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What is the best ability in Ability Wars — top 8 abilities ranked
Last checked: August 16, 2026

What Is the Best Ability in Ability Wars? Top 8 Ranked

By Money Lord — Founder & Editor | Updated: August 16, 2026

Midas is the best ability in Ability Wars. It costs 150,000 Punches — the highest requirement in the game — and pairs the biggest damage ceiling with the best defensive button. Its E, Midas Hammer, deals 27–40 damage grounded on a 20-second cooldown; its R, Golden Statue, negates any incoming hit on a 9-second cooldown and turns the attacker to gold.

Nothing else does both: Plasma matches the damage but has no reactive panic button, and Devourer of Souls beats Midas at full stack yet loses everything on death. Here is the Ability Wars top 8, re-checked August 16, 2026. For every ability ranked S through C, see our Ability Wars tier list.

Table of Contents

  1. 1. Midas (best overall)
  2. 2. Plasma
  3. 3. Devourer of Souls
  4. 4. Stardust
  5. 5. Rage
  6. 6. Time
  7. 7. Hivemind
  8. 8. Gravity (Mastered)
  9. Summary table
  10. Overrated abilities
  11. Live game stats
  12. Punch grinding
  13. FAQ

1. Midas — the best ability in Ability Wars

Cost: 150,000 Punches · no badge required

The 49th and currently final regular Punch purchase. Two passives do the quiet work: Golden Fist lifts punch damage from 10 to 15, and Golden Touch adds damage the more Punches you own, capping at +38% at 10,000,000.

E — Midas Hammer (20s): a right-to-left golden swing for 27–40 damage with heavy leftward knockback; airborne it becomes a flip for 21–31 that stuns instead — a strong combo starter. Q — Auric Release (20s): a golden aura that turns nearby limbs to gold and eventually locks a player in place; you cannot be ragdolled while it runs. R — Golden Statue (9s): you freeze solid, take zero damage and knockback from anything that lands, and the attacker turns to gold instead.

R on a 9-second cooldown is the argument for the top spot — it answers almost every move in the game. Weaknesses: grounded E's knockback kills your own combos, Q slows you and is awkward to land, and a whiffed R leaves you open.

Tip: Rotate your camera mid-swing so E's fixed leftward knockback throws opponents into the void, not back onto the map. Land Q first for a free hammer.

2. Plasma

Cost: 100,000 Punches

The 48th ability, and the closest thing to Midas without the last 50,000-Punch grind. Passive Energy Blade takes punch damage from 10 to 15. E — Plasma Barrage (15s) fires rapid lasers at your cursor for roughly 35 damage, or about 62 fully loaded, with a slow. Q — Plasma Shield (17s) is a real shield, not a damage aura: it cuts incoming damage and knockback, blocks all stun and ragdoll, and converts what it absorbs into charge powering up E and R. R — Teleport (10s, two charges) blinks 30 studs forward, dealing 10 damage to anyone you pass through.

Absorb, then punish: pop Q into a committed attack, release a loaded E. It ranks second only because Q must be pre-committed while Midas's R is reactive.

3. Devourer of Souls

Cost: 14,000 Punches

The 37th ability and the best value on this list. Each kill grants one soul, adding health, speed, knockback and +0.7 punch damage. Your aura changes at 3, 15, 35, 70, 100, 200 and 300 souls, and killing another Devourer steals their stack.

At 70 souls you gain an E (25s) granting 6 seconds of total damage immunity. At 200 that E becomes a 20-second Rage Mode that heals on every kill and boosts speed and jump — but does not make you invincible. At 300, E and Q are replaced by an Infinity Stones panel of six numbered moves with separate cooldowns (Power 40s for 50 damage, Space 40s, Soul 35s, Mind 50s, Reality 60s, Time 60s).

The catch is absolute: souls reset on death. Note the in-game name is Devourer of Souls, not "Soul Devourer", and there is no one-hit-kill punch.

