Troll’s special abilities
Going by last names here because all Dancestors and Ancestors share the same powers as the post-scratch trolls!! Note that this is mostly pre-game, and all trolls keep specific abilities post-game because of their god tier ascension.
The Tormins have pyrokinesis. They aren’t aware of their powers until they’ve had some sort of heavy emotional reaction to something and spontaneously combust. It’s mostly fueled by emotion, and using these powers on purpose usually take a lot of energy. These fiery outbursts might be influenced by the fact they’re all Rage players. Swavon seems to have better control over these powers, but using them often still leads to nosebleeds and the like.
The Anthos’ have the ability to commune with animals. Basically the same power as Tavros has. Pergus hasn’t trained this ability enough and is only able to manipulate fairly small and weak animals.
The Teraims can manipulate plant life and such. They aren’t very aware of this as it seems to be more of a passive ability. It’s possibly boosted by the fact that they’re all Life players. Plants passively grow faster near them, and the health of those plants may change depending on their mood. They also have weak telekinetic powers. Bentis uses this to guide her arrows and always have them hit the mark. Katnis uses this as a set of extra hands, helping her assemble mechanical parts faster. Overexerting these powers is nearly impossible because they are already so weak.
The Azarels are Rainbowdrinkers. Their awakening may have been made easier because of them being Blood players. Even before awakening they have a higher resistance to the harsh sunlight.
The Zujiuks can control the minds of alive and dead trolls. They can see the spirits of deceased trolls, but not communicate with them. The strength of their mind controlling power differs with every troll. Ghosts are fairly easy to manipulate, but some alive trolls may have some sort of resistance. They might be aware they’re being controlled and try to struggle, sometimes even breaking free of the controllers grip. The range of these abilities seems to be infinite, but the more distance, the weaker the grip. Overexerting these powers may result in nosebleeds, headaches, nausea, seizures, or even death. Vipion has trained this ability enough to actually be able to communicate with ghosts up to a certain point. He uses these powers to find out what happened to murdered trolls that were brought to his mortuary for autopsy.
The Lynekos have an incredibly alert and aggressive state they like to call “Feral”. It’s similar to a sobered up Gamzee. It’s pretty much uncontrollable, but they can possibly be calmed down by a moirail or matesprit. They have murderous impulses that they can’t suppress, and will try to kill everybody in sight. The best ways to prevent this are having a moirail or matesprits support available at all time, constantly being close to sopor, or using medication. Smoking catnip to numb senses seems to help Ardina.
The Serpes’ have a natural immunity to psychic, magical, and supernatural powers. They can’t be controlled, and any magic spell used against them will sizzle out. They don’t have any sort of day terrors when sleeping without sopor, and they can’t see any ghost or spirit. This lead Khrona to believe all these things aren’t real, and Kranek just made his powers up to sound cool.













