Chronos/Perks

Come back later to see the completed result!

There is significantly more than meets the eye to each perk in Chronos, including gameplay tips, counter-strategies and cross-perk synergies to make best use of all of them! Every perk will be detailed here here in heavy technical detail.

# Offense Perks

## Bow Start

**Price: Free**

Receive a tier 3 bow  and 64 arrows at the start of the game.

An immediate benefit of the perk can be noticed at the start of the game, giving you a weapon to fight with when others may not have one. This perk can prove very useful when flying towards the mythic box which spawns at the start of the game, allowing you to glide at low height and fire at any players waiting for the box to spawn. Additionally, it is strong against *glass cannon* if you are able to catch one off guard without armour, as it deals massive damage, about 90% of it's health, allowing for a quick finish. While the starting benefit quickly becomes obsolete as players gear up and your bow no longer has quite the upper hand, the other side of the perk begins to shine, the 64 arrows. With this many arrows in your pocket, there is very little pressure for looting arrows and typically you won't find yourself running out before the game ends. In addition, Bow start has strong team synergy as it allows you to share arrows if your teammate runs low

Bow start is extremely hard to spot after the first 30 seconds, as the perk loses it's effect by then. For the while though, take care not to land by an aggressive bow start player before looting a chest for gear.

## Prepare Shot

**Price: 60**

When you strike an enemy with a melee attack, the damage of your next bow shot is increases by 1  damage up to a maximum of 6  (non-piercing). When you then hits another enemy with a arrow, this damage increase then resets, and you can charge up the damage once again. The damage charge will not be consumed if you miss your target, and will stay after being killed and respawning.

Prepare shot has a few situations where it can prove useful. For example, shooting after an enemy if they escape a combo from you will have boosted damage, making for an easier kill. In addition, entering a fight with 6 damage stacks and starting the fight with a close range bow hit can give you a large advantage as the damage stacks will increase the damage of the bow strike more than the *glass cannon* perk, and following up with a melee combo can recharge the bow for the next encounter. Outside of that, prepare shot has little synergy with other perks and is more viable as a solo perk. Comparatively to other perks though, it has a relatively minor advantage.

The class can be pretty easily spotted, as shots with increased damage will show smoke particles when fired from the bow. When placed against one, consider engaging in a ranged fight to get hit by the power arrow to reset it's damage and regenerate before engaging. Avoid getting struck by the arrow right before engaging with melee, as it will put you at a significant health disadvantage. Or alternatively you can try to force a melee fight using utility items such as a ender pearl or a feather, where you can strike immediately without leaving yourself vulnerable to an oncoming bow strike.

## Sonic Snowballs

**Price: 70**

Any snowballs thrown by you create harmless knockback explosions where they land. Explosions have blue particle effects and a shattering sound, and will knock away players, including yourself! Hitting an enemy directly with a snowball will still cause an explosion, however, the enemy will only take knockback from the snowball as if it was a regular snowball and no explosion knockback. Additionally, sonic snowballs deal significantly more knockback to yourself than other players. Additionally, you generate 1 snowball every 10 seconds if you have less than 16 in your inventory

In application, sonic snowballs are viable on all offence, defense and and utility fronts. With the massive knockback to yourself, sonic snowballs give a reliable way to traverse terrain and provide a 5 block vertical jump. When it comes to combat, jumping and snowballing directly down allows you to engage with a leap and take the enemy by surprise. If you are running from an enemy, snowballing right in front of you knocks you backwards and can send you through an unsuspecting opponent, landing you behind them and giving you a chance to combo them and fight back. Turn defense into offense! In addition, Sonic snowballs can be used to break out of combos when fired randomly, disorienting the enemy and throwing them around. The final use is to control the high ground and force the enemy back off the edge of a cliff if they try to engage. Attack with ultimate mobility and take control with this perk!

## Daredevil

**Price: 100**

Daredevil alters the damage you deal depending on your current health.

* While the you have 7 hearts or more, damage dealt is decreased by 1 .
* While the you have less than 7 hearts, the damage dealt is normal.
* While the you have equal or less than 4 hearts, damage dealt is increased by 2 .

## Solid Snowballs

**Price: 70**

Snowballs have a 75% chance to deal 1  damage in addition to knockback! The damage ignores armor and is always dealt.

Of the 3 snowball perks, solid snowballs are the most heavily focused on offence and aggression. A key moment where the perk shines is when fighting with max gear. A netherite sword kills T5 armor in 8 hits, however the last hit happens with the player on 1 health. When engaging with a solid snowball to start a combo, this removes the final hitpoint and allows for a 7 hit kill rather than an 8 hit kill. In these situations, you only need a single snowball to give the upper hand in a trade. However, this can be unreliable due the perk's nature of not triggering all the time. As an alternate strategy, Solid snowballs can also be chained in quick succession to strip health away from an opponent at mid-range either through engaging or backing out of a hit-trade and using snowballs to finish the player off. In summary, Solid snowballs is a perk focused on precise play where snowball accuracy is needed and are best used to bias an even fight where each hit matters. Because of this, they also become less effective in comparison to plain regular snowballs when it comes to an out-geared fight.