4. Stardust

Cost: 80,000 Punches

The 47th ability and best pure-range pick. E — Starfall (18s) drops five stars on your cursor at 10 damage each. Q — Radiant Prism (22s) is the money move: four coloured beams fire in a spread and converge into one white beam the longer you hold, for up to 55 damage if every tick lands, plus extra stars if the focused shot hits a wall. R — Wishing Star (30s) plants a star granting a 1.3x punch damage boost plus health, knockback and jump height on touch; it despawns after 15 seconds.

Q shreds crowds; E is easy to walk out of at range.

5. Rage

Cost: 20,000 Punches + Vengeance badge (kill a player while at 5 HP or less)

Rage scales off low health — not the no-conditions powerhouse it is usually called. Vengeance only fires below 50% health, granting a red aura, speed boost and enhanced E and Q that scale as you drop lower. Unrelenting heals 25 HP per kill, NPCs included.

E — Furious Stomp (~17s) deals 20 damage, or 23–25 plus 11 rubble enraged. Q — Bulldozer (~16s) slams for 20, or 39–43 enraged via a double slam and finishing punch. Enraged punches hit 11–12. Range and mobility are poor, so Rage lives on holding the sub-50% window.

6. Time

Cost: 15,000 Punches

The 38th ability and the sharpest counter to any stacking threat, Devourer of Souls above all. E — Timestop freezes every player and projectile within 85 studs for 6 seconds. Frozen targets absorb no knockback, then take it all at once when the bubble drops, producing huge flings. The cooldown is brutal: 26 seconds at spawn, 40 after the first use.

Q — Temporal Rewind (10s at spawn, 24s after) reverses your last few seconds of movement and the damage taken, leaving you invincible mid-rewind but still able to punch. Timestop has a visible windup, so use it close, not as an opener. Anyone quoting a 9-second Timestop is on a pre-rework version.

Tip: Drop off a ledge, let an aggressor commit to the chase, then Q back onto solid ground. Cleanest free kill in the game.

7. Hivemind

Cost: 4,000 Punches + Leader of the Hive badge (be one of 5+ minions in another Hivemind user's hive)

The 40th ability. Anyone you kill respawns as your minion, and their punches feed you further. The passive raises punch damage from 10 to 15, adds speed and lifesteals 3 HP per punch. An Infection Meter fills 15% on damage and 50% on a kill, decaying over time; each full bar adds size, health, damage and knockback, with levels 5 and 10 as permanent floors.

E — Blood Puncture (18s, from level 3) impales for 20 damage plus a heavy slow; Q deals 30.4 damage on a cooldown shortening ~0.5s per minion. It needs a busy server, and the badge is chicken-and-egg: an existing Hivemind player has to farm you first.

8. Gravity (Mastered)

Cost: 250 Punches · Mastery: 250 Mastery Points (inflict antigravity on players)

Unmastered Gravity is a 250-Punch starter: E — Zero Gravity (18s) removes gravity nearby for ~5 seconds, ticking ~20 damage onto enemies. That alone would not make a top 8; the mastery does, turning it into a projectile kit. The wiki's combined E+Q figure is 50 damage; its separate mastered values (E 20, Q ~36) sum nearer 56.

Q — Pulling Gravity steers a blue orb with your cursor; caught players take ~25.75 damage over time, then 12.75 more when it detonates after 2 seconds, plus a 1.25-second ragdoll. E — Repelling Gravity fires a red orb for 20 damage and 40 knockback. Unlocking mastery at all costs 5,000 Punches — see Bingus in the far left corner of the lobby. Punch for Punch, the cheapest power spike in the game.

Summary table

Rank Ability Unlock cost Headline number
1Midas150,000 PunchesE 27–40 dmg (20s); R blocks anything (9s)
2Plasma100,000 PunchesE ~35 dmg, ~62 loaded (15s)
3Devourer of Souls14,000 Punches+0.7 dmg per soul; Infinity Stones at 300
4Stardust80,000 PunchesQ up to 55 dmg (22s)
5Rage20,000 + Vengeance badgeQ 39–43 dmg enraged (~16s)
6Time15,000 Punches6s freeze, 85-stud radius (26–40s)
7Hivemind4,000 + Leader of the Hive badgeQ 30.4 dmg; kills become minions
8Gravity (Mastered)250 Punches + 250 Mastery Points50 dmg full E+Q sequence

Abilities weaker than you think

Robot (600 Punches — its infobox says 700, but the master Abilities table and its own page prose say 600) summons a clone that copies your HP and buffs and chases players, plus a Q wrench throw for 30 damage (17s). It does not build wheels, planks or vehicles — that is Engineer — and as of August 16, 2026 Robot has no mastery. The clone barely fights.

