Hybrid

Hybrids are a cross-breed of two or more different supernatural species. The term is commonly used to describe a werewolf turned into a vampire.

Hybrids possess both the strengths and some of the weaknesses of their parent races, along with powerful attributes unique to themselves alone due to their combined heritage. For werewolf-vampire hybrids, this includes Day Walking and being able to transform into a wolf without the Full Moon's influence. For siphoner-vampire hybrids, they retain their ability to siphon magic and their own vampirism as a power source for their use in witchcraft; as they did not possess their own magic as humans, this is a skill that makes them powerful.

Powers and Abilities
Non-Original werewolf-vampire hybrids have the powers and abilities of both werewolves and non-Original vampires, both physically enhanced powers and abilities of mind compulsion. Non-Original werewolf-vampire hybrids will grow stronger with age due to their vampirism and will also increase in strength when enraged, due to their werewolf side. Their strength will also increase during a full moon.
 * -|Werewolf-Vampire=


 * Super Strength: Non-Original werewolf-vampire hybrids are stronger than Werewolf|Werewolves, non-Original Vampires, Supernatural Hunters, Immortals and Humans. Due to their vampire side, they also get stronger with age. The full moon will boost their strength and aggression. Older non-Original vampires may be stronger and more challenging for many newborn non-Original werewolf-vampire hybrids. However, if a non-Original werewolf-vampire hybrid fights a non-Original vampire closer to their age range, the non-Original werewolf-vampire hybrid will win. Non-Original werewolf-vampire hybrids are even capable of putting up a fight against non-Original vampires well above their age range.
 * Super Speed: A non-Original werewolf-vampire hybrid's intensified quickness, agility, reflexes, and endurance makes them faster than any werewolves, evolved werewolves, non-Original vampires, supernatural hunters, immortals and humans. Non-Original werewolf-vampire hybrids can use this ability in human or werewolf form. As with strength, non-Original werewolf-vampire hybrids get faster with time. The full moon will increases their speed and being in werewolf form will make them even faster.
 * Super Agility: Non-Original werewolf-vampire hybrids possesses much more superhuman stamina, flexibility, reflexes, agility and dexterity than immortals, non-Original vampires, werewolves, evolved werewolves and humans. They can move, jump, climb, and run incredibly fast without difficulty or exhaustion.
 * Super Senses: Non-Original werewolf-vampire hybrids have extremely keen senses of hearing, sight, touch, and smell that exceed those of non-Original vampires, werewolves, evolved werewolves, and humans. Since they're a supernatural crossbreed between werewolves and non-Original vampires, non-Original werewolf-vampire hybrids have the combined senses of both species thus making their ability extremely effective.
 * Super Durability: Non-Original werewolf-vampire hybrids can bear a lot of trauma. They also hardly ever get tired or fatigued. Non-Original werewolf-vampire hybrids can take far more trauma than any non-Original vampires, werewolves, evolved werewolves and humans, without much discomfort or injury. Stakes and arrows can not kill a non-Original werewolf-vampire hybrid when they are struck in the heart, they merely become unconscious.
 * Enhanced Healing Factor: Non-Original werewolf-vampire hybrids have the combined healing capabilities of both non-Original vampires and werewolves, rendering them practically invincible to anything but fatal wounds that can seriously impair their healing capabilities like decapitation or heart-extraction. They can recover/heal/regenerate from any injury much quicker and more effectively than any non-Original vampires, werewolves, evolved werewolves and humans. They also seems to heal much more quickly when exposed to vervain, wolfsbane, or wood. Human blood has also known to make the healing process faster.
 * Immortality: Non-Original werewolf-vampire hybrids stops aging the moment they transition. They become immune to all conventional diseases, toxins, poisons, viruses, illness, infections, and injuries.
 * Day Walking: Due to their werewolf heritage, non-Original werewolf-vampire hybrids are immune to the lethal effects that u.v. rays and sunlight have on non-Original vampires and original vampires. Allowing them to walk in daylight without the use of a day ring.
