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Breath Abilities
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
- -
| Name | Description | Category | Activation | Cooldown | Effect | Capacity | Regen rate | Range | Ailment | Requirement |
|---|---|---|---|---|---|---|---|---|---|---|
| Acid Breath | Dieamarjla using the Acid Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit. | Breath | Yes | 1s between uses | 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. | 10 | 1.8s | 180 studs | Corrosion Status(Probability = 100%, STACKS = 0.5) | - |
| Cloud Breath | Wixpectr'o using its Cloud Breath ability - Effect: Deals no damage. | Breath | Yes | 1s between uses | 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. | 15 | 1.3s | 250 studs | Muddy(Probability = 40%, STACKS = 2) | - |
| Crystal Breath | Geoptxina using its Crystal breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit. | Breath | Yes | 1s between uses | 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. | 10 | 1.8s | 150 studs | Bleed Status(Probability = 75%, STACKS = 0.5); Shredded Wings(Probability = 50%, STACKS = 1) | - |
| Energy Breath | Qurugosk using its Energy Breath ability Effect: Deals damage two times per second, with a damage multiplier of x0.225 per hit. | Breath | Yes | 1s between uses | 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... | 8 | 5s | 180 studs | Slowed Status(Probability = 25%, no stacking) | - |
| Fire Breath | Valkurse using its Fire Breath ability - Effect: Deals damage two times per second, with a damage multipler of x0.5 per hit. | Breath | Yes | 1s between uses | 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. | 20 | 1.5s | 200 studs | - | - |
| 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. | Breath | Yes | 1s between uses | 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. | 10 | 4.5s | 150 studs | Slowed Status(Probability = 30%, no stacking); Injury(Probability = 30%, STACKS = 1); Freeze(Probability = 5%, no stacking) | - |
| Gold Breath | Verza using its Gold Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit. | Breath | Yes | 1s between uses | 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. | 20 | .75s | 250 studs | Blurred Vision(Probability = 30%, no stacking); Freeze Status(Probability = 5%, no stacking) | - |
| 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. | Breath | Yes | 1s between uses | 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. | 20 | 1.5s | 200 studs | - | - |
| Haunt Breath | Viracniar's Haunt Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit. | Breath | Yes | 1s between uses | 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. | 10 | 2.5s | 175 studs | Poison Status(Probability = 75%, STACKS = 1); Shock Status(Probability = 10%, STACKS = 0.5); Tunnel Vision(Probability = 25%, STACKS = 0.5) | - |
| Heal Beam | Ani using the Heal Beam ability - Effect: Deals no damage. | Breath | Yes | 1s between uses | 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. | 10 | 3.5s | 200 studs | Self-heal or support effects | - |
| Heal Breath | Brequewk using its heal breath ability - Effect: Deals no damage. | Breath | Yes | 1s between uses | 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. | 10 | 5s | 150 studs | Self-heal or support effects | - |
| Heliolyth's Judgement | Turrim using its beam - Effect: Deals damage two times per second, with a damage multiplier of x1.6 per hit. | Breath | Yes | 120s | 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. | 10 | 0s | 550 studs | - | - |
| Ice Breath | Euvias using its Ice Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.5 per hit. | Breath | Yes | 1s between uses | 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. | 10 | 3.75s | 200 studs | Slowed Status(Probability = 40%, no stacking); Frostbite(Probability = 75%, STACKS = 0.5) | - |
| Lightning Breath | Dowatt using its Lightning Breath ability Effect: Deals damage two times per second, with a damage multiplier of x1.5 per hit. | Breath | Yes | 1s between uses | 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... | 5 | 12s | 175 studs | Shock Status(Probability = 50%, no stacking) | - |
| 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... | Breath | Yes | 1s between uses | 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. | 10 | 2.5s | 200 studs | - | - |
| Plague Breath | Tsugae's Plague Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit. | Breath | Yes | 1s between uses | 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. | 5 | 2s | 180 studs | - | - |
| Plasma Beam | Vulturobo using its Plasma Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x2 per hit. | Breath | Yes | 40s | 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. | 1.5 | 0s | 100 studs | Slowed Status(Probability = 100%) | - |
| Rock Breath | - Effect: Deals damage two times per second, with a damage multiplier of x1 per hit. | Breath | Yes | 1s 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. | 10 | 3.5s | 150 studs | Shredded Wings(Probability = 10%, STACKS = 2) | - |
| Sand Breath | Aleicuda's Sand Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit. | Breath | Yes | 1s between uses | 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. | 10 | 1.8s | 250 studs | Blurred Vision(Probability = 100%, no stacking); Tunnel Vision(Probability = 50%, no stacking) | - |
| Silly Beam | Silligie using the Silly Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit. | Breath | Yes | 300s | 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... | 10 | 0s | 300 studs | - | - |
| Solar Beam | Ouratum using its Solar Beam ability - Effect: Deals damage two times per second, with a damage multiplier of x1.5 per hit. | Breath | Yes | 120s | 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. | 10 | 0s | 550 studs | - | - |
