BETA — Earn free Robux at earnaldo.com
Ink Game tier list

Last updated: August 16, 2026

Ink Game Tier List (2026) — Best Powers Ranked

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

Ink Game is a Squid-Game-style survival game on Roblox where a lobby of players cycles through minigames like Red Light Green Light, Glass Bridge, and Mingle until one winner is left. What you equip between rounds is a Power, and the power you roll changes how easily you clear each stage. This tier list ranks the powers that actually matter — S tier down to C tier — by their in-game effect, their rarity, and how much they swing real rounds.

The game is enormous. It holds 24,618 players online at once, has passed 3.26 billion visits, and sits at 21.98 million favorites as of August 16, 2026. Powers come from Power Rolls, and the good ones are rare, so knowing which to keep matters before you spend. If you want to fund those rolls without overpaying, our Ink Game free Robux guide covers the cheapest way to stock up.

Updated August 16, 2026: this ranking now includes the three powers added since the Anniversary Update of July 12, 2026 — Rumor, Virtuoso and Chill Guy — and flags the pending QoL & Balancing Update, which the developers have confirmed will nerf Lightning God. We also corrected several cooldown and effect numbers against the official wiki. See the Ink Game hub for the full event rundown.

Table of Contents

  1. S Tier — Best Powers
  2. A Tier — Strong Picks
  3. B Tier — Situational
  4. C Tier — Filler Rolls
  5. Full Tier List Summary Table
  6. Pending Rebalance — What's Changing
  7. Power Roll Odds & Pity
  8. How We Ranked These
  9. FAQ

S Tier — Best Powers

S tier is what you hope to see on a Power Roll. Every one of these is Mythic rarity, and each fits almost every round type in the game, from the timing puzzles to the brawler-style eliminations. If you land one, keep it equipped.

One rule applies to every power below: all powers are disabled during the two final games, Squid Game and Sky Squid Game. We only call out disabled gamemodes individually where a power is blocked from additional rounds beyond those two.

The Doctor (Mythic)

The Doctor is the strongest power in Ink Game as of August 16, 2026. It gives you one free self-revive per game and lets you revive dead players when you stand near their body, on a 3 minute 20 second cooldown — exactly what wins the Rebellion ending. It also carries a 25% regeneration buff and inherits the Medic passives, including the Bandage Drop tool. Two limits: it switches off once the lobby votes to Continue, and in Jump Rope and Glass Bridge you can revive yourself but not others, since their bodies fall away.

Be careful with a number that circulates a lot: 0.1% is the chance of rolling any Mythic at all, not The Doctor specifically. That band is shared across the whole Mythic pool, so landing this one power is far rarer than 1 in 1,000. The pity system is the realistic route.

Quicksilver (Mythic)

Quicksilver is the speed power, and speed clears more rounds than anything else here. It runs on momentum rather than a flat buff: you start slightly slower than normal, then build through 5 speed levels the longer you move without stopping. Walk into a wall and it resets to zero, so it rewards clean pathing.

The level breakpoints matter. At level 3 your dash becomes near-instant, like Phantom Step. At level 5 you can damage and ragdoll players by colliding with them for roughly 10 damage per hit, at the cost of dropping one speed level, and you start firing off automatic longer dashes. On top of that it carries a flat 20% reduction on all cooldowns, which quietly improves every other tool you hold.

The mobility also carries you in Hide n Seek, where outrunning a seeker is often enough to survive. It's the safest S-tier pick for a solo player. The collision damage is disabled in Glass Stepping Stones.

Reality Jumper (Mythic)

The Reality Jumper is the newest headline power, and it's a wildcard that borrows from the rest of this tier. Its Reality Jump ability has a 2-minute cooldown and grants you the abilities of a random Mythic power for 100 seconds. Once that window ends, the cooldown drops to just 20 seconds, so you can chain jumps back to back.

That means for stretches of a match you might be playing as Quicksilver, then as Lightning God, then as Time Stop. The randomness is the only knock against it — you don't choose which Mythic you get — but the ceiling is as high as anything in the game, which is why it lands in S.

