes1s between usesTsugae's Plague Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit. This breath has a Capacity of 5, a Regen Rate of 2, a Range of 180 studs, and a Critical chance of 25%. It can also inflict the Disease Status ailment (Probability = 100%, STACKS = 1). Plague Breath Creatures: Click to toggle.52s180 studs--
Plasma BeamVulturobo using its Plasma Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x2 per hit.BreathYes40sVulturobo using its Plasma Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x2 per hit. Once activated it keeps firing on its own for a fixed duration, and can be fired as 3 separate shots or one continuous beam. This breath has a Capacity of 1.5, a Regen Rate of 0, a Range of 100 studs, and a Critical chance of 35%. It can also inflict the Slowed Status(Probability = 100%). It has a 40 second cooldown. Plasma Beam Creatures: Click to toggle.1.50s100 studsSlowed Status(Probability = 100%)-
Rock Breath- Effect: Deals damage two times per second, with a damage multiplier of x1 per hit.BreathYes1s between uses- Effect: Deals damage two times per second, with a damage multiplier of x1 per hit. This breath has a Capacity of 10, a Regen Rate of 3.5, a Range of 150 studs, and a Critical chance of 10%. It can inflict Injury Status ailment (Probability = 10%, STACKS = 2) and Shredded Wings(Probability = 10%, STACKS = 2). Rock Breath Creatures: Click to toggle.103.5s150 studsShredded Wings(Probability = 10%, STACKS = 2)-
Sand BreathAleicuda's Sand Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit.BreathYes1s between usesAleicuda's Sand Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit. This ability has a Capacity of 10, a Regen Rate of 1.8, a Range of 250 studs, and a Critical chance of 0%. It can also inflict the following ailments: Blurred Vision(Probability = 100%, no stacking) and Tunnel Vision(Probability = 50%, no stacking). Sand Breath Creatures: Click to toggle.101.8s250 studsBlurred Vision(Probability = 100%, no stacking); Tunnel Vision(Probability = 50%, no stacking)-
Silly BeamSilligie using the Silly Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit.BreathYes300sSilligie using the Silly Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit. This ability has a Capacity of 10, a Regen Rate of 0, a Range of 300 studs, a Critical chance of 0%, and a Time Before Fire of 3 seconds. Unlike other breaths, once activated, Silly Beam will not stop firing until empty. Each hit inflicts one random ailment from the following pool, with negative ailments applied roughly 3-4x as often as positive ones: Bleed, Burn, Poison, Frostbite, Necropoison, Injury, Disease, Corrosion, Blood Moon, Blue Moon, Harden, Healing Pulse, Speed Gift, Fear and Stolen Speed. Its hits also...100s300 studs--
Solar BeamOuratum using its Solar Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x1.5 per hit.BreathYes120sOuratum using its Solar Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x1.5 per hit. This ability has a Capacity of 10, a Regen Rate of 0, a Range of 550 studs, and a Critical chance of 0%. Unlike other breaths, once activated, Solar Beam will not stop firing until empty. This ability has a Time Before Fire of 3 seconds and has a Cooldown of 120 seconds, instead of a Regen Rate. Solar Beam Creatures: Click to toggle.100s550 studs--
Spirit GlareDeluumar using its Spirit Glare ability - Effect: Deals damage two times per second, with a damage multiplier of x1 per hit.BreathYes120sDeluumar using its Spirit Glare ability - Effect: Deals damage two times per second, with a damage multiplier of x1 per hit. This ability has a Capacity of 10, a Regen Rate of 0, a Range of 550 studs, and a Critical chance of 0%. Unlike other breaths, once activated, Spirit Glare will not stop firing until empty. This ability has a Time Before Fire of 0 seconds and has a Cooldown of 120 seconds, instead of a Regen Rate. Spirit Glare inflicts Burn Status(Probability = 100%, STACKS = 1) and Fear Status(Probability = 100%, STACKS = 1). Spirit Glare Creatures: Click to toggle.100s550 studsBurn Status(Probability = 100%, STACKS = 1); Fear Status(Probability = 100%, STACKS = 1)-
Storm BreathNorskogg using its Storm Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.01 per hit.BreathYes1s between usesNorskogg using its Storm Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.01 per hit. This breath has a Capacity of 20, a Regen Rate of 1.75 seconds, a Critical chance of 0%, and a Range of 250 studs. Storm Breath can also inflict Slowed Status(Probability = 35%, no stacking), and Blurred Vision(Probability = 40%, no stacking). Storm Breath Creatures: Click to toggle.201.75s250 studsSlowed Status(Probability = 35%, no stacking); Blurred Vision(Probability = 40%, no stacking)-
Toxin BreathHemokai's Toxin Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit.BreathYes1s between usesHemokai's Toxin Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit. This breath has a Capacity of 15, a Regen Rate of 2.5, a Critical chance of 5%, a Range of 250 studs, and can inflict Poison Status(Probability = 75%, STACKS = .75). Toxin Breath Creatures: Click to toggle.152.5s250 studsPoison Status(Probability = 75%, STACKS = .75)-
Virus BreathGarra Warden's Virus Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit.BreathYes1s between usesGarra Warden's Virus Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit. This breath has a Capacity of 20, a Regen Rate of 1.5, a Critical chance of 0%, a Range of 180 studs, and can inflict Bleed Status(Probability = 75%, STACKS = 1). Virus Breath Creatures: Click to toggle.201.5s180 studsBleed Status(Probability = 75%, STACKS = 1)-
Water BreathZohdok's Water Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit.BreathYes1s between usesZohdok's Water Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit. This breath has a Capacity of 10, a Regen Rate of 2.5, a a Critical chance of 20%, a Range of 200 studs, and can inflict Blurred Vision(Probability = 60%, no stacking). Water Breath Creatures: Click to toggle.102.5s200 studsBlurred Vision(Probability = 60%, no stacking)-