Solid snowballs are among one of harder perks to spot. However, if you know you are faced against one, play vigilantly at mid-quarters and use your bow to whittle down the opponent's health and try not to start an even fight. Above all, be wary about engaging and especially trading in even fights as strong solid snowball users can turn the battle easily.

## Glass Cannon

**Price: 60**

You deal an extra 4  damage on all attack! However, you also receive an extra 4  damage from all incoming attacks as well.

Glass cannon alters gameplay by an extreme amount and damage might be higher than you expect. As a result, fights will end much faster and more importance is placed on getting the first hit. Glass cannon favors the attacker, allowing you to kill enemies easily if you surprise them, but that also works the other way around. Be on edge with this perk and the quick kills will allow you to take fights faster. Another advantage with glass cannon is armor, as the damage calculations of the game are changed. In regular PvP, a tier 5 armor will give an advantage over tier 4 armor when faced with any level of sword. However, a netherite sword kills a glass cannon in **5** hits for both tier 5 and tier 4 armor, allowing you to skip tier 5 and still have an equal fight if you know your opponent has a netherite sword. Conversely, the sword should be placed at high importance as a diamond sword will kill tier 4 armor in **5** hits and tier 5 armor is **6** hits. Skipping a netherite sword puts you at a major disadvantage to a tier 5 player with a netherite sword as they will always have less hits to kill you with. The perks works great in duos if you are able too stay behind your teammate and bow or swoop in with massive damage. Furthermore, glass cannon gains a strong advantage against corruption bandits, as the bonus damage is applied too them, but they do not have bonus damage against you.

Although glass cannon is a strong perk, knowing your opponent is a glass cannon gives you an advantage against them, as YOU will gain the same amount of extra damage against them, along with your own perk equipped. If you know that your opponent is a glass cannon, play like one too and turn their perk against them! Glass cannons also like to hide behind their teammate. It can be difficult but you should always aim to kill the glass cannon before attacking anyone else as leaving them alive can be a massive problem.

## Sniper

**Price: 70**

Sniper alters bows damage depending on your distance between you and your enemy.

* While you are less than 5 blocks away from your target, you will deal 2  less bow damage.
* While you are 6-15 blocks away from your target, there is no altering to damage whatsoever.
* While you are more than 15 blocks away from your target, you will deal 1  more damage for each 10 blocks of distance (starting from 15) between you and your target.

In addition, arrows ignore gravity and fly straight lines at high velocity. While far away, you can deal large amounts of damage especially as the bonus damage ignores armor, however aiming over long distance can be challenging.

## Airstrike

**Price: 100**

While gliding, the first arrow fired explodes on impact, dealing massive explosion damage to surrounding enemies. In addition, the airstrike arrow travels in a straight line at high velocity, alike the sniper perk. However, firing your powerful arrow weakens you for 2 seconds upon landing, with an additional 3 seconds if you failed to hit anyone with your arrow.

The first arrow fired each glide explodes, with with pink launch pad granting another explosive arrows. Explosive arrows explode with the same power of a throwable TNT, and deals the same damage **regardless of bow level.** TNT is very powerful, capable of instantly killing up to Tier 3 armour on a direct hit and dealing 12  damage to Tier 5 armour. However, it suffers from half damage if there is anything obstructing a direct path from the centre of the explosion to the target (basically blocks to hide behind). This is important because when playing airstrike, as it is alike trying to position a TNT bomb from the skies. If your target is stationary, aim at their feet. You can even combine it with a smoke bomb for powerful results as invisibility doesn't block the explosion damage. Airstrike is an extremely powerful duos perk, as it can devastate 2 people at once if they are too close together, leaving them open to be dropped by you and your teammate. 2 airstrikes on the same team can be a scary combo. Additionally since it uses TNT bombs, it ignores perk damage reduction, making it very strong against Tank and Soul Collector, and slightly weaker against Glass Cannon. Though there is a downside of weakness, it is a very minor downside and will still allow you to confirm your kill after a direct hit. If you miss a shot completely, you can simply fly somewhere where you can sit and wait out the weakness. The real downside is quite hidden, and is that you are not immune to your own explosion. Be careful when firing too close in range, as you can heavily damage yourself and even die if you don't have enough armour.

