Much like previous years, Abilities in WWE 2K18 allow you to personalize Superstars with unique traits, enhancing them in powerful ways. You can assign up to 10 abilities to each Superstar.
Each ability has three different levels and each has a different effect on gameplay: some of the abilities have an impact on stamina, some impact the kick-out gauge and others impact the amount of damage you can inflict on your opponent.
1. Move Thief
Humiliate your opponent by using their own Finisher against them. Move Thief disrupts your opponents focus, causing them to lose stamina.
Ability Info: Hold L1 while pressing Triangle.
- LVL 1: Can be performed 1 time per match.
- LVL 2: Can be used 2 times per match, reduces more opponent's stamina.
- LVL 3: Can be used 1 time per match, completely drains opponent's stamina.
2. Ring Escape
Allows Superstars to escape to ringside when they are down near the ropes.
Ability Info: Hold R towards the ropes when in a grounded state
- LVL 1: This ability requires at least 75% of a stamina bar.
- LVL 2: Stamina costs reduced by 33%.
- LVL 3: Stamina costs reduced by 66%.
3. Pin Combo
Allows Superstars to perform a pin immediately following certain grapple attacks.
Ability Info: During a grapple attack press O when prompted.
- LVL 1: Opponent's kickout gauge reduced by 10%.
- LVL 2: Opponent's kickout gauge reduced by 20%.
- LVL 3: Opponent's kickout gauge reduced by 30%.
4. Diving Pin Combo
Allows Superstars to perform a pin immediately following certain diving attacks.
Ability Info: During a diving attack press O when prompted.
- LVL 1: Opponent's kickout gauge reduced by 10%.
- LVL 2: Opponent's kickout gauge reduced by 20%.
- LVL 3: Opponent's kickout gauge reduced by 30%.
5. Teamwork
Damage inflicted by double team moves and Tag Team finishers is increased.
Ability Info: This ability is always active in Tag Team Matches
- LVL 1: Double Team Damage increased by 12%.
- LVL 2: Double Team Damage increased by 17%.
- LVL 3: Double Team Damage increased by 26%.
6. Fan Favorite
Increases the time window to complete a Superstar's Comeback Sequence.
Ability Info: This ability is always active as long as you have the Comeback skill.
- LVL 1: 13 seconds to complete the Comeback Sequence.
- LVL 2: 16 seconds to complete the Comeback Sequence.
- LVL 3: 21 seconds to complete the Comeback Sequence.
7. Mouthpiece
A Superstar's manager will distract the referee and provide a Stamina Boost.
Ability Info: This ability is always active where a manager accompanies the Superstar.
- LVL 1: Small stamina boost
- LVL 2: LVL 1 stamina boost + 50% (can be used 2 times before manager gets ejected)
- LVL 3: LVL 2 stamina boost + 50% (can be used 2 times before manager gets ejected)
8. Technician
Lowers Stamina cost for reversals.
Ability Info: This ability is always active.
- LVL 1: Reversal Stamina cost -10%
- LVL 2: Reversal Stamina cost -30%
- LVL 3: Reversal Stamina cost -50%
9. Ruthless Aggression
While fighting at ringside, damage from grapple and environmental attacks is increased.
Ability Info: This ability is always active when fighting at ringside.
- LVL 1: Ringside Damage increased by 7%.
- LVL 2: Ringside Damage increased by 11%.
- LVL 3: Ringside Damage increased by 18%.
10. Immovable Object
Decreases the chance that a Superstar will fall to his knees when hit by a strong or running strike. Can only be used by Heavyweight and Super Heavyweight Superstars.
Ability Info: This ability is always active.
- LVL 1: Decreased the chance of falling by 40%.
- LVL 2: Decreased the chance of falling by 55%.
- LVL 3: Decreased the chance of falling by 65%.
11. Resiliency
Can kick out immediately from pinfall mini-game.
Ability Info: This is triggered by pressing Triangle during the pinfall mini-game.
- LVL 1: Can be triggered once in a match. 1 Finisher icon is used up.
- LVL 2: Can be triggered twice in a match. 1 Finisher icon is used up.
- LVL 3: Doesn't require a Finisher. Can be triggered once in a match.
12. Dirty Pin
Pin your opponent with your feet on the ropes for added leverage.
Ability Info: Performed when your opponent is laying parallel to the ropes. Hold O when prompted.
- LVL 1: Decreases your opponent's kick out gauge by 26%. Probability that ref sees the dirty pin is 24%. Can be used once per match.
- LVL 2: Decreases your opponent's kick out gauge by 44%. Probability that ref sees the dirty pin is 34%. Can be used once per match.
- LVL 3: Decreases your opponent's kick out gauge by 60%. Probability that ref sees the dirty pin is 50%. Requires a Finisher. Can be used twice per match.
13. Rope Break
Decreases the probability of the referee seeing the Rope Break of the opponent during the first pin count.
Ability Info: If you get pinned close to the ropes, press O to trigger a Rope Break.
- LVL 1: 60% probabilty of referee seeing Rope Break
- LVL 2: 50% probabilty of referee seeing Rope Break
- LVL 3: 40% probabilty of referee seeing Rope Break
14. Brawl (Promo Ability)
Attack the opponent during a Promo and transition into a Brawl.
Ability Info: Press R2 during promo to bring up abilities. Highlight ability and press X to activate. This has no effect during matches.
- LVL 1: The target's health can be reduced to 90%
- LVL 2: The target's health can be reduced to 85%
- LVL 3: The target's health can be reduced to 80%
15. Taunt (Promo Ability)
Eliminate the two lowest scoring promo answers.
Ability Info: Press R2 during promo to bring up abilities. Highlight ability and press X to activate. This has no effect during matches.
- LVL 1: This can be used once per promo
- LVL 2: This can be used twice per promo
- LVL 3: This can be used 3 times per promo
16. Stare Down (Promo Ability)
Ends the promo with a Stare Down and reduces the opponent's score.
Ability Info: Press R2 during promo to bring up abilities. Highlight ability and press X to activate. This has no effect during matches.
- LVL 1: This can be used once per promo. Opponent's score reduced to 90%
- LVL 2: This can be used once per promo. Opponent's score reduced to 85%
- LVL 3: This can be used once per promo. Opponent's score reduced to 80%