Ability Wars has crossed 800 million visits on Roblox, and picking the right ability is the single biggest factor in whether you win or lose. This tier list ranks every ability from S through C based on damage output, utility, matchup spread, and how they perform in the current free-for-all PvP meta.
Whether you're sitting on 5,000 Punches trying to decide your next unlock or just starting out with Stick, this breakdown covers the numbers you need to make the right call. We've also included unlock costs so you can plan your grind efficiently.
Table of Contents
S Tier — Meta-Defining Abilities
These four abilities dominate the current meta. If you're grinding ranked or just want to top the leaderboard in casual lobbies, these are where your Punches should go first.
Midas Touch (500 Punches)
Midas Touch is the most feared ability in Ability Wars right now. Everything it contacts turns to gold, and that includes other players. A direct hit one-shots most abilities, making it a constant threat in close-range fights.
The gold projectiles deal 45 damage per hit at range, giving Midas Touch options even when opponents try to keep distance. At just 500 Punches, it's also one of the cheapest S-tier picks, making it the best early investment in the game.
Plasma (1,000 Punches)
Plasma is the competitive player's go-to. The plasma beam outputs a devastating 60 DPS, and the built-in stun effect chains directly into follow-up combos. Good Plasma players can lock opponents into multi-hit sequences that drain 100 HP before they can react.
The AoE on Plasma's electric attacks also makes it strong in multi-player skirmishes where you're fighting more than one opponent at a time. It's 1,000 Punches to unlock, and it's worth every single one.
Stardust (2,500 Punches)
Stardust owns the ranged game. Each cosmic projectile deals 55 damage, and the star barrage move hits up to 12 times at 35 damage per hit. That's a theoretical maximum of 420 damage from a single barrage if every star connects.
The 2,500 Punch price tag is steep, but Stardust's ability to control space from a distance makes it nearly untouchable against melee-focused abilities. It hard-counters half the roster just by existing.
Reaper (5,000 Punches)
Reaper is the most expensive publicly available ability and arguably the most complete kit in the game. The scythe slam hits for 80 damage, meaning two clean hits kill anyone at full HP. The teleport move closes gaps instantly, removing the main weakness of melee abilities.
What puts Reaper over the top is the soul harvest passive. Every kill heals 20 HP, which means a skilled Reaper player snowballs through fights, getting healthier as they rack up eliminations. In free-for-all, that sustain is unmatched.
A Tier — Strong Competitive Picks
A-tier abilities can win fights against S-tier picks in the right hands. They've got strong kits with clear strengths, but each one has at least one exploitable weakness that keeps them out of the top tier.
Flamethrower (400 Punches)
Flamethrower is the best value ability in the game. For just 400 Punches, you get a continuous flame that deals 25 DPS, a fireball burst that hits for 50 damage, and fire patches that linger on the ground for area denial.
The damage-over-time stacks up fast in extended fights. Flamethrower struggles against ranged abilities like Stardust, but it demolishes anything that has to get close to deal damage.
Telekinesis (800 Punches)
Telekinesis offers the most creative gameplay in Ability Wars. Throwing objects deals 40 to 60 damage depending on the object's size, and the shield blocks 3 incoming hits. The skill ceiling here is enormous — top Telekinesis players use environmental objects in ways most people don't expect.
Its weakness is map dependency. On maps with fewer throwable objects, Telekinesis loses a lot of its power. On object-heavy maps, it's borderline S-tier.
Crystal (1,500 Punches)
Crystal is the tankiest ability in the roster. The crystalline armor passive grants an extra 50 HP, bringing your effective health pool to 150. Crystal spikes deal 45 damage, and the armor lets you trade hits favorably against almost everyone.
The tradeoff is speed. Crystal is one of the slowest abilities, and fast opponents like Ninja can kite it indefinitely. But if you catch someone, they're in trouble.
Ninja (600 Punches)
Ninja has the highest base speed of any ability, and it pairs that with a dash attack dealing 35 damage and a smoke bomb that grants 3 seconds of invisibility. It's the ultimate hit-and-run ability.
Ninja thrives in chaotic free-for-all lobbies where you can pick off weakened opponents. It struggles in 1v1 situations against tankier abilities since its damage per hit is relatively low.
Lightning (750 Punches)
Lightning is the best multi-target ability outside of S tier. Chain lightning arcs between 3 targets for 30 damage each, and the thunder strike lands for 55 damage on a direct hit. In crowded fights, Lightning puts out absurd total damage.
Its single-target damage is where it falls short. Against one opponent, Lightning can't match the burst of Plasma or Midas Touch. But in a 3+ player fight, it's one of the strongest picks available.
B Tier — Solid Mid-Range Options
B-tier abilities are functional and can get you wins, especially while you're saving Punches for higher-tier unlocks. They each do something well but lack the overall package to compete consistently with A and S picks.
Boxer (200 Punches)
Boxer is the cheapest ability worth buying. The uppercut deals 40 damage with knockback, and the 5-hit combo chain totals 75 damage (15 per hit) if you land every swing. For 200 Punches, it's a massive upgrade over the free starter options.
Boxer's problem is range. You have to be right on top of your opponent, and higher-tier abilities will punish that gap-closing with ranged attacks or crowd control.
Archer (300 Punches)
Archer gives you the earliest access to meaningful ranged damage. A fully charged arrow deals 50 damage, and rain of arrows covers an area with projectiles dealing 20 damage each. It's a solid zoning tool.