An airstrike player can be easily spotted by hearing, and maybe seeing firework sounds and particles on arrows. A simple yet effective way to minimize the impact is to build up on a pillar of blocks, making it very difficult to explode the arrow on the surroundings without getting a direct hit. Don't be afraid of the arrow hitting the pillar, as this blocks half the damage. Though this is mostly only viable in endgame, it can be done in a panic if you hear an airstrike arrow approaching fast.

## Sword Specialist

**Price: 90**

Loot boxes that haven't been looted will **guarantee** a sword that is equal tier to level of the box. Mythic boxes are treated as tier 5 and will contain a tier 5 sword . However, boxes will never contain a sword higher than the box rarity.

This perk is great for getting a good sword as well as plenty spare that you can sell in Jam's time shop for extra time.

## Assassin

**Price: 80**

Gain invisibility for 10 seconds after getting a kill.

This perk can be treated as a less aggressive counterpart to vampire, giving you more options after a kill, rather than an incentive to rampage. In the scenario of a group fight where there are multiple players posing a threat in a group fight, assassin provides both a defensive and offensive option, allowing you to disengage and use the 10 seconds to return to safety, or engage attackers or nearby players with the invisibility. Both are often very viable and the fight or flight digression is always in your hands, allowing you to adapt to then environment. sadly, this perk does not shine the best in 1v1 deathmatch scenarios, as the invisibility granted from killing your opponent expires before it can prove useful when they respawn.

## Revenger

**Price: 90**

When respawning after death, enter Revenge Mode for 20 seconds.

When using this perk, it's ability stays dormant for about 90% of the game. However, when it is active, it is incredibly powerful and can turn fights. It also dominates endgame scenarios because of the speed that comes with revenge mode.

## Fireballs

**Price: 90**

All snowballs set your enemies ablaze, dealing 2  fire damage over 2 seconds. In addition, they also pierce multiple entities but **deal no knockback**.

## Poison Arrows

**Price: 100**

Arrows fired by you inflict poison instead of direct damage, ranging from 3-7 seconds depending on bow level, dealing 1 poison damage each second until the player is on 1  health . The formula is x+2 poison damage over x+2 seconds for an x level bow.

Although it not seem so at first, the upside of poison arrows is an insane damage output. It's ability to deal more damage than a regular bow in addition with it's ability to stall regeneration for a massive period of time is nothing to scoff at. The two combined can guarantee that your enemy will almost never regenerate in a bow fight against you. However, a fundamental trade-off with the perk is that you cannot secure kills are long range. To compensate, combining the perk with  Ender Pearls makes for a scary combo. In addition, it can be combined with a flame rod at close quarters to cause devastation, killing your opponent with fire and poison even if you die to them before. Another way to make up for the lack of ranged ability to kill would be to use the perk in team modes, as the high damaging poison leaves enemies vulnerable for your teammate to pick off at range or engage with melee. By the nature of the perk ignoring damage modifiers with poison, it becomes slightly weaker against *Glass Cannon, Soul Collector* and *Revenger* and stronger against *Tank* and *Hunker Down*

To counter-play poison arrows, try to be the aggressor and play aggressive as being on the defensive allows them to gain a more advantageous position over you. This means that you should be the one to engage bow fights and even consider pearling right next to them for a direct engage. If you find yourself caught inflicted with poison, try to stall the fight and not engage before you can regenerate. If you are reduced to half a heart, make sure there is a wide distance between you and the poison arrows user and that they can't enter melee range. If you have  Leap feathers, use them immediately to clear distance between both of you and try to reach a launch pad where you can stay in the air and regenerate. If you were killed, you would lose them anyways.

# Defense Perks

## Tank

**Price: 10**

In the first 2 seconds of combat, all damage you receive is reduced by 2 , and for the next 5 seconds after, it is reduced by 1  damage. But you always deal 1  less damage with your attacks. All of these buffs and debuffs are armor piercing.

Tank is a very strong perk for its cheap cost of 10 Chronos coins, and it derives its power when the user takes fights and ends them quickly. Since you take less damage than you deal for the first 2 seconds, it recommended to strike there as any enemies deal less damage. Afterwards from 2-7 seconds, the fight is then even for both sides. After 7 seconds though, the user is at a disadvantage.

When countering a tank, do your best to wait out the perk's timer for the buffs, hitting them periodically so that they do not exit combat state and therefore refresh the timer. Doing this will force the tank player to either stay engaged with the damage reduction working against them, or to disengage the fight.

## Health Scavenger

**Price: 90**

Opening a loot box that hasn't yet been looted grants 8  points of Absorption for 60 seconds.

