Ability List:
Also, when actually applying these to the profiles, use the wiki definitions rather than the definitions I list, those are just to list why it is those powers. Use those for the notable abilities section. I personally recommend using dragon-quest.org for this since the fandom version lacks a lot. Tact exclusive abilities are not shown since the game has tons of inconsistencies with the main canon (monsters can talk and are displayed as casual people, even the very aggressive and non-speaking monsters, when more often than not, they attack at first sight and are aggressive. Final bosses also show this and contradict their canon personalities. Certain abilities like Leader Perks are also shown, which are pretty exclusive to this game and not shown anywhere else)
Bonus Damage (aka attacks that deal extra damage over standard physical blows):
Blade of Ultimate Power - Energy Manipulation, Weapon Creation, and Durability Negation (Creates a blade of energy to strike the foe. The attack deals fixed damage, thus negates durability. This used to bypass Metal Slime’s physiology, but was removed)
Bite - Natural Weaponry (Self explanatory)
Blind Man’s Biff - None
Clap Trap - None
Double Edged Slash - None
Double Up - Limited Statistics Amplification and Self-Statistics Reduction (Varies between games, but more consistently doubles the user’s attack power for a slight decrease in defense. Isn’t damage boost since it isn’t an actual attack in games post-DQ6, which is the only game that has it as an attack)
Hip Drop - None
Imperial Strike - None
Jump Strike - None
Knuckle Sandwich - None
Victimizer - Damage Boost (Deals 6x damage on opponents who are poisoned or paralyzed)
Persecutter - Damage Boost (Deals 6x damage on opponents who are sleeping or confused)
Critical Hit Skills:
Critical Claim - Energy Manipulation and Minor Probability Manipulation (The user surrounds their fist in energy/creates a sword of energy in DQ9 variant to hit the opponent. The attack is a guaranteed critical hit and cannot miss)
Hatchet Man - Minor Probability Manipulation (Guarantees a critical hit if the attack lands. Often misses)
Thunder Thrust - Minor Probability Manipulation and Electricity Manipulation (Guarantees a critical hit if the attack lands. Often misses)
Dance Skills:
Sultry Dance - Broadway Force (Forces the opponent into a dance)
Death Dance - Death Manipulation (Does a dance that can insta kill enemies)
Butterfly Bop - Energy Projection and Animal Manipulation (Summons butterflies that fire lasers. Yes, that’s literally what it does)
Fuddle Dance - Mind Manipulation and Status Effect Inducement (Attempts to confuse all enemies)
Underpants Dance - Status Effect Inducement (Has a chance to startle all enemies)
Breath Skills:
Fire Breath - Breath Attack and Fire Manipulation (A line of fire breath skills with each being more powerful than the last)
Cool Breath - Breath Attack and Ice Manipulation (A line of ice breath skills with each being more powerful than the last)
Hellfire - Breath Attack and Fire Manipulation / Magic and Fire Manipulation (Varies between appearances, depicted as a spell when used by Maribel, but is commonly used as the most powerful fire breath used by final bosses)
Status Abilities:
Dazzleflash - Light Manipulation, Status Effect Inducement, Sense Manipulation, and Illusion Creation (Creates a flash of light that bedazzles all enemies)
Starstrike - Light Manipulation, Status Effect Inducement, Sense Manipulation, and Illusion Creation (Attacks with a whip, generating blinding lights that bedazzle the enemy)
Hypnowhip - Mind Manipulation and Status Effect Inducement (Attacks with a whip, befuddling enemies)
Pink Pirouette - Plant Manipulation, Air Manipulation, Mind Manipulation, and Status Effect Inducement (Generates a whirlwind of rose petals, which can befuddle enemies)
That’s Amore - Energy Projection, Mind Manipulation, and Status Effect Inducement (Sends a heart shaped bullet, which can befuddle an enemy)
Femme Fatale - Energy Projection, Healing, Status Effect Inducement, and Sleep Manipulation (Sends out a barrage of heart shaped bullets that heal the user a small amount of the damage done. Has a small chance of making opponents fall asleep)
Blow Kiss - Energy Projection, Status Effect Inducement, and Empathetic Manipulation (Attempts to blow a heart shaped bullet that can enthrall the enemy (basically stuns them). Not sure if this makes them attack allies or not like other charm based skills)
Sexy Beam - Energy Projection, Empathic Manipulation, Mind Manipulation, and Status Effect Inducement (Fire a heart shaped beam at the target that has a chance to enthrall them. Can confuse opponents in 8, and charm them in 10)
Parallax - Fire Manipulation, Status Effect Inducement, and Paralysis Inducement (Sends a fiery skull at the opponent that can cause paralysis)
Defensive/Ironwall Abilities:
Defending Champion - Damage Reduction (Reduces damage by 90%. Pretty much makes god tier enemy attacks weak sauce, though its gonna be pretty useless in vs matches due to tier 2 AP gaps)
Forberance - Damage Transferal (Kinda confusing since it's mostly depicted by the user literally taking attacks for allies but when you consider group based attacks and big sauce AOE's like magic burst and kaboom that cant really be stopped, it makes sense.)
Lifeboat - Damage Reduction (Nulls all damage done to the party. Possibly the most broken and underused ability in the series. This only appears in 7 so using them with all vocations is gonna be pretty broken)
Back Atcha - Attack Reflection (Redirects attacks to a random enemy)
Insta-Kill Abilities:
Fissure - Earth Manipulation and Air Manipulation (Creates a fissure that sucks enemies into it. Works on flying enemies at an unknown height)
Assassians Stab - Death Manipulation (Has a chance to instantly kill enemy. Unaffected by resistance to whack spells)
More is to be added in the future