category

Movement Abilities

4 items

Dart

Ability of the special control Jump/Dart/Glide/Flight that propels the creature forward in water while consuming a set amount of stamina.

Category
Movement
Activation
Yes
Cooldown
Effect
Dart is an active ability of the special control Jump/Dart/Glide/Flight that propels the creature forward in water while consuming a set amount of stamina. Both the speed boost and stamina consumption depend on the creature. All creatures capable of jump that are semi-aquatic can dart when underwater, along with aquatic species. A dart will become a jump if the impulse propels the creature outside of water. If there is not enough stamina, a creature cannot dart. The wiki prepends to dart power a negative symbol ("-") to determine if a creature's dart propels backwards.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Flight

Ability pertaining to the special control Jump/Dart/Glide/Flight that is inherent to all Fliers.

Category
Movement
Activation
Yes
Cooldown
Effect
Flight is an active ability pertaining to the special control Jump/Dart/Glide/Flight that is inherent to all Fliers. Creatures with a flight ability cannot jump and instead enter flight or glide mode. However, some creatures may also present the jump ability replacing the flight one as the dominant at some point in their life stage. Flying and takeoff both take stamina, but gliding does not. If a creature does not possess enough stamina, it cannot fly. A creature with flight can switch between flight and glide.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Glide

Ability pertaining to the special control Jump/Dart/Glide/Flight and inherent to all gliders and glider semi-aquatics.

Category
Movement
Activation
Yes
Cooldown
Effect
Glide is an active ability pertaining to the special control Jump/Dart/Glide/Flight and inherent to all gliders and glider semi-aquatics. Flier creatures have this ability as well, but can only be toggled by pressing (F on PC or https://static.wikia.nocookie.net/creatures-of-agartha-official/images/b/bd/ToggleGlideIcon.png/revision/latest?cb=20211014041233 on Mobile) or the respective button on mobile after initializing flight. Creatures with glide ability cannot jump, unless it supersedes them via an age value. Depending on some creature factors like tier and glide stamina regeneration, as well as some environmental conditions, a creature...
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Jump

Ability pertaining to the special control Jump/Dart/Glide/Flight that allows a creature to jump on land.

