The abilities are presented in order of resolution. Please ping me if you have questions about any of these!
All Breeds -
DEFENSE
Protect - One other team's ability that would Affect this team is neutralized. The effects of the ability do not take place.
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Tip: Especially useful if there are many dragons with offensive abilities in your race and you feel you may be targeted for being in first place. Best used earlier in the race as it doesn't help you gain spaces, so after using this, you will probably need to work to get ahead again. Please keep in mind each team can only use this ability once in the whole game!
Skydancer -
ATTACK/
SUPPORT
Confusing Dance - Switch this team's Round Total and dice rolls with those of the team with the highest Round Total this round. (This ability Affects the other team.)
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Example: This team's current dice rolls are 1, 3, 4, and 4, adding up to 12. The team with the best dice rolls this round rolled 4, 4, 6, and 3, adding up to 17. The rolls are switched between the teams so that this team now has 4, 4, 6, and 3.
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Tip: Always useful to have if you roll poorly, and can mess up other teams' plans, making things interesting.
Obelisk -
SUPPORT
Stone Skin - This team gains as many spaces as is needed to have a Round Total that is 1 space more than the team with the current highest Round Total.
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Example: The team's current Round Total is 12. The team that did the best this round has a Round Total of 19. This team gains 8 spaces.
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Tip: Useful to have if you roll poorly, and is a good option if nothing else quite works.
Pearlcatcher -
SUPPORT
Enlightened Soul - The team's current Round Total is bumped up to the next square number (even if it is already a square number).
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Example: The team's current Round Total is 12. It is bumped up to a 16. If the Round Total was 16, it gets bumped up to a 25.
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Tip: Oftentimes a good option if nothing else quite works, even if it doesn't net you many spaces.
Spiral -
ATTACK
Knotted Up - The team in first place in the race standings loses 8 spaces unless that is this dragon's team, in which case the second place team loses 6 spaces. If this ability occurs in the first round, the only effect is that the team gains 3 spaces. (This ability Affects the other team.)
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Tip: Hampers a team with a big lead, but doesn't help you gain spaces, so use with caution.
Veilspun -
ATTACK
Swarming Slowdown - If the team ahead of this one in the race standings doesn't have a Veilspun, it loses 5 spaces. If the team ahead of that one doesn't have a Veilspun, it loses 8 spaces. If this ability occurs in the first round, the only effect is that the team gains 3 spaces. (This ability Affects the other team.)
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Example: This team is in 5th place. The team in 4th place does not have a Veilspun, so they lose 5 spaces. The team in 3rd place does have a Veilspun, so they don't lose any spaces.
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Tip: Hampers teams with a big lead, but doesn't help you gain spaces, so use with caution.
Gaoler -
ATTACK/
SUPPORT
Icy Wind - Steal one space from each team behind this one and add the spaces to the team's current Round Total. If this ability occurs in the first round, the only effect is that the team gains 3 spaces. (This ability Affects the other team.)
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Example: This team is in 2nd place. They gain 4 spaces. The teams in 3rd, 4th, 5th, and 6th places each lose one space.
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Tip: A good option to bolster your lead if you're ahead.
Ridgeback -
ATTACK/
SUPPORT
Nose Sword - Steal one space from each team ahead of this one and add the spaces to the team's current Round Total. If this ability occurs in the first round, the only effect is that the team gains 3 spaces. (This ability Affects the other team.)
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Example: This team is in 5th place. They gain 4 spaces. The teams in 1st, 2nd, 3rd, and 4th places each lose one space.
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Tip: Helps you catch up when you're behind, but doesn't make a dramatic difference, so it might be best used in closer rounds.
Wildclaw -
ATTACK
Long Strike - The team ahead of this team in the race standings loses 2 spaces. The team ahead of that team loses 4 spaces. The team ahead of that team loses 8 spaces. If this ability occurs in the first round, the only effect is that the team gains 3 spaces. (This ability Affects the other team.)
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Example: This team is in 4th place. The team in 3rd place loses 2 spaces. The team in 2nd place loses 4 spaces. The team in 1st place loses 8 spaces.
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Tip: Good for situations in which you're close behind the teams ahead of you.
Coatl -
SUPPORT
Quetzal Flight - If any dragon on any team behind or equal in the race standings has the same element, gain 6 spaces. If this ability occurs in the first round, the only effect is that the team gains 3 spaces.