 * Emotional Control: Due to their vampire heritage, non-Original werewolf-vampire hybrids are able to exert certain control over their own emotions, e.g. They can turn off their humanity.
 * Enhanced Emotions: Because of their vampiric and werewolf traits, non-Original werewolf-vampire hybrids experience emotions more powerfully than humans and non-Original vampires. Particularly emotions such as anger, rage, aggression and violence due to their werewolf heritage. Non-Original werewolf-vampire hybrids are more prone to violence and rage than non-Original vampires. However, emotions such as love, joy, and happiness are intensified for them as well, allowing them to live life more intensely. This ability allows them to feel emotions at their peak regardless of their age.
 * Lycanthrope Enhancement: Non-Original werewolf-vampire hybrids are capable of using their werewolf features to further supplement their powers and abilities. Non-Original werewolf-vampire hybrids can grow claws from their nails and werewolf fangs from their teeth even when they are still in their human forms. Also non-Original werewolf-vampire hybrids can display both sets of vampire and werewolf fangs. Their eyes also change into those of their werewolf form, presumably granting them better eyesight. Due to their werewolf heritage, a non-Original werewolf-vampire hybrid's strength and speed are heightened further during a full moon and at its peak in their werewolf forms.
 * Mind Compulsion: A non-Original werewolf-vampire hybrid can compel the minds of Humans. They cannot, however, compel original vampires, non-Original vampires, Supernatural Hunters, Witches or Werewolves.
 * Shapeshifting/Transformation Control: Non-Original werewolf-vampire hybrids have the ability to transform into their werewolf forms at will. Most of them avoid transforming at all due to the pain it causes. They have complete awareness, but they still, however, have no control of their actions in werewolf form. They can also perform partial transformations, manifesting single features of their werewolf forms.
 * Sire Bond: Non-Original werewolf-vampire hybrids seem to be sired to the source of their creation. A non-Original werewolf-vampire hybrid is capable of breaking a sire bond, if they transforms into their werewolf forms an excess of 100 times in a row. Transforming so many times in a row causes them to no longer feel pain from transforming into a werewolf and they no longer feel a sense of gratitude, commitment or loyalty to their creator breaking the sire bond. Like non-Original vampires/original vampires, non-Original werewolf-vampire hybrids can form a sire bond if the human they turn into a vampire has feelings for them before being turned. Although like non-Original vampires/original vampires, this is extremely rare.
 * Telepathy: Non-Original werewolf-vampire hybrids have the ability, albeit a weak variant, to enter the minds of others as long as theirs is stronger than them. Normally, this ability works in a tactile fashion and the non-Original werewolf-vampire hybrid requires physical contact in order for it to work successfully. Hayley have also been shown sharing her memories with others. Like their physical attributes, their mental strength increases with age.
 * Dream Manipulation: Non-Original werewolf-vampire hybrids can control dreams and subconscious like non-Original vampires/original vampires. They can produce and modify dreams, bestow nightmares or lucid dreaming. Other effects of this ability is the distortion of reality and trapped in the dreams.
 * Illusions: Non-Original werewolf-vampire hybrids have the power to trick the minds of others into seeing/feeling things that aren't actually happening.
 * Werewolf Bite: Due to their werewolf heritage, non-Original werewolf-vampire hybrid*Werewolf Bite: Due to their werewolf heritage, non-Original werewolf-vampire hybrids have venom which is fatal to non-Original vampires and they themselves are immune to werewolf venom. Non-Original werewolf-vampire hybrid venom seem to take effect much faster than a normal werewolf venom.
 * Immunity to Silver: Due to their werewolf heritage, magic bonded to silver doesn't affect non-Original werewolf-vampire hybrids. Weapons made of silver might wound them, but the wound heals at super-normal rates than regular wounds.

