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AbilitiesHeader

Every Monster comes with three unique abilities which you can find on their personal details page.  This page is easily accessed via your Team page, at the Monster Center, or in the View User Details page.


"Charlie", for example, has the Maximum Accuracy, Maximum Endurance, and Evasion Master Abilities.  It is important to note, however, that abilities may change from mosnter to monster, even those of the same species!

Monster Ability Location

Location of Abilities on Monster Detail page.

Specifics

Abilities are semi-randomly assigned when you find a monster (before you capture it!) Below you can find out more about the Abilities, such as their effect and what Classes of Monster might have them.


Use Ctrl+F to search page!

Ability Description Starter Regular Superior Emissary Zenith Legendary Ancient Note
Expert Leader Increases EXP gain of all Monsters in your team by 50%. * * *
Bonus Damage Increases the Matching Type Attack Bonus from 1.5x to 2.0x. * * * * * * *
Assassin Increases the critical hit damage by 50% and makes it equal to 3x of non critical hit damage. * * * *
Accelerator Increases Speed stat 1 stage at the end of every turn. * *
Effect Expert Increases status-category moves' priority by 1. * * * * * * *
Critical Immunity Monsters with this ability are immune to critical hits. * * *
Move Expert Increases a move's power by 50% if the base power is below or equal to 50. * * * *
Camouflage Reduces enemy's super-effective attack effectiveness to 1x. * * *
Radiation Damages enemy at the end of every turn by 10% of their Max HP. * * *
Expert Defender Decreases enemy's ultra effective (4x damage) moves' power by 40%. * * *
Effective Healing Doubles effect of Healing items when used on this Monster. * * * *
Beyond Type Enables the Monster to hit immune enemies with 1x damage. * * *
Competition Increases move base power by 40% if the enemy is of the same gender.  Decreases move base power by 40% if the enemy is of the opposite gender. There is no effect if the enemy is genderless. * * *
Anger Increases power of moves by 40% when the Monster is Burned, Poisoned, Paralyzed or Bleeding. * * * * * * *
Berserk Increases the Monster's Attack and Special Attack by 50% while decreasing its Accuracy by 25%. * * * * * * *
Fighting Eager Increases the Monster's Attack Stat and Special Attack Stat by 1 stage whenever the Monster knocks out an enemy. * * * * *
Cautious Increases the Monster's Defense and Special Defense by 50% while decreasing its Accuracy by 25%. * * * * * * *
Observer Increases move base power by 35% if the Monster goes last during that round. * * * * *
Frost Body Increases the Monster's Defense and Special Defense stats by 100% when the Monster is Frozen. * * * *Requires Ice Type
Flame Body Increases the Monster's Attack and Special Attack stats by 50% when the Monster is Burned. * * * *Requires Fire Type
Slow Strong Decreases the Monster's speed stat by 30%, but increases the Monster's Attack and Special Attack stats by 40%. * * * * * * *
Slow Tough Decreases the Monster's speed stat by 30%, but increases the Monster's Defense and Special Defense stats by 40%. * * * * * * *
Stat Novice 10% chance to increases 1 random stat by 1 stage whenever a damage-dealing move is used. * *
Stat Expert 20% chance to increases 1 random stat by 1 stage whenever a damage-dealing move is used. * *
Stat Master 30% chance to increases 1 random stat by 1 stage whenever a damage-dealing move is used. * * *
Natural Heal Monster heals itself by 5% of its Max HP at the end of every turn. * *
Regenerator Monster heals itself by 10% of its Max HP at the end of every turn. * *
Expert Regenerator Monster heals itself by 15% of its Max HP at the end of every turn. * * *
Critic Novice Increases the Monster's Critical Chance stat by 10%. * *
Critic Expert Increases the Monster's Critical Chance stat by 20%. * *
Critic Master Increases the Monster's Critical Chance stat by 30%. * * *
Shield Novice Decreases all opponent's moves base power by 10%. * *
Shield Expert Decreases all opponent's moves base power by 20%. * *
Shield Master Decreases all opponent's moves base power by 30%. * * *
Bug Shield Decreases all opponent's Bug type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Dark Shield Decreases all opponent's Dark type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Dragon Shield Decreases all opponent's Dragon type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Electric Shield Decreases all opponent's Electric type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Fighting Shield Decreases all opponent's Fighting type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Fire Shield Decreases all opponent's Fire type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Flying Shield Decreases all opponent's Flying type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Ghost Shield Decreases all opponent's Ghost type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Grass Shield Decreases all opponent's