Lightning God (Mythic)

Lightning God is the best power for the brawler rounds like Lights Out and the Rebellion fight, and its real effect is simpler than the rumours suggest: it is a flat 30% damage boost to every weapon hit you land on another player. There is no heal and no area-of-effect strike — the value is raw, reliable damage. Two exceptions apply: the multiplier does not work on the Throw Weapon item, and in Mingle a Power Hold only gets 20% rather than the full 30%.

Its Lightning Awakening is now a manually activated hotbar tool rather than a low-health trigger, usable at any health on a 5-minute cooldown. It's near-useless in pure timing rounds, which is the only reason it sits below Quicksilver for a solo grinder.

Heads up — this ranking has a shelf life. The developers have confirmed that Lightning God is getting a nerf in the upcoming QoL & Balancing Update, dated only as sometime in August 2026. We expect it to drop out of S tier when that lands. See the rebalance section for the full confirmed list.

A Tier — Strong Picks

A tier powers win rounds when the situation fits, and most are Legendary rolls that show up more often than the Mythics above. You won't be sad to keep any of these while you chase an S-tier pull.

Virtuoso (Mythic — limited)

Virtuoso is the guitar power awarded at Tier 30 of the Anniversary Battlepass, added on July 12, 2026. It is really three powers in one, each gated behind a five-step QTE:

It sits in A rather than S for one structural reason: it is limited. You cannot roll it, and the battlepass awarding it ends in August 2026, so most players reading this will never get it. Its abilities don't work in Glass Stepping Stones or Jump Rope, though passives carry in if activated beforehand. It is confirmed for a buff in the pending update.

Time Stop (Mythic)

Time Stop is a Mythic that freezes any nearby player in place for 3 seconds on a 120-second cooldown. That cooldown is partly self-correcting: the power carries a passive 15% reduction to item cooldowns, which pulls its own cooldown down to about 102 seconds and also speeds up your weapon swings. The passive does not apply to weapon lunges, which don't use item cooldowns.

The freeze is a clean escape tool in Glass Bridge and a way to slip past guards in the Rebellion. It rates just under the S powers because the effect is short and the cooldown long — one big moment per round rather than constant value.

Weapon Smuggler (Legendary)

The Weapon Smuggler gets the Weapon Drop tool, which randomly produces one of three items: a Grenade that knocks back and ragdolls everyone nearby (including you, if you're too close), a Flashbang that blinds instead, and a single-use Sawn Off Shotgun that inflicts massive knockback and ragdoll at close range. A well-placed grenade clears a choke point in Lights Out, and a flashbang buys you the second you need to escape. The randomness of what you get keeps it out of S. All three are also disabled in Jump Rope and Glass Stepping Stones.

Hercules (Legendary)

Hercules lets you pick up other players and throw them, which is stronger than it sounds in this game. You can hurl a rival off the Glass Bridge, launch a seeker away from you, or toss teammates across a gap in the Rebellion. It rewards map awareness — used near any ledge or hazard, it's a one-button elimination. One real trap: picking someone up during a Red Light can get you detected by Young-Hee if there's any collision, so save it for Green Lights. Also disabled in Jump Rope and Glass Stepping Stones.

Parkour Artist (Rare)

The Parkour Artist is the best Rare power in the game and punches well above its rarity. It gives you the Smokebomb tool plus two passives: a slide on the C key (D-Pad down on console) with a 7-second cooldown, and a double jump on a 3-second cooldown that triggers when you jump midair. It shines in Hide n Seek, where the double jump reaches hiding spots and the smoke bomb breaks a seeker's line of sight. At a 17% rarity band it is by far the best value pick on this list.

B Tier — Situational

B tier powers do one thing well but leave you exposed in rounds that don't suit them. Keep these as a backup and swap off when you can, rather than building a whole run around them.

Rumor (Mythic)

Rumor is the Mythic added on July 12, 2026 — the odd one out in this roster, a pure debuff toolkit rather than a stat boost. It opens a prompt reading "I heard a rumor that you…" with seven options, on a 90-second cooldown:

Genuinely strong in a duel, near-useless in a timing round — textbook B tier. A July 20, 2026 change made it remember your last selected rumor for one-click use. Note the pending update buffs Rumor overall but nerfs "Fell asleep", so don't build purely around the ragdoll.

