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What is the best ability in Ability Wars — top 8 abilities ranked
Last checked: August 28, 2026

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

By Money Lord — Founder & Editor | Updated: August 28, 2026

Midas is the best ability in Ability Wars. It costs 150,000 Punches, the game's highest price. Its E, Midas Hammer, hits for 27–40 damage on a 20-second cooldown, and its R, Golden Statue, blocks any single incoming attack every 9 seconds and turns the attacker to gold.

Nothing else does both: Plasma's shield must be pre-committed, and Devourer of Souls out-scales Midas but loses every soul on death. Here is the Ability Wars top 8, re-verified August 28, 2026. Almost every ability shares one baseline — 100 HP, 10 punch damage, 20 walkspeed, 50 jump — so read every damage figure against a 100 HP target. All 49 Punch abilities are graded S to C in 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. FAQ

1. Midas — the best ability in Ability Wars

Cost: 150,000 Punches · no badge required

The 49th and currently final regular Punch purchase. 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 — a wiki figure its own editors flag as pre-nerf.

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

Weaknesses: grounded E kills your own combos, Q is awkward to land, and a whiffed R leaves you open.

Tip: E always knocks left, so line the swing up before you commit. 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. Energy Blade takes punch damage from 10 to 15. E — Plasma Barrage (15s) fires rapid lasers at your cursor for about 35 damage, or 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 stun and ragdoll, and turns what it absorbs into charge for E and R. R — Teleport (10s, two charges) blinks 30 studs forward for 10 damage to anyone you pass through.

Absorb, then punish: pop Q into a committed attack, release a loaded E.

3. Devourer of Souls

Cost: 14,000 Punches

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

At 70 souls E (25s) grants 6 seconds of total damage immunity. At 200 it becomes a 20-second Rage Mode that heals on every kill and boosts speed and jump — but is not invincible. At 300, E and Q give way to an Infinity Stones panel of six numbered moves (Power 40s for 50 damage, Space 40s, Soul 35s, Mind 50s, Reality 60s, Time 60s).

The catch is absolute: souls reset on death. (It is Devourer of Souls, not "Soul Devourer".)

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 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 giving a 1.3x punch damage boost plus health, knockback and jump height on touch, and despawns after 15 seconds if untouched. 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. Vengeance only fires below 50% health, granting a red aura, a 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, 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 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. 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.

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

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. 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; each full bar adds size, health, damage and knockback, with levels 5 and 10 as permanent floors.

E — Double Stab (18s, from level 3) impales for 20 damage plus a heavy slow and 20% meter. Q — Spreading Spikes (level 7) raises a wall for 30.4 damage on a cooldown shortening ~0.5s per minion. R — Rebirth (level 10) resets the meter but adds a second pair of tendrils, 125 max HP and a stronger E, renamed Rapid Cuts. The badge is chicken-and-egg: an existing Hivemind player has to farm you first. ("Blood Puncture" is an unofficial name the wiki retired on August 18, 2026.)

8. Gravity (Mastered)

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

Unmastered Gravity is a 250-Punch starter: E — Gravity Field (18s) strips gravity from everyone nearby for ~5 seconds, ticking ~20 damage onto enemies. That alone would not make a top 8; the mastery does. (The wiki renamed this move from "Zero Gravity" on August 28, 2026.)

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. Trigger both inside ~0.2 seconds and they fuse into Galaxyrend Purple: one orb, 50 damage, high knockback, ripping through surfaces. Mastered cooldowns are still unconfirmed. Mastery access 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 PointsGalaxyrend Purple (E+Q) 50 dmg

Abilities weaker than you think

Robot (600 Punches, though its wiki infobox still says 700) 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 28, 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, low damage. The "magnetic pull" credited to it belongs to Magnet.

Shift (100 Punches), the 4th ability, dashes to the closest player in range for 15 damage (9s, or 3s if they escape the windup) and aims the knockback at the nearest map edge. Its mastery, added August 11, 2026 for 350 Mastery Points, chains the dash to three more players and adds Q — Swap. Still a finisher, not a carry.

Ability Wars in numbers

Players (median)1,876 — 7-day median, range 1,020–2,729 (August 21–28, 2026)
Total visits541,532,286 as of August 28, 2026
Favourites734,608 as of August 28, 2026
Likes / dislikes445,741 / 113,223 (79.7% positive) as of August 28, 2026
Abilities / masteries / badges102 abilities, 21 masteries, 55 badges (49 obtainable) as of August 28, 2026
Last content updateAugust 11, 2026 — Spectral, Shift and Double Jump masteries
Last republishedAugust 25, 2026 — no new ability, mastery or badge attached
Server cap18 players
DeveloperAbility Wars group (Checkeniscool and DuckyYaBoi); created December 15, 2021, released January 2022

An 18-player cap means Hivemind and Devourer of Souls need a busy lobby; Midas and Plasma do not care. Earlier patches sit in our June 2026 update recap.

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. A single kill is hard-capped at 15 Punches, so stacking the 2x and 3x passes buys nothing extra on kills. Outside multipliers: bosses pay 1 per hit plus a 125-Punch top-damage bonus (50 to everyone else in the server), Duels pay 50 a 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 those, and live Ability Wars codes sit on our codes page.

Reality check: at 5 Punches a 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 target.

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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 28, 2026. It costs 150,000 Punches, the highest requirement in the game. Its E, Midas Hammer, deals 27–40 damage on a 20-second cooldown; its Q petrifies anyone caught in the golden aura; and its R, Golden Statue, blocks any single incoming attack every 9 seconds. It also lifts punch damage from 10 to 15, against a 100 HP baseline.

How do you unlock Midas in Ability Wars?

Midas is bought straight from its pedestal in the lobby for 150,000 Punches, with no badge or quest gate. Punches come from hitting and killing players (1 per hit, 5 per kill before multipliers), bosses (1 per hit, plus 125 for top damage), Duel wins (50), and the Quest set, which pays 6,625. No kill ever pays more than 15 Punches.

How many abilities are in Ability Wars?

Ability Wars has 102 abilities and 21 masteries as of August 28, 2026, per the game's own Roblox description. The badges API returns 55; the wiki lists 49 as obtainable. 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, cooldown and move name above was re-checked on August 28, 2026 against the community Ability Wars wiki and its edit history, so renamed moves appear under their current names. Player counts, visits, favourites and votes came from the Roblox games API the same date. Where the wiki contradicts itself we say so; what we could not confirm was cut. Called one wrong? Tell us in our Discord server. Not affiliated with the Ability Wars developers or Roblox Corporation.