This WWE 2K18 Abilities Guide will give you a comprehensive overview of each of the sixteen abilities so you can decide for yourself which one suits your style of play best.
WWE 2K18 Abilities
The new WWE allows you to personalize your Superstar with traits and abilities. You can assign up to ten abilities to each Superstar and each ability has three different Levels, which offer various upgrades.
This ability allows you to steal your opponent’s finisher by holding L1 while pressing Triangle. Level 1 allows it to be performed once a match, Level 2 twice and Level 3 once but Level 3 drains all of their stamina.
This ability allows you to escape from the ring when near the ropes by holding R towards the ropes when grounded. Level 1 uses 75 percent of your stamina while Level 2 and 3 reduce stamina costs by 33 and 66 percent respectively.
This ability allows you to perform a pin immediately after certain grapple moves by pressing O when prompted. Level 1 reduced opponent’s kickout gauge by 10 percent, Level 2 by 20 and Level 3 by 30.
Diving Pin Combo
This ability allows you to perform a pin immediately after certain diving attacks by pressing O when prompted. Level 1 reduced opponent’s kickout gauge by 10 percent, Level 2 by 20 and Level 3 by 30.
This ability increases damage inflicted by double team moves and is always active in tag team matches. Level 1 increases damage by 12 percent, Level 2 by 17 and Level 3 by 26.
This ability increases the time window to complete your comeback sequence and is active as long as you have the comeback skill. Level 1 gives you 13 seconds to complete the sequence, Level 2 gives you 16 and Level 3 21.
This ability allows your manager to distract the referee and give you a stamina boost. It is always active as long as your manager accompanies you. Level 1 gives you a small stamina boost, Levels 2 and 3 increase the times your manager can interject before being ejected and increase the stamina boost by 50 percent.
This ability lowers stamina cost for reversals and is always active. Level 1 reduces the Stamina cost by 10 percent, Level 2 by 30 and Level 3 by 50.
This ability increases damage from grapple and environmental attacks and is always active when ringside. Level one increases damage by 7 percent, Level 2 by 11 and Level 3 by 18.
This ability decreases your chances of falling when hit by a strong or running strike and is always active. Level 1 decreases chances of falling by 40, Level 2 by 55 and Level 3 by 65.
This ability allows you to kickout immediately from a pinfall mini-game and is triggered by pressing triangle during the mini-game.
Level 1 consumes one finisher icon and allows one usage per game, Level 2 consumes one finisher icon and allows two usages per game whereas Level 3 uses no finisher icon and can be used once a game.
This ability allows you to pin your opponent with your feet on the ropes and is triggered when you press O, as your opponent is lying parallel to the ropes. Level one decreases your opponent’s kickout gauge by 24 percent, Level 2 by 44 and Level 3 by 60.
This ability decreases the chances of referee seeing your opponent’s rope break during the first pin. Press O if you are near the ropes to trigger it. Level 1 has a 60 percent probability of referee seeing the rope break, Level 2 has 50 and Level 3 has 40.
Can attack an opponent during a Promo. Level 1 will reduce opponent’s health to 90, Level 2 to 85 and Level 3 to 80.
This ability gives you some time to make a choice on what to do during the net promo. Level 1 allows you to use it once per promo, Level 2 allows you to use twice and Level 3 thrice.
This ability reduces the amount of point the opponent can earn during the next promo. Level 1 reduces the score to 90 percent, Level 2 to 85 and Level 3 to 80.