Coinflip (Epic)

Coinflip is the high-risk, high-reward Epic. Each use is a genuine 50/50: win and you gain an aura making you 5% faster, stacking with every previous win; lose and you forfeit every stack you have built and start from zero. That reset is the real cost — this isn't a wasted turn, it's a wipe, so the correct play is usually to stop flipping once you're comfortably ahead. Your speed is also reduced during Jump Rope.

Blackflash (Epic)

Blackflash makes every second attack trigger a black flash on a 30-second cooldown. Landing it replaces your weapon's damage with a flat 25 and launches the target away, and you gain I-frames while it's active — even if you whiff, though a miss still starts the cooldown. It's a solid pick for the combat rounds and the Rebellion. It sits in B because it does nothing in the timing and puzzle stages, so its value swings hard on the round rotation you draw.

Super Strength (Epic)

Super Strength is misleadingly named — it doesn't triple your strength, it triples the push distance on your push tool, which can fling a rival off the Glass Bridge in one shove. The trade-off is that the cooldown is doubled, from 15 seconds to 30 (not tripled, as is often repeated). It also speeds up Throw Weapon by 20%, raises its damage by 15%, and halves the time to break a barricade in Hide n Seek from 15 seconds to 7.5. Good for a single decisive moment, mediocre as a round-long tool. It works anywhere push works, so it's also disabled in Jump Rope and Glass Stepping Stones.

Phantom Step (Legendary)

Phantom Step gives you two phantom steps that regenerate individually, with a cooldown between each, and it replaces the Speed 5 dash rather than stacking with it. It scales with your Speed track: each Speed upgrade makes it 3% faster, up to 18% at level 6. The mobility is genuinely useful for repositioning on the Glass Bridge or dodging a lunge in Lights Out, but it's specifically nerfed with a longer cooldown in Hide n Seek, and two short dashes don't compete with Quicksilver's momentum or the Parkour Artist's full kit.

C Tier — Filler Rolls

C tier is what you get on most rolls, and none of it is a keeper once you've landed something better. These powers still have niche uses, so they're worth knowing rather than ignoring.

Medic (Common)

Medic is the best Common power, dropping a Bandage every 20 seconds that anyone can pick up — you hold one at a time. In Red Light, Green Light bandages heal injured limbs and restore full speed, and Medics carry bodies faster than normal. Easy to land and steadily useful, but the effect is small and slow, which caps it at C.

Chill Guy (Legendary)

Chill Guy is the Legendary unlocked on Day 30 of the current Scheduled Rewards season, added July 12, 2026. Its Chill Gun lays a trail of ice; anyone crossing it slips and falls, while you stay immune and gain a speed boost on your own trail. A slipped player is locked in an animation they cannot escape while you hit them, since it isn't a true ragdoll.

That sounds better than it plays, which is why it lands in C despite the Legendary tag. The blocklist is the problem: on top of the two finals it's disabled in Dalgona, Pentathlon, Jump Rope, Glass Stepping Stones and Mingle, leaving it a Lights Out and Rebellion tool only. The wiki's own community rating puts it near the bottom, and we agree.

Trickster (Rare)

Trickster gives you two tools, not one, both on a 15-second cooldown rather than the minute usually quoted. Trip is used directly on a player and ragdolls them longer than a push, with no knockback; Banana Peel is thrown on the ground and does the same to whoever steps on it. That short cooldown makes it more annoying than its reputation suggests in Red Light, Green Light. It stays in C because both are easy to see coming, and both are also disabled in Jump Rope.

Player 120 (Common)

Player 120 grants the Takedown tool, which damages and ragdolls another player — it is not an instant elimination, a claim that circulates widely and is simply wrong. The damage is also reduced in any non-PvP gamemode, which is most of them. Its genuinely useful trick is elsewhere: while equipped, the number of dodges needed to confiscate a knife in Hide n Seek drops from 6 to 3, which is a real edge for survivors. Takedown is also disabled in Jump Rope and Glass Stepping Stones.

