Loomian Legacy Abilities: Secret Odds and Battle Tips
Master Loomian Legacy abilities with Secret Ability odds, evolution rules, battle effects, and weather combos. Plan your hunt and build a stronger team.
Jump to

How Abilities Work in Loomian Legacy
A powerful attack can lose its value when the target’s ability blocks it. Loomian Legacy abilities affect damage, immunities, stat changes, Energy costs, and even encounters outside battle. Check your Loomian’s ability before building its moveset or hunting for a Secret Ability.
Most species have one or two possible Regular Abilities and one Secret Ability. An individual Loomian has its own ability; it does not carry every option available to its species.
Abilities are determined when a Loomian is obtained, and evolution can change the ability’s name and effect. For example, a Phancub with Adorable becomes an Ursoul with Terrifying when it evolves.
Battle effects can also interfere with abilities. Ability Thief steals an opponent’s ability through a contact move for the rest of the battle, leaving the target with a blank ability. Devious lets the user’s moves bypass the target’s ability.
Which Loomians Have No Secret Ability?
Swirelle, Boonary, Novadeaus, Cosmeleon, and Soul Burst Loomians have no Secret Ability. The Spirivii, Mistlebud, and Singeel evolutionary lines also lack one.
Check that your target has a Secret Ability before committing to a hunt.
Official page: Loomian Legacy (roblox.com)
How to Get and Identify Secret Abilities
Secret Abilities, often shortened to SA, can appear through wild encounters, rallying, and Petrolith revival. Certain weather encounters offer different odds.
Image: Roblox / Llama Train Studio
Open a Loomian’s summary and look for the purple sigma symbol to identify an SA. The trading interface also uses a purple marker, so inspect that marker before accepting a trade.
The Ability Charm costs 350 Robux and improves SA odds across several methods.
Wild Encounters
The wild Secret Ability rate is 1/512 without the Ability Charm and 1/256 with it.
Those rates are chances for each eligible encounter, not a guaranteed reward after that many attempts. Plan for a hunt that can run longer than the denominator suggests.
Rallying
A rallied Loomian has a 1/256 SA chance without the charm or 1/128 with it.
Using a Secret Ability Rally Leader improves those rates to 1/64 without the charm and 1/32 with it. Use an SA Rally Leader when rallying for another SA; the leader’s ability changes the odds substantially.
Petrolith Revival
A revived Petrolith has a 1/256 SA chance without the charm. With the charm, that becomes 1/64.
Loomians Acting Strangely During Weather
A species marked as acting strangely during adverse weather has an SA rate of 1/128 without the charm or 1/32 with it. These encounters also have at least three randomly selected stats with maximum Unique Points and a pure positive Personality.
Open Navigate → Weather on your LoomiWatch to inspect the forecast. It displays up to four hours ahead in your local time, and weather follows the same schedule across servers.
Target the species identified as acting strangely. The improved SA rate does not apply to every Loomian encountered in the affected area.
Damage Abilities and Their Tradeoffs
Read both the bonus and its conditions before choosing attacks. Some abilities strengthen a specific move category, while others impose costs that affect the entire build.

| Ability | Damage effect | Condition or tradeoff |
|---|---|---|
| Awakening | Raises Attack Type Bonus from 25% to 50% | Applies to the matching-type bonus |
| Ace | Raises Attack Type Bonus from 25% to 100% | Applies to the matching-type bonus |
| Brute Force | Increases attack damage by 30% | Removes secondary effects |
| Berserk / Eager | Increases attack damage by 50% | Prevents using Support Moves and Held Items in battle |
| Guru | Increases move damage by 50% | The move must have 70 Strength or less |
| Heavy Fists | Increases punching and slapping move damage by 50% | Those moves cost 10% more Energy |
| Do or Die | Increases move damage by 30% | Each attack used costs 10% of maximum Health |
| Double Strike | Adds a second hit dealing 25% of the first hit’s damage | Activates when using an attacking move |
With Guru, compare a move’s Strength before replacing it with a stronger-looking option. Crossing above 70 Strength removes that ability’s bonus.
With Brute Force, choose attacks for their damage rather than relying on the secondary effects the ability removes. With Berserk or Eager, build around attacking moves and account for the restriction on Held Items.
Several other abilities reward specific battle situations:
- Ambush: Deals double damage when the target entered battle that turn.
- Aggressive: Raises Melee Attack by one stage after a knockout.
- Master: Raises the user’s highest stat by one stage after a knockout.
- Baneful: Increases damage by 20% against poisoned targets.
- Brutal Wrath: Makes attacks always critically hit poisoned targets.
- Mean Spirited: Increases attack damage by 20% against targets with a status ailment.
Apply poison before attacking with Baneful or Brutal Wrath. For Ambush, aim to catch an incoming opponent rather than expecting the bonus against a target that stayed on the field.
Defensive Abilities, Recovery, and Energy
An immunity can change which attacks you can switch into, while an Energy ability changes how expensive your moves are.