Category
Movement
Activation
Yes
Cooldown
Effect
Jump is an active ability pertaining to the special control Jump/Dart/Glide/Flight that allows a creature to jump on land. Creatures can turn during jumping. If a semi-aquatic creature with Jump starts swimming and tries to jump, they will Dart instead. Jump has an associated speed boost, stamina consumption, and age limit for every creature. Beyond that age limit, a creature will be unable to jump - that field is commonly used for creatures which will develop Glide or Flight on a later growth stage. If a creature's infobox on the wiki only has a jump age stat, that means that the creature has actually jump 0 (no jump) and on the stage tha...
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-
NameDescriptionCategoryActivationCooldownEffectCapacityRegen rateRangeAilmentRequirement
DartAbility of the special control Jump/Dart/Glide/Flight that propels the creature forward in water while consuming a set amount of stamina.MovementYesDart is an active ability of the special control Jump/Dart/Glide/Flight that propels the creature forward in water while consuming a set amount of stamina. Both the speed boost and stamina consumption depend on the creature. All creatures capable of jump that are semi-aquatic can dart when underwater, along with aquatic species. A dart will become a jump if the impulse propels the creature outside of water. If there is not enough stamina, a creature cannot dart. The wiki prepends to dart power a negative symbol ("-") to determine if a creature's dart propels backwards.-----
FlightAbility pertaining to the special control Jump/Dart/Glide/Flight that is inherent to all Fliers.MovementYesFlight is an active ability pertaining to the special control Jump/Dart/Glide/Flight that is inherent to all Fliers. Creatures with a flight ability cannot jump and instead enter flight or glide mode. However, some creatures may also present the jump ability replacing the flight one as the dominant at some point in their life stage. Flying and takeoff both take stamina, but gliding does not. If a creature does not possess enough stamina, it cannot fly. A creature with flight can switch between flight and glide.-----
GlideAbility pertaining to the special control Jump/Dart/Glide/Flight and inherent to all gliders and glider semi-aquatics.MovementYesGlide is an active ability pertaining to the special control Jump/Dart/Glide/Flight and inherent to all gliders and glider semi-aquatics. Flier creatures have this ability as well, but can only be toggled by pressing (F on PC or https://static.wikia.nocookie.net/creatures-of-agartha-official/images/b/bd/ToggleGlideIcon.png/revision/latest?cb=20211014041233 on Mobile) or the respective button on mobile after initializing flight. Creatures with glide ability cannot jump, unless it supersedes them via an age value. Depending on some creature factors like tier and glide stamina regeneration, as well as some environmental conditions, a creature...-----
JumpAbility pertaining to the special control Jump/Dart/Glide/Flight that allows a creature to jump on land.MovementYesJump is an active ability pertaining to the special control Jump/Dart/Glide/Flight that allows a creature to jump on land. Creatures can turn during jumping. If a semi-aquatic creature with Jump starts swimming and tries to jump, they will Dart instead. Jump has an associated speed boost, stamina consumption, and age limit for every creature. Beyond that age limit, a creature will be unable to jump - that field is commonly used for creatures which will develop Glide or Flight on a later growth stage. If a creature's infobox on the wiki only has a jump age stat, that means that the creature has actually jump 0 (no jump) and on the stage tha...-----

category

Attack Passives

26 items

These passives add ailment or bite bonuses on your attacks. Charge and trail subtypes behave like attack passives but trigger from movement patterns instead of a plain bite.

Bleed Attack

Ability, where the user inflicts a specific amount of bleed status on a creature with every bite, excluding with breath/ranged abilities or reflecting abilities.

Category
Attack Passive
Activation
Passive
Cooldown
Passive
Effect
Bleed Attack is a passive ability, where the user inflicts a specific amount of bleed status on a creature with every bite, excluding with breath/ranged abilities or reflecting abilities. A negative value means that it heals an amount of such status upon biting.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Blood Trail

Ability activated only when the user is below a creature-specific health percentage.

Category
Trail
Activation
Passive
Cooldown
Passive
Effect
Blood Trail is a passive ability activated only when the user is below a creature-specific health percentage. It leaves behind a trail made up of segments that last for 5 seconds before despawning. Stepping on the trail deals 2% of max HP and 2 stacks of Bleed every 2 seconds.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Burn Attack

Ability that offensively deals burn when biting.

Category
Attack Passive
Activation
Passive
Cooldown
Passive
Effect
Burn Attack is an ability that offensively deals burn when biting. Stacks with itself. A negative value means that it heals an amount of such status upon biting.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Corrosion Attack

Corrosion Attack/Corrosion Bite is an ability that offensively deals Corrosion when biting.

Category
Attack Passive
Activation
Passive
Cooldown
Passive
Effect
Corrosion Attack/Corrosion Bite is an ability that offensively deals Corrosion when biting. It stacks with itself. A negative value means that it heals an amount of such status upon biting.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Crush Charge

- Charge (Crush) or Crush Charge is a specific type of Charge that inflicts Injury Status on the victim.

Category
Charge
Activation
Passive
Cooldown
Passive
Effect
- Charge (Crush) or Crush Charge is a specific type of Charge that inflicts Injury Status on the victim.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Disease Attack

Ability where the user inflicts a specific amount of Disease status on any creature it bites.