Full Tier List Summary Table

Here's the full ranking at a glance, with each power's rarity, tier, a key note, and how it's obtained. Most come from a Power Roll, but note the two exceptions added in July 2026 — Virtuoso comes from the Anniversary Battlepass and Chill Guy from Scheduled Rewards, so neither can be rolled. Verified against the official wiki as of August 16, 2026.

Power Rarity Tier Key Note How to Get
The DoctorMythicSFree self-revive; team revive on 3m20sPower Roll
QuicksilverMythicSMomentum speed to 5 levels, 20% cooldown cutPower Roll
Reality JumperMythicSBorrows a random Mythic for 100sPower Roll
Lightning GodMythicS (nerf pending)+30% weapon damage; no healPower Roll
VirtuosoMythic (limited)A3 QTE guitar abilities; damage, heal, speedAnniversary Battlepass Tier 30
Time StopMythicAFreeze 3s / 120s (102s with own passive)Power Roll
Weapon SmugglerLegendaryAGrenade, Flashbang or Sawn OffPower Roll
HerculesLegendaryAGrab and throw other playersPower Roll
Parkour ArtistRareADouble jump 3s, slide 7s, smoke bombPower Roll
RumorMythicB7 debuff options on 90s cooldownPower Roll / 0.04% AFK World
CoinflipEpicB50/50 for +5% speed; a loss wipes all stacksPower Roll
BlackflashEpicBFlat 25 damage every 2nd hit, 30sPower Roll
Super StrengthEpicB3x push distance, 2x cooldown (15s→30s)Power Roll
Phantom StepLegendaryBTwo dashes; replaces the Speed 5 dashPower Roll
MedicCommonCBandage every 20s, heals limbs in RLGLPower Roll
Chill GuyLegendaryCIce trail; disabled in 7 gamemodesScheduled Rewards Day 30
TricksterRareCTrip + Banana Peel, both 15sPower Roll
Player 120CommonCTakedown ragdoll; knife dodges 6→3 in HnSPower Roll

Pending Rebalance — What's Changing

This is the most important thing to know before you spend rolls right now. The developers have published a balancing pass, listed on the official wiki's update log as the QoL & Balancing Update and dated only as "? of August, 2026" — the month is confirmed, the day is not. It was discussed in the developers' Q&A, with an Admin Abuse event scheduled alongside it. The confirmed power list:

PowerChangeEffect on this ranking
Lightning GodConfirmed nerfLikely falls out of S tier
Teleporting GambitBuffMay enter the ranking
RumorBuff, but a nerf to the "Fell asleep" optionCould rise from B
VirtuosoBuffCould rise from A
The MagicianBuffMay enter the ranking
The DoctorSlight changes to fix a "problem"Direction unstated; S tier for now
QuicksilverGains a passive that speeds up opponents' QTEs during a Power HoldReinforces S tier

The practical advice: if you were about to spend Robux chasing Lightning God, wait. It is the only power confirmed to be getting weaker, and no detail on the size of the nerf is public. Teleporting Gambit and Magician are real Mythics we deliberately left unranked — we'll place them once the buffs are live and measurable rather than invent numbers. The same update also brings team chats for some gamemodes and ends the Anniversary Battlepass, which is the deadline on Virtuoso. Full timeline on the Ink Game hub.

Power Roll Odds & Pity

Ink Game publishes its roll rates, so there is no need to guess. Verified as of August 16, 2026:

RarityChanceRoughlyDuplicate payout
Common72%1 in 1.3920M Won
Rare17%1 in 5.8835M Won
Epic8%1 in 12.550M Won
Legendary2.9%1 in 34.48100M Won
Mythic0.1%1 in 1,000750M Won

Two mechanics soften those odds. When you hit a Mythic there's a 75% chance it's one you don't own, so the pool works in your favour. And the pity system guarantees a Mythic at 225 rolls, dropping to 199 on weekends (Friday to Sunday, EST). Rolling a Mythic naturally before pity resets your counter to 0; reaching it via pity locks pity until the next update, or two weeks if there isn't one.

