How the picks work
These suggestions match each ability’s reported effect to a common problem. They are buying advice, not a ranking based on measured win rates.
Pocket Door has the lowest reported Runner price at 875 Gems. Bowling Ball has the lowest Chaser price at 600 Gems. Choose them for their effects as well as their cost.
Runner priorities
| Your problem | Consider | Trade-off |
|---|---|---|
| You need to interrupt a direct approach | Pocket Door | A physical obstacle helps only if your placement makes going around it costly. |
| The Chaser keeps tracking your direction | Cloak | Concealment lets you change route; it does not protect you from a hit. |
| You want the Chaser to follow another line | Inflatable Decoy | A decoy needs a convincing route; effectiveness depends on the other player. |
| You lose close-range encounters | Emergency Airhorn | A reactive option, but you must operate at short range. |
Chaser priorities
| Your problem | Consider | Trade-off |
|---|---|---|
| The Runner stays just outside reach | Rufus’s Leash | A pull can create an opportunity; a catch still needs follow-through. |
| You reach the Runner but miss your swing | Big Dagger | Extra reach does not replace approach timing. |
| You need to reposition quickly | Rocket Shoes | Choose the direction carefully before committing. |
| The Runner uses a predictable route | Bowling Ball | A projectile depends on aim and the target’s route. |
Before you spend
- Check the ability’s role and effect in the current shop.
- Leave abilities you already own out of your budget.
- Look at any current event reward track before buying an ability it offers.
- Buy for the problem you need to solve next. You do not need every ability.