Evermon

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Abilities: some Evermon now have a trick of their own

· 4 min read

Some Evermon now have an ability: something they do on their own, in the middle of a battle, without you choosing it. Most Evermon don't have one. The ones that do show it on their Everdex page, and the game tells you whenever an ability kicks in.

Here are the first six.

From the Under

Hugwug

Nº009

Hugwug

TideSpirit

Legends say, at the beginning of time, this monster used to actually be in a horror concept, known as playtime co. This is why when it ultra evolves, it has playtime co on its back.

When Hugwug faints, it reaches back for someone. One teammate who was already knocked out gets back up with a third of its health. It only works once a battle, and only if someone is knocked out when Hugwug goes down.

If it's your Hugwug, you choose who comes back. And if Hugwug was the last one standing, the battle isn't over: whoever it brings back carries on the fight.

Call of the Trees

Ramious

Nº004

Ramious

Verdant

A block of old wood that grew a snout and a pair of horns and decided to go places. It settles every disagreement the same way, head down and horns first. The moss on its legs is the only part of it that has ever been patient.

Crashious

Nº005

Crashious

VerdantZilla
Destructious

Nº006

Destructious

VerdantZilla

distructious's might look like huge beasts....and they are! not protectors, not peacekeepers, just mighty beasts who savage across the lands

The whole Ramious line has it. Verdant moves do nothing to them at all. Not the damage, and not the sneaky part either: Spore Cloud won't put them to sleep, and Tanglevine won't slow them down.

Overburn

Stacksaurus

Nº003

Stacksaurus

FlamePsyche

Stacksaurus runs hot. Any attack that hits it burns the attacker for 10 damage. Zilla, Flame and Tide Evermon are the only ones who can hit it without getting burned. Note it's Stacksaurus only: Tortillious and Wrapsaurus haven't warmed up yet.

Squishy

Furhug

Nº007

Furhug

Tide

Soaked through, always, and it has never once seemed to mind. It greets everything with a hug, which is lovely right up until you notice the claws. Nobody has seen a face under that point of fur, and it is not in a hurry to show you one.

Punches just sink in. Fist moves do nothing to Furhug, but Metal moves hit it twice as hard, because something hard and heavy doesn't care how squishy you are.

Cuddly

Konabear

Nº018

Konabear

FistFae

Small, certain of itself, and entirely unbothered by how much larger everything else is. Stands between whatever is coming and whoever is behind it, every time, without being asked. Those who have met one do not forget it.

Konabear is too cute to hit properly. Every time it's hit, there's a 50% chance the hit lands 10% softer, because the attacker held back without meaning to.

Moon Walk

Bad

Nº045

Bad

Normal

Tips its hat, tells you something true, and is gone before you work out which part. Ghosts want nothing to do with it and the feeling is entirely mutual.

Bad glides out of the way of anything thrown with a fist. Fist moves do nothing to it, which used to be its one weakness. But it has picked up a new one: Frost moves hit it twice as hard.

A few things worth knowing

  • The game always tells you. When an ability does something, you'll see it in the battle: "Konabear's Cuddly!", "Destructious's Call of the Trees!".
  • The move buttons know about abilities. Point a Verdant move at a Destructious and the button says it will have no effect. The opposing trainers know too, so they won't waste moves on immunities either.
  • The Rules page lists every ability, and any new one will appear there automatically.

And one change to the type chart

Zilla moves are now super effective against Fist. If you've got a Fist Evermon on your team, Zilla attackers just got a lot more dangerous. Barragebloom and Boxabloom, which are both Verdant and Fist, now take four times the damage from Zilla moves, the same as they already did from Gale.