Grass type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Ground Shield Decreases all opponent's Ground type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Ice Shield Decreases all opponent's Ice type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Light Shield Decreases all opponent's Light type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Normal Shield Decreases all opponent's Normal type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Poison Shield Decreases all opponent's Poison type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Psychic Shield Decreases all opponent's Psychic type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Rock Shield Decreases all opponent's Rock type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Steel Shield Decreases all opponent's Steel type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Water Shield Decreases all opponent's Water type moves base power by 25%. * * * * *Requires 4x (Starter/Emissary); 2x (Regular Superior) weakness
Accuracy Decreaser Decreases the enemy's Accuracy stat by 15%. * * * * *
Attack Decreaser Decreases the enemy's Attack stat by 15%. * * * *
Defense Decreaser Decreases the enemy's Defense stat by 15%. * * * *
Evasion Decreaser Decreases the enemy's Evasion stat by 15%. * * * * *
SpAttack Decreaser Decreases the enemy's Special Attack stat by 15%. * * * *
SpDefense Decreaser Decreases the enemy's Special Defense stat by 15%. * * * *
Speed Decreaser Decreases the enemy's Speed stat by 15%. * * * * *
Attack Gainer 25% chance to increase the Attack stat at the end of each turn. * * * * *
Defense Gainer 25% chance to increase the Defense stat at the end of each turn. * * * * *
SpAttack Gainer 25% chance to increase the Special Attack stat at the end of each turn. * * * * *
SpDefense Gainer 25% chance to increase the Special Defense stat at the end of each turn. * * * * *
Speed Gainer 25% chance to increase the Speed stat at the end of each turn. * * * * *
Accuracy Gainer 25% chance to increase the Accuracy at the end of each turn. * * * * *
Accuracy Novice Increases the Monster's Accuracy stat by 10%. * *
Attack Novice Increases the Monster's Attack stat by 10%. * *
Defense Novice Increases the Monster's Defense stat by 10%. * *
Evasion Novice Increases the Monster's Evasion stat by 10%. * *
SpAttack Novice Increases the Monster's Special Attack stat by 10%. * *
SpDefense Novice Increases the Monster's Special Defense stat by 10%. * *
Speed Novice Increases the Monster's Speed stat by 10%. * *
Accuracy Expert Increases the Monster's Accuracy stat by 20%. * *
Attack Expert Increases the Monster's Attack stat by 20%. * *
Defense Expert Increases the Monster's Defense stat by 20%. * *
Evasion Expert Increases the Monster's Evasion stat by 20%. * *
SpAttack Expert Increases the Monster's Special Attack stat by 20%. * *
SpDefense Expert Increases the Monster's Special Defense stat by 20%. * *
Speed Expert Increases the Monster's Speed stat by 20%. * *
Accuracy Master Increases the Monster's Accuracy stat by 30%. * * *
Attack Master Increases the Monster's Attack stat by 30%. * * *
Defense Master Increases the Monster's Defense stat by 30%. * * *
Evasion Master Increases the Monster's Evasion stat by 30%. * * *
SpAttack Master Increases the Monster's Special Attack stat by 30%. * * *
SpDefense Master Increases the Monster's Special Defense stat by 30%. * * *
Speed Master Increases the Monster's Speed stat by 30%. * * *
Physical Novice Increases the Monster's Physical moves base power by 10%. * *
Physical Expert Increases the Monster's Physical moves base power by 20%. * *
Physical Master Increases the Monster's Physical moves base power by 30%. * * *
Special Novice Increases the Monster's Special moves base power by 10%. * *
Special Expert Increases the Monster's Special moves base power by 20%. * *
Special Master Increases the Monster's Special moves base power by 30%. * * *
Bug Novice Increases the Monster's Bug type moves base power by 10%.   * *         *Requires Bug Type
Dark Novice Increases the Monster's Dark type moves base power by 10%.   * *         *Requires Dark Type
Dragon Novice Increases the Monster's Dragon type moves base power by 10%.   * *         *Requires Dragon Type
Electric Novice Increases the Monster's Electric type moves base power by 10%.   * *         *Requires Electric Type
Fighting Novice Increases the Monster's Fighting type moves base power by 10%.   * *         *Requires Fighting Type
Fire Novice Increases the Monster's Fire type moves base power by 10%.   * *         *Requires Fire Type
Flying Novice Increases the Monster's Fighting type moves base power by 10%.   * *         *Requires Flying Type
Ghost Novice Increases the Monster's Ghost type moves base power by 10%.   * *         *Requires Ghost Type
Grass Novice Increases the Monster's Grass type moves base power by 10%.   * *         *Requires Grass Type
Ground Novice Increases the Monster's Ground type moves base power by 10%.   * *         *Requires Ground Type