A hybridization of a witch and a vampire has long been thought to be impossible. However, a subsection of mutated witches with the ability to siphon magic known as Siphoners have shown to bypass this rule. A group known as the Heretics consists of these hybrids.
 * -|Witch-Vampire=
 * Siphoning: Non-Original witch-vampire hybrids possess the rare ability to absorb magic, in all forms, from another source.
 * Spell Casting: Non-Original witch-vampire hybrids after having absorbed magic, possess the ability to cast spells like any witch.
 * Telekinesis: Non-Original witch-vampire hybrids after having absorbed magic, possess the ability to move objects and people with the mind like any witch.
 * Pain Infliction: Non-Original witch-vampire hybrids after having absorbed magic, possess the ability to inflict excruciating migraines like any witch.
 * Pyrokinesis: Non-Original witch-vampire hybrids after having absorbed magic, possess the ability to create and control fire like any witch.
 * Divination: Non-Original witch-vampire hybrids after having absorbed magic, possess the ability to divine future, past, and present events based off extrasensory perception like any witch.
 * Super Strength: Non-Original witch-vampire hybrids have the same strength as that of non-Original vampires and are noticeably much stronger than Supernatural Hunters, Immortals and Humans and slowly grow stronger with time. They always have the advantage of superior strength in direct combat with a human. Their other feats include single-handedly lifting grown men high off the ground by the throat and snapping their necks, cutting off a person's head with their bare hands, and ripping out internal organs such as hearts with little to no effort. Their strength is also more powerful than that of Werewolves and Evolved Werewolves in human form. Their strength allows them to jump higher and further than any natural creature.
 * Super Speed: Non-Original witch-vampire hybrids possess the same speed as non-Original vampires; able to accelerate their movements to cover short distances in an instant, faster than the human eye can see. When running across long distances, they appear as vibrating blurs of motion. Their reflexes are similarly heightened. Like their strength, their speed increases with age.
 * Super Agility: Non-Original witch-vampire hybrids possess superhuman agility. They have shown that they can move, jump very high, climb, and run incredibly fast without difficulty or exhaustion. They can jump with their super speed too. These abilities increase with age.
 * Super Senses: Non-Original witch-vampire hybrids possess extremely keen senses of hearing, sight and smell that far exceed those of humans and werewolves.
 * Super Durability: Non-Original witch-vampire hybrids can take a great amount of physical damage without being slowed down. Even vampires who have been shot with wooden bullets have been seen to continue fighting, as long as they were not shot in the heart, or the head. As they get older they become more powerful.
 * Healing Factor: Non-Original witch-vampire hybrids possess the ability to recover tissue from any form of physical damage to their bodies in seconds, but still feel the pain of a wound before it heals. Vampires can snap their bones back into place after being broken and have been seen to fully recover from gunshots, stab wounds, and torso impalement.
 * Immortality: Non-Original witch-vampire hybrids stop aging once turned. Upon their transformation, they become immune to all conventional illness, diseases, viruses and infections, though the exception is cancer, which can only be exacerbated by vampirism.
 * Day Walking: Due to their Siphoner heritage, non-Original witch-vampire hybrids are be immune to the lethal effects that u.v. rays and sunlight have on non-Original vampires and original vampires. Allowing them to walk in daylight without the use of a daylight ring.
 * Enhanced Emotions: Non-Original witch-vampire hybrids experience emotions more powerfully than humans. Emotions like love, joy, and happiness are magnified for vampires, allowing them to live life more intensely.
 * Emotional Control: Non-Original witch-vampire hybrids have the supernatural ability to remove or dull their emotions by "turning off" or "switching off" their humanity which is directly connected to their emotions. Doing so allows them to block out their more negative emotions, such as fear and guilt, allowing them to feed and kill without remorse.
 * Mind Compulsion: Non-Original witch-vampire hybrids have the ability to influence and control thoughts, emotions, and behavior and can alter or erase memories.
 * Sire Bond: Although rare among them, sire bonds can be formed when a human is turned with the blood of the vampire whom they had strong human feelings for.
 * Telepathy: Non-Original witch-vampire hybrids have the ability, albeit a weak variant, to enter the minds of others as long as theirs is stronger than them. Normally, this ability works in a tactile fashion and the vampire requires physical contact in order for it to work successfully. Like their physical attributes, their mental strength increases with age.
 * Dream Manipulation: Non-Original witch-vampire hybrids can control dreams and subconscious. They can produce and modify dreams, bestow nightmares or lucid dreaming. Other effects of this ability is the distortion of reality and trapping people in their dream.
 * Illusions: Non-Original witch-vampire hybrids have the power to trick the minds of others into seeing/feeling things that aren't actually happening.
 * True Face: A non-Original witch-vampire hybrid's true face is the appearance they are hiding under their normal human face. When their true face is revealed, the sclera of their eyes turns blood-red, dark veins appear under their eyes as the blood pumps forcefully through them, and their canine teeth extend into razor-sharp fangs. Their true face can be revealed whenever they wish, but it will appear against their will whenever they are aroused by the scent of blood, or are feeling intense emotions such as anger, lust, sadness, etc. Their fangs are extremely sharp which gives them the ability to tear into almost any substance (including and especially flesh) and tear off limbs. Their true face will appear for the first time, either while they drink human blood for the first time or shortly afterward. With the fangs come the darkened veins under the eyes as well.


