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As you work your way through the missions and events of Disney Pixel RPG, you'll eventually get to the point at which you can upgrade your characters in a variety of ways. From leveling them up to giving them different ability customizations, you can craft the team you want, how you want them.
But what is ability customization? And what are all the options available when it comes to abilities? This guide will not only list each ability and what they do but also explain how to unlock this in-game feature and what you need before you can start rolling for new abilities.
The short and long of it is that ability customization gives you an opportunity to get a randomized ability that strengthens your characters. Using this feature not only gives you an effect, like the ability to resist poison. It also gives you a BUFF to your HP, Atk, and Def stats.
You don't unlock the ability customization feature until you have defeated the boss of the Zootopia: Infiltration Mission on Normal difficulty. You will then be able to get three different items used in ability customization:
The Customization Seed (KB) is the basic form of the seed items. They can be crafted in the Crafting Menu using ten Customization Seed (KB) Fragments and 100 Upgrade Pixels.
The Customization Seed (MB) and (GB) can only be obtained through events and in the Crystal Shop. They are also an option during the Battle Challenge through the exchange shop as you gain BC Points.
BC Points are Battle Challenge Points which can only be earned through beating the Battle Challenge Levels. These points can only be spent in the event shop and expire at the conclusion of the event period. Spend them while you have them.
The biggest difference between each of the seeds is that the (KB) seeds pull from all abilities. The (MB) seeds increase your chances of pulling a two-star ability. Then, the (GB) seeds give you a higher chance of pulling three-star abilities.
The two- and three-star variations of the abilities are the same, but their effect is stronger. Using the example of Poison Resist again, the one-star gives you 30 percent resistance, the two-star gives you 50 percent, and the three-star gives you 70 percent.
So, all of the seeds pull from the same pool of abilities, but you can better your odds of getting the stronger versions by using the (MB) and (GB) seeds, respectively.
Once unlocked and you have some seeds in your inventory, you'll go to your characters, pick whichever one you want to bolster, and then click upgrade. The very last option on the screen is "Ability Custom."
You'll pick one of the three different types of seeds and then hit upgrade. This will randomly choose an ability for your character. The first time you do this, you'll only be able to choose from having no ability or a New Effect. For every roll after that, you can choose between the ability you currently have equipped and the new ability you rolled for.
If you currently have an ability on a character and decide to pick a new one, your character forgets the old one completely. If you want that ability again, you have to keep re-rolling with seeds until it reappears.
There are 50 abilities you can roll. And considering there are three rarities, you have a shot at 150, thanks to those variations in strength. Some of the abilities remain active all the time. Others have certain conditions that need to be met.
Ability Name |
Ability Effect (1, 2, and 3 Star) |
---|---|
Paralyze | Gives you a (30%/50%/100%) chance to add Lv 1 Paralyze to your own attacks for two turns. |
Poison | Gives you a (30%/50%/100%)chance to add Lv 1 Poison to your own attacks for two turns. |
Skill Lock | Gives you a (30%/50%/100%) chance to add Lv 1 Skill Lock to your own attacks for two turns. |
Atk Down Resist | Gives you (30%/50%/100%) ATK DOWN resist. |
Atk Up at 20% HP or Less | When your HP is at 20% or less, you are granted (Lv 1/Lv 2/ Lv 3) ATK UP. This takes effect when the conditions are met. |
Atk Up on Crit | When you've landed a critical hit, you are granted ATK UP (Lv 1/Lv 2/ Lv 3) for two turns. |
Atk Up on Defend Usage | After using Defend, 50% chance of (LV 1/ Lv 2/Lv 3) ATK UP for two turns. |
Atk Up on EX Skill Activation | When your EX skill is activated, 30% chance (Lv 1/Lv 2/Lv 3) ATK UP for two turns. |
Atk Up on New Wave | When facing a new wave, you are granted ATK UP (Lv 1/Lv 2/ Lv 3) for one turn. |
Atk Up on Normal Attack | When using a Normal Attack, 50% chance to gain ATK UP (Lv 1/Lv 2/ Lv 3) for one turn. |
