ABILITY SHOP NOTES

Huss Valley Abilities — Effects, Gem Costs & Budget Filter

Start with your role and the problem you want an ability to solve. Use the published price snapshot to compare spending, then confirm the actual shop entry before purchasing.

What can your Gems afford?

Choose Runner or Chaser and enter a whole-number Gem budget. The comparison returns priced abilities at or below that budget and shows the Gem shortfall for the others. It does not choose a best ability, project farming time or include unknown prices as free.

For example, 400 Gems covers the guide-listed Pocket Door for a Runner. At 850 Gems, a Chaser can compare Rocket Shoes; at 900, Big Dagger also enters the affordable group. At 1,000 Gems, a Runner can compare all three priced Runner choices.

Prices: Roonby guide, October 4, 2026. Compare the current shop before buying. Unpriced abilities are excluded from affordability.

Runner · 400 Gems · 1 priced choice within budget

Within your guide budget

Runner

Pocket Door

400 Gems

Places a temporary door between you and a pursuing Chaser. They must break through or go around it. 6 seconds.

October 4 guide price. ItzVexo describes the six-second obstacle; it buys a route change, not guaranteed safety.

Save more Gems

Runner

Cloak

1,000 Gems

600 more Gems needed

Makes the Runner invisible briefly. 3 seconds.

The guide says you can still be hit while invisible. Change direction after activating; visibility loss does not remove your hitbox. Price and duration are the October 4 guide snapshot.

Runner

Emergency Airhorn

1,000 Gems

600 more Gems needed

Pushes nearby Chasers backward to make room.

Short-range effect in the guide; no measured radius or cooldown was established. October 4 guide price.

Price not established

These video-named choices have no sourced price in this comparison. Check their current shop entries.

Runner

Inflatable Decoy

Price not established

Sends an inflatable copy forward to distract the pursuer while you change route.

Named and described by ItzVexo; CHALLS also recommends it for Runners. No price was established in the inspected material.

Runner abilities: escape effects

AbilityGemsEffectUse and limitation
Pocket Door400Places a temporary door between you and a pursuing Chaser. They must break through or go around it.6 seconds; October 4 guide price. ItzVexo describes the six-second obstacle; it buys a route change, not guaranteed safety.
Cloak1000Makes the Runner invisible briefly.3 seconds; The guide says you can still be hit while invisible. Change direction after activating; visibility loss does not remove your hitbox. Price and duration are the October 4 guide snapshot.
Emergency Airhorn1000Pushes nearby Chasers backward to make room.Short-range effect in the guide; no measured radius or cooldown was established. October 4 guide price.
Inflatable DecoyNot establishedSends an inflatable copy forward to distract the pursuer while you change route.Named and described by ItzVexo; CHALLS also recommends it for Runners. No price was established in the inspected material.

Chaser abilities: close, extend or pull

AbilityGemsEffectUse and limitation
Rocket Shoes850Gives a dash in the movement or camera direction, including from a standstill.October 4 guide price. Videos also call it the boot; no exact dash distance or cooldown was established.
Big Dagger900Doubles melee range for the next hit within the activation window.5-second activation window; Guide-reported relative range, not a measured hitbox or guaranteed hit. October 4 guide price.
Rufus’s Leash1200Pulls a Runner toward the Chaser in front of them.The October 4 guide reports a reach of up to 6 studs. Actual aim, obstacles and latency still matter; no cooldown was established.
Bowling BallNot establishedCHALLS names it among Chaser choices.The inspected caption does not establish its precise operation, price, duration or damage. Keep it outside price comparisons.

Choose by the situation, not a universal tier

Runner choices solve different failures: Pocket Door creates an obstacle; Cloak removes visibility briefly; Emergency Airhorn pushes a nearby Chaser away; Inflatable Decoy gives the pursuer a false moving target. If you keep the same route after hiding or placing a door, you may waste the escape window.

For Chasers, Rocket Shoes addresses a gap, Big Dagger addresses melee reach, and Rufus’s Leash addresses a Runner directly in front. Read the path first; an ability cannot fix an intercept aimed behind the moving target.

Creators disagree about their favorite Runner pick. CHALLS puts Pocket Door first, then Inflatable Decoy, then Cloak; the written guide gives a different preference. Those are recommendations for the creator’s play style, not evidence of objective win rates or an S-tier ranking.

Before buying or equipping

  1. Confirm the role

    Check whether the shop lists the ability for Runner or Chaser. Role changes the relevant comparison.

  2. Compare the displayed price

    The current in-game Gem price controls the transaction; guide prices can change.

  3. Read the effect

    Check the shop’s present duration, range and action prompt. The researched values do not establish every cooldown.

  4. Equip and practice

    Find the ability’s current equip and activation prompts, then practice using the effect during a low-risk round. Exact click-by-click equip UI was not established in the inspected readable material.