 * -|Witch-Werewolf=
 * Channeling: Witch-werewolf hybrids have the power to invoke extra forms of energy by focusing on external forces.
 * Potion Brewing: Witch-werewolf hybrids have the power to brew and concoct potions, remedies and elixirs that have supernatural properties.
 * Spell Casting: Witch-werewolf hybrids have the power to change and control events through the use of incantations and more.
 * Divination: Witch-werewolf hybrids have the power to divine future, past, and present events based off extrasensory perception.
 * Super Strength: Witch-werewolf hybrids have the same strength as werewolves and are noticeably much stronger than Supernatural Hunters, Immortals and Humans. There have been several occasions to suggest that untriggered werewolves possess more strength than any average humans, which would indicate some form of enhanced strength even before the activation of their curse. However, werewolves in their human form are not as strong as a vampire, and have been shown to be far weaker. When they are in their wolf form, their powers amplify to a degree that excels that of the non-Original vampires, making them more powerful than non-Original vampires. In wolf form, a werewolf can overpower and kill any non-Original vampire with ease, and can also defeat an Original Vampire in small groups.
 * Super Speed: Witch-werewolf hybrids possess the same speed as werewolves; they possess this ability both in and out of transformation with an animalistic quickness; however, the power is faster at night than in the day, due to the moon's presence, and their speed increases greatly when the werewolf is transformed during the full moon. In wolf form, however, while under the influence of the full moon, they can use their speed to swiftly chase down their choice of prey; even vampires.
 * Super Durability: Witch-werewolf hybrids can take far more trauma than humans without nearly as much discomfort or injury, however, not as much as vampires. They can also exert themselves for longer periods without tiring.
 * Healing Factor: Witch-werewolf hybrids possess superhuman regenerative abilities, meaning that if they are physically injured, their bodies will heal rapidly. Like Vampires, werewolves can heal from the most grievous of injuries, even in human form, albeit more slowly in comparison to vampires. However, unlike vampires, when a werewolf’s neck is broken, they stay dead.
 * Super Senses: Witch-werewolf hybrids have the extremely keen and heightened senses of smell, sight, taste, hearing and touch inherent in all canines. Because they are supernatural and have powers that exceeds their wolf counterparts, they can hear, see, and smell better than that of regular canines.
 * Lycanthrope Enhancement: Witch-werewolf hybrids are able to make their eyes glow when angry or threatened, but only for a short amount of time. When a werewolf is furious or forced to defend themselves, their anger increases all their power and abilities for a short period of time, which allows them to access some of their powers to give them an edge.
 * Shapeshifting/Transformation Control: During a full moon, they will unwillingly transform from their human forms and into their wolf forms. However, if a female witch-werewolf hybrid is pregnant, they will not turn for nine months as the transformation would kill the baby.
 * Werewolf Bite: A witch-werewolf hybrid's venom is extremely lethal to non-Original vampires. While an Original vampire cannot die from the venom, they are not wholly immune to the effects of the venom. For non-Original vampires, the venom acts as an poison of sorts that will enter the bloodstream and deliver the toxin throughout the body, producing discomfort and weakness. All vampires who are bitten will ultimately develop uncontrollable hunger that progresses to delusions, hallucinations, rabid rage, and dementia. After that point, non-Original vampires will finally die, though many are "mercy-killed" before that point.
 * Full Moon: A witch-werewolf hybrid's strength, speed, agility, and all their powers are enhanced to their peak during a full moon.
 * Immunity to Silver: Witch-werewolf hybrids are immune to magic bonded to silver. Weapons made of silver might wound them, but the wound still heals at supernatural rates and will not be fatal to them.


