Abilities Overview
What it is
Read an ability in Ability Codex, then perform its listed action with the pet active. Check its resource, target and tool requirements first.
An ability has a trigger, chance, cooldown, meter rule and effect. The trigger tells you what action starts an attempt. The chance decides whether that attempt proceeds. The cooldown prevents another ordinary activation until its timer expires. The meter rule checks or spends the family resource. The effect still needs a valid gameplay situation, such as a target, compatible block or matching tool.
Quick facts
- Common: 0 abilities.
- Uncommon: 1 abilities.
- Rare: 2 abilities.
- Epic: 3 abilities.
- Legendary: 4 abilities.
- Mythic: 5 abilities.
In-game pictures

Click to change.Example state · bracketed values depend on your game.Tier: ALLFilter by rarity tier.Selected: ALL
Click to change.Example state · bracketed values depend on your game.Trigger: ALLFilter by trigger type.Selected: ALL
Click to change.Example state · bracketed values depend on your game.✦ Ability CodexBrowse the loaded custom ability pool.Visible results: [in-game value]Loaded abilities: [in-game value]Activate a pet to use its abilities.Each rarity has one ability slot.Example state · bracketed values depend on your game.Reset FiltersClears family, tier, trigger, and search.
Click to reset.SearchCurrent: noneType part of an ability name.Type cancel to clear search.
Click to search.Example state · bracketed values depend on your game.Barnacle [UNCOMMON]Abyssal Family
Effect: Slow the enemy for 2s.
Trigger: Hit an enemy.Gain: Adds 3 Pressure on success.Chance: 10% per eligible trigger.Cooldown: None.
Click to view eligible pets.Brine Strike [UNCOMMON]Abyssal Family
Effect: Deal 2 damage and add 2 damageto the hit.
Trigger: Hit an enemy.Gain: Adds 3 Pressure on success.Requires: Be in water.Chance: 20% per eligible trigger.Cooldown: None.
Click to view eligible pets.Deep Breath [UNCOMMON]Abyssal Family
Effect: Gain Water Breathing and 10oxygen bonus for 4s.
Trigger: Automatic while this pet isactive.Chance: 100% per eligible trigger.Cooldown: None.
Click to view eligible pets.Pressure Skin [UNCOMMON]Abyssal Family
Effect: Reduce the incoming hit by 2damage.
Trigger: Triggers when you takedamage.Gain: Adds 5 Pressure on success.Requires: Be in water.Chance: 20% per eligible trigger.Cooldown: None.
Click to view eligible pets.Swift Current [UNCOMMON]Abyssal Family
Effect: Gain movement speed for 4s.
Trigger: Start sprinting.Gain: Adds 3 Pressure on success.Chance: 100% per eligible trigger.Cooldown: 4s after a successfultrigger.
Click to view eligible pets.Tidepool [UNCOMMON]Abyssal Family
Effect: Heal 2 HP after a kill.
Trigger: Kill an enemy.Gain: Adds 8 Pressure on success.Requires: Be in water.Chance: 20% per eligible trigger.Cooldown: None.
Click to view eligible pets.Beast Sense [UNCOMMON]Beastbond Family
Effect: Heal owned tamed animalswithin 5 blocks for 2 HP.
Trigger: Kill an enemy.Gain: Adds 4 Pack Bond on success.Chance: 20% per eligible trigger.Cooldown: None.
Click to view eligible pets.Bonded [UNCOMMON]Beastbond Family
Effect: Order one of your tamedanimals within 5 blocks to target theenemy you hit.
Trigger: Hit an enemy.Gain: Adds 2 Pack Bond on success.Chance: 10% per eligible trigger.Cooldown: None.
Click to view eligible pets.Feral Speed [UNCOMMON]Beastbond Family
Effect: Gain movement speed for 4s.
Trigger: Start sprinting.Gain: Adds 2 Pack Bond on success.Chance: 100% per eligible trigger.Cooldown: 4s after a successfultrigger.
Click to view eligible pets.Kinship [UNCOMMON]Beastbond Family
Effect: Your owned tamed animals gain1 damage.
Trigger: Automatic while this pet isactive.Chance: 100% per eligible trigger.Cooldown: None.
Click to view eligible pets.Loyal Guard [UNCOMMON]Beastbond Family
Effect: Reduce incoming damage by 2.
Trigger: Triggers when you takedamage.Gain: Adds 3 Pack Bond on success.Chance: 20% per eligible trigger.Cooldown: None.
Click to view eligible pets.Pack Instinct [UNCOMMON]Beastbond Family
Effect: Deal 1 damage and add 1 damageto the hit.
Trigger: Hit an enemy.Gain: Adds 2 Pack Bond on success.Chance: 20% per eligible trigger.Cooldown: None.
