Perks are cash shop loadout bonuses in Evade. You buy them under Character in the shop, then equip up to two at once. Most run passive from round start; Boost Pack is the only one you press a key for. The choice is almost always movement tech, stay-alive or team tools, or extra cash, XP, and deployable room.
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Mobility
Speed, pathing, and chase tools. Stilts raise the speed cap, Hermes shortens the time to reach it, Treads lift base walkspeed, Spring Shoes add a double jump, Bloxy Boy bursts after a jumpscare, and Boost Pack is the only active dash. Pick by map shape and whether you need sustained speed or a panic button.
Bloxy Boy
Bloxy Boy gives a brief speed burst when a nextbot jumpscares you, so you can break chase right after the scare. It works while carrying teammates, but the long cooldown means you cannot lean on the boost alone.
- Role
- Mobility
- effect
- Short speed boost after a nextbot jumpscare (~5s duration, 25s cooldown).
- price
- $2,000
- Unlock Level
- Level 15+
- Activation
- Passive
Stilts
Stilts raise your top speed cap so you can outpace nextbots on long straightaways and open maps. Stack them with speed tools when you want the highest sustained run speed.
- Role
- Mobility
- effect
- Increases maximum speed by 8%.
- price
- $2,500
- Unlock Level
- Level 20+
- Activation
- Passive
Hermes Shoes
Hermes Shoes help you hit top speed much faster after turns, bumps, and revives, without raising max speed. They shine in tight maps where you constantly stop, turn, and re-accelerate.
- Role
- Mobility
- effect
- Increases running acceleration by 70%.
- price
- $4,000
- Unlock Level
- Level 30+
- Activation
- Passive
Treads
Treads raise base walkspeed (including reverse walking) so you move faster even when not sprinting. They also help with swimming and emote movement compared with pure acceleration perks.
- Role
- Mobility
- effect
- Increases base walkspeed by 40%.
- price
- $3,000
- Unlock Level
- Level 50
- Activation
- Passive
Spring Shoes
Spring Shoes let you double jump to cross gaps, reach high camping spots, and take vertical routes nextbots struggle to follow. They are a map-mobility pick more than a raw ground-speed boost.
- Role
- Mobility
- effect
- Grants a double jump while airborne.
- price
- $4,000
- Unlock Level
- Level 60
- Activation
- Passive
Boost Pack
Boost Pack is the only keybind perk: press the dodge key for a short dash to recover momentum, cross gaps, or slip past nextbots. It is the most expensive perk and does not grant invincibility frames.
- Role
- Mobility
- effect
- Active dodge dash with a 6-second cooldown (no invincibility frames).
- price
- $10,000
- Unlock Level
- Level 100
- Activation
- Keybind
| Image | Name | Description | Role | effect | price | Unlock Level | Activation |
|---|---|---|---|---|---|---|---|
| Bloxy Boy | Bloxy Boy gives a brief speed burst when a nextbot jumpscares you, so you can break chase right after the scare. It works while carrying teammates, but the long cooldown means you cannot lean on the boost alone. | Mobility | Short speed boost after a nextbot jumpscare (~5s duration, 25s cooldown). | $2,000 | Level 15+ | Passive | |
| Stilts | Stilts raise your top speed cap so you can outpace nextbots on long straightaways and open maps. Stack them with speed tools when you want the highest sustained run speed. | Mobility | Increases maximum speed by 8%. | $2,500 | Level 20+ | Passive | |
| Hermes Shoes | Hermes Shoes help you hit top speed much faster after turns, bumps, and revives, without raising max speed. They shine in tight maps where you constantly stop, turn, and re-accelerate. | Mobility | Increases running acceleration by 70%. | $4,000 | Level 30+ | Passive | |
| Treads | Treads raise base walkspeed (including reverse walking) so you move faster even when not sprinting. They also help with swimming and emote movement compared with pure acceleration perks. | Mobility | Increases base walkspeed by 40%. | $3,000 | Level 50 | Passive | |
| Spring Shoes | Spring Shoes let you double jump to cross gaps, reach high camping spots, and take vertical routes nextbots struggle to follow. They are a map-mobility pick more than a raw ground-speed boost. | Mobility | Grants a double jump while airborne. | $4,000 | Level 60 | Passive | |
| Boost Pack | Boost Pack is the only keybind perk: press the dodge key for a short dash to recover momentum, cross gaps, or slip past nextbots. It is the most expensive perk and does not grant invincibility frames. | Mobility | Active dodge dash with a 6-second cooldown (no invincibility frames). | $10,000 | Level 100 | Keybind |
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Survival & support
Stay useful when things go wrong. Stethoscope revives faster, Medkit lets you crawl longer and quicker while downed, and Headphones widen nextbot hearing so you react before the chase starts.
