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Pokémon TD Abilities

38 special abilities ready for PokéPath TD runs.

Curse

Curses a foe and spreads damage to all cursed targets.

Pokémon that use this ability:

Slow

Hits slow targets for 2s.

Pokémon that use this ability:

Critical Ricochet

Critical shots ricochet between foes and keep bouncing while they stay critical.

Pokémon that use this ability:

Rock Head

Damage rises 5% for each missing heart.

Pokémon that use this ability:

Burn

Each hit has a 50% burn chance; burn lasts 10s and ticks 0.5% HP per second.

Pokémon that use this ability:

Stun

30% chance to paralyze for 2s.

Pokémon that use this ability:

Armor Break

Deals double damage to armored foes.

Pokémon that use this ability:

Stun

5% chance to paralyze for 1.5s.

Pokémon that use this ability:

teleport

Teleports when possible; each teleport adds a stackable 100% bonus to the next hit.

Pokémon that use this ability:

Stun

30% chance to paralyze for 1.5s.

Pokémon that use this ability:

Burn

Hits apply a 10s burn that drains 0.5% max HP per second.

Pokémon that use this ability:

Critical Aura

Allies in range gain +33% crit damage.

Pokémon that use this ability:

Synchrony

Explosions deal half AoE damage and spread the main target's debuff.

Pokémon that use this ability:

Quadra Shot

Fires at up to 4 targets per shot.

Pokémon that use this ability:

Super Critical

Critical hits deal double damage.

Pokémon that use this ability:

Poison DoubleShot

Fires at up to 2 targets and adds one poison stack; stacks drain 0.1% HP per second.

Pokémon that use this ability:

Splash

Projectiles burst for half AoE damage on nearby foes.

Pokémon that use this ability:

Frisk

Can strike invisible foes.

Pokémon that use this ability:

Greed

Each hit grants bonus gold equal to 10% of the target's value.

Pokémon that use this ability:

Swift Swim

Speed doubles while the unit is on water tiles.

Pokémon that use this ability:

Triple Shot

Fires at up to 3 targets per shot.

Pokémon that use this ability:

Slow Splash

Shots burst for half AoE damage and slow nearby foes for 2s.

Pokémon that use this ability:

Ambusher

Power doubles while placed on tall grass tiles.

Pokémon that use this ability:

Own Tempo

Has trouble staying focused.

Pokémon that use this ability:

Transform

Transforms into the first party unit, copying its stats and ability scaled to Ditto's level.

Pokémon that use this ability:

Fossil Projectile

Fires one projectile per Fossil ally and slows targets for 2s.

Pokémon that use this ability:

Focus

Repeated hits on one target ramp up damage.

Pokémon that use this ability:

Fossil Speed

Recharge time is cut by 0.5s per Fossil ally.

Pokémon that use this ability:

Poison

Each hit adds one poison stack; each stack drains 0.1% max HP per second.

Pokémon that use this ability:

Power Aura

Allies in range deal 20% more damage.

Pokémon that use this ability:

nightmare

Each hit adds one nightmare stack; each stack deals 20% of this unit's power per second.

Pokémon that use this ability:

Heal

Small chance to restore 1 heart on hit.

Pokémon that use this ability:

Double Shot

Fires at up to 2 targets per shot.

Pokémon that use this ability:

Vigilant

Range doubles when positioned on mountain tiles.

Pokémon that use this ability:

star

Each star adds +1 damage per hit.

Pokémon that use this ability:

Forecast

Doubles damage on tall grass, speed on water, and range on mountains.

Pokémon that use this ability:

Ninja

Shots bounce between foes for reduced damage.

Pokémon that use this ability:

Curse DoubleShot

Fires at up to 2 targets and applies curse; all cursed foes take shared damage.

Pokémon that use this ability:

Pokémon TD Abilities

Quick take: these traits set how each tower acts on a lane. In Pokémon TD Abilities, each trait is a quiet rule that shapes hits and pace. Some boost power, some slow foes, some add gold on each hit. Read each trait as a role tag, not a shiny perk. Place slow near bends, and place burst at the main kill spot. Put gold traits on safe tiles so they farm with low risk. This habit keeps your core calm when wave pace jumps. PokéPath TD Abilities lets you test small swaps and see clear gains. Swap one unit, watch the lane, then log what changed. Over time you learn which trait fits each map tile set. Use that map read to keep gold flow and clear time in sync. Think of a lane like a road: slow on bends, burst on straight. For a fast base note, see Wikipedia on tower defense terms. It is not a rule book, but it helps you name the job. Keep notes so you can move fast when a hard wave shows up.

Pokémon TD Abilities picks and pace calls

Pick one control trait, one burst trait, and one support trait. This trio covers most early waves and keeps leaks low. In Pokémon TD Abilities, a slow tag buys time for big hits. Pair slow with splash when packs stack at a bend. Pair slow with crit when a boss runs fast on a short lane. Burn fits long loops, since ticks keep work on each pass. Ricochet fits tight turns, where foes bunch up in one spot. Heal or greed traits work best on safe lanes with long up time. If a wave feels rough, swap one trait first, not the whole line. That slow test keeps your gold plan steady and your reads clean. You can also test a tile: grass for power, water for speed. Those map cues help you set pace with less guess work. Keep a tiny log, and you will spot a weak lane fast. Soon the picks feel like rhythm, not math or luck. Use that rhythm to time upgrades right before the big wave.

Core types

Core types show what a trait does at a glance. Start with damage over time, like Burn or Poison. These tags add ticks that keep foes weak even after a pass. Next is crowd control, like Slow or Stun. Control holds foes in the kill zone so burst can land. Then come attack mods, like Double Shot, Splash, or Super Critical. Mods push hit count or hit spread, so packs drop fast. Utility tags like Greed or Heal add gold or hearts over time. These are best on safe tiles with long up time. Aura tags such as Power Aura and Critical Aura lift nearby towers. Auras shine once two damage picks are set and safe. Use short labels to sort picks in your head and act fast. This makes build chats clear with pals and keeps swaps quick. Short cues in your notes keep swaps quick in a rush. When in doubt, pick one tag from each group first.

Team mix

Team mix is a loop: read map, set roles, then test one swap. In PokéPath TD Abilities, a clean mix beats a wild one. Keep one lane as a test lane so reads stay clear. On a long loop, range and burn win more hits. On a short lane, power and crit end waves fast. If two lanes split, mirror the mix only if time is equal. If one lane is short, give it the burst tag. Gold plan is a rhythm, not a guess. Save on safe waves, then spend right before a spike. If a leak shows, swap to control for one wave. Then swap back to gold, so the purse stays calm. Think of gold as fuel; you burn it to pass a hill. If a lane feels thin, drop one slow unit and watch the gap. If a boss lives too long, add crit or burst on that lane. Use a cheap test wave to read the shift, then lock it in. That steady loop keeps your mood light and your plan firm. A small note per wave helps you act fast on the fly. This calm loop keeps risk low and lets your best picks shine.

"Calm swaps beat panic buys when a wave spikes."
Goal Trait mix Lane cue
Pack waves Slow + Splash Two bends
Boss burst Crit + Burst Short lane
Gold farm Greed + Control Long loop