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
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
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
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
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
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
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.
Which currency buys abilities?
Gems buy abilities. Coins are used for single-use consumables instead.
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.
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.



