Battler Abilities

Battler Abilities are gimmicks by battlers or enemies that are either passive or can be activated, all abilities increase their respective battlers' survivability and will always be triggered, activated when attacking, or under another specific condition such as taking damage. Generally, alternative forms of battlers amplify their normal battler's abilities if they have any. An example of an exception would be trading off its armor giving abilities to turn into a statue with knockback resistance. 
The same can be said for enemies, their gimmicks can often or not hinder the player's progress in some way and it's best to try and counter said abilities, with an example being playing horrendous tunes to stun friendly battlers.
==List==
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|-|Activated=
|-|Passive=
===Abnormal Firing===
Battlers with abnormal firing are always defined if their DPS value in the statistics table does not match their actual DPS inflicted at a unit in game, such as supposedly having 3,800 DPS. They are usually due to an increase or decrease in fire rate, certain reloading mechanics like multi-hit or reloading a gun, or an uncertain or unpredictable attack pattern such as which is based on RNG. An uncertain attack pattern would be like having different damage depending on the enemy's DPS, or supposedly only doing 20 base damage can do up to 20-80 damage due to the shockwaves.
===Base Destroyer===
Battlers with Base Destroyer will do 3x as much damage to enemy bases. Battlers with this ability can easily clear the enemy base and finish a level quicker than one without. and an enraged will immediately deal severe damage to the enemy base and is recommended if you are grinding for experience and need to finish bases quickly. Because of shockwave attacks, it can attack the enemy base indirectly and slowly chip away health. They will play a crit sound from TF2 when hitting a base.
===Invincibility===
Battlers with invincibility will receive 1 damage for a certain period of time regardless of the attack damage. Battlers with invincibility are extremely useful against very high damaging enemy units such as a or bosses like with their sniper rifle attack. Units with invincibility can also negate debuffs if it is up.
Be advised that weak battlers such as may accidently trigger invincibility and ruin a potential block against a heavy enemy or boss.
You can try killing enemies with Invincibility by using units with high bursts of damage like before they can become invincible, if they are already invincible however, you can use to bypass their Invincibility, and save you the hassle of waiting.
===Knockback===
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Battlers with knockback will knock the enemy back whenever they attack, knockback severity can range between a slight knockback to heavy knockback. Knockback is very useful to push back counterattacks or extremely stable enemies such as which cannot be killed easily. It is advised to use fast DPS battlers with knockback instead of slow and heavy battlers since they will get much more potential. All bosses are naturally immune to knockback effects and will not be moved. 
Playing against Knockback is extremely annoying in most cases, you can use Knockback Immune units like Titan Battler or fast units like Speed Battler to bait the attack and protect your vulnerable Knockable units.
===Knockback Immunity===
Battlers with knockback immunity will not get affected by knockback but will still receive damage. If they survive the attack, they will stay in place and will not be moved. This is especially useful against stages such as In a Hurry (Tumore) where there are many continuous which makes advancement forward very hard. In general, and is more viable as a tank which resists knockback than a weaker unit such as , Generally, All Bosses and Mini-bosses are immune to Knockback, but only units with Omni-Immunity are immune to the Recoil cannon.
===Omni-Immunity===
Immune to EVERY effect in the game (Execpt for Deathmark), in the most literal. This also means units / enemies with Omni-Immunity is also immune to healing and buffs from battlers such as and 
===Phase===
Battlers with phases are similar but slightly different from battlers with Health Trigger. The main defining feature is that battlers with phases will either not take any additional damage during their phase transformation, gain an entirely new mechanic, or changes the whole battler entirely, for example a 900 damage attack on a dying will do 0 damage. Phases generally change how a battler behaves entirely, such as gaining a constant spin attack instead of punching enemies.
===Self Regeneration===
Battlers with self regeneration will passively heal itself when walking or attacking no matter the situation. These battlers often have a very high amount of health to accommodate for their passive healing and should generally be used either as tanks or meatshields to absorb enemy attacks. Self Regeneration will be rendered useless if the battler is killed in one single attack so be wary of that fact. Even though can regenerate health, its only when he attacks.
===Damage Reflection===
If a melee battler attacks a unit with Damage Reflect, they will be inflicted with damage in return. If a range unit attacks a unit with spikes while very close to them, they will be inflicted with damage in return as well.
This ability has a cooldown of 0.2s.
===Super Knockback===
Super Knockback is similar to regular knockback, with the only difference being that Super Knockback can affect larger units.
===Super Stun===
This stun is similar to normal stun, but it is now capable of stunning larger enemies, similar to the Recoil Cannon.
===I-Frame===
I-Frame is a pretty strong effect in the game. Not to be confused with Invincibility, I-Frames are only when a battler or an enemy completely takes 0 damage from absolutely all sources, unless they were coded to take damage before or after getting I-Frames, like . When I-Frames are used on enemies, it's usually on bosses during their phase transitions, and these are mainly used to stop the player from . On the friendly side, very few units have I-Frames, but all the battlers that have it mainly have their gimmick based on it somewhat.
===Special Targeting===
Battlers with this passive will use any ability if it dies; a few others were intercepted by Hyperlaser, however.
===Flight===
Battlers with this ability will go airborne, this similarily works like the Jump ability, except battlers with this ability usually stay airborne permanently or for much longer periods of time.
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==Trivia ==
*Prior to Frozen Legion update, the fear debuff cause units to play an audio of FlightReacts screaming, this was then replaced with respective battler's death sound effects.
* Here is a list of effects that hasn't been added yet due to editors being busy elsewhere. 
**Angelic Shockwave.
***Also something worth pointing out is this page can get pretty inconsistent with the typing and icon artstyle. If that bothers you we're deeply sorry.
Category:Features