Despite being a defense perk, Health scavenger shines most on the offensive, with the extra health allowing you to take out-geared fights and play aggressive. With each chest granting a whole minute of 40% more health, it's rare to have your guard down with consistent looting, making you significantly harder to ambush. In the event that you are attacked when unaware, the extra health acts as a buffer and gives you time to reach while still being able to take an even fight. Another good strategy is opening a chest mid-fight and gaining almost half your health back for free. Now, the weakness of the perk is being stalled and losing the extra hearts over time. As a result, you should be aiming to get right in the face of your enemies, using pearls and gliding right onto them. In addition, the perk gets harder to benefit from as the game goes on as the circle closes with fewer and fewer unlooted chests. It's rare for an unlooted chest to be left during time freeze, but when there is, looting it will change the direction of the match. In addition, Mythic loot can spawn during time freeze, giving a big health boost if you can loot it in time. Overall, Health scavenger is a powerful perk which gives you a massive boost during mid-game.

When fighting an health scavenger, treat the 4 extra hearts as a red flag, UNLESS you are confident that you won't be trading hits. In the case that a strong player is using it, aim to strike when their health barrier is down (which is rare) or if they are distracted. If distracted, aim to combo them so that they sill struggle to retaliate, even with the buffer of their extra health, or at least ensure that you can strip away their extra hearts an start an even fight. In addition, engaging at range is also an option, letting you chip away their extra hearts while they damage your regenerating health. The positional benefit lies with you as if they strip down your health and run after you, simply run away and stall. On the other hand, if you are able to strip their health and start and even fight, don't be afraid to engage when you can. Finally, to have positional control, predict where the final area will be and ensure all nearby chests are looted by the time that time freezes, ensuring that you won't be jumped by a massive tank when a 1v1 matters most.

## Medicine

**Price: 70**

You regenerate faster, healing 1  health every second rather than every two seconds.

Medicine is very helpful for group fights and recovering faster, and helps prevent being caught out at low health. It also helps massively in ranged fights.

## Blinding Forcefield

**Price: 70**

Enemies that shoot **you** with an arrow will inflicted with 2 seconds of blindness.

Blinding forcefield is a simple yet powerful perk in the right hands. Despite being a defense perk, it shines much more as an aggressive and oppressive perk. Immediately, using the perks makes players less inclined to have a long ranged fight with you, as they will struggle to shoot you after shooting you for the first time. However, the perk can take it a step further when combined with  Ender Pearls, as you are able to take advantage of your enemies' blindness after attacking you and pearl right into or behind them for a swift and vicious engagement. Furthermore, using this perk enables you to play more aggressively when engaging in melee as your enemy will lose the ability to use their bow to defend, leaving only snowballs. If they do strike you with a bow in close quarters, immediately strafe around them so you are not in their sword swinging line and combo them from the side. When blinded, players also lose the ability to sprint. Since this perk synergizes with hyper-aggressive and fast plays, it gains an advantage against *Glass Cannon* as the combat will end much faster.

When fighting against a Blinding Forcefield, ensure to remember exactly who they are as to not accidently shoot them. Outside of that, this renders them as if the are a normal player and you should as normal otherwise. Be sure to especially avoid bow combos as they can backfire very easily.

## Weakening Arrows

**Price: 80**

Arrows you fire reduces enemy damage by 1 for 1-5 seconds, equal to bow level. Additionally, tier 5 bows will also reduce their movement speed and slice their damage by 2 instead. However, as a downside, weakening arrows will no longer deal damage.

This means you no longer have a ranged weapon and will be forced to fight in close range. If you can hit them with a bow you will gain a big advantage in the fight. However, players aware of your perk can keep a distance from you and bow you while you are unable to deal damage. So the best course of action would be to either disengage from the fight entirely, or to attempt to force a melee fight by using a utility item such as an ender pearl or leap feather.

## Vampire

**Price: 70**

Gain 8  points of Absorption for 8 seconds on kill. In duos, this is reduced to 5 seconds.

Vampire allows you to turn and fight any other nearby opponents with advantage during group fights. However, it is not useful during 1 on 1 engagements, looting, or mobility. A weakness of this perk is that it is very ineffective in a final fight.

If your opponent is using Vampire, ensure you get the finishing blow on any other nearby players if you can. If you cannot, is more advised to disengage the fight and wait out the extra health. It is unwise to chip at the extra health of a vampire with a bow at medium range as it will get removed quickly anyways and your damage will be wasted.

## Heavy Duty

**Price: 70**

Projectiles no longer deal knockback to you, however your projectiles no longer deal knockback as well. These include arrows, snowballs and sonic snowballs.

