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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.

RoundEvaderChaser
3VAULT: dash into a block to leap clean over it, untouchable in the airLONG LUNGE: your lunge carries 40% further
8SECOND DASH: two dash charges, a ring shows each one rechargingSECOND LUNGE: two charges, herd with one and strike with the other
12PERFECT DODGE: dodge a lunge while dashing for triple points and an instant refundPERFECT POUNCE: miss by a hair and the lunge refunds instantly
16DECOY: dashing leaves a ghost behind, and chasers hunt the ghostSNARE: lunges drop a lure the runner drifts toward, then it snaps shut
20WALL KICK: dash into a wall and kick off along it, steered where you pointLEAPFROG: lunges sail over blocks
24AFTERBURN: your trail lingers, and chasers crossing it slow downPRESSURE: 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 atEvader perkChaser perk
Round 25SECOND CHANCE: the GET UP rescue works twice in a runSECOND CHANCE: the OVERTIME rescue works twice in a run
Round 30QUICK FEET: your dash recharges 15% fasterQUICK LUNGE: your lunge cooldown is 15% shorter
Round 35SCAVENGER: orbs appear about 30% more oftenBLOODHOUND: orbs appear about 30% more often
Round 40LONG LEGS: +5% move speed all runLONG 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:

SkillCoinsWhat it does
VAULT260Dash into a block to leap clean over it, untouchable in the air.
PERFECT DODGE320Dodge a lunge mid-dash: triple points and the charge refunds instantly.
WALL KICK360Dash into a wall and kick off along it, steered where you point.
SECOND DASH420Two dash charges instead of one.
AFTERBURN460Your trail lingers, and chasers crossing it slow down.
DECOY540Dashing 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:

SkillAs the evaderAs the chaser
LEAPVault over blocksLunge over blocks
TWINTwo dash chargesFaster lunge cooldown
REFLEXA near miss refunds the dashA near miss refunds the lunge
TRAPYour dash drops a blockYour lunge drops a snare
KICKWall kick40% longer lunge
AURAYour trail slows the chaserBeing 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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