Stethoscope
Stethoscope is the cheapest perk and speeds up revives by half, which matters most in large servers with many downed players. It is a team-support choice rather than a personal escape tool.
- Role
- Support
- effect
- Revives downed teammates 50% faster.
- price
- $1,000
- Unlock Level
- Level 4+
- Activation
- Passive
Headphones
Headphones let you hear nextbot idle sounds from farther away and around corners before they appear. They help most on dark or maze maps, but silent nextbots or Quiet special rounds blunt the value.
- Role
- Awareness
- effect
- Increases nextbot hearing range, including when they are not on-screen.
- price
- $1,200
- Unlock Level
- Level 5+
- Activation
- Passive
Medkit
Medkit keeps you useful after you get downed by extending how long you can crawl and how fast you move. Use it when you want more time for teammates to reach you or to crawl toward safer revive spots.
- Role
- Survival
- effect
- While downed: +20% move speed and +30 seconds of downed time.
- price
- $2,500
- Unlock Level
- Level 10+
- Activation
- Passive
| Image | Name | Description | Role | effect | price | Unlock Level | Activation |
|---|---|---|---|---|---|---|---|
| Stethoscope | Stethoscope is the cheapest perk and speeds up revives by half, which matters most in large servers with many downed players. It is a team-support choice rather than a personal escape tool. | Support | Revives downed teammates 50% faster. | $1,000 | Level 4+ | Passive | |
| Headphones | Headphones let you hear nextbot idle sounds from farther away and around corners before they appear. They help most on dark or maze maps, but silent nextbots or Quiet special rounds blunt the value. | Awareness | Increases nextbot hearing range, including when they are not on-screen. | $1,200 | Level 5+ | Passive | |
| Medkit | Medkit keeps you useful after you get downed by extending how long you can crawl and how fast you move. Use it when you want more time for teammates to reach you or to crawl toward safer revive spots. | Survival | While downed: +20% move speed and +30 seconds of downed time. | $2,500 | Level 10+ | Passive |
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Rewards & loadout
Progress and place-limit tools. Badge and Briefcase farm XP or cash after rounds. Mil-Grade Pack expands how many deployables you can set down when your kit is built around barriers and pads.
Badge
Badge adds a flat 10% experience bonus after rounds for leveling faster. It does nothing for escape or combat, so it is mainly a grind pick once you already have strong movement options.
- Role
- Rewards
- effect
- Passive +10% experience at the end of a round.
- price
- $1,250
- Unlock Level
- Level 5+
- Activation
- Passive
Briefcase
Briefcase boosts end-of-round cash by 10% to speed up shop purchases. Like Badge, it is a farming perk rather than a survival tool.
- Role
- Rewards
- effect
- Passive +10% cash at the end of a round.
- price
- $1,250
- Unlock Level
- Level 5+
- Activation
- Passive
Mil-Grade Pack
Mil-Grade Pack raises how many deployables you can place, so barrier- and pad-heavy loadouts scale further. Pick it when your plan relies on deployables more than pure movement perks.
- Role
- Loadout
- effect
- Increases the deployable place limit by 9.
- price
- $3,500
- Unlock Level
- Level 25+
- Activation
- Passive
| Image | Name | Description | Role | effect | price | Unlock Level | Activation |
|---|---|---|---|---|---|---|---|
| Badge | Badge adds a flat 10% experience bonus after rounds for leveling faster. It does nothing for escape or combat, so it is mainly a grind pick once you already have strong movement options. | Rewards | Passive +10% experience at the end of a round. | $1,250 | Level 5+ | Passive | |
| Briefcase | Briefcase boosts end-of-round cash by 10% to speed up shop purchases. Like Badge, it is a farming perk rather than a survival tool. | Rewards | Passive +10% cash at the end of a round. | $1,250 | Level 5+ | Passive | |
| Mil-Grade Pack | Mil-Grade Pack raises how many deployables you can place, so barrier- and pad-heavy loadouts scale further. Pick it when your plan relies on deployables more than pure movement perks. | Loadout | Increases the deployable place limit by 9. | $3,500 | Level 25+ | Passive |
You only get two perk slots, so every pick has to earn its place. Early levels favor cheap tools that keep you alive or farming. Later unlocks open real movement stacks and the big active dodge.