Alike glass cannon, Heavy duty is a passive perk which drastically shifts playstyle. Immediately, it invalidates incoming and outgoing snowball combos, giving an advantage to players who do no use snowballs. If you do not use snowballs, equipping this perk will favor your playstyle as you can continue playing as normal and are less susceptible to combos from snowball users. Instead of snowballs, combos can be achieved with blocks instead. Although it gives the same condition to you and your attacker, you benefit more from using Heavy Duty as you are able to know that you will never use snowballs and save inventory space, compared to your attacker, who would use space for them to attack other players. It should be noted that although no knockback is taken, getting hit and hitting with projectiles still reset movement velocity to 0, including when leaping and gliding.

Again, similarly to glass cannon, to fight a heavy duty player, you can outsmart them by playing like another heady duty player. DO NOT snowball them to combo them, as not only does it waste a snowball, but it will catch you off guard, position yourself wrong, and create downtime until you re-equip your weapon. *Solid snowballs* is effective against Heavy duty as there is no knockback and snowballs can be chained easier.

## Hunker Down

**Price: 80**

While sneaking, all incoming damage is decreased by a 2  damage (after armor reduction). However, all damage dealt by the player is reduced by 1  damage.

This perk has an extremely high skill ceiling, being very, very powerful in the right hands. It primarily excels in bowfights, where if timed properly you can reduce the damage dealt to yourself, but are able to do the normal damage to another player. This can work also in melee, but it is far harder to achieve.

The best way to counter a hunker down player is by using perks that buff damage (such as glass cannon or airstrike) or things that do damage over time, such as poison arrows or flame rods. When taking a bow fight with a hunker down player, try to predict when they will fire their arrow, and shoot your's just prior.

## Armor Specialist

**Price: 90**

Loot boxes that haven't yet been looted will have a **100% chance** to contain armor that is equal tier to level of the box Mythic boxes are treated as tier 5 and may contain a tier 5 armor . In duos, this chance is reduced to 75**%**. As a disadvantage however, all armour gained this way only sells for 25% of the time it would normally grant.

This perk is great for getting a good armor early in the game or if you struggle with looting, as well as getting you plenty of armor spare that you can sell in Jam's time shop for a small amount of extra time.

## Smoke Bomb

**Price: 80**

Gain invisibility for 5 seconds after being shot with an arrow. Additionally, Smoke Bomb players will generate an extra smoke bomb every 60 seconds if they do not have one in their inventory

While this perk functions quite similarly to blinding forcefield, it positions itself well as the defensive counterpart to it's oppressive brother.

## Soul Collector

**Price: 70**

Soul Collector changes the way the damage reduction system works. Instead of having up to tier 5 damage reduction, you have a soul meter which counts up to 100 souls . The more souls you have, the more damage protection you will gain. You can gain souls by slaying players or consuming armor pieces. Killing players will reward you with 5 souls, while eliminating players will reward you with 10 souls. Consumption rewards are presented below, in a table:

at 100 souls, *melee* damage reduction is so high that netherite swords deal just 2  damage, which is more powerful than tier 5.

However, bows deal a ton more in comparison. As a result, bows are a powerful counter and staying at long range will give you an advantage. Soul collector is also very vulnerable to offense perk glass cannon.

## Ancient

**Price: 70**

Lose 50% less time on death.

This perk is a very passive one, and doesn't directly influence playstyle. Gain as much time as possible to maximize its potential.

## Shielder

**Price: 70**

Gain a 25% chance to find a shield token in each chest.

# Utility perks

## Mobility

**Price: 70**

Receive 12 seconds of Speed II after dismounting your glider.

Use this perk to land beside your opponent and attempt to dodge their hits, or to catch up to fleeing opponents. Stick near and use launch pads to their fullest to make best use of this perk.

## Backpack

**Price: 100**

Receive 5 extra inventory slots at the start of the game. You are still able to increase this even further upgrades on top of this

While it provides no combat advantages, backpack ensures you are well equipped to tackle what fights may come. . Where this perk can excel at is when combined with selling. Since you are able to carry extra items, you are likewise able to sell more of them at a time, which if it is done efficiently, can add up *very* fast.

## Builder

**Price: 60**

Start the game with 32 Unstable Glass. Additionally, all placed Unstable Glass placed becomes red and cannot be destroyed by snowballs. Opening loot boxes with this perk will also yields double Unstable Glass.

As expected in the name, builder is a perk focused strongly on blocks. On the PvP front, the perk has a few immediate benefits. Being immune to snowballs, arrow barriers cannot be destroyed at short range and the perk is better equipped to block launch pads. Outside of that, builder's high glass yield allows the player to rack massive amounts, up to 7 stacks with a good looting route. This gives the advantage of being able to build a massive glass sheet that the player can sit under in endgame, which helps eliminate the chance of being combo'd. This tilts the favor of the game towards you when your opponent has less powerful gear and you can win a trade of hits. Outside of that though, builder excels at passively winning the game. With snowball-immune blocks and mass supply, an effective strategy is sky-basing (though this is heavily frowned upon) by pillaring up and bridging across while letting the pillar fall into the corruption. Through this, you are able to stay out of reach and let your opponent expire from time. This strategy is a stalling strategy and will only work if you are time leader.

