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Genetic Abilities are the abilities and powers your character possesses and withholds in their DNA. Below is a collective list of abilities that will pertain to whatever superpower(s) you have chosen for your character(s). You are allowed to choose up to 2 genetic abilities at max and be able to create your own custom ability that pertains to your powers. Please note that an administrator is allowed to agree or disagree on this ability to make sure it is not overpowered.

  • Note: (Kinetic Users are not listed due to already having a set of abilities on the Superpower Guidelines. Therefore, they are not allowed to utilize genetic abilities in any way.  However they may still create and use a custom ability.)

Enhanced Strength's Abilities

  • Enhanced Durability - User becomes more durable whenever for battle, becoming 15% more resistant to all kinds of attacks.
  • Heavy Strike - User is able to increase the power of their attacks in battle as they start gaining momentum. User can increase the power of his/her attacks by 20% for 2 turns. However due to their limitless level of strength, their endurance may be drained by their opponent over time. This makes the user more vulnerable to attacks, making them take 20% more damage for 2 turns. (3 turn cool down).
  • Seismic Burst - The user can generate powerful shock-waves that can cause objects/people to be pushed over, repulsed back, shatter fragile objects, and even deliver a clout to induce asphyxia. If this hits an opponent, it has a 50% chance to stun them for one turn, being unable to attack. (4 turn cooldown).

Enhanced Speed's Abilities

  • Aim Dodging - User is able to accelerate and effortlessly dodge the opponents next random 7 incoming attacks. (Twice per battle).
  • Acceleration - The user is able to accelerate themselves to high speeds, often transforming themselves into destructive projectiles in the process. This makes the user have a 15% dodge chance and become 15% more resistent to attacks. (Last 3 turns; 3 turn cool down).
  • Flash Step - User can perform a burst of speed that allows the user to move so fast it appears as if they have teleported, many users can sustain only short dashes. In most cases the user is able to maneuver at the high speeds accurately and does not cause any shock or disturbance to the surface they stop on. This ability let's the user double their speed over a course of 2 turns. (Once per battle).
  • Speed Strike - By traveling at great speeds, the user can acquire the relativistic mass of such speed to land blows which can hit with tremendous force. This attack is undodgeable and does twice as much damage as a punch.

Human Condition Abilities

  • Master Combatant - This ability can manifest into various ways but is usually the result of extreme martial skill. Users of this ability are as deadly at long-range combat as they are in close quarter. This allows the user to increase the damage dealt by long range and melee attacks by 15%.
  • Peak Human Healing Factor - The user is able to use their natural healing capabilities at the highest levels of human potential to heal wounds and broken bones. This allows the user to regenerate 5% of their health each turn.

Elementals Abilities

Air Manipulation

  • Aerokinectic Combat - The user is able to utilize air manipulation with their physical combat, granting both high maneuverability and elemental attacks. This increases the user's strength by 5% and doubles their speed for 3 turns.
  • Cyclone Spinning -The user can spin like a tornado for both offensive and defensive purpose. If used offensively, the attack does 20% more damage than that of a punch. If used defensively, the user is able to randomly repel half of the opponent's next attacks. (Can use both purposes twice per battle).
    • Note: Able to make Fire Manipulators temporarily 10% stronger if used offensively since fire is fueled by oxygen in the air.
  • Deoxygenation - The user can erase the oxygen from surrounding environment causing respiring organism to choke and even go into cardiac arrest. This allows the user to instantly kill a opponent if the opponent is below 10% of their health.
  • Razor Wind- The user is able to use air itself to slice objects, focusing a current of wind, or in some cases sound, to the point where it takes on a sharp edge which the caster launches at foes. If the pressure wave is strong enough, it can split the air itself to create a vacuum shock-wave sharp enough to slice through anything in its path. Acts as a weapon as it has a damage rate of 18. (Can use twice per turn in battle).

Fire Manipulation

  • Flame Aura - Users of this ability can surround themselves in fire becoming hot to the touch. The user could burn anything that they touch. They would be an extreme danger to others. The user becomes 10% resistant to attacks for 5 turns and burns the user, causing 500 damage for every melee attack they use . (Twice per battle).
  • Flame Empowerment - Users become stronger, faster, more durable, etc. when they come in contact with fire, possibly unlocking abilities related to the affinity and enhancing the existing powers. User attains a 15% increase in all stats. (Once per battle).
  • Healing Flame - The user can heal themselves or others by using flames/fire/heat, healing 35% of all wounds and injuries. (Can only use twice per battle).