Atk Up if Party Size 4 or Less | If you have four or less party members, you are granted (Lv 1/Lv 2/ Lv 3) ATK UP. The effect stays active as long as the conditions are met. |
Atk Up on Skill Usage | After using your Skill, 30% (Lv 1/Lv 2/Lv 3) ATK UP for 1 turn. |
Atk Up during Status Ailments | While suffering a Status Ailment, 30% chance of ATK UP(Lv 1/Lv 2/ Lv 3) for one turn. |
Attack Skill Power Up | Attack Skill power (10%/15%/20%) |
Crit Chance Up on New Wave | When facing a new wave, you are granted CRIT chance UP (Lv 1/Lv 2/ Lv 3) for one turns. |
Crit Chance Up on Normal Attack | When using a Normal Attack, 50% chance to gain CRIT chance UP (Lv 1/Lv 2/ Lv 3) for one turn. |
Crit Power Up on New Wave | When facing a new wave, you are granted CRIT Power UP (Lv 1/Lv 2/ Lv 3) for one turn. |
Crit Power Up on Normal Attack | When using a Normal Attack, 50% chance to gain CRIT Power UP (Lv 1/Lv 2/ Lv 3) for one turn. |
Damage Reduction at 20% HP or Less | When your HP is at 20% or less, you are granted (Lv 1/Lv 2/ Lv 3) Damage Reduction. This takes effect when the conditions are met. |
Damage Reduction on Crit | When you've landed a critical hit, you are granted Damage Reduction (Lv 1/Lv 2/ Lv 3) for two turns. |
Damage Reduction on Defend Usage | After using Defend, 50% chance of (LV 1/ Lv 2/Lv 3) Damage Reduction for two turns. |
Def Down Resist 30% | Gives you (30%/50%/100%) DEF DOWN resist. |
Def Up at 20% HP or Less | When your HP is at 20% or less, you are granted (Lv 1/Lv 2/ Lv 3) DEF UP. This takes effect when the conditions are met. |
Def Up on Crit | When you've landed a critical hit, you are granted DEF UP (Lv 1/Lv 2/ Lv 3) for two turns. |
Def Up on Defend Usage | After using Defend, 50% chance of (LV 1/ Lv 2/Lv 3) DEF UP for two turns. |
Def Up on EX Skill Activation | When your EX skill is activated, 30% chance (Lv 1/Lv 2/Lv 3) DEF UP for two turns. |
Def Up on New Wave | When facing a new wave, you are granted DEF UP (Lv 1/Lv 2/ Lv 3) for one turn. |
Def Up on Normal Attack | When using a Normal Attack, 50% chance to gain DEF UP (Lv 1/Lv 2/ Lv 3) for one turn. |
Def Up if Party Size 4 or Less | If you have four or less party members, you are granted (Lv 1/Lv 2/ Lv 3) DEF UP. The effect stays active as long as the conditions are met. |
Def Up on Skill Usage | After using your Skill, 30% (Lv 1/Lv 2/Lv 3) DEF UP for 1 turn. |
Def Up during Status Ailment | While suffering a Status Ailment, 30% chance of DEF UP (Lv 1/Lv 2/ Lv 3) for one turn. |
Evasion Up on Defend Usage | After using Defend, 50% chance of (LV 1/ Lv 2/Lv 3) Evasion UP for two turns. |
Evasion Up if Party Size 4 or Less | If you have four or less party members, you are granted (Lv 1/Lv 2/ Lv 3) Evasion UP. The effect stays active as long as the conditions are met. |
Heal Skill Effect Up | Heal Skill effect (5%/10%/20%) |
HP Regeneration at 20% HP or Less | When your HP is at 20% or less, you are granted (Lv 1/Lv 2/ Lv 3) HP Regeneration. This takes effect when the conditions are met. |
HP Regeneration on Crit | When you've landed a critical hit, you are granted HP Regeneration (Lv 1/Lv 2/ Lv 3) for two turns. |
HP Regeneration if Party Size 4 or Less | If you have four or less party members, you are granted (Lv 1/Lv 2/ Lv 3) HP Regeneration. The effect stays active as long as the conditions are met. |
HP Regeneration during Status Ailments | While suffering a Status Ailment, you're granted HP Regeneration (Lv 1/Lv 2/ Lv 3) for one turn. |
Max SP | Increases your Max SP (5/7/10) |
Paralyze Resist | You always have Paralyze Resist (30%/50%/100%) |
Poison Resist | You always have Poison Resist(30%/50%/100%) |
Skill Lock Resist | You always have Skill Lock (30%/50%/100%) |
SP Charge on EX Skill Activation | When your EX skill is activated, 30% chance (Lv 1/Lv 2/Lv 3) SP Charge for two turns. |
SP Charge on Skill Usage | After using your Skill, 30% (Lv 1/Lv 2/Lv 3) SP Charge for 1 turn. |
SP Charge during Status Ailments | While suffering a Status Ailment, you're granted SP Charge (Lv 1/Lv 2/ Lv 3) for one turn. |
SP Consumption - | Skill SP consumption -(1/10%/20%) |
SP Gain Up on EX Skill Activation | When your EX skill is activated, 30% chance (Lv 1/Lv 2/Lv 3) SP Gain UP for two turns. |
SP Gain Up on Skill Usage | After using your Skill, 30% (Lv 1/Lv 2/Lv 3) SP Gain UP for 1 turn. |
SP Lock Resist | You always have SP Lock (30%/50%/100%) |
Stun Resist | You always have Stun Resist (30%/50%/100%) |
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