When faced against a builder, always keep in mind that builders thrive on defense, either by building glass structures or unbreakable walls. When your builder opponent is not the time leader, treat them like a normal player as they will be forced to engage and stalling is their loss. On the other hand, if they are time leader, the best approach is to knock them down and be aggressive to put their perk where it doesn't shine.

## Falcon

**Price: 50**

Receive 3 Falcon Launch feathers  at the start of the game. These feathers launch you up in the air and activate your glider upon use, akin to the launch pads on the Chronos page. In addition, when respawning, you also spawn 20 blocks higher than normal.

One of the most powerful uses for the falcon feathers are to not use them until the end, as in a endgame scenario, they can as similarly to a time capsule. This essentially gives you 3 free time capsules at the start of the game.

## Vault Raider

**Price: 60**

Receive a  compass pointing to the nearest loot box with a Vault Key  at the start of the game. Upon opening the crate with the key in it, the compass is removed from your inventory. You do NOT start with a vault key. As an added bonus however, any vaults looted by you will contain double loot! Only vaults count though, and **time warps do not yield extra loot**

When it is said that a vault contains double loot, it means that it rolls from the loot table twice and adds all the items to the box. Vault raider's strong point is that it is able to find essentially a double mythical box peacefully in a game without the intervention of other players using the compass, unlike trying to contest for the mythic at the start of the game. This proves useful during low player games or in extremely high player games where loot is scarce. However, a notable disadvantage of the  compass is that it is a time investment and can be quite reliant on random chance. Mythic crates aren't always strong and can be inconsistent, even with double rolls, with loot varying from 4 tier 5 items to 2 tier 3 items, the latter being more common. When following the compass, you may also randomize your looting route and diminishing consistency. On the other hand though, Vault raider can be played without the compass, being a great passive perk with grants double loot for each vault found normally, for those who wish to not force their looting route to wherever the compass points. Overall, the perk is a decent looting perk which has great potential to yield powerful loot but at the cost of pointing your looting route in random directions

Vault raider is very difficult (and rare) to spot in public, however a dead giveaway would be a player holding the compass. If they have a compass, it *may* be worthwhile following them to the vault key crate and killing them at it when distracted. Otherwise, there are no special characteristics of Vault raider to counter-play

## Scout

**Price: 70**

Gain permanent Speed I.

This perk functions great on both the offensive side, and defensive side, as you are able to strafe around enemy bowshots much easier than without speed, as long as you stay unpredictable. But it also is great in melee fights allowing you to dodge and run circles around enemy players. It also helps speed up looting.

## Sticky Arrows

**Price: 80**

Allows inflict a devastating slowness V for 1-5 seconds, equal to your bow level. Additionally, Tier 5 bows will push the perk further to disallowing the target to jump! However as a downside, sticky arrows will no longer deal damage.

Although being a utility perk, interestingly sticky arrows makes a decent offensive perk and an even stronger defensive perk. It has offensive value through being able to stun targets, however, it can be often difficult to approach without them being able to reach to you and counter-playing, for example using a bow before you enter melee range.

## Stealth Jet

**Price: 60**

Gain invisibility while in glider form, which is removed upon landing.

Use this perk to land on unsuspecting enemies!

## Time Hoarder

**Price: 100**

While you're the Time Leader, your time freezes and will not count down. You still, however, receive time rewards from kills, selling items, and time capsules . If another player becomes time leader, your time will start decreasing again at normal rates. As a downside, you lose 50% more time on death.

Time hoarder is another interesting perk which radically shifts how you should play the game. Time hoarder is most effective when time leader is obtained as soon as possible. This can be from snapping the first kill (most effective since time leader is only chosen after the first death), by selling at Jam's time shop, or by using a time capsule early. The longer you are time leader, the more your enemies will fall behind and the harder it will be for them to catch up to you. The key to using this perk is to be as far from aggressive as possible, prioritizing selling items for more and more time while avoiding players. Ideally, in a game with no deaths, you would easily be able to enter time freeze with an immense amount of time. Another way to use the perk is to gain time up to certain mark where you are confident players won't be able to catch up to, for example 12 minutes, and simply hide roughly where the center of the corruption would be. If you wanted to play really dirty, and the final chunk allows it, simply hide where the other player/s are unable to find or reach you and watch as their time runs out and they die. Better yet, if you have more then 8x their time, for example they have 1:57 and you have 13:23, you can very well stay *in the corruption* and win as the other player can do nothing at all. However, though time hoarder can rack massive stacks of time, if you aren't prepared to fight after time freeze and the area is not in your favor, you will be repetitively killed and all your time would be wasted. Overall, time hoarder is a useful perk for those who do not prefer an aggressive mid game and gives a massive upper hand in time when used well.

