The World Ends With You
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The World Ends With You

Each thread in the game will carry an ability which will help you in battle. There are many kind of abilities, and each of them will help in one or other way. Abilities must be unlocked by store clerks in order to be usable in battle. A thread which ability has been unlocked will have an "A" on it.

 

Kinds of abilities[]

Regeneration[]

Whenever the shared HP bar is less than full, the wearer of the thread with this ability will regenerate HP every few seconds, higher levels granting a greater boost in HP per tick. The HP Bar will fill on the side of whoever is wearing the thread; overflow will fill the other side. However, remember it is a shared HP and so it really doesn't matter which part of the bar fills up first (except if there are any SOS abilities). If both characters have the Regeneration ability equipped, the amount of healing will add up. So if Neku heals 160 HP and Shiki heals 120 HP per tick, the amount regenerated would be 280. All Regeneration Threads stack with each other(two III Threads on a Player will restore 6% a tick, for example, as will an IV and a II).

Regeneration has four levels. Level I restores 1% HP/tick, level II 2% HP/tick, level III 3% HP/tick, level IV 4% HP/tick.

Combo Map Abilities (DS)[]

  • Combo Panel +X: It adds (Combo Panel +1 --or-- Combo Panel +2) or subtracts (Combo Panel -1) left/right arrows on the Combo Map, thus allowing for more or less attacks before a Finisher is used.
  • Combo Branch +X: This ability adds more branches to the partner's Combo Map, making you have more options to choose to get Fusion Stars or more panels to hit the enemy.
  • Combo Map Upgrade:
    • I: +1 Branch, -1 Panel
    • II: +2 Branch and Panel

Sync Charge (Remix)[]

Increases the rate at which sync rate rises in battle. Comes in levels I, II, and III.

  • Sync Charge Z: Equivalent to Sync Charge III, but reduces time for manipulating Fusion cards.

Lasting Fusion (Remix)[]

Adds extra time to manipulate Fusion cards. Comes in levels I, II, and III. Some variations are specific to certain partners.

  • Lasting Fusion Z: Equivalent to Lasting Fusion III, but reduces the rate at which sync rate rises in battle.

Obstacle Abilities[]

No Obstacles: When Neku wears this ability no obstacles will appear in the lower screen.

More Durable Obstacles: When Neku wears this ability obstacles will last longer before disappearing when using Psychokinesis or Pressure Mine psychs.

Puck Abilities (DS)[]

  • Slower Puck: Makes the light puck move slower to the partner or back to Neku. Effect is enhanced at level II.
  • Faster Puck: Makes the light puck move faster to the partner or back to Neku. Effect is enhanced at level II.
  • Hold That Puck: Makes the puck stay in battle longer before disappearing. It stacks with high Sync. Effect is enhanced at levels II and III.
  • Puck Power: Increases the starting multiplier when the puck is first generated. Levels II and III yield higher boosts.

CC Abilities (Remix)[]

  • CC Slower Sync: Decreases the amount of sync gained from cross combos. Effect is enhanced at level II.
  • CC Faster Sync: Increases the amount of sync gained from cross combos. Effect is enhanced at level II.
  • Loose CCs: Makes the timing for landing CCs more forgiving. It stacks with high starting sync. Effect is enhanced at levels II and III.
  • CC Boost: Raises the CC multiplier by a fixed amount for the equipped character. Levels II and III yield higher boosts.

More (Negative status)[]

Makes pins or partners wearing a thread with the "(Negative status) Finisher" to inflict that negative status more often. Varieties include:

  • Attack Breaks
  • Defense Breaks
  • HP Drains
  • Immobilizations

(Partner) Nag-free Escape[]

When you have a thread equipped with contains this ability, you no longer lose sync % when running away from battle. The following threads have this ability.

For Shiki:

For Beat:

For Joshua:

Show Combo Map Longer (DS)[]

Makes the combo map of a partner with the ability to last longer before disappearing.