Category
Attack Passive
Activation
Passive
Cooldown
Passive
Effect
Disease Attack is a passive ability where the user inflicts a specific amount of Disease status on any creature it bites. A negative value means that it heals an amount of such status upon biting.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

First Strike

Ability that grants the user increased damage while they are above 75% health.

Category
Attack Passive
Activation
Passive
Cooldown
Passive
Effect
First Strike is a passive ability that grants the user increased damage while they are above 75% health. The damage increase is depends on the creature and is reflected in its stat menu.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Flame Trail

Ability that activates when the user is below a specific health percentage, indicated by the effect's value.

Category
Trail
Activation
Passive
Cooldown
Passive
Effect
Flame Trail is a passive ability that activates when the user is below a specific health percentage, indicated by the effect's value. It leaves behind a trail made up of segments that last for 5 seconds before despawning. Stepping on the trail deals 2% of max HP and 2 stacks of Burn every 2 seconds.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Frost Trail

Ability that activates when the user is below a specific health percentage, indicated by the effect's value.

Category
Trail
Activation
Passive
Cooldown
Passive
Effect
Frost Trail is a passive ability that activates when the user is below a specific health percentage, indicated by the effect's value. It leaves behind a trail made up of segments that last for 5 seconds before despawning. Stepping on the trail deals 2% of max HP and 2 stacks of Frostbite every 2 seconds.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Frostbite Attack

Ability that offensively deals frostbite when biting.

Category
Attack Passive
Activation
Passive
Cooldown
Passive
Effect
Frostbite Attack is an ability that offensively deals frostbite when biting. A negative value means that it heals an amount of such status upon biting.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Glittering Trail

Ability activated only when the user's HP drops below a certain percent threshold.

Category
Trail
Activation
Passive
Cooldown
Passive
Effect
Glittering Trail is a passive ability activated only when the user's HP drops below a certain percent threshold. The user will begin emitting clouds of light that apply 1 Confusion, 1 Tunnel Vision, or 1 Creature Abilities#Blurred Vision(chosen at random) each time another creature makes contact with them. This ability works in the air and underwater.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Gore Charge

- Charge (Gore) or Gore Charge is a specific type of Charge that inflicts Bleed Status and Deep Wounds on the victim.

Category
Charge
Activation
Passive
Cooldown
Passive
Effect
- Charge (Gore) or Gore Charge is a specific type of Charge that inflicts Bleed Status and Deep Wounds on the victim.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Injury Attack

Ability that offensively deals injury status when biting.

Category
Attack Passive
Activation
Passive
Cooldown
Passive
Effect
Injury Attack is an ability that offensively deals injury status when biting. A negative value means that it heals an amount of such status upon biting.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Launch Charge

- Charge (Launch) or Launch Charge is a specific type of Charge that inflicts a specific knockback, 3 stacks of Torn Ligaments Status, and Confusion Status on the victim.

Category
Charge
Activation
Passive
Cooldown
Passive
Effect
- Charge (Launch) or Launch Charge is a specific type of Charge that inflicts a specific knockback, 3 stacks of Torn Ligaments Status, and Confusion Status on the victim.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Ligament Tear

Ability that allows the user to inflict Torn Ligaments Status to any creature it attacks.

Category
Attack Passive
Activation
Passive
Cooldown
Passive
Effect
Ligament Tear is a passive ability that allows the user to inflict Torn Ligaments Status to any creature it attacks.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Necropoison Attack

Ability that allows the user to deal Necropoison Status to any creature it bites.

Category
Attack Passive
Activation
Passive
Cooldown
Passive
Effect
Necropoison Attack is a passive ability that allows the user to deal Necropoison Status to any creature it bites. It stacks with itself but does not get worse over time. A negative value means that it heals an amount of such status upon biting.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Necropoison Trail

Ability activated only when the user is below a creature-specific health percentage.

Category
Trail
Activation
Passive
Cooldown
Passive
Effect
Necropoison Trail is a passive ability activated only when the user is below a creature-specific health percentage. It leaves behind a trail made up of segments that last for 5 seconds before despawning. Stepping on the trail deals 2% of max HP and 2 stacks of Necropoison every 2 seconds.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Plague Trail

Ability that activates when the user is below a specific health percentage, indicated by the effect's value.

Category
Trail
Activation
Passive
Cooldown
Passive
Effect
Plague Trail is a passive ability that activates when the user is below a specific health percentage, indicated by the effect's value. It leaves behind a trail made up of segments that last for 5 seconds before despawning. Stepping on the trail deals 2% of max HP and 2 stacks of Disease every 2 seconds.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Poison Attack

Ability that makes the user deal Poison Status to another creature upon biting them.