| Spirit Glare | Deluumar using its Spirit Glare ability - Effect: Deals damage two times per second, with a damage multiplier of x1 per hit. | Breath | Yes | 120s | 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. | 10 | 0s | 550 studs | Burn Status(Probability = 100%, STACKS = 1); Fear Status(Probability = 100%, STACKS = 1) | - |
| Storm Breath | Norskogg using its Storm Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.01 per hit. | Breath | Yes | 1s between uses | 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. | 20 | 1.75s | 250 studs | Slowed Status(Probability = 35%, no stacking); Blurred Vision(Probability = 40%, no stacking) | - |
| Toxin Breath | Hemokai's Toxin Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.25 per hit. | Breath | Yes | 1s between uses | 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. | 15 | 2.5s | 250 studs | Poison Status(Probability = 75%, STACKS = .75) | - |
| Virus Breath | Garra Warden's Virus Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit. | Breath | Yes | 1s between uses | 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. | 20 | 1.5s | 180 studs | Bleed Status(Probability = 75%, STACKS = 1) | - |
| Water Breath | Zohdok's Water Breath ability - Effect: Deals damage two times per second, with a damage multiplier of x0.75 per hit. | Breath | Yes | 1s between uses | 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. | 10 | 2.5s | 200 studs | Blurred Vision(Probability = 60%, no stacking) | - |
category
Movement Abilities
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
- -
| Name | Description | Category | Activation | Cooldown | Effect | Capacity | Regen rate | Range | Ailment | Requirement |
|---|---|---|---|---|---|---|---|---|---|---|
| Dart | Ability of the special control Jump/Dart/Glide/Flight that propels the creature forward in water while consuming a set amount of stamina. | Movement | Yes | — | 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. | - | - | - | - | - |
| Flight | Ability pertaining to the special control Jump/Dart/Glide/Flight that is inherent to all Fliers. | Movement | Yes | — | 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. | - | - | - | - | - |
| Glide | Ability pertaining to the special control Jump/Dart/Glide/Flight and inherent to all gliders and glider semi-aquatics. | Movement | Yes | — | 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... | - | - | - | - | - |
| Jump | Ability pertaining to the special control Jump/Dart/Glide/Flight that allows a creature to jump on land. | Movement | Yes | — | 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... | - | - | - | - | - |
category
Attack Passives
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
- -
| Name | Description | Category | Activation | Cooldown | Effect | Capacity | Regen rate | Range | Ailment | Requirement |
|---|---|---|---|---|---|---|---|---|---|---|
| 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. | Attack Passive | Passive | Passive | 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. | - | - | - | - | - |
| Blood Trail | Ability activated only when the user is below a creature-specific health percentage. | Trail | Passive | Passive | 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. | - | - | - | - | - |
| Burn Attack | Ability that offensively deals burn when biting. | Attack Passive | Passive | Passive | 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. | - | - | - | - | - |
| Corrosion Attack | Corrosion Attack/Corrosion Bite is an ability that offensively deals Corrosion when biting. | Attack Passive | Passive | Passive | 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. | - | - | - | - | - |
| Crush Charge | - Charge (Crush) or Crush Charge is a specific type of Charge that inflicts Injury Status on the victim. | Charge | Passive | Passive | - Charge (Crush) or Crush Charge is a specific type of Charge that inflicts Injury Status on the victim. | - | - | - | - | - |
| Disease Attack | Ability where the user inflicts a specific amount of Disease status on any creature it bites. | Attack Passive | Passive | Passive | 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. | - | - | - | - | - |
| First Strike | Ability that grants the user increased damage while they are above 75% health. | Attack Passive | Passive | Passive | 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. | - | - | - | - | - |
| Flame Trail | Ability that activates when the user is below a specific health percentage, indicated by the effect's value. | Trail | Passive | Passive | 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. | - | - | - | - | - |
| Frost Trail | Ability that activates when the user is below a specific health percentage, indicated by the effect's value. | Trail | Passive | Passive | 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. | - | - | - | - | - |
| Frostbite Attack | Ability that offensively deals frostbite when biting. | Attack Passive | Passive | Passive | 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. | - | - | - | - | - |
| Glittering Trail | Ability activated only when the user's HP drops below a certain percent threshold. | Trail | Passive | Passive | 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. | - | - | - | - | - |
| Gore Charge | - Charge (Gore) or Gore Charge is a specific type of Charge that inflicts Bleed Status and Deep Wounds on the victim. | Charge | Passive | Passive | - Charge (Gore) or Gore Charge is a specific type of Charge that inflicts Bleed Status and Deep Wounds on the victim. | - | - | - | - | - |
| Injury Attack | Ability that offensively deals injury status when biting. | Attack Passive | Passive | Passive | 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. | - | - | - | - | - |