Ice Novice Increases the Monster's Ice type moves base power by 10%.   * *         *Requires Ice Type
Light Novice Increases the Monster's Light type moves base power by 10%.   * *         *Requires Light Type
Normal Novice Increases the Monster's Normal type moves base power by 10%.   * *         *Requires Normal Type
Poison Novice Increases the Monster's Poison type moves base power by 10%.   * *         *Requires Poison Type
Psychic Novice Increases the Monster's Psychic type moves base power by 10%.   * *         *Requires Psychic Type
Rock Novice Increases the Monster's Rock type moves base power by 10%.   * *         *Requires Rock Type
Steel Novice Increases the Monster's Steel type moves base power by 10%.   * *         *Requires Steel Type
Water Novice Increases the Monster's Water type moves base power by 10%.   * *         *Requires Water Type
Bug Expert Increases the Monster's Bug type moves base power by 20%. *     *       *Requires Bug Type
Dark Expert Increases the Monster's Dark type moves base power by 20%. *     *       *Requires Dark Type
Dragon Expert Increases the Monster's Dragon type moves base power by 20%. *     *       *Requires Dragon Type
Electric Expert Increases the Monster's Electric type moves base power by 20%. *     *       *Requires Electric Type
Fighting Expert Increases the Monster's Fighting type moves base power by 20%. *     *       *Requires Fighting Type
Fire Expert Increases the Monster's Fire type moves base power by 20%. *     *       *Requires Fire Type
Flying Expert Increases the Monster's Fighting type moves base power by 20%. *     *       *Requires Flying Type
Ghost Expert Increases the Monster's Ghost type moves base power by 20%. *     *       *Requires Ghost Type
Grass Expert Increases the Monster's Grass type moves base power by 20%. *     *       *Requires Grass Type
Ground Expert Increases the Monster's Ground type moves base power by 20%. *     *       *Requires Ground Type
Ice Expert Increases the Monster's Ice type moves base power by 20%. *     *       *Requires Ice Type
Light Expert Increases the Monster's Light type moves base power by 20%. *     *       *Requires Light Type
Normal Expert Increases the Monster's Normal type moves base power by 20%. *     *       *Requires Normal Type
Poison Expert Increases the Monster's Poison type moves base power by 20%. *     *       *Requires Poison Type
Psychic Expert Increases the Monster's Psychic type moves base power by 20%. *     *       *Requires Psychic Type
Rock Expert Increases the Monster's Rock type moves base power by 20%. *     *       *Requires Rock Type
Steel Expert Increases the Monster's Steel type moves base power by 20%. *     *       *Requires Steel Type
Water Expert Increases the Monster's Water type moves base power by 20%. *     *       *Requires Water Type
Bug Master Increases the Monster's Bug type moves base power by 30%. * * * *Requires Bug Type
Dark Master Increases the Monster's Dark type moves base power by 30%. * * * *Requires Dark Type
Dragon Master Increases the Monster's Dragon type moves base power by 30%. * * * *Requires Dragon Type
Electric Master Increases the Monster's Electric type moves base power by 30%. * * * *Requires Electric Type
Fighting Master Increases the Monster's Fighting type moves base power by 30%. * * * *Requires Fighting Type
Fire Master Increases the Monster's Fire type moves base power by 30%. * * * *Requires Fire Type
Flying Master Increases the Monster's Fighting type moves base power by 30%. * * * *Requires Flying Type
Ghost Master Increases the Monster's Ghost type moves base power by 30%. * * * *Requires Ghost Type
Grass Master Increases the Monster's Grass type moves base power by 30%. * * * *Requires Grass Type
Ground Master Increases the Monster's Ground type moves base power by 30%. * * * *Requires Ground Type
Ice Master Increases the Monster's Ice type moves base power by 30%. * * * *Requires Ice Type
Light Master Increases the Monster's Light type moves base power by 30%. * * * *Requires Light Type
Normal Master Increases the Monster's Normal type moves base power by 30%. * * * *Requires Normal Type
Poison Master Increases the Monster's Poison type moves base power by 30%. * * * *Requires Poison Type
Psychic Master Increases the Monster's Psychic type moves base power by 30%. * * * *Requires Psychic Type
Rock Master Increases the Monster's Rock type moves base power by 30%. * * * *Requires Rock Type
Steel Master Increases the Monster's Steel type moves base power by 30%. * * * *Requires Steel Type
Water Master Increases the Monster's Water type moves base power by 30%. * * * *Requires Water Type
Bug Mania Increases the Monster's Bug type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Bug Type
Dark Mania Increases the Monster's Dark type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Dark Type
Dragon Mania Increases the Monster's Dragon type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Dragon Type
Electric Mania Increases the Monster's Electric type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Electric Type