Category
Attack Passive
Activation
Passive
Cooldown
Passive
Effect
Poison Attack is a passive ability that makes the user deal Poison Status to another creature upon biting them. It stacks with itself. A negative value means that it heals an amount of such status upon biting.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Power Charge

- Charge (Power) or Power Charge is a specific type of Charge that temporarily increases the user's damage by a 50% and inflicts Shredded Wings on the victim.

Category
Charge
Activation
Passive
Cooldown
Passive
Effect
- Charge (Power) or Power Charge is a specific type of Charge that temporarily increases the user's damage by a 50% and inflicts Shredded Wings on the victim.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Radiation Attack

Radiation Attack/Radioactive Bite is a passive ability which by biting another creature will cause the bitten creature to receive Radiation Status, as much as the attacker has...

Category
Attack Passive
Activation
Passive
Cooldown
Passive
Effect
Radiation Attack/Radioactive Bite is a passive ability which by biting another creature will cause the bitten creature to receive Radiation Status, as much as the attacker has labeled on their stats and affected by modifiers such as some plushies or resistances. Stacks with itself. A negative value means that it heals an amount of such status upon biting.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Radiation Trail

Ability activated only when the user is below a creature-specific health percentage.

Category
Trail
Activation
Passive
Cooldown
Passive
Effect
Radiation Trail is a passive ability activated only when the user is below a creature-specific health percentage. It leaves behind a trail made up of segments that last for 5 seconds before despawning. Stepping on the trail deals 2% of max HP and 2 stacks of Radiation every 2 seconds.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Serrated Teeth

Ability that inflicts 10 stacks of Deep Wounds status when biting.

Category
Attack Passive
Activation
Passive
Cooldown
Passive
Effect
Serrated Teeth is a passive ability that inflicts 10 stacks of Deep Wounds status when biting.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Throw Charge

- Charge (Throw) or Throw Charge is a specific type of Charge that launches the target upwards and inflicts two Broken Legs Status on the victim.

Category
Charge
Activation
Passive
Cooldown
Passive
Effect
- Charge (Throw) or Throw Charge is a specific type of Charge that launches the target upwards and inflicts two Broken Legs Status on the victim. It has a 5-second windup and cooldown.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Toxic Trail

Ability activated only when the user is below a creature-specific health percentage.

Category
Trail
Activation
Passive
Cooldown
Passive
Effect
Toxic Trail is a passive ability activated only when the user is below a creature-specific health percentage. It leaves behind a trail made up of segments that last for 5 seconds before despawning. Stepping on the trail deals 2% of max HP and 2 stacks of Poison every 2 seconds.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Wing Shredder

Ability that allows the user to offensively deal the Shredded Wings status to a creature they bite.

