Tier Lists

MM2 Powers Tier List (2026)

MM2 Powers Tier List

This tier list ranks every MM2 power from S to D, covering Haste, X-Ray, Ninja, Sprint, Ghost, Footsteps, Trap, Sleight, Decoy, and Fake Gun. A quick-reference table lists price, cooldown, and effect for each one, followed by the reasoning behind every tier placement. Rankings are based on consistency, cost efficiency, and how much control each power gives the Murderer across different map sizes, helping players decide which powers to save coins for first.

Every Murderer in MM2 gets to equip one power before a round starts, and the gap between the strongest and weakest options is bigger than most players realize. Some powers work every second your knife is out, while others need perfect timing or the right map to matter at all.

Prices in the shop go from a free default power up to 6,000 coins, so it helps to know which ones are actually worth grinding for before you spend. In this article, we'll explore where every MM2 power lands on the tier list, along with the price, cooldown, and situations where each one shines or falls apart.


Full Tier List Overview

Here's the full ranking at a glance before we break each power down individually. Use this as a quick reference, then read the sections below for the reasoning behind each placement.

Tier

Power

Price

Cooldown

Effect

S

Haste

3,000 coins / 400 gems

None

10% faster while knife is out

S

X-Ray

6,000 coins / 800 gems

26s

See through walls for 4s

A

Ninja

1,000 coins / 100 gems

None

Silent knife kills

A

Sprint

3,000 coins / 400 gems

27s

50% faster for 5s

B

Ghost

6,000 coins / 800 gems

20s

Invisible for 5s

B

Footsteps

Free (default)

None

See nearby footsteps of the Sheriff's trails

C

Trap

3,000 coins / 400 gems

0.5s between placements

Places 4 traps, freezes on contact for 4s

C

Sleight

1,000 coins / 100 gems

None

Faster knife throw and regen

D

Decoy

3,000 coins / 400 gems

Unlisted

Places 3 decoys that absorb a shot

D

Fake Gun

3,000 coins / 400 gems

30s

Fake gun for the round, mimics Sheriff

One quick note before diving in: don't confuse powers with effects. Effects are the cosmetic knife trails and visuals you see when someone gets stabbed, and they have zero impact on gameplay. Powers are the actual gameplay abilities covered in this list. If you want to learn more about effects, check out our article on trading effects in MM2.


S-Tier

Haste

Haste costs 3,000 coins or 400 gems and makes you move 10% faster while your knife is out, with no cooldown. That constant uptime is why it sits at the top. There's nothing to activate, time, or waste. It just runs in the background for the whole round, helping you close distance on Innocents and pressure the Sheriff without you having to think about it. Maps with long hallways or staircases make the speed boost even more noticeable.

X-Ray

X-Ray costs 6,000 coins or 800 gems and lets you see through walls for 4 seconds, with a 26-second cooldown between uses.

This is the best information tool in the game. Checking a room before you walk in, or spotting the Sheriff hiding somewhere quiet, changes how an entire round plays out. The catch is the short window each activation gives you, so timing when you use it matters more than with Haste. It pays off most on bigger, more layered maps where you can't see everything at once.


A-Tier

Ninja

Ninja costs 1,000 coins or 100 gems and removes the sound your knife makes when you land a kill. For the price, this is one of the best buys in the shop. A silent kill means nearby players don't immediately know a murder happened, buying you extra time before anyone reacts. That extra time matters more on large maps where players are spread out and rely on sound to figure out where the Murderer is.

Sprint

Sprint costs 3,000 coins or 400 gems and gives a 50% speed boost for 5 seconds, with a 27-second cooldown. Think of this as the burst option next to Haste's steady one. It's great for closing a gap on someone about to slip away or rushing the Sheriff before they can react. The cooldown is the trade-off. Miss the kill, and you're without it for almost half a minute, and sprinting straight at a Sheriff in the open is a fast way to get shot.


B-Tier

Ghost

Ghost costs 6,000 coins or 800 gems and turns you invisible for 5 seconds, with a 20-second cooldown. Invisibility sounds stronger than it plays. Your footsteps are still audible while invisible, and other players can still see you interacting with objects or picking up coins, which gives your rough position away even if your model is hidden. It works better as an escape or repositioning tool than as a way to walk straight into a kill.

Footsteps

Footsteps is the default power and costs nothing, showing you the direction and trail of nearby players' footsteps. Easy to overlook since it's free, but it has one real use. Footstep colors differ by role, so tracking them can help you pick out the Sheriff before they reveal themselves. Outside of that, it doesn't add a lot, and it works best on smaller maps where trails are easier to follow.


C-Tier

Trap

Trap costs 3,000 coins or 400 gems and lets you place 4 traps that freeze a player for 4 seconds on contact, with a 0.5-second cooldown between placements. This one rewards map knowledge. Placed near chokepoints or paths people actually walk, traps can freeze an Innocent long enough for you to close in. Placed randomly, they barely help, since a frozen player far from you just unfreezes and walks off.

Sleight

Sleight costs 1,000 coins or 100 gems and makes your knife throw and regenerate faster. This mostly helps players who throw their knife often and want it back quickly. If you mainly go for melee stabs, the faster regeneration won't do much for you. It's cheap enough to be a low-risk pickup, but it's a supporting power rather than something that changes a round by itself.


D-Tier

Decoy

Decoy costs 3,000 coins or 400 gems and lets you place 3 decoys of yourself that can absorb a shot from the Sheriff. The idea is baiting the Sheriff into wasting their one shot on a decoy instead of you. It can work against a Sheriff who fires on sight, but players who take a second to confirm their target won't fall for it as easily.

Fake Gun

Fake Gun costs 3,000 coins or 400 gems and gives you a fake gun for the whole round, with a 30-second cooldown, letting you pass as the Sheriff.

This sits at the bottom because it falls apart the moment a real Sheriff is nearby. Get spotted holding it, and you'll likely get shot immediately, since they'll assume you're the threat. It can occasionally fool a newer or distracted player, but it isn't something to rely on.


Final Words

Haste and X-Ray are the two powers worth saving for first, since one gives constant pressure and the other gives the best information in the game. Ninja is the strongest budget pickup if you're not ready to spend big yet. Everything below that comes down to playstyle and practice rather than raw power, so pick based on how you actually play rather than just going for the most expensive option in the shop.

Frequently Asked Questions

Ziad Aman

Written by

Ziad AmanContent Writer

Ziad is a content writer at BloxSwaps, covering Roblox games through detailed guides and tier lists. With a focus on breaking down game mechanics and ranking characters, weapons, and items, Ziad helps players make sense of what's actually worth their time and Robux. When not writing, Ziad stays on top of the latest Roblox updates to keep every guide accurate and up to date.

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