 * -|Original Hybrid=

Weaknesses

 * -| Werewolf Vampires=
 * Broken Neck: Breaking a non-Original werewolf-vampire hybrid's neck will results in the non-Original werewolf-vampire hybrid's unconsciousness.
 * The Cure: If a non-Original werewolf-vampire hybrid takes the cure, they will revert back to being a werewolf again. Once taken, the cure prevents them from being immortal again, causing the body to reject vampire blood.
 * Decapitation: Dismembering or removing the head of a non-Original werewolf-vampire hybrid will result in an instant death.
 * Desiccation: Being completely drained of blood or the heart stopping will cause a non-Original werewolf-vampire hybrid to desiccate due to their vampire side, losing most of it's strength and any ability to move. This process can be replicated artificially by magic.
 * Heart Extraction: Removing a non-Original werewolf-vampire hybrid's heart will result in an instant death.
 * Hybrid Bloodline: If Klaus dies, then all the non-Original werewolf-vampire hybrids he created will die along with them.


 * Invitation: Due to their vampire heritage, non-Original werewolf-vampire hybrids are unable to enter a home without an invitation.
 * Magic: Non-Original werewolf-vampire hybrids are susceptible to the powers of witchcraft. This is inclusive of mystical objects such as the Starling Necklace, Gilbert Device, Papa Tunde's Blade, and Dark Objects. A Siphoner can also siphon the magic from a hybrid.
 * Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause a non-Original werewolf-vampire hybrid pain and also slow them down. However, this is momentary as they will heal completely within seconds. It seems physical trauma can give them pain and weaken them anywhere on the body (ex-eye gauging, drowning).
 * Poison: There have recently been various poisons shown invented by people such as Dr. Wes Maxfield and Aya that are capable of incapacitate or desiccate a vampire when administered. Klaus also used a poison to kill Tim that not even vampire blood could cure. It is unknown what effect any of these poisons would do if ingested by a non-Original werewolf-vampire hybrid.
 * Vervain: Non-Original werewolf-vampire hybrids are affected by vervain like their non-Original vampire counterparts. They can't compel anyone on vervain.
 * Wolfsbane: Non-Original werewolf-vampire hybrids are affected by wolfsbane like their werewolf counterparts.
 * Wood: Wounding non-Original werewolf-vampire hybrids with a wooden weapon such as wooden bullets will incapacitate for a shorter time than a non-Original vampire.


 * -|Witch-Vampire=
 * Broken Neck: Breaking a non-Original witch-vampire hybrid's neck will results in the witch-vampire hybrid's unconsciousness.
 * The Cure: If a non-Original witch-vampire hybrid takes the cure, they will revert back to being a witch again. Once taken, the cure prevents them from being immortal again, causing the body to reject vampire blood.
 * Decapitation: Dismembering or removing the head of a non-Original witch-vampire hybrid will result in an instant death.
 * Desiccation: Being completely drained of blood or the heart stopping will cause a non-Original witch-vampire hybrid to desiccate due to their vampire side, losing most of it's strength and any ability to move. This process can be replicated artificially by magic.
 * Distraction: Denying a non-Original witch-vampire hybrid from concentrating or giving full attention to their spells, may render them ineffective.
 * Emotions: A non-Original witch-vampire hybrid's magic is subject to the influence of their emotional state and may fluctuate according to them when untrained. According to Sheila Bennett, strong emotions such as worry and anger can fuel a witch's power while emotions such as fear may prevent a witch from properly accessing their powers. This may be made more intense due to a vampire's heightened emotions.
 * Heart Extraction: Removing a non-Original witch-vampire hybrid's heart will result in an instant death.
 * Herbs: Ingestion of certain herbs can cause a witch-werewolf hybrid to lose consciousness and prevent them from using magic for a undetermined amount of time. The Lobelia flower prevents concentration and the practice of magic and can be used to weaken a witch-werewolf hybrid as one would weaken a vampire with vervain.
 * Vervain: Due to their vampire aspect, vervain causes a non-Original witch-vampire hybrid to become severely weak and feverish with exposure to or ingestion. Also, If a non-Original witch-vampire hybrid's skin is exposed to vervain, it will burn them. They can't compel anyone on vervain.