Category
Attack Passive
Activation
Passive
Cooldown
Passive
Effect
Wing Shredder is a passive ability that allows the user to offensively deal the Shredded Wings status to a creature they bite.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-
NameDescriptionCategoryActivationCooldownEffectCapacityRegen rateRangeAilmentRequirement
Bleed AttackAbility, where the user inflicts a specific amount of bleed status on a creature with every bite, excluding with breath/ranged abilities or reflecting abilities.Attack PassivePassivePassiveBleed Attack is a passive ability, where the user inflicts a specific amount of bleed status on a creature with every bite, excluding with breath/ranged abilities or reflecting abilities. A negative value means that it heals an amount of such status upon biting.-----
Blood TrailAbility activated only when the user is below a creature-specific health percentage.TrailPassivePassiveBlood Trail is a passive ability activated only when the user is below a creature-specific health percentage. It leaves behind a trail made up of segments that last for 5 seconds before despawning. Stepping on the trail deals 2% of max HP and 2 stacks of Bleed every 2 seconds.-----
Burn AttackAbility that offensively deals burn when biting.Attack PassivePassivePassiveBurn Attack is an ability that offensively deals burn when biting. Stacks with itself. A negative value means that it heals an amount of such status upon biting.-----
Corrosion AttackCorrosion Attack/Corrosion Bite is an ability that offensively deals Corrosion when biting.Attack PassivePassivePassiveCorrosion Attack/Corrosion Bite is an ability that offensively deals Corrosion when biting. It stacks with itself. A negative value means that it heals an amount of such status upon biting.-----
Crush Charge- Charge (Crush) or Crush Charge is a specific type of Charge that inflicts Injury Status on the victim.ChargePassivePassive- Charge (Crush) or Crush Charge is a specific type of Charge that inflicts Injury Status on the victim.-----
Disease AttackAbility where the user inflicts a specific amount of Disease status on any creature it bites.Attack PassivePassivePassiveDisease Attack is a passive ability where the user inflicts a specific amount of Disease status on any creature it bites. A negative value means that it heals an amount of such status upon biting.-----
First StrikeAbility that grants the user increased damage while they are above 75% health.Attack PassivePassivePassiveFirst Strike is a passive ability that grants the user increased damage while they are above 75% health. The damage increase is depends on the creature and is reflected in its stat menu.-----
Flame TrailAbility that activates when the user is below a specific health percentage, indicated by the effect's value.TrailPassivePassiveFlame Trail is a passive ability that activates when the user is below a specific health percentage, indicated by the effect's value. It leaves behind a trail made up of segments that last for 5 seconds before despawning. Stepping on the trail deals 2% of max HP and 2 stacks of Burn every 2 seconds.-----
Frost TrailAbility that activates when the user is below a specific health percentage, indicated by the effect's value.TrailPassivePassiveFrost Trail is a passive ability that activates when the user is below a specific health percentage, indicated by the effect's value. It leaves behind a trail made up of segments that last for 5 seconds before despawning. Stepping on the trail deals 2% of max HP and 2 stacks of Frostbite every 2 seconds.-----
Frostbite AttackAbility that offensively deals frostbite when biting.Attack PassivePassivePassiveFrostbite Attack is an ability that offensively deals frostbite when biting. A negative value means that it heals an amount of such status upon biting.-----
Glittering TrailAbility activated only when the user's HP drops below a certain percent threshold.TrailPassivePassiveGlittering Trail is a passive ability activated only when the user's HP drops below a certain percent threshold. The user will begin emitting clouds of light that apply 1 Confusion, 1 Tunnel Vision, or 1 Creature Abilities#Blurred Vision(chosen at random) each time another creature makes contact with them. This ability works in the air and underwater.-----
Gore Charge- Charge (Gore) or Gore Charge is a specific type of Charge that inflicts Bleed Status and Deep Wounds on the victim.ChargePassivePassive- Charge (Gore) or Gore Charge is a specific type of Charge that inflicts Bleed Status and Deep Wounds on the victim.-----
Injury AttackAbility that offensively deals injury status when biting.Attack PassivePassivePassiveInjury Attack is an ability that offensively deals injury status when biting. A negative value means that it heals an amount of such status upon biting.-----
Launch Charge- Charge (Launch) or Launch Charge is a specific type of Charge that inflicts a specific knockback, 3 stacks of Torn Ligaments Status, and Confusion Status on the victim.ChargePassivePassive- Charge (Launch) or Launch Charge is a specific type of Charge that inflicts a specific knockback, 3 stacks of Torn Ligaments Status, and Confusion Status on the victim.-----
Ligament TearAbility that allows the user to inflict Torn Ligaments Status to any creature it attacks.Attack PassivePassivePassiveLigament Tear is a passive ability that allows the user to inflict Torn Ligaments Status to any creature it attacks.-----
Necropoison AttackAbility that allows the user to deal Necropoison Status to any creature it bites.Attack PassivePassivePassiveNecropoison Attack is a passive ability that allows the user to deal Necropoison Status to any creature it bites. It stacks with itself but does not get worse over time. A negative value means that it heals an amount of such status upon biting.-----
Necropoison TrailAbility activated only when the user is below a creature-specific health percentage.TrailPassivePassiveNecropoison Trail is a passive ability activated only when the user is below a creature-specific health percentage. It leaves behind a trail made up of segments that last for 5 seconds before despawning. Stepping on the trail deals 2% of max HP and 2 stacks of Necropoison every 2 seconds.-----
Plague TrailAbility that activates when the user is below a specific health percentage, indicated by the effect's value.TrailPassivePassivePlague Trail is a passive ability that activates when the user is below a specific health percentage, indicated by the effect's value. It leaves behind a trail made up of segments that last for 5 seconds before despawning. Stepping on the trail deals 2% of max HP and 2 stacks of Disease every 2 seconds.-----
Poison AttackAbility that makes the user deal Poison Status to another creature upon biting them.Attack PassivePassivePassivePoison Attack is a passive ability that makes the user deal Poison Status to another creature upon biting them. It stacks with itself. A negative value means that it heals an amount of such status upon biting.-----
Power Charge- Charge (Power) or Power Charge is a specific type of Charge that temporarily increases the user's damage by a 50% and inflicts Shredded Wings on the victim.ChargePassivePassive- Charge (Power) or Power Charge is a specific type of Charge that temporarily increases the user's damage by a 50% and inflicts Shredded Wings on the victim.-----
Radiation AttackRadiation Attack/Radioactive Bite is a passive ability which by biting another creature will cause the bitten creature to receive Radiation Status, as much as the attacker has...Attack PassivePassivePassiveRadiation Attack/Radioactive Bite is a passive ability which by biting another creature will cause the bitten creature to receive Radiation Status, as much as the attacker has labeled on their stats and affected by modifiers such as some plushies or resistances. Stacks with itself. A negative value means that it heals an amount of such status upon biting.-----
Radiation TrailAbility activated only when the user is below a creature-specific health percentage.TrailPassivePassiveRadiation Trail is a passive ability activated only when the user is below a creature-specific health percentage. It leaves behind a trail made up of segments that last for 5 seconds before despawning. Stepping on the trail deals 2% of max HP and 2 stacks of Radiation every 2 seconds.-----
Serrated TeethAbility that inflicts 10 stacks of Deep Wounds status when biting.Attack PassivePassivePassiveSerrated Teeth is a passive ability that inflicts 10 stacks of Deep Wounds status when biting.-----
Throw Charge- Charge (Throw) or Throw Charge is a specific type of Charge that launches the target upwards and inflicts two Broken Legs Status on the victim.ChargePassivePassive- Charge (Throw) or Throw Charge is a specific type of Charge that launches the target upwards and inflicts two Broken Legs Status on the victim. It has a 5-second windup and cooldown.-----
Toxic TrailAbility activated only when the user is below a creature-specific health percentage.TrailPassivePassiveToxic Trail is a passive ability activated only when the user is below a creature-specific health percentage. It leaves behind a trail made up of segments that last for 5 seconds before despawning. Stepping on the trail deals 2% of max HP and 2 stacks of Poison every 2 seconds.-----
Wing ShredderAbility that allows the user to offensively deal the Shredded Wings status to a creature they bite.Attack PassivePassivePassiveWing Shredder is a passive ability that allows the user to offensively deal the Shredded Wings status to a creature they bite.-----

