Pocket Door
400 GemsPlaces 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.
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.
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.
Runner · 400 Gems · 1 priced choice within budget
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.
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.
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.
These video-named choices have no sourced price in this comparison. Check their current shop entries.
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.
| Ability | Gems | Effect | Use and limitation |
|---|---|---|---|
| Pocket Door | 400 | 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. |
| Cloak | 1000 | 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. |
| Emergency Airhorn | 1000 | Pushes nearby Chasers backward to make room. | Short-range effect in the guide; no measured radius or cooldown was established. October 4 guide price. |
| Inflatable Decoy | 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. |
| Ability | Gems | Effect | Use and limitation |
|---|---|---|---|
| Rocket Shoes | 850 | Gives 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 Dagger | 900 | Doubles 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 Leash | 1200 | Pulls 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 Ball | Not established | CHALLS names it among Chaser choices. | The inspected caption does not establish its precise operation, price, duration or damage. Keep it outside price comparisons. |
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.
Check whether the shop lists the ability for Runner or Chaser. Role changes the relevant comparison.
The current in-game Gem price controls the transaction; guide prices can change.
Check the shop’s present duration, range and action prompt. The researched values do not establish every cooldown.
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.