Click to view eligible pets.Bladedancer [UNCOMMON]Bladewraith Family
Effect: Gain movement speed for 4s.
Trigger: Start sprinting.Gain: Adds 1 Edge on success.Chance: 100% per eligible trigger.Cooldown: 4s after a successfultrigger.
Click to view eligible pets.Keen Edge [UNCOMMON]Bladewraith Family
Effect: Add 1 damage per current Edgestack.
Trigger: Hit an enemy.Gain: Adds 1 Edge on success.Chance: 20% per eligible trigger.Cooldown: None.
Click to view eligible pets.Nick [UNCOMMON]Bladewraith Family
Effect: Make the enemy bleed for 2s.
Trigger: Hit an enemy.Gain: Adds 1 Edge on success.Chance: 10% per eligible trigger.Cooldown: None.
Click to view eligible pets.Parry [UNCOMMON]Bladewraith Family
Effect: Reduce the incoming hit by 3damage.
Trigger: Triggers when you takedamage.Gain: Adds 1 Edge on success.Chance: 12% per eligible trigger.Cooldown: None.
Click to view eligible pets.Swift Draw [UNCOMMON]Bladewraith Family
Effect: Gain attack speed for 4s.
Trigger: Automatic while this pet isactive.Requires: Hold a sword in your mainhand.Chance: 100% per eligible trigger.Cooldown: None.
Click to view eligible pets.Whetstone [UNCOMMON]Bladewraith Family
Effect: Gain 2 Edge on a successfultrigger.
Trigger: Kill an enemy.Gain: Adds 2 Edge on success.Chance: 20% per eligible trigger.Cooldown: None.
Click to view eligible pets.Bolt Sense [UNCOMMON]Boltwarden Family
Effect: Add 1 damage to crossbowshots.
Trigger: Automatic while this pet isactive.Chance: 100% per eligible trigger.Cooldown: None.
Click to view eligible pets.Braced [UNCOMMON]Boltwarden Family
Effect: Reduce the incoming hit by 2damage.
Trigger: Triggers when you takedamage.Gain: Adds 1 Load on success.Requires: Hold a crossbow in your mainhand.Chance: 20% per eligible trigger.Cooldown: None.
Click to view eligible pets.Punchthrough [UNCOMMON]Boltwarden Family
Effect: Add 3 damage to the bolt.
Trigger: Fire a loaded crossbow.Gain: Adds 1 Load on success.Chance: 10% per eligible trigger.Cooldown: None.
Click to view eligible pets.Quick Load [UNCOMMON]Boltwarden Family
Effect: Prepare a 10% shorter crossbowreload.
Trigger: Fire a loaded crossbow.Gain: Adds 1 Load on success.Chance: 20% per eligible trigger.Cooldown: None.
Click to view eligible pets.Steady Frame [UNCOMMON]Boltwarden Family
Effect: Gain movement speed for 2swhile holding a crossbow.
Trigger: Start sprinting.Requires: Hold a crossbow in your mainhand.Chance: 100% per eligible trigger.Cooldown: 4s after a successfultrigger.
Click to view eligible pets.Sure Shot [UNCOMMON]Boltwarden Family
Effect: Prepare a chance to save boltsfor 6s.
Trigger: Fire a loaded crossbow.Gain: Adds 1 Load on success.Chance: 10% per eligible trigger.Cooldown: None.
Click to view eligible pets.Alchemist's Eye [UNCOMMON]Brewmancer Family
Effect: Gain 1 Luck for 4s.
Trigger: Automatic while this pet isactive.Chance: 100% per eligible trigger.Cooldown: None.
Click to view eligible pets.Bitter Draught [UNCOMMON]Brewmancer Family
Effect: Weaken the enemy's attackdamage for 3s.
Trigger: Hit an enemy.Gain: Adds 5 Potency on success.Chance: 10% per eligible trigger.Cooldown: None.
Click to view eligible pets.Catalyst [UNCOMMON]Brewmancer Family
Effect: Gain 8 Potency on a successfultrigger.
Trigger: Kill an enemy.Gain: Adds 8 Potency on success.Chance: 20% per eligible trigger.Cooldown: None.
Click to view eligible pets.Elixir Skin [UNCOMMON]Brewmancer Family
Effect: Reduce the incoming hit by 2damage.
Trigger: Triggers when you takedamage.Gain: Adds 6 Potency on success.Chance: 20% per eligible trigger.Cooldown: None.
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Pictures show a captured example. Your pets, rewards and timers can change.
How to start
Open Pet Hub > Ability Codex, or use /pets abilities. Browse by family, tier or trigger. Then inspect your owned pet through Your Pets > Pet Details. The codex describes available abilities. Pet Details tells you which of those your individual pet carries. A codex entry is not an extra ability slot.