Hover grants immunity to Earth-type attacks and grounded entry hazards. Lightning Rod grants Electric immunity and raises Ranged Attack by one stage when hit by an Electric attack. Hydrate blocks Water-type attacks and restores some Energy when one hits.
Other defensive abilities work differently:
- Insulated halves damage from Fire- and Ice-type moves.
- Enchanted Coat reduces damage from super-effective moves by 25%.
- Immunized prevents non-volatile status ailments.
- Clutch prevents a single attack from knocking the user out when it starts at full Health.
Keep Clutch’s full-Health requirement in mind. Once the user has taken damage, that protection no longer meets its activation condition.
For longer battles, Expertise lowers move Energy costs by 25%. Demanding restores Health equal to 25% of the damage dealt by attacking moves.
Do not confuse Bloodsucker with Drainage. Bloodsucker increases the damage of health-draining moves by 25%; Drainage increases the Health recovered from those moves by 50%.
Stat Changes Can Reverse Your Plan
Anomaly reverses stat changes: reductions become increases, and increases become reductions. Avoid selecting a stat-boosting move solely for its usual benefit when the user has Anomaly.
Combative instead raises Melee Attack by two stages whenever one of the user’s stats is lowered. Ignorant ignores the opponent’s stat modifiers during damage calculations when attacking or being attacked.
Weather Abilities and Battle Effects
Weather can activate an ability while also changing the battlefield. Match your weather setter to the abilities and attacks you intend to use.
| Weather | Ability that summons it | Ability interactions |
|---|---|---|
| Heavy Rainfall | Rain Summon | Rain Rush doubles Speed; Pluvial restores 1/16 of maximum Health each turn |
| Strong Gusts | Wind Summon | Tumultuous increases damage by 30%; Oxidize increases Ranged Defense by 50% |
| Dense Fog | Fog Summon | Gloomy increases damage by 30%; Prowler doubles Speed |
| Smoldering Heat | Heat Summon | Hotfoot doubles Speed; Inferno increases Ranged Attack by 50% while costing 1/8 of maximum Health each turn |
| Severe Thunderstorm | Thunder Summon | Overclock doubles Speed |
Fog Summon and Heat Summon create their weather for five turns upon entering battle.
The weather itself adds separate effects:
- Heavy Rainfall increases Water-type damage by 30%, reduces Fire-type damage by 30%, and restores 1/16 of Plant-type Loomians’ maximum Health each turn.
- Strong Gusts raises Air-type Loomians’ Speed by 25%, increases Toxic-type attack damage by 25%, and prevents trapping effects from keeping Loomians in battle.
- Dense Fog removes the charging turn from two-turn moves. It also lets Spirit-type Loomians ignore the abilities of non-Spirit opponents when attacking or being attacked, except against Light-type Loomians.
- Smoldering Heat increases Fire-type damage by 30%, reduces Water-type damage by 30%, and lowers the Energy cost of Bug-type Loomians’ moves by 10%.
- Severe Thunderstorm increases Electric-type damage by 25% and reduces those moves’ Energy costs by 25%. It grounds Air-type Loomians so Earth-type attacks hit them neutrally, and it prevents sleep.
Account for the opponent’s team before summoning weather. Smoldering Heat can activate your Hotfoot user while also strengthening an opposing Fire-type attack.
Cosmic Pressure nullifies weather effects while its user is on the field and increases all Ancient-type move damage by 25%. Reconsider a weather-dependent attack or Speed plan while that ability is active.
Abilities That Support Double Battles
Several abilities affect your partner directly. Coordinate move choices and positioning around their exact triggers.
Dawn increases the user’s Ranged Attack by 50% when its ally has Dawn or Dusk. Dusk increases the user’s Melee Attack by 50% when its ally has either ability.
Other partner interactions include:
- Guardian: Reduces damage taken by the ally by 25%.
- Medic: Restores 25% of the ally’s maximum Health when the user enters battle.
- Communication: Makes the user ignore allied moves’ effects, including damage.
- Conspire: Increases the second attacker’s move power by 50% when both allies attack the same opponent.
- Mimic: Copies the ally’s positive stat modifiers when the user enters battle.
- Herd Behavior: Shares stat modifiers received by the ally with the user.
Focus both attacks on the same opponent to activate Conspire. For Mimic, bring the user in after its partner has gained positive stat modifiers.
Energy support also matters here. Motivational reduces allies’ move Energy costs by 10% from the user’s entry until it faints. Intern supplies its own Energy for allied moves when it has enough to cover the desired move’s cost.
Party Abilities for Hunting and Training
Some abilities provide benefits before an attack is selected.
Harmonize makes wild Loomians share its user’s Personality when that user occupies the first party slot. Choose the Personality you want on your Harmonize lead before hunting. In battle, Harmonize also passes an inflicted status ailment back to the opponent that caused it, unless that opponent is immune.
Carol increases battle Experience gains by 10% for the entire party, including the user and benched Loomians. Its user must be alive and in the first party slot before the battle.
Put a living Carol user in front when training several Loomians together. Switch to a Harmonize lead when your priority becomes catching a particular Personality.
Continue with
Loomian Legacy Expeditions: Route 9 Update ExplainedExplore Loomian Legacy expeditions in the Route 9 update, plus Field Capture and a practical overworld hunting loop to help you find more new Loomians.Join the community
Official channels for news, updates and player help:


