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All 6 Abilities in Huss Valley

Updated on (about 23 hours ago)

Abilities are permanent Gem unlocks that change how you survive as a Runner or close the gap as a Chaser. Pick around the job you expect to do most, then save your match consumable for the moments when an ability needs a little help.

How to use this collection

Abilities are bought with Gems and stay unlocked for future matches. Runner and Chaser abilities are role-specific, so choose a loadout that matches the side you are playing.

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Role

Runner abilities

3 items

Runner tools help you create space, interrupt a chase, or block the route behind you. Cloak is the escape pick, Pocket Door buys a few seconds at a chokepoint, and Emergency Airhorn is the close-range shove.

Cloak

A Runner escape tool that briefly hides your avatar without making you immune to damage.

Role
Runner
Cost
1,000 Gems
Timing / range
3 seconds
Guide priority
Best
Effect
Hides the Runner for 3 seconds, but the effect does not prevent a hit.

Emergency Airhorn

A Runner disruption tool for pushing a nearby Chaser away when the lane gets crowded.

Role
Runner
Cost
1,000 Gems
Guide priority
Low
Effect
Fires a short-range blast that knocks the Chaser backward.

Pocket Door

A low-cost Runner barrier that buys time when a Chaser is close behind you.

Role
Runner
Cost
400 Gems
Timing / range
6 seconds
Guide priority
Mid
Effect
Creates a temporary door in front of the Runner that blocks the Chaser for 6 seconds.

Role

Chaser abilities

3 items

Chaser tools help you pull a Runner into reach, extend one attack, or start a dash from a standstill. Choose the effect that fixes the kind of distance you lose most often.

Rufus's Leash

Rufus's Leash

A Chaser control tool that closes distance when a straight-ahead leash connects with a Runner.

Role
Chaser
Cost
1,200 Gems
Timing / range
Up to 6 studs
Guide priority
Best
Effect
Throws a leash straight ahead that can pull a Runner up to 6 studs.
Big Dagger

Big Dagger

A short Chaser reach boost that helps turn one well-timed attack into a tag.

Role
Chaser
Cost
900 Gems
Timing / range
5 seconds (next hit)
Guide priority
Mid
Effect
Doubles melee range for the next hit during a 5-second window.
Rocket Shoes

Rocket Shoes

A Chaser mobility burst that starts from a standstill and follows your movement or camera direction.

Role
Chaser
Cost
850 Gems
Guide priority
Low
Effect
Lets the Chaser dash in the movement or camera direction while standing still.

Pick around your role

Runner abilities are about buying space. Choose based on the mistake you make most often: getting seen too early, getting cornered, or letting a Chaser close the last few steps. A short escape window, a shove, and a temporary barrier solve different problems, so the cheapest option is not always the best fit.

Chaser abilities lean into control, reach, and movement. Think about why a tag slips away: the Runner is too far ahead, your next hit falls short, or you need a burst to start the chase. Matching the ability to that gap makes the loadout easier to use under pressure.

Spend Gems with a plan

Gems pay for permanent unlocks, so a purchase keeps helping across future matches. If you mostly play Runner, start with the tool that covers your usual escape mistake. If you prefer Chaser, choose the option that fixes the part of your pursuit you lose most often.

Priority labels are a practical recommendation snapshot, not a rule that overrides your play style. The live shop can change, so check the in-game descriptions before spending a large Gem balance.

FAQ

Q.

Do Huss Valley abilities disappear after a match?

No. Abilities are permanent Gem unlocks, so you can use the purchase in future matches for the matching role.

Q.

Which currency buys abilities?

Gems buy abilities. Coins are used for single-use consumables instead.

Q.

Can a Runner equip a Chaser ability?

No. The abilities are tied to their role, so Runner tools belong to Runners and Chaser tools belong to Chasers.

Q.

What should I check before buying an ability?

Read the effect and timing in the shop, then match it to your usual problem. A short escape window, a blocked route, extra reach, and a dash all solve different chase situations.

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