The charge time on Archer's main attack is its biggest liability. Fast abilities like Ninja can close the distance before you get a full charge off, and the rain of arrows is easy to dodge for experienced players.
Gravity (500 Punches)
Gravity has the most unique utility in B tier. Pulling enemies toward you sets up combos, and the gravity slam hits for 45 damage. The passive float ability also gives you interesting positioning options on every map.
At 500 Punches, Gravity competes directly with Midas Touch for your currency. Midas Touch is the better investment almost every time, which is Gravity's real problem — not that it's bad, but that its price bracket has an S-tier option.
Ice (350 Punches)
Ice is the best support-style ability. The ice beam slows enemies by 50%, ice wall blocks incoming projectiles entirely, and the freeze trap deals 25 damage while locking opponents in place. It sets up kills more than it secures them.
Ice's direct damage output is the lowest in B tier. You'll rely heavily on the slow effect to win trades, and against abilities with burst damage, the slow often isn't enough to save you.
C Tier — Starter and Niche Picks
C-tier abilities are either free starting options or early unlocks that get outclassed quickly. Use them while you save up for something better.
Stick (Free)
Stick is one of two free abilities. It deals 15 damage per swing with no special moves. It's a 50% upgrade over Fists, but that's not saying much. Replace it as soon as you can afford Boxer at 200 Punches.
Fists (Free)
Fists is the default ability every player starts with. At 10 damage per hit, it matches your base punch damage and has no abilities whatsoever. It's fast, but speed without damage isn't winning fights.
Bomb (100 Punches)
Bomb sounds better than it is. The explosives deal 35 damage, which is decent on paper, but the slow throw speed makes them easy to dodge. Worse, you can damage yourself with your own bombs. Save your 100 Punches and put them toward Boxer instead.
Fan (150 Punches)
Fan is a knockback specialist that deals only 20 damage per gust. Pushing enemies away is fun but doesn't translate into kills. Fan can cheese environmental kills on maps with edges, but that's about the extent of its competitive viability.
Full Tier Summary Table
| Ability | Tier | Cost | Key Damage | Role |
|---|---|---|---|---|
| Midas Touch | S | 500 Punches | 45/hit, one-shot on contact | Burst / Close-range |
| Plasma | S | 1,000 Punches | 60 DPS beam + stun | Combo / All-range |
| Stardust | S | 2,500 Punches | 55/projectile, 420 max barrage | Ranged / Zoning |
| Reaper | S | 5,000 Punches | 80 slam + 20 HP/kill sustain | Melee / Sustain |
| Flamethrower | A | 400 Punches | 25 DPS + 50 burst | DoT / Area denial |
| Telekinesis | A | 800 Punches | 40-60 per throw | Utility / Creative |
| Crystal | A | 1,500 Punches | 45 spikes + 50 bonus HP | Tank |
| Ninja | A | 600 Punches | 35 dash + invisibility | Assassin / Hit-and-run |
| Lightning | A | 750 Punches | 30x3 chain + 55 strike | AoE / Multi-target |
| Boxer | B | 200 Punches | 40 uppercut + 75 combo | Melee / Brawler |
| Archer | B | 300 Punches | 50 charged shot | Ranged / Zoning |
| Gravity | B | 500 Punches | 45 slam + pull utility | Control / Utility |
| Ice | B | 350 Punches | 25 trap + 50% slow | Support / Control |
| Stick | C | Free | 15 per swing | Starter |
| Fists | C | Free | 10 per hit | Default |
| Bomb | C | 100 Punches | 35 per explosion | AoE / Risky |
| Fan | C | 150 Punches | 20 per gust | Knockback / Niche |
How We Ranked These Abilities
This tier list is based on community consensus from competitive Ability Wars players, cross-referenced with damage numbers and matchup data from the current patch. We weighted four factors equally: raw damage output, utility and crowd control, matchup spread across the full roster, and performance in free-for-all PvP (the game's primary mode).
Tier lists are inherently subjective. A skilled Boxer player can absolutely beat a mediocre Plasma user. These rankings assume roughly equal skill levels and reflect which abilities give you the biggest statistical advantage.
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Frequently Asked Questions
Midas Touch, Plasma, Stardust, and Reaper are the four S-tier abilities. Midas Touch can one-shot most opponents on direct contact, while Plasma's 60 DPS beam with stun chaining makes it dominant in competitive play. Your pick between them depends on whether you prefer ranged, melee, or combo-based gameplay.
Abilities are unlocked using Punches, the in-game currency earned by fighting other players. Costs range from free (Stick, Fists) up to 5,000 Punches for Reaper. Some secret abilities require specific badge unlocks rather than Punches.
Yes. Reaper's scythe slam deals 80 damage per hit, the teleport move lets you close gaps instantly, and the soul harvest passive heals 20 HP per kill. It's one of the strongest abilities in the game and worth the grind.
Every player starts with 100 HP, 10 Punch Damage, 20 Speed, and 50 Jump. Abilities modify these stats through passives and active moves, which is why choosing the right ability matters so much.
Boxer at 200 Punches is the cheapest B-tier ability and a solid upgrade from the free starters. For A-tier performance, Flamethrower at 400 Punches offers excellent damage-over-time and area denial at a reasonable price.
There are at least 17 publicly known abilities, ranging from free picks like Stick and Fists to premium options like Reaper at 5,000 Punches. Additional secret abilities can be unlocked through badges, though their exact number changes with updates.