Water Manipulation

  • Purification - User can now purify evil enemies (excluding bosses) when they are under half health to bring them to their side for one turn. (4 turn cooldown)
  • Water Constructs - Users are able to construct water into a wide variety of tools, objects, weapons, armor, animals, and even appendages out of water. Can only use two abilities per battle.
    • Weapon - Users are able to construct a weapon of their choosing that deals 10% more damage to the opponent with each blow. (Last 2 turns; can form up to 3 times per battle).
    • Armor - Users are able to construct armor around them to gain 10% damage resistance for 3 turns. (Can form twice per battle).
    • Animals - User is able to create two animals from water that can aid them in battle. The animals have 25% of the base stats of the user. (Can form only once per battle).
    • Healing - When injured or near death in a situation, users are able to heal themselves or others by using water by absorbing water molecules and transfer medicament into the body at a molecular level, or having water molecules to repair and regenerate damaged cells and molecules. This heals 40% of the person's health. (Once per battle).
  • Water Empowerment - When on or near water, users become empowered by water. The users stats then increase by 10% for 5 turns.

Nature Elementals

  • Environmental Pain - When a user performs a environmental burst, it will do double the damage.
  • Floraportation - The user can teleport via plants, merging into element/energy and appearing anywhere else from the same element. This allows the user to evade half of the opponent's next attacks for 1 turn. (Once per battle).
  • Natural Cure - Any status effect that lingers or remains after the battle is void and the user is fully healed.
  • Nature Infusion - The user can infuse objects (usually a weapon) with power of nature empowering and energizing them and allowing the user to manipulate their qualities and efficiency, allowing a vast variety of effects to be used through the object. If a user uses this ability, the weapon or object gains a boost in power of +20%.

Electric Manipulation

  • Electric Pull - Users are able to pull opponents toward them with electricity to decrease the chance of evading attacks by 50%. Last for 2 turns. (6 turn cool down).
  • Jolt Inducement - User is able to stun the opponent for one turn, gaining a extra turn to attack in the process. (Once per battle).
  • Prevalent Discharge - The user is capable of discharging destructive electrical energy that flows through the air negating all resistance that may be received from air or space. This attack does 3rd tier damage to every enemy in the battle. (3 turn cool down).

Earth Manipulation

  • Geokinetic Invisibility - The user can become invisible when in/on/touching earth. This allows the user to recieve a +30% dodge rate and randomly avoid the opponent's next attacks. (Once per battle).
    • Note - Does not work against another Ground Elemental who uses seimic sense first.
  • Seismic Sense - The user is able to pick up even the slightest vibrations through physical contact with the ground, enabling them to perceive their surroundings as precisely as normal sight. Users are able to sense the structure and materials of solid substances, including the presence of caves, material changes, structural weaknesses, etc. This gives the user a heightened awareness and a +20% dodge rate for the opponent's next set of attacks. The user can also detect Earth Manipulators, Nature Manipulators, and Speedsters rendering their evading abilities useless.
  • Terrakinetic Constructs - The user can turn earth into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need. Can only use two abilities per battle.
    • Appendages - User is able to create a extra appendage that has a damage rate of 15 and gives the user +15% in strength. (Last 3 turns; can form only 3 times per battle).
    • Armor - Users are able to use the earth to construct armor around them to gain 25% damage resistance for 2 turns. (Can form twice per battle).
    • Barrier - User is able to use the earth to create a barrier that has 10% of the user's health. (Can form twice per battle).
    • Earth Imprisonment - The user can bind, imprison and/or otherwise stop an object/being by surrounding them completely by using earth, immobilizing the opponent for one turn. (Can form only once per battle).