 * Huntress' Blood: Consumption of a supernatural huntress' blood will cause a non-Original witch-vampire hybrid to lose their ability to use magic. Prolong exposure poisons them, leading them to get sick and some brands will appear in their body and may eventually lead to death. According to Alex and Rayna Cruz, Rayna's blood can't be reversed for anything and all the attempts to make a cure were unsuccessful.
 * Hybrid Bloodline: If an Original Vampire dies, then all the non-Original witch-vampire hybrids he created will die along with them.
 * Invitation: Due to their vampire heritage, non-Original witch-vampire hybrids are unable to enter a home without an invitation.
 * Magic: Non-Original witch-vampire hybrids are susceptible to the powers of witchcraft. This is inclusive of mystical objects such as the Gilbert Device, Papa Tunde's Blade and Dark Objects.
 * Overexertion: If too much power is siphoned from a non-Original witch-vampire hybrid's blood at a time, they may begin to desiccate and ultimately die.
 * Physical Contact: Non-Original witch-vampire hybrids need physical contact with their source in order to siphon from them.
 * Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause a non-Original witch-vampire hybrid pain and also slow them down. However, this is momentary as they will heal completely within seconds. It seems physical trauma can hurt them anywhere on the body (ex-eye gauging, drowning).
 * Poison: There have recently been various poisons shown invented by people such as Dr. Wes Maxfield and Aya that are capable of incapacitate or desiccate a vampire when administered. Klaus also used a poison to kill Tim that not even vampire blood could cure. It is unknown what effect any of these poisons would do if ingested by a non-Original witch-vampire hybrids.
 * Werewolf Bite: Non-Original witch-vampire hybrids are still susceptible to the bite of a werewolf however, they are able to siphon the magic from the venom, disabling its effects.
 * Wood: Stakes can harm and kill a non-Original witch-vampire hybrid.


 * -|Witch-Werewolf=
 * Blood Loss: If a witch-werewolf hybrid is severely wounded and bleeds out before they can heal, they can die.
 * Broken Neck: Breaking a witch-werewolf hybrid's neck will result in instant death.
 * Decapitation: Decapitation will result in instant death for a witch-werewolf hybrid.
 * Disbelief: The act of denying or disbelieving in one's potential could cause a witch-werewolf hybrid to inadvertently suppress their magical power.
 * Distraction: Denying a witch-werewolf from concentrating or giving full attention to their spells, may render them ineffective.
 * Emotions: A witch-werewolf hybrid's magic is subject to the influence of their emotional state and may fluctuate according to them when untrained. According to Sheila Bennett, strong emotions such as worry and anger can fuel a witch's power while emotions such as fear may prevent a witch from properly accessing their powers.
 * Fire: Fire can presumably kill a witch-werewolf hybrid. It can also hurt them.
 * Heart Extraction: Ripping a witch-werewolf hybrid's heart out will result in instant death.
 * Herbs: Ingestion of certain herbs can cause a witch-werewolf hybrid to lose consciousness and prevent them from using magic for a undetermined amount of time. The Lobelia flower prevents concentration and the practice of magic and can be used to weaken a witch-werewolf hybrid as one would weaken a vampire with vervain.
 * Wolfsbane: Due to their werewolf aspect wolfsbane causes a witch-werewolf hybrid to become severely weak and feverish when ingested. Also, If a Witch-werewolf hybrid's skin is exposed to wolfsbane, it will burn them.
 * Huntress' Blood: Consumption of a supernatural huntress' blood will cause a witch to lose their ability to use magic. Prolong exposure poisons them, leading them to get sick and some brands will appear in their body and may eventually lead to death. According to Alex and Rayna Cruz, Rayna's blood can't be reversed for anything and all the attempts to make a cure were unsuccessful. It is unknown what effect Rayna's blood has on witch-werewolf hybrids.
 * Magic: Witch-werewolf hybrids are susceptible to the powers of witchcraft. This is inclusive of mystical objects such as the Starling Necklace, Gilbert Device, Papa Tunde's Blade and Dark Objects. A siphoner can siphon the magic from a witch-werewolf.
 * Mortality: Witch-werewolf hybrids can die of old age and share many of the same weaknesses as non-supernatural beings (e.g. suffocation).
 * Overexertion: The excessive use of magic could lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death.
 * Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause a witch-werewolf hybrid pain and will also slow them down. However, this is only temporary, as they will heal completely within minutes.


