Pixel Lineage: Pets Guide to Families, Abilities and Charges
Compare eight pet families, learn the three-charge combat cycle, and understand ability access and level caps across pet rarities.
Pixel Lineage lets each hero equip one invulnerable pet that bites the current target each round and builds charges. At three charges it can use an ability or pounce for double damage, so compare a companion's unlocked abilities rather than choosing only by appearance.
The starter guide introduces companion progression; the written family and charge rules explain how that support fits your battles.
Understand the bite-and-charge rhythm
The equipped pet gains one charge per round while biting the current target. Three charges create the choice between an ability and a stronger pounce. A healing or Energy ability can be more useful than immediate damage when it enables your hero's next important turn.
Pets are invulnerable companions, but their support does not make the hero invulnerable. Your own health, timing and actions still determine whether the battle remains safe. Consider the pet part of the plan rather than a replacement for defensive play.
Families determine the ability pool
| Family | Family ability pool |
|---|---|
| Canine | Attack, Savage, Decoy, Heal |
| Feline | Attack, Savage, Electric, Decoy |
| Avian | Heal, Energy Heal, Attack, Electric |
| Reptile | Savage, Decoy, Attack, Heal |
| Aquatic | Heal, Energy Heal, Electric, Decoy |
| Spooky | Energy Heal, Electric, Savage, Attack |
| Woodland | Heal, Energy Heal, Decoy, Savage |
| Automaton | Electric, Attack, Decoy, Energy Heal |
A hatch rolls three abilities from its family pool, but rarity determines how many are unlocked. The presence of Heal in a family's pool is therefore not a promise that every newly hatched companion immediately supplies it.
Read the ability by the help it supplies
Heal restores health. Energy Heal grants one Energy, sometimes two. Attack strengthens bites. Electric can stun, Savage can poison, and Decoy grants Fortify for the round. Those effects support different needs: recovery, resources, pressure, control, or protection.
If your hero repeatedly lacks Energy, a working Energy Heal is a more direct fit than a poison chance. If the problem is taking too much incoming damage, Heal or Decoy addresses survival more directly than extra bite damage. These are build-fit suggestions based on the listed effects.
Rarity controls caps and access
Common pets cap at level 30 with one ability unlocked. Uncommon and Rare cap at 50 and 70 with two abilities. Legendary and Divine cap at 90 and 100 with three. Legendary and Divine pets come through fusion, so raising rarity is a separate progression step from earning levels on an equipped pet.