You do not have to pay for rolls. Ink Game has no code system, so there are no free-roll codes to hunt — but there are six genuine free routes: finishing Rebellion, Squid Game or Sky Squid Game; converting 500M Won into 1 roll (capped at 20 per week); spending 6 hours in the AFK World; Daily Quests that list a roll as the reward; Scheduled Rewards; and small drops in play — a 2% chance from clearing the Monkey Bars in Dalgona and a 3% chance from killing a player or playable guard. Paid rolls are 175 Robux for one or 1,699 for ten. Full breakdown on our Ink Game codes page.

How We Ranked These

We ranked every power on two things: how much its effect swings a real round, and how many round types it helps in. Ink Game rotates between timing puzzles, mobility gauntlets, and combat brawls, so the powers that top the list are the ones that stay useful no matter what comes up. That's why Quicksilver and the self-revive of The Doctor sit above single-purpose picks like Blackflash.

Rarity matters, but not the way it first looks. The Power Roll runs from Common up to Mythic, and rarity sets how hard a power is to roll, not a fixed strength. Because of that gap, we let a strong Rare like Parkour Artist outrank weaker Epics on effect alone — and we mark down a Legendary like Chill Guy that is locked out of most of the round rotation.

Every effect, cooldown and percentage above was re-checked against the official Ink Game wiki on August 16, 2026, and several were wrong in our previous version: Time Stop's cooldown (120 seconds, not 90), Super Strength's penalty (double cooldown, not triple), Trickster's cooldown (15 seconds, not 60), Player 120's Takedown (a ragdoll, not an instant elimination), and most significantly Lightning God, which we had described as healing you on hit. It does not heal — it is a flat 30% weapon damage boost.

We also deliberately leave things out. Teleporting Gambit and The Magician are real Mythics we have not ranked, because both are mid-rebalance and any tier assigned today would be stale within weeks. We re-verify this page after every major update.

Tip: Don't burn rolls chasing The Doctor early. Keep whatever mobility or combat power you land, bank the free rolls from endings and the AFK World, and let the pity counter do the work — 225 rolls, or 199 across a weekend, is a guaranteed Mythic. If you're new, our Ink Game beginner's guide covers the round-by-round basics, and the best game passes breakdown explains which paid upgrades are actually worth it. For everything in one place, see the Ink Game hub.

Earn Free Robux While You Play

Want more Robux for Ink Game Power Rolls and other Roblox games? Earnaldo lets you earn free Robux by completing simple tasks — no surveys, no downloads, just real rewards.

More Ink Game

If you like the Squid-Game format, compare Ink Game with the 1v11 hunt of Forsaken and the co-op survival of Dandy's World.

Frequently Asked Questions

What is the best power in Ink Game?

The Doctor is the best power in Ink Game as of August 16, 2026. This Mythic gives you one free self-revive per game and lets you revive dead players on a 3 minute 20 second cooldown, which decides team rounds and the Rebellion ending on its own. The 0.1 percent figure people quote is the odds of rolling any Mythic at all, not The Doctor specifically, so an individual Mythic is far rarer than that.

How do you get powers in Ink Game?

Powers come from Power Rolls. The rarity odds are Common 72 percent, Rare 17 percent, Epic 8 percent, Legendary 2.9 percent and Mythic 0.1 percent, and a pity system awards a guaranteed Mythic at 225 rolls, dropping to 199 from Friday to Sunday. You can buy rolls at 175 Robux for one or 1,699 Robux for ten as of August 16, 2026, or earn them free by finishing Rebellion, converting 500 million Won, or spending six hours in the AFK World.

What are the newest Ink Game powers?

Three powers arrived with the Anniversary Update on July 12, 2026. Rumor is a Mythic rolled at 0.04 percent in the AFK World that applies one of seven debuffs. Virtuoso is a limited guitar Mythic awarded at Tier 30 of the Anniversary Battlepass. Chill Guy is a Legendary unlocked on Day 30 of the ninth Scheduled Rewards season.

That's the full Ink Game tier list for 2026. Keep a mobility power like Quicksilver or Parkour Artist for the timing rounds, hold Weapon Smuggler for the brawls, and treat The Doctor as the grand prize — but hold off on chasing Lightning God until the August balancing update tells us how hard the nerf lands. For more, visit the Ink Game hub, or play it on Roblox and cross-check effects against the official Ink Game wiki.