Passives

Jurassic Blocky has multiple passives that directly affect the gameplay of the playables ingame. With each passive, they provide specific positive effects to the playable that make it unique and standout. Some playables receive unique passives, while others receive a base passive. This page is dedicated to specifically the passives in JB. 
== Primary Passives ==
In Jurassic Blocky, there are currently 8 primary passives. Primary passives are defined by them being the standard, "base" passives in-game. These are often shared across dinosaurs that help make each of them standout from each other. Each passive gives the playable its own unique buff or advantage in combat. Below is a list of all of these passives, their uses and what they do. Conceptualization for remaking some of these passives are in the works and will be announced at a later date.
=== Tank ===
Tank provides the user with 50% knockback and stun reduction from oncoming attacks.
=== Bleeder ===
Bleeder applies the "Bleed' effect. Each attack the user does deals a different amount of bleed, which stacks up to 30 on the target. When applied with bleed, it keeps the user in combat.
When afflicted with Bleed, it removes .5% of the targets health per bleed tick (per second). 
=== Runner ===
Weakens the affects of health-related speed reduction by 50%.
=== Pacificist ===
Health regeneration increased by 25%.
=== Stance ===
When standing still for more than one second, the passive will become active. When active, the user will receive a 40% defense buff (40% damage reduction) and a 30% damage increase. But when walking, the passive will become inactive.
=== Frenzy ===
With each successfully landed hit, boosts the users damage by 5% until stacked at 25%. If the user misses an attack, boost is reset to 0%.
=== Bloodthirsty ===
Heals 15% of damage delt when out of combat.
=== Enraged ===
Damage is increased the lower the user becomes, which will stack up to 50%.
== Custom Passives ==
Some playables in-game have unique, custom passives. These playables include Event playables, Hybrids, and Devsaurs.
=== Reaper's Gamble ===
Given to Reaper Therizinosaurus, Reaper's Gamble provides a random buff out of the three listed: 20% damage increase, 20% damage resistance and 20% speed increase for one minute after successfully dealing 1,650 damage to targets. Damage for another buff can not be obtained during this time, until your previous buff has run out of time.
Visuals for this passive will come in a later update such as how much damage your at, how much time you have left on your buff, and what buff you were given, which as of currently is displayed in chat.
=== Fear ===
Given to Scarecrow Baryonyx, players within a certain radius will be given the "Feared" status affect. When given the effect, the user will deal 10% damage reduction for 20 seconds, but if the user is still within the radius, the time will continuously be refreshed until the player is out of the radius, or Scarecrow is killed.
=== One Last Chance ===
Given to Zombie rex; Upon death, the user will be revived. During this state, the user will loose 10% health every 1.5 seconds, but will heal when dealing damage. Also while in this state, you deal 25% less damage until you die once more.
Visuals for this passives and animation fixes will be in a later update.
=== Poison ===
Given to Scorpios rex, poison will drain the targets stamina by .3% per second when afflicted. Poison is applied from damage being delt, stacking up to 10.