 * -|Original Hybrid=
 * Broken Neck: Breaking an original werewolf-vampire hybrid's neck will results in the Original werewolf-vampire hybrid's unconsciousness.
 * The Cure: If an original werewolf-vampire hybrid takes the cure, they will revert back to being a werewolf again. Once taken, the cure prevents them from being immortal again, causing the body to reject vampire blood.
 * Desiccation: Being completely drained of blood or the heart stopping will cause an original werewolf-vampire hybrid to desiccate due to their vampire side, losing most of it's strength and any ability to move. This process can be replicated artificially by magic.
 * Invitation: Due to their vampire heritage, original werewolf-vampire hybrids are unable to enter a home without an invitation.
 * Magic: Original werewolf-vampire hybrids are susceptible to the powers of witchcraft. This is inclusive of mystical objects such as the Starling Necklace, Gilbert Device, Papa Tunde's Blade, Cursed Stake and Dark Objects. It is possible, but equally as unlikely that a Siphoner can also siphon the magic from an original hybrid.
 * Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause an original werewolf-vampire hybrid pain and also slow them down. However, this is momentary as they will heal completely within seconds. It seems physical trauma can hurt them anywhere on the body (ex-eye gauging, drowning).
 * Poison: There have recently been various poisons shown invented by people such as Dr. Wes Maxfield and Aya that are capable of incapacitate or desiccate a vampire when administered. Klaus also used a poison to kill Tim that not even vampire blood could cure. Davina used a spell that made her blood toxic to Klaus, paralyzing and rendering him unconscious. It is unknown what effect any of these poisons would do if ingested by an original werewolf-vampire hybrid.
 * Vervain: Vervain prevents an original werewolf-vampire hybrid from compelling anyone who takes it and burns them on touch. Original werewolf-vampire hybrid will heal very quickly from vervain wounds however.
 * Wolfsbane: When ingested, wolfsbane causes an original werewolf-vampire hybrid to become severely weak and feverish. Also, If an original werewolf-vampire hybrid's skin is exposed to wolfsbane, it will burn them. Original werewolf-vampire hybrid will heal very quickly from wolfsbane wounds however.

Known Types of Hybrids

 * Original Vampire-Werewolf Hybrid -
 * Werewolf-Vampire Hybrid -
 * Witch-Vampire Hybrid -
 * Witch-Werewolf Hybrid -
 * Witch-Werewolf-Vampire Tribrid - ???

Trivia

 * Due to the great emotional and physical pain, non-Original werewolf-vampire hybrids do not transform into their werewolf forms, unless it is necessary or are compelled to by an Original Vampire.
 * non-Original werewolf-vampire hybrids are able to change a human (or witch) into a vampire.
 * It is unknown if non-Original werewolf-vampire hybrids are able to change a werewolf into a non-Original werewolf-vampire hybrid.
 * Original Vampires can compel non-Original werewolf-vampire hybrids since they are still part vampire
 * Witch-vampire hybrids are capable of healing themselves from Werewolf Bites by siphoning the magic of the werewolf venom from their bodies.
 * Siphoners are the only type witches who have been shown to keep their ability to practice magic after being turned into vampires as a result of their Siphoning ability.
 * As hybrids of a siphoner witch with no natural magic and a vampire, they can draw upon their vampirism as a source of power for their magic, though siphoning too much vampirism can end in their destruction.