How you buy and equip
Open the shop, go to Character, then Perks. Pay with in-game cash (not Robux for base unlocks). Unlock levels gate each row, so a Level 100 Boost Pack stay locked until you grind there even if you can afford it.
After you own a perk, equip it from inventory. Empty slots are fine. The old Default “none” entry is gone as a fake perk; you just leave a slot empty.
Movement picks that are not the same thing
Players mix these up a lot, so keep the jobs straight:
| Perk | What it actually changes |
|---|---|
| Stilts | Higher maximum run speed |
| Hermes Shoes | Faster acceleration to top speed (not a higher cap) |
| Treads | Higher base walkspeed, including reverse, swim, and emote move |
| Spring Shoes | Double jump for vertical routes and gaps |
| Bloxy Boy | Short speed burst after a jumpscare, long cooldown |
| Boost Pack | Keybind dodge dash with cooldown, no invincibility frames |
Hermes feels best on tight maps where you stop, turn, and re-accelerate constantly. Stilts win long open sprints. Treads help when you are not full-sprinting or when reverse walking matters. Spring Shoes are map pathing, not a flat speed stat. Bloxy Boy is a panic burst after a scare, not sustained speed. Boost Pack is the late-game “I need a dash button” answer and costs more cash than anything else.
Support and farming slots
Stethoscope is the cheapest perk and revives teammates half as long, which shines in full servers. Medkit is selfish survival: you crawl faster and stay downed longer so friends can reach you. Headphones push nextbot idle sounds farther, including around corners, but Quiet rounds and silent bots blunt that edge.
Badge and Briefcase add flat end-of-round XP or cash. They do nothing mid-chase, so they pair best when one slot is already a strong mobility or support pick and you want the second slot to fund levels or shop buys. Mil-Grade Pack raises how many deployables you can place (the current bonus is +9). Take it when pads and barriers are your plan, not when you only ever run pure movement.
Loadout habits that work
- Solo escape: Stilts + Hermes, or Stilts + Treads, once both are unlocked. Add Boost Pack later if you want a manual dash.
- Vertical maps: Spring Shoes plus any ground speed perk so you can both jump routes and run them.
- Team rounds: Stethoscope with Medkit or Headphones if you revive a lot; swap one slot to movement if chases keep ending you first.
- Grind nights: Badge or Briefcase in the second slot once you already survive without two movement perks.
- Deployable mains: Mil-Grade Pack plus either a speed perk or Stethoscope, depending on whether you die to chase or need more place limit.
Common mistakes: treating Hermes as max speed, stacking two pure farm perks and dying every round, buying Boost Pack before you can use the dodge well, and ignoring unlock levels so you waste cash planning a kit you cannot equip yet.
FAQ
How many perks can you equip in Evade?
Two at once after the Overhaul. Buy them with cash in Shop → Character → Perks, then equip from inventory. You can leave a slot empty if you only want one.
Do Evade perks cost Robux?
Base perk unlocks use in-game cash, not Robux. Prices on the cards are cash costs and each perk also has a level gate.
What is the difference between Hermes Shoes, Stilts, and Treads?
Stilts raise maximum speed. Hermes Shoes raise running acceleration so you hit top speed faster after turns and stops, without changing the cap. Treads raise base walkspeed (including reverse, swimming, and emote movement), which helps even when you are not full-sprinting.
Which perk is the cheapest and which is the most expensive?
Stethoscope is the cheapest at $1,000. Boost Pack is the most expensive at $10,000 and unlocks at Level 100.
Is Boost Pack passive?
No. It is the only keybind perk: press the dodge key for a short dash on a cooldown. It does not give invincibility frames, so mistimed dashes still get you tagged.
Should beginners buy Badge or Briefcase first?
Only if you already survive fine with one movement or support perk and want the second slot for farm. Early on, a cheap revive tool, hearing, or a movement unlock usually saves more rounds than a 10% end-of-round bonus.
What does Mil-Grade Pack do?
It increases your deployable place limit by 9, so you can set more barriers, pads, and similar gear in a round. It does not speed you up by itself.