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Example: This team's Coatl is of the Light element. This team is in 3rd place. There is another Light dragon in the 5th place team, so this team gains 6 spaces.
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Tip: Pick a more common element for best results—helps maintain a lead.
Bogsneak -
ATTACK
Swamp Vines - Starting with the first team in the race standings, lower the first three 5 or 6s that were rolled to 1 (this can include your team's rolls). If this ability occurs in the first round, the only effect is that the team gains 3 spaces. (This ability Affects the other team.)
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Example: The team that is currently in first place rolled a 6 and a 5. These both get knocked down to 1s. The team that is currently in second place did not roll any 5s or 6s, so it is skipped. The team that is currently in third place rolled a 5. This gets knocked down to a 1.
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Tip: Doesn't help you gain spaces, so best used if you rolled well.
Fae -
SUPPORT
Lucky Leap - All team mates who rolled a 2 or below get their roll bumped to a 6.
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Tip: Either this or the Skydancer ability is good for saving bad rolls.
Mirror -
SUPPORT
Pack Pride - Two team mates who have the lowest rolls get their roll bumped to a 6.
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Tip: A versatile ability you can't go wrong with. Saves you when you roll poorly, and gets you a few spaces even if you roll well.
Nocturne -
SUPPORT
Sneaking Through - If this team hasn't been Affected by other team's abilities this round, it goes an extra 8 spaces. If this ability occurs in the first round, the only effect is that the team gains 3 spaces.
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Example: During this round, another team's Wildclaw attacked three other teams, and another team's Veilspun attacked one other team. Because this team was in last place, they did not get Affected by any attacks, so they gain 8 spaces.
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Tip: Great for catching up when you're behind.
Aberration -
SUPPORT
Strange Mutation - If this team has been Affected by another team's abilities this round, it goes an extra 8 spaces.
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Example: During this round, another team's Ridgeback attacked three other teams, including this one. Because this team got attacked, they gain 8 spaces.
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Tip: Provides a buffer in races with lots of offensive dragons; good to use if you're ahead in the race.
Guardian -
SUPPORT
Strong Current - Gain 2 spaces for every Plentiful breed in any team ahead of this one in the race standings. If this ability occurs in the first round, the only effect is that the team gains 3 spaces.
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Example: This team is in 3rd place. The team in 1st place has a Fae dragon and the team in 2nd place has a Mirror dragon. This team gains 4 spaces.
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Tip: Can provide dramatic help if you're farther behind, depending on your luck.
Tundra -
SUPPORT
Smells Familiar - If any dragon on any team ahead or equal in the race standings has the same element, gain 10 spaces. If this ability occurs in the first round, the only effect is that the team gains 3 spaces.
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Example: This team's Tundra is of the Water element. This team is in 5th place. There is another Water dragon in the 2nd place team, so this team gains 10 spaces.
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Tip: Helps teams catch up when they're falling behind—pick a more common element for best results.
Banescale -
SUPPORT
Song of Support - This team gains as many spaces as is needed to overtake the team ahead of them in the race standings by 1 space, based on the current race standings. This ability has no effect during the first round.
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Example: This team is in 3rd place with a race total of 65 spaces. The 2nd place team has 72 spaces. This team gains 8 spaces.
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Tip: Helps teams catch up when there's a big gap—situational, but can be a lifesaver.
Snapper -
SUPPORT
Slow and Steady - If this team is in the last half of teams in the race standings, it gains as many spaces as is needed to pass the #3 team in the race standings by 1, based on the current race standings. If this ability occurs in the first round, the only effect is that the team gains 3 spaces.
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Example: This team is in 5th place with a race total of 42 spaces. The 3rd place team has 56 spaces. This team gains 15 spaces.
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Tip: Good to have so you have a reliable option for when you're falling behind. May not help much in close rounds.
Imperial -
SUPPORT
Mighty Flight - If this team is in the last half of teams in the race standings, it uses the same Round Total as the team with the highest Round Total for this round instead of whatever it had. This ability has no effect during the first round.
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Example: This team is in 5th place and ended the round with a Round Total of 11 spaces gained. The team that did the best this round gained 19 spaces. This team gains 19 spaces instead of 11.
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Tip: Because this ability goes last, it can be incredibly powerful in the right situation. If all the other abilities helped another team get a very high Round Total, you can benefit too.