The only ways to stop a time hoarder are to either play hyper-aggressive and try to gain more time than them through kills, or to target them until they are no longer time leader, which will be very difficult if they are good at running away

## Ninja

**Price: 80**

Gain invisibility for 15 seconds after dismounting your glider.

Use this perk to sneak up on unsuspecting enemies!

## Gravity Spheres

**Price: 70**

Directly hitting a player with a snowball pulls them towards you, while also giving the hit player slowness 1 for 5 seconds! The longer the distance, the more powerful the force. This can be useful to stop players from running away as they will be pulled back. Gravity spheres users are distinguishable by a launchpad sound effect after being hit by a snowball and being pulled towards the user.

Gravity spheres is a great perk which helps heavily control enemy positioning when used well. As the gravity sphere always flings the enemy to your current position, you are able to stop them from escaping and drag them right back to you. A good strategy to pair with gravity spheres is to jump right before the snowball hits and pull the enemy to one block higher then your ground position, making for an easy combo. Alternatively, gravity spheres can be used to drag down an unsuspecting enemy with the high ground. This perk proves most useful when your enemy is unsuspecting as it can disorient and throw them off very easily. On the flipside, the perk can also make combos more difficult for yourself when placed badly. When it comes to escaping combos gravity spheres do no better than normal snowballs. In addition to this, the perk is only triggered on a direct snowball hit, limiting it's horizontal range and making the perk unviable to players which can't hit long range snowballs. In conclusion, use this perk to your advantage and jump unsuspecting enemies and heavily hinder their escape if your snowball accuracy is up to par at short and long range.

## Dasher

**Price: 60**

Crouching for 3 seconds charges a feather leap which activates upon un-crouching.

While the length of having to crouch seem quite long on the surface, dasher can be an extraordinarily useful perk for positioning. Make sure to not underestimate this perk's stalling potential

## Sparrow

**Price: 100**

The elytra can be deployed at any time by pressing jump mid air, alike in vanilla Minecraft. However, the player can no longer use green or red pads.

Even with the absence of both types of pads, Sparrow can still be a force to be reckoned with on the ground, it is able to play very aggressively, and defensively with some practice by the user.

# Bounty Perks

All bounty perks grant 1 Bounty Contract at the start of the game.

Bounties kills reward you with:

* 60 Seconds (in addition to the kill reward)
* 1-2  Chronos coins
* Full heal

Be aware, for if your bounty kills you, a **bounty shutdown** occurs where they receive all the rewards of the bounty and you fail your bounty.

## Feedback Loop

**Price: 10**

After a bounty is completed, another one instantly starts for free! However, you only receive 10 seconds seconds for bounty completions, and no longer get fully healed. You do however, still receive Chronos coins.

Feedback loop is a fun *utility* perk which is fun to use in casual play. The main strength of the perk is that it is great for grinding Chronos coins, and should be the first perk you buy if you want more Chronos coins to buy more perks. With some luck and active games, about 6 extra coins can be earned each game, with the upper bound being as much as 15 extra coins, increasing your gain by at least 60%. Outside of its coin ability, it excels in utility of always having the location of another player. In a regular game, buying bounty contracts cost 50 seconds and reward 60 seconds of additional time on a kill, rewarding a 10 seconds bonus per contract bought. However, feedback loop rewards the 10 seconds outright without having the risk of losing bounties. You could think of it as buying a whole stack of non fragile bounty contracts, giving you passive recon that players can get from buying contracts, allowing you to rack more kills on average. Where the perk falls off a little is when the bounty wanders into the corruption and stays there to die, losing you precious time and preventing you from targeting another player. Additionally, it is a detriment in a 1v1 as you will be constantly providing bounty shutdowns to your opponent if you die to them, healing them to full health (and giving them free tokens but that doesn't really change much). In a 1v1 context, the extra time thankfully doesn't matter as 1v1s usually never happen outside of time freeze. It should be noted, though, that dying to your bounty grants them the full 60 seconds bonus outside of time freeze. Gain free coins and the position of others with this perk!

A Feedback Loop user can be spotted easily if there is ever a bounty kill in chat which only rewards [+10] seconds. Once you find one... well not much actually. Feedback loop is a pleasantly passive perk and poses no actual threat outside of the player's skill itself. If you find a feedback loop, you may try to bring them all the way to the end of the game with you in a 1v1 as then you will know they have a bounty on you and you'll be able to reap some free coins with each kill.