Crystal Manipulation

Crystallokinesis

  • Crystalkinetic Constructs - The user can turn crystals into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need. Can only use two abilities per battle.
    • Weapons - User is able to form weapons out of crystals or turn their limbs into crystal weapons. This weapon has a damage rate of 17. (Last 4 turns; can form only twice battle).
    • Crystal Exoskeleton - The user can form armor around their body or a shape it from crystal and crystalline materials for protection and physical boost. With training, the user could shape the armor into new forms for weapons, transportation, even constructs of the element. Some users can even use it for deflecting beam-based attacks making them near useless. The power of this exoskeleton has three uses:
      • Gives the user +25% in damage resistence.
      • Increases the user's strength by 20% but decreases their speed by 10%.
      • User is able to deflect any bullets or blast, rendering them useless.
      • This armor last for 5 turns and can only be formed twice per battle.
    • Crystal Imprisonment - The user can bind, imprison and/or otherwise stop object/being by surrounding them completely by using crystals, immobilizing the opponent for one turn. (Can form only once per battle).
    • Crystal Shield - The user can create shields of varying shapes and sizes out of crystal that has 25% of the user's health. (Can form twice per battle; cannot attack on the same turn used).
  • Crystal Mimicry - User is made up of or can transform their body completely into crystal or crystalline substance. Users transformed form can be either anatomically identical to their normal form, aside of being made of crystal, in which case it contains all to organs and is somewhat vulnerable to attacks. Alternately user can transform into homogenous matter, without any part of their form being more important than the other. This gives the user a +20% in damage resistence and strength.
  • Crystalkinectic Regeneration - The user can use crystals to regenerate their bodies with the amount of crystal used defining the speed of healing. This is able to regenerate 25% of the user's health. (Can use twice per battle).

Gemstone Control

  • Gemstone Aura - Users of this super ability are able to surround themselves in barriers that are made completely out of crystal or crystalline substances, therefore giving the user them both protection and offensive abilities.
    • Gives the user +20% in damage resistance. (Oncer per battle).
    • Able to shoot bullet like gems at opponent with a damage rate of 30. (Acts as long range weapons).
  • Gemstone Efficacy - User can manipulate the efficiency of gems, allowing them to increase their stats by 10%. (Twice per battle).
  • Jewel Constructs - The user can turn gems into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need. Can only use two abilities per battle.
    • Gem Armor - Users are able to use gems to construct armor around them to gain a 20% damage resistance for 2 turns. (Can form twice per battle).
    • Gem Duplication - User is able to duplicate oneself out of crystals. This allows the user to create a maximum of 3 duplicates with 50% of their base stats. Each duplicate has a rush count of 5. (Can only form maximum number of duplicates once per battle).
    • Gemstomancy - User can employ a method of reading the future, the present and the past and/or provide help to a problem at hand by using gems as a focus. This allows the user to read the opponent's next set of attacks, being able to dodge half and counter half. (Can only form once per battle).
    • Gem Surfing - User controls gems in a way that increases their ability to move and/or maneuver either by granting them abilities they otherwise lack or allowing them to ignore normally needed equipment, thus increasing their speed by 5% for three turns. (Can only form twice per battle).

Diamond Manipulation

  • Diamond Combat - The user fights using a combination of impaling crystals, walls for defense, and tricking the opponent into finding a flaw only to find it is a trap. This increases the user's strength and speed by 7%. (Last 3 turns. Can only be used once per battle).
  • Diamond Mimicry - User is made up of or can transform their body completely into diamond. Users transformed form can be either anatomically identical to their normal form, aside of being made of diamond, in which case it contains all to organs and is somewhat vulnerable to attacks. Alternately user can transform into homogenous matter, without any part of their form being more important than the other. This form gives the user a +30% damage resistence. (Last 3 turns. Can only be used twice per battle).
  • Electric Generation - The user is able to generate electricity when heat/pressure is applied. This allows the user to fire a electrical force at the opponent if they happen to throw fire attacks at the user. This ability also works when the user is enclosed or imprisoned, and instead of being stunned this ability will instantly activate, allowing for escape. The power of this attack does +20% more than a punch.
  • Diamond Constructs - The user can turn diamonds into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence. Users who have mastered this ability can use it for almost any situation, creating anything they need. Can only use two abilities per battle.
    • Appendages - User is able to form a extra appendage out of diamonds or turn their limbs into diamonds. This has a damage rate of 19 and gives the user +10% in strength. (Last 4 turns. Can form only twice battle).
    • Diamond Armor - Users are able to use diamonds to construct armor around them to gain a 25% damage resistance for 2 turns. (Can form twice per battle).
    • Missles - User is able to create and generate diamonds and shoot them as projectiles at the opponent. Has a damage rate of 17, in which the user can shoot 5 per turn. Own rush count. (Last 4 turns, can only form twice per battle).
  • Polish - The user can polish the surface of diamond surfaces to give them a smoother finish. This gives them a 15% in increase in speed but a 5% decrease in damage resistance. (Once per battle; last 4 turns).

