Hybrid Animals Wiki
Hybrid Animals Wiki

Perks (also known as powers) are abilities that your Hybrid may gain and upgrade as they upgrade their Hybrid Stats.



List Of Perks


  • Giant - Turns you into a giant to squish enemies.
  • Fireball - Shoots a ball of fire to attack.
  • Lightning - Shoots a bolt of lightning to attack.
  • Eagle Eye - Allows you to view faraway distances.
  • Poison Sting - Poisons the foe.
  • Weaken - Weakens the foe's attack.
  • Force Push - Pushes away enemies.
  • Sprint - Increases your speed for a few seconds.
  • Screech - Confuses your enemy, and decreases their accuracy.
  • Heal Self - Recovers some of your HP.
  • Spider Web - Sticks the enemy in a web to prevent their movement except doing damage.
  • Ram - Headbutts a nearby enemy and will do some knockback damage.

    A preview of all perks


  • Vampire - ???
  • Invisibility - ???
  • etc.

Pros and Cons

Of course, some Perks don't come without their downsides.

For example, the Giant Perk allows the player to deal massive damage to enemies that they "squish," however, the XP gain from these kills is only ever 1, no matter the level of the enemy killed [1].

Another example includes the Ram Perk, which allows the user to rapidly approach and deal damage to an enemy. While this attack is able to get you up close to a desired battle, it can place you in a tough spot if you are low on health when using the Perk.

This is also the case with the Force Push Perk, especially in Multiplayer servers where PvP is usually melee oriented. Pushing the enemy away from you is a great defense maneuver, however as mentioned before: PvP is usually melee between two players, so sending your enemy flying away from you is not optimal as it gives them time to formulate a counter attack or to escape and recover.

However, as of version 200323, Force Push was accidentally hyperbuffed and it can have an astonishingly high damage potential, along with insane range if enough levels are gained for it.

Two is Company

Upon creating your hybrid, you are given a select beginning Perk based on your choices. The way the player must earn Perks is by upgrading their Hybrid Stats, which are displayed every time the player levels up.

Every 6 Upgrade Points assigned will earn the player a random Perk. If the chosen Perk is already owned, the Perk is instead upgraded by 1 level, increasing the perk's utility and perhaps the energy cost.

Perks can be assigned to the 2 Perk Slots on the bottom right of the game screen by simply tapping Manage Perks. From this menu, the player must tap on the perk they wish to equip and assign it to either Slot 1 or Slot 2.

Upon getting a second perk, it will always be there. You cannot reverse this and go back to having just one.




Eagle Eye + Sprint - Allows for rapid exploration of terrain and aids hunting in Multiplayer servers. It does not offer great offensive potential however.


Sprint + Ram - Grants great mobility potential as both Perks are used for covering land in a short period. Ram can also deal some big damage to enemies.


Weaken + Screech - Insanely good for early game, as mobs of lower level will deal less damage and be way less accurate. It is still considered a decent loadout, but Force Push is currently so strong that it completely outclasses it.

PvP Sets

Sniper Trapper

Eagle Eye + Spider Web - Grants good offensive and defensive capabilities and also known to be very reliable. The Eagle Eye is used for exploration, scouting and increased range of some perks, including Spider Web.

Spell Trapper

  • Fireball or Lightning + Spider Web - Grants good offensive capabilities, since you can use Spider Web to trap enemies, making easier to kill and Fireball or Lightning can be used to kill very weak enemies.
  • Poison Sting + Spider Web - Similar traits but also adds pseudo anti-healing effects[2], thanks to Poison Sting. It stops being effective when its duration becomes crazy long, due to common (exploit-based) PvP fights not lasting long, at which Poison Sting sucks at.

True Tanking

(any damage/mobility perk) + Heal Self - This can be considered the evolution of the Tanking loadout, because it offers great mobility/damage potential, and is also mixed with the life saving potential of Heal Self.

Rapid Energy Burst (High Risk, High Reward)

Force Push + (other useful perks) - Due to how powerful Force Push is, it can be used as an offensive attack for dealing massive damage to overleveled enemies. The only downside is that this loadout tends to drain Power Energy blazingly quickly, therefore not being effective at continuous fighting. (Only effective if the user has an extremely overleveled Force Push and has lots of Power Energy).

  1. This was a fix to the most overpowered strategy in the game, where you would use Giant to kill high level enemies and get lots of Experience Points.
  2. Any menu in the game will close if the player got hurt. This can prevent use of healing items, like the Super Jam, but it's completely useless against the Heal Self perk, due to the nature of using no-aim perks.