| 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. | Charge | Passive | Passive | - 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 Tear | Ability that allows the user to inflict Torn Ligaments Status to any creature it attacks. | Attack Passive | Passive | Passive | Ligament Tear is a passive ability that allows the user to inflict Torn Ligaments Status to any creature it attacks. | - | - | - | - | - |
| Necropoison Attack | Ability that allows the user to deal Necropoison Status to any creature it bites. | Attack Passive | Passive | Passive | 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. | - | - | - | - | - |
| Necropoison Trail | Ability activated only when the user is below a creature-specific health percentage. | Trail | Passive | Passive | 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. | - | - | - | - | - |
| Plague Trail | Ability that activates when the user is below a specific health percentage, indicated by the effect's value. | Trail | Passive | Passive | 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. | - | - | - | - | - |
| Poison Attack | Ability that makes the user deal Poison Status to another creature upon biting them. | Attack Passive | Passive | Passive | 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. | - | - | - | - | - |
| 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. | Charge | Passive | Passive | - 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 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... | Attack Passive | Passive | Passive | 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. | - | - | - | - | - |
| Radiation Trail | Ability activated only when the user is below a creature-specific health percentage. | Trail | Passive | Passive | 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. | - | - | - | - | - |
| Serrated Teeth | Ability that inflicts 10 stacks of Deep Wounds status when biting. | Attack Passive | Passive | Passive | Serrated 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. | Charge | Passive | Passive | - 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 Trail | Ability activated only when the user is below a creature-specific health percentage. | Trail | Passive | Passive | 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. | - | - | - | - | - |
| Wing Shredder | Ability that allows the user to offensively deal the Shredded Wings status to a creature they bite. | Attack Passive | Passive | Passive | Wing Shredder is a passive ability that allows the user to offensively deal the Shredded Wings status to a creature they bite. | - | - | - | - | - |
category
Retaliatory Passives
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
- -
| Name | Description | Category | Activation | Cooldown | Effect | Capacity | Regen rate | Range | Ailment | Requirement |
|---|---|---|---|---|---|---|---|---|---|---|
| Defensive Bleed | Ability where the user defensively inflicts a specific amount of bleed status on their attacker upon being bitten. | Retaliatory Passive | Passive | Passive | Defensive Bleed is a passive ability where the user defensively inflicts a specific amount of bleed status on their attacker upon being bitten. | - | - | - | - | - |
| Defensive Burn | Burn touch/Defensive burn is an ability that deals burn to the opposing creature when being bitten. | Retaliatory Passive | Passive | Passive | Burn touch/Defensive burn is an ability that deals burn to the opposing creature when being bitten. Stacks with itself. | - | - | - | - | - |
| Defensive Corrosion | Defensive Corrosion/Corrosive Body is an ability that defensively deals Corrosion Status when bitten. | Retaliatory Passive | Passive | Passive | Defensive Corrosion/Corrosive Body is an ability that defensively deals Corrosion Status when bitten. Stacks with itself. | - | - | - | - | - |
| Defensive Disease | Ability where the user defensively inflicts a specific amount of Disease status on an attacker upon getting bitten. | Retaliatory Passive | Passive | Passive | Defensive Disease is a passive ability where the user defensively inflicts a specific amount of Disease status on an attacker upon getting bitten. | - | - | - | - | - |
| Defensive Frostbite | Frostbite touch/Defensive Frostbite is an ability that defensively deals frostbite when bitten. | Retaliatory Passive | Passive | Passive | Frostbite touch/Defensive Frostbite is an ability that defensively deals frostbite when bitten. | - | - | - | - | - |
| Defensive Injury | Injury touch/Defensive Injury is an ability that defensively deals injury status when bitten. | Retaliatory Passive | Passive | Passive | Injury touch/Defensive Injury is an ability that defensively deals injury status when bitten. | - | - | - | - | - |
| Defensive Necropoison | Ability that makes the user deal Necropoison Status to an attacker upon being bitten. | Retaliatory Passive | Passive | Passive | 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. | - | - | - | - | - |
| Defensive Paralyze | Ability that, despite its name, applies the Freeze ailment to any creature that bites the user. | Retaliatory Passive | Passive | Passive | Defensive Paralyze is a passive ability that, despite its name, applies the Freeze ailment to any creature that bites the user. | - | - | - | - | - |
| Defensive Poison | Defensive Poison/Melee Toxin is a passive ability that makes the user deal Poison Status to an attacker upon being attacked. | Retaliatory Passive | Passive | Passive | Defensive Poison/Melee Toxin is a passive ability that makes the user deal Poison Status to an attacker upon being attacked. Stacks with itself. | - | - | - | - | - |
| 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... | Retaliatory Passive | Passive | Passive | 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. | - | - | - | - | - |