Shadow Manipulation

  • Darkness Aura - The user can coat themselves in darkness allowing them to give off an aura of malicious energy and dark power towards their opponent. This power can be used to expel certain attacks and fill an opponent with terror and despair simultaneously during a battle. This increases the user's stats by 10% and stuns any opponent with a lower intelligence than them for one turn. (Once per battle).
  • Shadow Mutilation - The user can inflict damage to the opponent through their shadow, which may kill the target and potentially destroy the body in the process. This attack has a damage rate of 16 and if the opponent is below 10% of their health, it'll instantly kill them. (Can use once per turn in battle).
  • Shadow Summoning and Mimicry - User is able to create beings of darkness/shadow or shape existing darkness/shadow into wanted shapes and purposes. They can grant the beings varying levels of independence (controlled, automatons/programmed, semi-independent) and existence (momentary to permanent) and delete the creature once they are done with them. This gives the user three uses, in which they can only use two per battle.
    • Summon 3 shadow creatures that have 50% of the user's base stats. (Once per battle).
    • Animate the opponent's shadow, possessing 25% of their base stats. (Once per battle).
    • Transform into a shadow, granting intagibility. This allows the user to evade all of the opponent's next attacks and when the user reverts back to their normal form, they are 10% stronger. (Once per battle; intangibility last 1 turn).
  • Umbrageous Teleportation - The user can teleport via shadows/darkness, merging into shadows/darkness and appearing anywhere else from the same element. This allows the user to avoid the next 8 of the opponent's attacks and gives them a +10% dodge rate for their next turn.

Mutations Abilities

  • Damage Memorization - The user can memorize the damage they take and render themselves immune to it. Whether the damage is from an opponent or self-inflicted, the user cannot be harmed in the same manner that was used to inflict damage upon them. This makes the user immune to all type of attacks used more than twice on the same turn by the opponent. This excludes melee attacks, not weapons. (Last 3 turns; 6 turn cooldown).
  • Mutagen Empowerment - The user can develop various powers from being exposed to mutagenic substances, possibly including supernatural powers. This mutagen gives mutants a 15% increase in stats.
  • Regenerative Healing Factor - The user can rapidly regenerate, in other words, they recreate lost or damaged tissues, organs and limbs, sometimes slowing, or even stopping aging. This allows the user to regenerate 10% of their health each turn.

Life-Force Manipulations

Chi Manipulators

  • Energy Shield Construction - The user can create shields of varying shapes and sizes out of the various forms of energy. The shield has 20% HP of the user's health. (5 turn cool down).
  • Inner Healing - User can restore biotic organisms to their optimal health, curing broken or withered organisms, wounds, broken bones, low vitality, and diseases/poisoning. User is able to heal themselves or others by 15%. (Can only use twice per battle).
  • Combat Empowerment - The more the user fights, the stronger their bodies grow, thus strengthening their chi. The user's stats increase by 5% each turn. Last 4 turns. (Once per battle).

Energy Manipulators

  • Energy Absorption - The user can absorb energy into their body and use in many ways, such as by converting it into physical strength or using it to power energy blasts or discharges as waves or orbs of energy. They are able to absorb energies that they come in contact with, such as kinetic energy, electrical energy, radiation, heat, etc. The user can use the energy in the following ways:
    • Gain a 5% increase in stats. (Can only use twice per battle).
    • Throw it back at the opponent twice as strong. (Can use up to 3 times per battle).
  • Energy Drain - User can drain energy from individuals or objects. They can drain physical energy from a target or group, making the affected physically weaker or causing them extreme fatigue while gaining their strength and stamina. This allows the user to drain 10% of the opponent's stats in battle. Be aware that these stat changes are not permanent, however the user does receive +3 in speed, strength, and health.(Once per battle).

Custom Abilities

To allow more freedom here on Heroes United; I allow users to create their own custom abilities to further develop their characters or to fit their needs. If you want a custom ability, run your idea by with an administrator for post it in the comments for consideration.

Also to provide an example, making a custom ability can affect your stats in battle, your opponent, or the battlefield. Here's a example:

  • Character A's ability is Crushing Tide in which he can summon a wave to crash down on his opponent, temporarily paralyzing them for one turn.

If you have any questions feel free to ask, and use the page of Status Effects as a template of what you want your custom ability to do or be.

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