Read the trigger instruction before trying a right-click ability. Use the required item and the action described by the ability. Passive Aura abilities are checked periodically for the active companion. Combat and gathering triggers arrive through their corresponding gameplay events. A successful action in another skill does not automatically trigger every ability you own.
Steps
- Activate the pet whose abilities you want to use.
- Open Pet Details and identify its occupied unlocked ability slots.
- Open the matching Ability Codex entries and read trigger, chance, cooldown, resource mode and effect.
- Fill its family meter through the required family action when the ability needs resource.
- Perform the trigger in a valid situation and watch the feedback, target and resource display.
- After success, wait for the displayed cooldown and refill spent resource before repeating.
Reference
| Rarity | Unlocked slots | Related level rule |
|---|---|---|
| Common | 0 | Pet ceiling 100 |
| Uncommon | 1 | Adds its rarity tier |
| Rare | 2 | Adds its rarity tier |
| Epic | 3 | Adds its rarity tier |
| Legendary | 4 | Adds its rarity tier |
| Mythic | 5 | Highest ability capacity |
What can go wrong
An ability cannot proceed when the pet is inactive, its rarity is too low, the ability is unavailable, a restricted region suppresses it, or its cooldown remains. A COST or REQUIRE ability also needs its meter amount. Passing all those checks still leaves the chance roll and effect context. A chance miss is a normal result for an ability below guaranteed chance.
An attempted effect that finds no valid context does not spend the ordinary cost or start its cooldown. Successful use spends COST resource and starts the cooldown. Some named abilities have special saved-charge or repeat behavior. Follow their particular instructions rather than assuming the ordinary rule explains every signature action.
Worked example
Use your Pebble Whelp for this example.
Choose an owned Uncommon companion. Its ability capacity is 1. Read the installed ability and its meter mode. With COST, you first need its displayed resource amount and success subtracts that amount. With REQUIRE, you need the threshold but successful use keeps that resource.
Now compare a GAIN ability. It does not require the gain amount beforehand. Successful use adds the stated amount. NONE has no usual meter condition. In each case the correct trigger and context still apply. This comparison explains why an ability can be usable with an empty meter while another is blocked on the same companion.
More to know
Your active pet uses its own unlocked abilities. EXP Share pets gain XP while idle and do not add abilities or buffs.
Changing companions clears family resource and the previous pet’s active effects. Check the returning pet’s resource and Cooldown before trying again.
Super Ability support grants temporary Might. It does not extend your skill’s own Super Ability timer or reduce that timer’s Cooldown.
Your questions
Why is my Common pet ability slot locked?
Common has no unlocked ability slot. Rarity progression unlocks later tiers.
Why did a correct trigger do nothing?
Check cooldown, meter, region, chance and valid effect context.
Does a failed chance spend resource?
The ordinary chance-failure path does not spend the meter cost.
Does REQUIRE consume its threshold?
No. It checks resource without subtracting it.
Do idle pets cast through EXP Share?
No. Only the active companion participates in ability use.
Does Super Ability support extend the skill timer?
It applies temporary Might for the support window. It does not mutate the skill cooldown or timer.
Area restrictions
Ability restrictions in protected regions are enabled. Those restrictions apply to ability use. Matching skill XP, meter input and Super Ability support follow the separate channels explained in XP and Levels.
Rule: Protected-region ability restriction. Setting: enabled.
Rarity limits for chance and cooldown
The ranges below bound ordinary chance rolls and positive cooldowns. An ability that is guaranteed, has no cooldown, or uses its own named mechanic follows that behavior instead. Duration limits apply to the bounded temporary effects. These are limits, so a pet ability can use a smaller value.
Rarity: Uncommon. Chance range (percent): 10 to 30. Cooldown range (seconds): 0 seconds to 15 seconds. Damage limit: 3. Healing limit: 2. Duration limit (seconds): 4 seconds.
Rarity: Rare. Chance range (percent): 8 to 25. Cooldown range (seconds): 5 seconds to 30 seconds. Damage limit: 6. Healing limit: 3. Duration limit (seconds): 6 seconds.
Rarity: Epic. Chance range (percent): 5 to 20. Cooldown range (seconds): 10 seconds to 1 minute. Damage limit: 10. Healing limit: 5. Duration limit (seconds): 8 seconds.
Rarity: Legendary. Chance range (percent): 3 to 15. Cooldown range (seconds): 30 seconds to 2 minutes. Damage limit: 15. Healing limit: 7. Duration limit (seconds): 10 seconds.
Rarity: Mythic. Chance range (percent): 3 to 10. Cooldown range (seconds): 1 minute to 5 minutes. Damage limit: 20. Healing limit: 10. Duration limit (seconds): 12 seconds.