Screenshot by Mickey
When you’re a Survivor in Violence District, while equipment is crucial, choosing the right abilities can make or break your game. These special skills give you tactical edges that, when used smartly, help secure victories more reliably. Below, we’ve organized every available Survivor ability based on their in-match impact and adaptability.
Rating Survivor Abilities in Violence District
This ranking evaluates each ability’s strengths and situational value during encounters with opponents.
Top-Tier Abilities
Ability | Details | Advantages/Disadvantages |
---|---|---|
Enhanced Touch | Healed allies receive +10% speed, recovery, and repair rates for 10/15/20s. | + Multi-purpose enhancement + Long-lasting effect |
Group Project | Repair speed rises 3/4/5% per nearby ally working on objectives, maxing at 9/12/15%. | + Faster objective completion + Scales with team coordination |
Heads Up | Audible alert and 10/15/20% speed burst when foes approach within 40 studs. Causes 60s exhaustion afterward. | + Early threat detection + Quick repositioning – Post-use drawback manageable |
We’re Stronger Together | Gain 2/4/6% speed when near teammates. | + Sustained mobility + Team synergy bonus |
Grab My Hand | Rescuing allies restores 30/40/50% of their health. | + Rapid ally recovery + Strategic reset potential |
Second Wind | 15/20/25s invulnerability after spike rescue. | + Guaranteed escape window + Tactical repositioning |
High-Value Abilities
Ability | Details | Advantages/Disadvantages |
---|---|---|
Born in Blood | Healing allies grants 30/40/50% speed burst for 6s to both players. | + Dual mobility boost + Teamplay enhancement |
On My Own | Solo players unlock 40/50/60% faster gate opens and 5s enemy vision. | + Lone wolf advantage + Enemy tracking |
Great Collapse | Pallet stuns grant 20/30/30% speed for 2/2/3s. | + Mobility after stun – No recovery benefits |
Moderate-Tier Abilities
Ability | Details | Advantages/Disadvantages |
---|---|---|
Last Stand | Final survivor auto-heals and gains 10/15/20s enemy vision. | + Endgame advantage – Situational activation |
Iron Tranquility | Hide aura and accelerate blood trail disappearance while incapacitated. | + Escape aid – No direct stat boosts |
Snake Step | 60/70/80% speed while crouching. | + Stealth mobility – Limited combat use |
High Karma | Self-rescue after saving ally, but 90/75/60s healing penalty. | + Emergency escape – Heavy trade-off |
Left Behind | Permanent 5/6/7% speed after teammates escape. | + Endgame mobility – No early benefits |
Time To Grow Up | Extend speed boost by 1/2/3s after being hit. | + Evasion extension – Defensive focus |
Niche-Tier Abilities
Ability | Details | Advantages/Disadvantages |
---|---|---|
Perfect Landing | 75% faster fall recovery + 50% speed for 3s, followed by 60/50/40s exhaustion. | + Vertical map utility – Short benefit duration |
Desperate | Add 10/15/20% to wiggle meter instantly when captured. | + Hinders captor – Outclassed by alternatives |
Call Me Back | Track healed allies for 20/30/40s after they take damage. | + Assist tracking – No direct combat perks |
Nobody Left Behind | Final phase healing efficiency surges by 30/70/100%. | + Late-game support – Limited early utility |
Low-Value Abilities
Ability | Details | Advantages/Disadvantages |
---|---|---|
Expensive Decor | Initial 40/50/50% healing boost decreases 10/10/5% per incapacitation. | – Progressive disadvantage |
Intense Workout | 10/20/30% faster spike rescues. | – Marginal utility |
Pacificist | +5/10/15% healing efficiency with -5% repair speed. | – Hinders objective pace |
Acquiring Survivor Abilities
Unlock abilities via the in-game Store using Emblems earned through gameplay or Robux purchases. Upgrades require Screws, which are obtained by completing matches. Visit your inventory to enhance abilities up to twice for maximum effectiveness.