## Contract of Blessing

**Price: 70**

After a bounty is completed for the first time, 1 sword, 1 bow and 1 armor piece (chosen at random if there are multiple) are upgraded by one tier, similar to an upgrade token. However, you no longer receive time rewards for bounty completions. A Contract of Blessing user can be spotted easily if there is ever a bounty kill in chat which rewards [+0] seconds.

Note that if you are wearing the armor, it will not upgrade

## Contract of Protection

**Price: 60**

Receive 8  permanent Absorption points for bounty completions, However, you no longer fully heal for bounty completions.

## Contract of Rewarding

**Price: 80**

Receive a random Chronos item for bounty completions. These items include:

* 1x Backpack Upgrade
* 1x Time Capsules level 1-2
* 2-4x Ender Pearls
* 1x Time Warp
* 1x Upgrade Token

This perk reaches its full potential when combined with selling, as you can get many high value items easily.

# Team Perks

Team perks are only effective in Duos, rendering them ineffective in solos.

## Warper

**Price: 10**

Receive 3 Warp Balls  at the start of the game. Using a warp ball will teleport you to your teammate if they are still alive.

This perk proves very useful at the start of the game if you are looking for an easy way to escape or join a fight, loot 2 different locations, or meet up to share items. However, because of it's nature of blindly teleporting you to your teammate, it becomes significantly harder to use if you and your teammate are not in a party or you do not know that they are doing. You may accidentally teleport to them while they are gliding or in a fight that you were unaware of. Furthermore, the perk becomes completely useless if your teammate is eliminated. If you find the perk useless, the warp balls take up an unnecessary inventory slot. You may drop them, but beware, as other players are functionally able to use warp balls even if they do not have the perk equipped if they find them. Overall, the perk has quite a few upsides but to use it well, know your teammate and keep strong communication.

When fighting a warper, knowing who their teammate is nearby or who their teammate is proves helpful, as it is common for them to use them to escape. Eliminating their teammate strips the warper of its perk.

## Frontline

**Price: 70**

Hitting an enemy that was previously hit by your ally's snowballs or arrows will grant you 4 points of Absorption for 1 second and will deal 1  extra damage.

## Healer

**Price: 70**

Every second, punch your ally to heal 2  health. This is possible as long as you're normally regenerating as well. However, normal regeneration speed is halved.

This can be used to recover from fights very quickly.

## Avenger

**Price: 80**

When your ally dies, you enter Revenge Mode for 20 seconds, which functions identically to the revenger perk.

## Mayday

**Price: 80**

When your ally engages in combat, and you are not engaged in combat, gain Speed II for 10 seconds.

# Temporary Buffs

## Invisibility

Outdated informationThe information in this article is outdated. New perk mechanics may not match those described and some strategies may no longer be effectiveInvisibility is a temporary buff which turns the whole player invisible, including their weapon and their dropship, and hides their name tag. It can be granted from the smoke bomb Chronos item and from the perks: Smoke bomb, Assassin, Ninja and Stealth jet. Players still take damage from all sources while invisible. In addition, running with invisibility will cause block particles on the ground, another giveaway to an invisible player. Setting an invisible player on fire will create a massive flame on them which is not hidden by invisibility, rendering their invisibility much less effective.

When attacking an enemy when you are invisible, you deal knockback like a regular hit but 0 damage. Upon this attack, invisibility is instantly removed and you are inflicted with 0.5 seconds of weakness I, reducing damage dealt by 1 . Despite the small disadvantage, attacking out of invisibility plays a benefit to your side if:

* You have a flame rod, as the flame rod will deal 0 damage but still set the target on fire for 8 seconds
* You are able to knock them off a cliff or combo them relentlessly, in the case where knockback is more important than damage
* You have a gear and/or health advantage and can win the fight with the element of surprise

Alternatively, you can position yourself near your target and start attacking the moment invisibility wears off if you plan to use invisibility offensively. Attacking with a bow while invisible also deals 0 damage and inflicts weakness and should be generally avoided. However, perks which already see arrows dealing no damage such and sticky or weakening arrows will still apply their debuffs.

## Revenge mode

Revenge mode is a temporary buff which increases damage inflicted and received, as well as granting speed II. It can be granted from the perks Revenger and Avenger, both for 20 seconds. When a player enters revenge mode, a dragon growl sound is heard and flames appear around them. They are granted speed II and gain a minor glass cannon effect where their damage dealt increases by 2  , in return for taking 2  extra damage from all sources. This effectively transforms the player into a more powerful version of the scout class, as scouts gain only speed I. Revenge mode lasts for the entire 20 seconds duration, even if the player dies. This can be observed if revenge mode is triggered in duos when the avenger user enters revenge mode before dying. They will respawn with revenge mode active.