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Moves, skills and perks
Quad Chase hands out abilities in four different ways depending on the mode. This page lists all of them, so you can see what you have, what is coming and what is worth buying.
Quick play: moves that unlock by round
In ordinary evader and chaser runs you don't pick a loadout. A new move arrives every few rounds, in the order the game gets harder, and stays for the rest of the run. The evader's and the chaser's moves mirror each other.
| Round | Evader | Chaser |
|---|---|---|
| 3 | VAULT: dash into a block to leap clean over it, untouchable in the air | LONG LUNGE: your lunge carries 40% further |
| 8 | SECOND DASH: two dash charges, a ring shows each one recharging | SECOND LUNGE: two charges, herd with one and strike with the other |
| 12 | PERFECT DODGE: dodge a lunge while dashing for triple points and an instant refund | PERFECT POUNCE: miss by a hair and the lunge refunds instantly |
| 16 | DECOY: dashing leaves a ghost behind, and chasers hunt the ghost | SNARE: lunges drop a lure the runner drifts toward, then it snaps shut |
| 20 | WALL KICK: dash into a wall and kick off along it, steered where you point | LEAPFROG: lunges sail over blocks |
| 24 | AFTERBURN: your trail lingers, and chasers crossing it slow down | PRESSURE: stay close and a ring fills around the runner; full means it tires |
The two that change the most: SECOND DASH and SECOND LUNGE at round 8. With two charges you can spend one to force a reaction and keep the other for the moment that matters. Most players' runs get noticeably longer once they stop spending both at once.
Perks: from round 25
Perks are small permanent tweaks rather than new moves. You unlock them by reaching certain rounds, and you equip one at a time from the ✦ button on the menu. Evader and chaser each have their own four.
| Unlocks at | Evader perk | Chaser perk |
|---|---|---|
| Round 25 | SECOND CHANCE: the GET UP rescue works twice in a run | SECOND CHANCE: the OVERTIME rescue works twice in a run |
| Round 30 | QUICK FEET: your dash recharges 15% faster | QUICK LUNGE: your lunge cooldown is 15% shorter |
| Round 35 | SCAVENGER: orbs appear about 30% more often | BLOODHOUND: orbs appear about 30% more often |
| Round 40 | LONG LEGS: +5% move speed all run | LONG ARMS: +10% lunge range all run |
Which one to equip? SECOND CHANCE is the safest choice for pushing your best score, since a second rescue is a second life. QUICK FEET and QUICK LUNGE suit players who already use their charges well and want them back sooner.
The Arena: skills you buy
In the Arena nothing unlocks on a timer. Your disc buys its skills with coins, from the very first floor, and keeps them for good. These are the same six evader moves as quick play, priced by how much they change a fight:
| Skill | Coins | What it does |
|---|---|---|
| VAULT | 260 | Dash into a block to leap clean over it, untouchable in the air. |
| PERFECT DODGE | 320 | Dodge a lunge mid-dash: triple points and the charge refunds instantly. |
| WALL KICK | 360 | Dash into a wall and kick off along it, steered where you point. |
| SECOND DASH | 420 | Two dash charges instead of one. |
| AFTERBURN | 460 | Your trail lingers, and chasers crossing it slow down. |
| DECOY | 540 | Dashing leaves a ghost behind that chasers hunt instead of you. |
What to buy first: SECOND DASH is the biggest single upgrade for surviving floors, and VAULT is the cheapest way to make the blocks work for you. DECOY is the most expensive and the most dramatic: on the ordinary floors it buys you seconds every time you dash.
The Arena: drops from bosses
Each of the four bosses hands over a drop when you beat it: a special skill you can't buy. You carry one drop at a time into a descent, and you choose which.
MATADOR (from THE GALE)
Evading: a lunge that misses you closely overshoots into a wall and the chaser is stunned. Chasing: your button feints, selling a lunge that never comes.
PULSE (from THE ANVIL)
Evading: a chaser almost on top of you is shoved clear, its wind-up wiped and its lunge gone for a moment. Chasing: launching a lunge kills the runner's dash mid-flight.
SWAP (from THE ORACLE)
Trade places with the nearest disc if it is close enough. Running, you come out behind whatever was chasing you; hunting, you take the ground it was about to use.
SMOKE (from THE VEIL)
Vanish. You drop a cloud and your disc leaves every screen for a few seconds (on yours it thins to an outline you can steer by), while a chaser that loses you commits to where you were.
How each boss is beaten is on the boss guide.
Two-player matches: pick three
In a local 1v1 (one phone, two phones or the TV), each player picks up to three skills before the match. Roles swap every round, so every skill has an evader half and a chaser half:
| Skill | As the evader | As the chaser |
|---|---|---|
| LEAP | Vault over blocks | Lunge over blocks |
| TWIN | Two dash charges | Faster lunge cooldown |
| REFLEX | A near miss refunds the dash | A near miss refunds the lunge |
| TRAP | Your dash drops a block | Your lunge drops a snare |
| KICK | Wall kick | 40% longer lunge |
| AURA | Your trail slows the chaser | Being close tires the evader |
A good set covers both halves of the match. Picking three skills that are only strong when you evade leaves you with nothing on the rounds you chase.
Party modes: a fixed kit
Quad Royale and Team Tag skip choices entirely so six people can start at once: every evader carries two dash charges, and Team Tag chasers drop a snare wherever their lunge fires. See Team Tag and Quad Royale.
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