category

Retaliatory Passives

10 items

Retaliatory passives fire when you take a bite, returning ailment to the attacker. They reward face-tanking trades if your health and block can absorb the hit.

Defensive Bleed

Ability where the user defensively inflicts a specific amount of bleed status on their attacker upon being bitten.

Category
Retaliatory Passive
Activation
Passive
Cooldown
Passive
Effect
Defensive Bleed is a passive ability where the user defensively inflicts a specific amount of bleed status on their attacker upon being bitten.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Defensive Burn

Burn touch/Defensive burn is an ability that deals burn to the opposing creature when being bitten.

Category
Retaliatory Passive
Activation
Passive
Cooldown
Passive
Effect
Burn touch/Defensive burn is an ability that deals burn to the opposing creature when being bitten. Stacks with itself.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Defensive Corrosion

Defensive Corrosion/Corrosive Body is an ability that defensively deals Corrosion Status when bitten.

Category
Retaliatory Passive
Activation
Passive
Cooldown
Passive
Effect
Defensive Corrosion/Corrosive Body is an ability that defensively deals Corrosion Status when bitten. Stacks with itself.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Defensive Disease

Ability where the user defensively inflicts a specific amount of Disease status on an attacker upon getting bitten.

Category
Retaliatory Passive
Activation
Passive
Cooldown
Passive
Effect
Defensive Disease is a passive ability where the user defensively inflicts a specific amount of Disease status on an attacker upon getting bitten.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Defensive Frostbite

Frostbite touch/Defensive Frostbite is an ability that defensively deals frostbite when bitten.

Category
Retaliatory Passive
Activation
Passive
Cooldown
Passive
Effect
Frostbite touch/Defensive Frostbite is an ability that defensively deals frostbite when bitten.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Defensive Injury

Injury touch/Defensive Injury is an ability that defensively deals injury status when bitten.

Category
Retaliatory Passive
Activation
Passive
Cooldown
Passive
Effect
Injury touch/Defensive Injury is an ability that defensively deals injury status when bitten.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Defensive Necropoison

Ability that makes the user deal Necropoison Status to an attacker upon being bitten.