Overcharge (3,600 Punches), the 21st ability, electrifies punches (16s), throws E — Shock Javelin (11s) for 5 on impact and 10 on the EMP burst, and lands Q — Lightning Kick (14s) for 15 AoE damage. Low cooldowns, versatile, low damage. The "magnetic pull" credited to it belongs to Magnet.

Shift (100 Punches) teleports to the nearest player within 29 studs for 15 damage (9s, or 3s on a miss). It gained a mastery on August 11, 2026; we are holding its ranking until it settles.

Ability Wars in numbers

Players in game2,352 as of August 16, 2026
Total visits539,260,987 as of August 16, 2026
Favourites732,991 as of August 16, 2026
Likes / dislikes444,576 / 112,989 (79.7% positive) as of August 16, 2026
Abilities / masteries102 abilities, 21 masteries as of August 16, 2026
Last game updateAugust 13, 2026 — Shift, Spectral and Double Jump masteries
DeveloperAbility Wars group; created by Checkeniscool and DuckyYaBoi; place created December 15, 2021

Servers cap at 20 players: Hivemind and Devourer of Souls need bodies to snowball; Midas and Plasma play the same in a quiet lobby. Our June 2026 update recap has the earlier patch history.

Reaching 150,000 Punches faster

Combat pays 1 Punch per hit, 1 per tick of ability damage and 5 per kill — the only sources multipliers touch, so a 2x or 3x Punches pass scales exactly the grind that matters. Outside multipliers: bosses pay 1 per hit plus a 150-Punch top-damage bonus, Duels pay 50 per win, and the Quest set awards 6,625 Punches. Direct purchases: 160 for 50 Robux, 400 for 100, 1,000 for 200. Our free Robux guide funds that, and live Ability Wars codes sit on our codes page.

Reality check: at 5 Punches per kill with no multiplier, 150,000 Punches is roughly 30,000 kills. Clear the Quests, farm bosses, and treat Devourer of Souls at 14,000 as your real mid-game target.

More Ability Wars

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Frequently Asked Questions

What is the best ability in Ability Wars?

Midas is the best ability in Ability Wars as of August 16, 2026. It costs 150,000 Punches, the highest requirement in the game. Its E, Midas Hammer, deals 27–40 damage grounded on a 20-second cooldown; its Q petrifies anyone caught in the golden aura; and its R, Golden Statue, negates any incoming hit on a 9-second cooldown while turning the attacker to gold. It also lifts punch damage from 10 to 15, scaling to +38% at 10,000,000 Punches.

How do you unlock Midas in Ability Wars?

Midas is bought straight from its pedestal in the lobby for 150,000 Punches — no badge or quest gate. Punches come from hitting and killing players (1 per hit, 5 per kill before multipliers), bosses (plus a 150-Punch top-damage bonus), Duel wins (50), and the Quest set, which pays 6,625.

How many abilities are in Ability Wars?

Ability Wars has 102 abilities and 21 masteries as of August 16, 2026, per the game's own Roblox description. Midas is the 49th and currently final regular Punch-purchasable ability; the rest are badge abilities, secrets and mastered variants.

How we ranked these abilities

Every cost, damage value and cooldown was re-checked on August 16, 2026 against the in-game pedestals and the community Ability Wars wiki; stats came from the Roblox API the same day. Where sources disagreed we say so or use the in-game value; anything unconfirmed was left out. Rankings weigh damage per cooldown, reliability, defence and cost against payoff at equal skill. Called one wrong? Tell us in our Discord server. Not affiliated with the developers of Ability Wars or Roblox Corporation.