Abilities Overview

What it is

Read an ability in Ability Codex, then perform its listed action with the pet active. Check its resource, target and tool requirements first.

An ability has a trigger, chance, cooldown, meter rule and effect. The trigger tells you what action starts an attempt. The chance decides whether that attempt proceeds. The cooldown prevents another ordinary activation until its timer expires. The meter rule checks or spends the family resource. The effect still needs a valid gameplay situation, such as a target, compatible block or matching tool.

Quick facts

  • Common: 0 abilities.
  • Uncommon: 1 abilities.
  • Rare: 2 abilities.
  • Epic: 3 abilities.
  • Legendary: 4 abilities.
  • Mythic: 5 abilities.

Pictures show a captured example. Your pets, rewards and timers can change.

How to start

Open Pet Hub > Ability Codex, or use /pets abilities. Browse by family, tier or trigger. Then inspect your owned pet through Your Pets > Pet Details. The codex describes available abilities. Pet Details tells you which of those your individual pet carries. A codex entry is not an extra ability slot.

Read the trigger instruction before trying a right-click ability. Use the required item and the action described by the ability. Passive Aura abilities are checked periodically for the active companion. Combat and gathering triggers arrive through their corresponding gameplay events. A successful action in another skill does not automatically trigger every ability you own.

Steps

  1. Activate the pet whose abilities you want to use.
  2. Open Pet Details and identify its occupied unlocked ability slots.
  3. Open the matching Ability Codex entries and read trigger, chance, cooldown, resource mode and effect.
  4. Fill its family meter through the required family action when the ability needs resource.
  5. Perform the trigger in a valid situation and watch the feedback, target and resource display.
  6. After success, wait for the displayed cooldown and refill spent resource before repeating.

Reference

RarityUnlocked slotsRelated level rule
Common0Pet ceiling 100
Uncommon1Adds its rarity tier
Rare2Adds its rarity tier
Epic3Adds its rarity tier
Legendary4Adds its rarity tier
Mythic5Highest ability capacity

What can go wrong

An ability cannot proceed when the pet is inactive, its rarity is too low, the ability is unavailable, a restricted region suppresses it, or its cooldown remains. A COST or REQUIRE ability also needs its meter amount. Passing all those checks still leaves the chance roll and effect context. A chance miss is a normal result for an ability below guaranteed chance.

An attempted effect that finds no valid context does not spend the ordinary cost or start its cooldown. Successful use spends COST resource and starts the cooldown. Some named abilities have special saved-charge or repeat behavior. Follow their particular instructions rather than assuming the ordinary rule explains every signature action.

Worked example

Use your Pebble Whelp for this example.

Choose an owned Uncommon companion. Its ability capacity is 1. Read the installed ability and its meter mode. With COST, you first need its displayed resource amount and success subtracts that amount. With REQUIRE, you need the threshold but successful use keeps that resource.

Now compare a GAIN ability. It does not require the gain amount beforehand. Successful use adds the stated amount. NONE has no usual meter condition. In each case the correct trigger and context still apply. This comparison explains why an ability can be usable with an empty meter while another is blocked on the same companion.

More to know

Your active pet uses its own unlocked abilities. EXP Share pets gain XP while idle and do not add abilities or buffs.

Changing companions clears family resource and the previous pet’s active effects. Check the returning pet’s resource and Cooldown before trying again.

Super Ability support grants temporary Might. It does not extend your skill’s own Super Ability timer or reduce that timer’s Cooldown.

Your questions

Why is my Common pet ability slot locked?

Common has no unlocked ability slot. Rarity progression unlocks later tiers.

Why did a correct trigger do nothing?

Check cooldown, meter, region, chance and valid effect context.

Does a failed chance spend resource?

The ordinary chance-failure path does not spend the meter cost.

Does REQUIRE consume its threshold?

No. It checks resource without subtracting it.

Do idle pets cast through EXP Share?

No. Only the active companion participates in ability use.

Does Super Ability support extend the skill timer?

It applies temporary Might for the support window. It does not mutate the skill cooldown or timer.

Area restrictions

Ability restrictions in protected regions are enabled. Those restrictions apply to ability use. Matching skill XP, meter input and Super Ability support follow the separate channels explained in XP and Levels.

Rule: Protected-region ability restriction. Setting: enabled.

Rarity limits for chance and cooldown

The ranges below bound ordinary chance rolls and positive cooldowns. An ability that is guaranteed, has no cooldown, or uses its own named mechanic follows that behavior instead. Duration limits apply to the bounded temporary effects. These are limits, so a pet ability can use a smaller value.

Rarity: Uncommon. Chance range (percent): 10 to 30. Cooldown range (seconds): 0 seconds to 15 seconds. Damage limit: 3. Healing limit: 2. Duration limit (seconds): 4 seconds.

Rarity: Rare. Chance range (percent): 8 to 25. Cooldown range (seconds): 5 seconds to 30 seconds. Damage limit: 6. Healing limit: 3. Duration limit (seconds): 6 seconds.

Rarity: Epic. Chance range (percent): 5 to 20. Cooldown range (seconds): 10 seconds to 1 minute. Damage limit: 10. Healing limit: 5. Duration limit (seconds): 8 seconds.

Rarity: Legendary. Chance range (percent): 3 to 15. Cooldown range (seconds): 30 seconds to 2 minutes. Damage limit: 15. Healing limit: 7. Duration limit (seconds): 10 seconds.

Rarity: Mythic. Chance range (percent): 3 to 10. Cooldown range (seconds): 1 minute to 5 minutes. Damage limit: 20. Healing limit: 10. Duration limit (seconds): 12 seconds.