Category
Retaliatory Passive
Activation
Passive
Cooldown
Passive
Effect
Defensive Necropoison is a passive ability that makes the user deal Necropoison Status to an attacker upon being bitten. It stacks with itself, but does not get worse over time.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Defensive Paralyze

Ability that, despite its name, applies the Freeze ailment to any creature that bites the user.

Category
Retaliatory Passive
Activation
Passive
Cooldown
Passive
Effect
Defensive Paralyze is a passive ability that, despite its name, applies the Freeze ailment to any creature that bites the user.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Defensive Poison

Defensive Poison/Melee Toxin is a passive ability that makes the user deal Poison Status to an attacker upon being attacked.

Category
Retaliatory Passive
Activation
Passive
Cooldown
Passive
Effect
Defensive Poison/Melee Toxin is a passive ability that makes the user deal Poison Status to an attacker upon being attacked. Stacks with itself.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-

Defensive Radiation

Defensive Radiation/Radioactive Touch is a passive ability which by being bitten by another creature will cause the attacker to receive Radiation Status, as much as the bitten...

Category
Retaliatory Passive
Activation
Passive
Cooldown
Passive
Effect
Defensive Radiation/Radioactive Touch is a passive ability which by being bitten by another creature will cause the attacker to receive Radiation Status, as much as the bitten creature has labeled on their stats and affected by modifiers such as some plushies or resistances. Stacks with itself.
Capacity
-
Regen rate
-
Range
-
Ailment
-
Requirement
-
NameDescriptionCategoryActivationCooldownEffectCapacityRegen rateRangeAilmentRequirement
Defensive BleedAbility where the user defensively inflicts a specific amount of bleed status on their attacker upon being bitten.Retaliatory PassivePassivePassiveDefensive Bleed is a passive ability where the user defensively inflicts a specific amount of bleed status on their attacker upon being bitten.-----
Defensive BurnBurn touch/Defensive burn is an ability that deals burn to the opposing creature when being bitten.Retaliatory PassivePassivePassiveBurn touch/Defensive burn is an ability that deals burn to the opposing creature when being bitten. Stacks with itself.-----
Defensive CorrosionDefensive Corrosion/Corrosive Body is an ability that defensively deals Corrosion Status when bitten.Retaliatory PassivePassivePassiveDefensive Corrosion/Corrosive Body is an ability that defensively deals Corrosion Status when bitten. Stacks with itself.-----
Defensive DiseaseAbility where the user defensively inflicts a specific amount of Disease status on an attacker upon getting bitten.Retaliatory PassivePassivePassiveDefensive Disease is a passive ability where the user defensively inflicts a specific amount of Disease status on an attacker upon getting bitten.-----
Defensive FrostbiteFrostbite touch/Defensive Frostbite is an ability that defensively deals frostbite when bitten.Retaliatory PassivePassivePassiveFrostbite touch/Defensive Frostbite is an ability that defensively deals frostbite when bitten.-----
Defensive InjuryInjury touch/Defensive Injury is an ability that defensively deals injury status when bitten.Retaliatory PassivePassivePassiveInjury touch/Defensive Injury is an ability that defensively deals injury status when bitten.-----
Defensive NecropoisonAbility that makes the user deal Necropoison Status to an attacker upon being bitten.Retaliatory PassivePassivePassiveDefensive Necropoison is a passive ability that makes the user deal Necropoison Status to an attacker upon being bitten. It stacks with itself, but does not get worse over time.-----
Defensive ParalyzeAbility that, despite its name, applies the Freeze ailment to any creature that bites the user.Retaliatory PassivePassivePassiveDefensive Paralyze is a passive ability that, despite its name, applies the Freeze ailment to any creature that bites the user.-----
Defensive PoisonDefensive Poison/Melee Toxin is a passive ability that makes the user deal Poison Status to an attacker upon being attacked.Retaliatory PassivePassivePassiveDefensive Poison/Melee Toxin is a passive ability that makes the user deal Poison Status to an attacker upon being attacked. Stacks with itself.-----
Defensive RadiationDefensive Radiation/Radioactive Touch is a passive ability which by being bitten by another creature will cause the attacker to receive Radiation Status, as much as the bitten...Retaliatory PassivePassivePassiveDefensive Radiation/Radioactive Touch is a passive ability which by being bitten by another creature will cause the attacker to receive Radiation Status, as much as the bitten creature has labeled on their stats and affected by modifiers such as some plushies or resistances. Stacks with itself.-----