Abilities
31 abilities. Species define 1–2 possible abilities; with two, it's rolled 50/50 at generation. Signature holders are single-ability (guaranteed).
| Ability | Effect |
|---|---|
| Anchored | Cannot be forced out of battle. It is holding something in place. |
| Bad Vibes | On entry, lowers the Attack of opposing creechers. The mood in the room shifts. |
| Built Different | Survives a hit that would knock it out from full HP with 1 HP left. Ships lose. |
| Caffeinated | Speed rises every turn. It is not okay. |
| Cloud Storage | Summons rain the moment it enters battle. Everything is backed up now. |
| Compound Eyes | Boosts move accuracy. |
| Derivative | Copies an opposing creecher's ability on entry. Inspired by, not infringing. |
| Doesn't Care | Ignores the opponent's stat changes entirely. |
| Doomscrolling | Cannot fall asleep. Hasn't in years. |
| Five Finger Discount | May find an item lying around after a won battle. Don't ask where it came from. |
| Frame Data | Boosted critical-hit ratio. It has studied the matchup. |
| Hard to Look At | On entry, lowers the accuracy of opposing creechers. They keep glancing away. |
| High Ping | Always acts last, but its moves never miss. Half a second behind reality, dead on target. |
| Just a Guy | Greg is a guy. |
| Levitate | Immune to Ground-type moves and grounded hazards. |
| Petty | Sharply raises Attack whenever a foe lowers one of its stats. It remembers. |
| Piping Hot | Contact with this creecher may burn the attacker. |
| Precedent | Takes reduced damage from any move used on it twice in a row. That argument has already been heard. |
| Regenerator | Restores a third of its HP when it switches out. |
| Rock Head | Protects it from recoil damage. (No recoil moves exist in v1 — this ability currently does nothing, like its owner's namesake.) |
| Rough Skin | Attackers that make contact take damage. |
| Service | Its moves ignore evasiveness. You have been located. |
| Shed Skin | May shrug off status conditions at the end of each turn. |
| Short Fuse | Raises Sp. Atk when a hit drops it to half HP or below. |
| Spite | Status conditions make it hit harder, and burns don't sap its Attack. Powered entirely by grudge. |
| Static | Contact with this creecher may paralyze the attacker. |
| Swift Swim | Doubles Speed in rain. |
| Thick Suit | Halves damage from physical moves. Tailored. |
| Troll | Status moves go first. Annoying on purpose. |
| Vindicated | Attack rises whenever it knocks something out. Told you so. |
| Workload | Multi-hit moves always land the maximum number of hits. Every task gets done. |