Fighting Mania Increases the Monster's Fighting type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Fighting Type
Fire Mania Increases the Monster's Fire type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Fire Type
Flying Mania Increases the Monster's Flying type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Flying Type
Ghost Mania Increases the Monster's Ghost type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Ghost Type
Grass Mania Increases the Monster's Grass type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Grass Type
Ground Mania Increases the Monster's Ground type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Ground Type
Ice Mania Increases the Monster's Ice type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Ice Type
Light Mania Increases the Monster's Light type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Light Type
Normal Mania Increases the Monster's Normal type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Normal Type
Poison Mania Increases the Monster's Poison type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Poison Type
Psychic Mania Increases the Monster's Psychic type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Psychic Type
Rock Mania Increases the Monster's Rock type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Rock Type
Steel Mania Increases the Monster's Steel type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Steel Type
Water Mania Increases the Monster's Water type moves base power by 40% if HP is below 40% of it's Max HP. * * * *Requires Water Type
Perfect Body This ability makes the Monster immune to all status problems. For instance Burn. * * *
Bug Immunity Immune to Bug type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Dark Immunity Immune to Dark type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Dragon Immunity Immune to Dragon type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Electric Immunity Immune to Electric type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Fighting Immunity Immune to Fighting type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Fire Immunity Immune to Fire type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Flying Immunity Immune to Flying type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Ghost Immunity Immune to Ghost type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Grass Immunity Immune to Grass type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Ground Immunity Immune to Ground type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Ice Immunity Immune to Ice type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Light Immunity Immune to Light type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Normal Immunity Immune to Normal type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Poison Immunity Immune to Poison type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Psychic Immunity Immune to Psychic type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Rock Immunity Immune to Rock type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Steel Immunity Immune to Steel type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Water Immunity Immune to Water type moves. * * * * * * * *Requires 50% Weakness (Regular); 100% Weakness (Superior); 200% Weakness (Starter, Emissary); 400% Weakness (Zenith, Legendary, Ancient)
Bleeding Immunity This Monster won't Bleed. * * * *
Burn Immunity This Monster can't be Burned. * * * *
Confusion Immunity This Monster can't be Confused. * * *
Cringe Immunity This Monster won't Cringe. * * *
Sleep Immunity This Monster can't Fall Asleep. * * *
Freeze Immunity This Monster can't be Frozen. * * *
Paralysis Immunity This Monster can't be Paralysed. * * *
Poisoning Immunity This Monster can't be Poisoned. * * * *
Maximum Accuracy Prevents Accuracy stat from being reduced. * * *
Maximum Attack Prevents Attack stat from being reduced. * * * *
Maximum Defense Prevents Defense stat from being reduced. * * * *
Maximum Evasion Prevents Evasion stat from being reduced. * * *
Maximum SpAttack Prevents Special Attack stat from being reduced. * * * *
Maximum SpDefense Prevents Special Defense stat from being reduced. * * * *
Maximum Speed Prevents Speed stat from being reduced. * * *
Maximum Guard Prevents Monster's stats from being reduced. *
Scary 15% chance to make the enemy Cringe when damaging moves are used. * * * * *
Frosty 15% chance to Freezing the enemy when damaging moves are used. * * * * *Requires Ice Type
Sleep Master 15% chance to make the enemy Fall Asleep when damaging moves are used. * * *
Mind Breaker 20% chance to Confuse the enemy when damaging moves are used. * * *
Butcher 25% chance to make the enemy Bleed when damaging moves are used. * * * * *
Blazing 25% chance to Burn the enemy when damaging moves are used. * * * * * *Requires Fire Type
Crippling 25% chance to Paralyze the enemy when damaging moves are used. * * *
Venemous 25% chance to Poison the enemy when damaging moves are used. * * * *
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