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"I'm Charmed by the way, and no, I'm not one of the pets you're going to be racing. And I'm not a hatchling, even though I look like one. Anyway... these bullhorns are imbued with the magic from the spell scrolls first obtained by [Grandpa Snap] from the Water Flight's Boat Race Association. The abilities can also be referenced on your respective heats' spreadsheets once the race begins!"
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UPDATE: Fathom dragons will not be allowed to participate in this race, as they are still gaining their land legs and need time to adjust.
The abilities are presented in order of resolution. Please ping me if you have questions about any of these!
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italics indicate new or reworked abilities. Ability names may be changed for flavor, but are similar otherwise.
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
Confusing Dance - Switch this team's Round Total and dice rolls with those of the team with the highest Round Total this round.
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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 Skipper - 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.
Undertide -
ATTACK
Riptide - Decrease the roll total of the team directly in front of you to the lowest roll total. Steal half of the spaces you take, rounded up.
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Example: The lowest Round Total is 9. The team immediately in front of this one has a Round Total of 18. The competing team's Round Total is decreased to 9, and this team gains 5 spaces.
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Tip: Although a situational ability, Riptide is good for hampering a competitor who rolled well while gaining you a few spaces in the process. Good for close races and beating the RNG!
Pearlcatcher -
SUPPORT
Enlightened Mind - 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
Tangled Feet - 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. Gain half the spaces lost by the other team.
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Tip: Hamper a team with a big lead, or get a close competitor off your tail.
Veilspun -
ATTACK
Swarming Slowdown - The two teams ahead in the race standings lose 5 points each. If either team has a Veilspun, that team only loses 1 point. Gain half the spaces lost by the other team.
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Example: Team A is in 4th place and uses Swarming Slowdown. Team B is in 3rd place and does not have a Veilspun on their team, so they lose 5 spaces. Team C is in 2nd place and does have a Veilspun, so they only lose 1 space. The total spaces lost between the two teams is 6, so Team A gains 3 spaces.
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Tip: Hampers teams with a big lead, use wisely.
Gaoler -
ATTACK
Icy Glare - Steal one space from each team behind this one and add the spaces to the team's current Round Total. If a team behind it has an ancient breed, steal 2 spaces.
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Example: Team A is in 2nd place. The teams in 3rd, 4th, and 5th places each lose one space. The team in 6th place has a Banescale, so it loses 2 spaces. Team A gains 5 spaces.
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Tip: A good option to bolster your lead if you're ahead.
*Sandsurge -
ATTACK
Sandstorm - Steal 3 spaces from one team immediately ahead of this one and one team immediately behind. Add these spaces to the user's team's current Round Total.
If the user is in 1st place, steal 3 spaces from the one team behind. If the user is in last place, steal 3 spaces from the two teams immediately in front.
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Example: The standings are A, B, C, D, E and F, with F being in last place and A in first. D uses Sandsurge and gains a total of 6 spaces, while teams C and E each lose 3 spaces. F uses Sandsurge and also gains 6 spaces, while teams D and E each lose 3 spaces. A uses Sandsurge and gains 3 spaces, causing team B to lose 3 spaces.
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Tip: A versatile ability no matter where you are in the race standings.
Ridgeback -
ATTACK
Biting Words - Steal one space for each roll made by the teams ahead of this dragon's team that is a 3 or lower. (This ability only affects round totals, not individual rolls).
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Example: Team A is in 3rd place and uses this ability. The 2nd place team rolls a 1, 3, 1, and 4, and loses 3 spaces. The 1st place team rolls a 6, 6, 2, and 1, and loses 2 spaces. Team A gains 5 spaces.
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Tip: A good way to take advantage of your opponents' bad luck if you're behind.
*Auraboa -
ATTACK
Loop Scoop - Steal 1 space for every Ancient breed in each team ahead of this one in the race standings and add the spaces to the user's team's current Round Total.
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Example: Team A is in 3rd place and uses this ability. The 2nd place team has a Sandsurge and a Gaoler and loses 2 spaces. The 1st place team has an Auraboa, a Banescale and an Undertide and loses 3 spaces. Team A gains 5 spaces.
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Tip: A way to take advantage of the new prevalence of Ancient Breeds.
Wildclaw -
ATTACK
Long Monologue - 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. Gain half the spaces lost by the other team.
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Example: Team A is in 4th place and uses this ability. The team in 3rd place loses 2 spaces. The team in 2nd place loses 4 spaces. The team in 1st place loses 8 spaces. Team A gains 7 spaces.
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Tip: Good for situations in which you're close behind the teams ahead of you.
Coatl -
SUPPORT
Tailwind - If any dragon on any team behind or equal in the race standings has the same element, gain 6 spaces.
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Example: Team A's Coatl is of the Light element and uses this ability. 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.
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.
Bogsneak -
ATTACK
Buff Bluff - 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). Gain one space for every 5, and 2 spaces for every 6.
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Example: The team that is currently in 1st place rolled a 6 and a 5. The team in 2nd place rolls two 5s, and only the first 5 is turned to a 1. This team using the ability gains 4 spaces.
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Tip: Great way to punish players with high rolls or who may boost their rolls with abilities.
*Dusthide -
SUPPORT
Bowling Split - Gain 1 space for each roll among all teams that is a 1 or a 6.
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Tip:Ignores race standings and counts both yours and the opposing teams' rolls.
Nocturne -
SUPPORT
Sneaking Through - If this team hasn't been Affected by other team's abilities this round, it goes an extra 8 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
Double Time - If this team has been Affected by another team's abilities this round, it goes an extra 10 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 10 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
Searching Soul - Gain 2 spaces for every Plentiful breed in any team ahead of this one in the race standings.
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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.
*Aether -
SUPPORT
Elemental Frenzy - For every dragon in front of you, gain 2 spaces for every element you are strong against and lose 1 space for every element you are weak against,
using this chart. Element type matchups can be found
HERE (*Link has changed).
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Example: Your Aether is a Light dragon. The teams in front of you have a Plague, a Wind, and two Shadow dragons. They also have one Nature dragon and one Lightning dragon. Your team gains 8 spaces, but loses 2 spaces, for a net gain of 6 spaces.
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Tip: Similar to Guardian, but with more potential spaces AND possible penalties. Strategize well.
Tundra -
SUPPORT
Nostalgic Scent - If any dragon on any team ahead or equal in the race standings has the same element, gain 8 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 8 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 - Gain 8 spaces. Decrease this number by 2 for each placement above 6th place.
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Example: Team F is in last place and gains 8 spaces. Team D is in 4th place and gains 4 spaces. Teams in 1st and 2nd place gain zero spaces.
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Tip: A generic buff that only cares about how far behind you are.
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.
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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
Rainbow Gait - Gain one space for each element in front of you. If that number is 11, you are protected from negative abilities.
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Example: Team A uses this ability while at least one Fire dragon, Water dragon, Plague dragon and Ice dragon are in front of them in the race standings. Team A gains 4 spaces.