(Negative Status) Finisher[]

Makes a partner wearing this ability to inflict a negative status with the finisher attacks. Variations include:

  • Attack Break
  • Defense Break
  • HP Drains
  • Immobilization

HIT Keeper[]

When Neku wears this ability the HITS counter will stay on the screen longer before disappearing. The higher the level, the longer it stays.

(Partner) (Air, Ground) Combo (A, B, C, D) (DS)[]

The Air or Ground Combo Map will change its form to a specified shape according to the character, letter, and whether it's ground or air. Shiki has four ground combos and two air combos, Joshua has three of each ground and air combos, and Beat has four air combos and two ground combos. Nine shapes exist.

Ground A Ground B Ground C Ground D
Shiki Club Lance Saber Folding Fan
Joshua Dagger Cactus Trident
Beat Staff Lightning Bolt
Air A Air B Air C Air D
Shiki Staff Cactus
Joshua Dagger Lightning Bolt Folding Fan
Beat Club Lance Saber Trident

(Partner) Drop Kick (Remix)[]

Adds extra drop stars at the start of battle when equipped by the specified partner. Not affected by chain multipliers.

(HP, Attack, Defense) +X[]

The parameter will increase by an specific amount. Sometimes it'll only work if an specific member of the party wears it.

(Partner) Fusion ★ +X (DS)[]

Adds extra Fusion stars at the start of battle for the specified partner. Only affects the 1st reduction.

(Partner) Sync Start +X0% (Remix)[]

Gives a percentage increase in starting sync rate at the start of battle. Only affects the 1st reduction.

Resist (Negative status)[]

The wearer will be immune to that negative status. Varieties include

  • Attack Break
  • Defense Break
  • HP Drain
  • Immobilization

Special Kinds:

  • Resist Knockback: The wearer won't be knocked back by enemy attacks
  • Dual Resistance:
  1. I: Immune to Attack and Defense Breaks.
  2. II: Immune to HP Drain and Immobilization
  • Resist All: The wearer will be immune to every negative statuses.

EXP Boost[]

It'll make Neku to obtain more experience from enemies. He will obtain more if the ability is level II.

SOS Abilities[]

They're only active if the wearer is in SOS status. In the Remix versions, they'll activate when Neku is in SOS status regardless of whose wearing them.

  • Attack Boost: Attack will increase by a percentage, 20% for level I and 50% for level II.
  • Defense Boost: Defense will increase by a percentage, 20% for level I and 50% for level II.
  • Null Damage: The wearer will have a 30% chance of not receiving any damage.
  • Power Up: Both attack and defense will increase by a percentage, 10% for level I and 15% for level II.:

Jinxed Abilities[]

The wearer will have the mentioned ability, but also a penalty: 

  • Attack Boost +10: Places the wearer (Neku in remix versions) into Mortal Peril (SOS) at the start of battle.
  • EXP Boost: Places the wearer (Neku in remix versions) into Mortal Peril (SOS) at the start of battle.
  • Regeneration: Stop receiving PP.
  • HIT Keeper: Usable by Neku. Enemy attacks knock him back
  • Immobilizing Finisher: Used by partner. Causes Neku to move slowly.
  • Hold That Puck: Stop receiving PP. (DS version)
  • Loose CCs: Stop receiving PP. (Remix versions)

All-around Upgrade[]

Depending on the level it will

  • I: Displays elapsed time and increases experience.
  • II: In the DS version, it increases the time it takes for the HIT counter and the Combo Map to disappear. In the Remix Versions, it increases the time for manipulating partner Fusion cards.
  • III: Raises Attack, Defense, and HP.
  • IV: Raises Attack, Defense, HP, and increases the time it takes for the HIT counter to disappear (Neku only).

Display Time[]

It shows the total elapsed time in a battle sequence, carrying over from previous fights in Chain battles. It is shown in the bottom right hand corner of the bottom screen, in the format of minutes, seconds, and milliseconds.

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