Perks

Perks - Stop it, Blog!

Perks are optional abilities that players can purchase in the shop to make their gameplay easier. These perks can benefit Citizens, Slender, or Proxies depending on what is bought. All perks that affect the round can be purchased with pages. Perks bought exclusively with Robux do not directly impact the game and generally involve cosmetics that don't alter how the round proceeds.

Showcase of all the perks that the shop has

The shop with all perks available

Overview

Perks are benefits that a Citizen, Slender, or Proxy can have. These perks are divided into two categories: Active Perks and Passive Perks.

Active Perks are the Citizen perks. You do not start the round automatically with them. To activate a perk as a Citizen, you must go to the shop and manually set the abilities in your slots. You can have a maximum of 3 perks (or 6 if you purchase the extra slots). It is necessary to think carefully before investing in perks that may or may not be useful.

Active and inactive perks of the Citizen perks section

Passive Perks are the Slender and Proxy perks. There are fewer perks available for them, but in return, all of them are automatically activated at the start of each round if you play as Slender or Proxy. Once you purchase these perks, you can no longer see them in the shop.

Within Passive Perks, there are other perks that are purchasable only with Robux. They don't play a major role in the game aside from being luxury benefits, such as outfits for Slender, increased chances for Slender and Proxy, double pages, rainbow flashlight, among other products.

Citizen Perks

These are the Active Perks in the game. There are 15 perks in total. Collectively, they cost 1,031 pages and 1,100 Robux if purchased with premium currency. You can buy every single perk in this section using only pages, unlike the rest of the shop which contains perks that cost exclusively Robux.

πŸ”‹ 150% Battery

"Boosts your max battery size to 150%, but makes you 5% slower."

Cost: 180 pages or 150 Robux.

This is an excellent perk and one of the best in the game for Citizens who prioritize survival. It significantly increases your ability to tank Slender and Proxies, allowing you to hold their attention for much longer while other Citizens complete objectives. The 5% speed penalty is barely noticeable during normal gameplay and doesn't meaningfully impact your mobility. Combine it with regen perks like Auxiliary Battery or Recharging Flashlight to create a build that is extremely difficult to kill. This is a solid and consistent perk that works in every single match, regardless of map or game mode.

🩹 Auxiliary Battery

"Heals you by 50% when triggered, but will be interrupted if you take damage during the regen period."

Cost: 90 pages or 100 Robux.

This is a very good perk and the best option for quick regeneration in critical moments. Press Q to activate the ability, which can only be used if you have already lost 50% or more of your maximum battery. Once triggered, you will gradually regenerate up to 50% of your maximum capacity, making it ideal for situations where you're low on health and need urgent recovery to survive or escape a chase. The regeneration period can be interrupted if you take damage from Slender or a Proxy during the process, so activate it in a safe location or when you're certain you won't be attacked. It pairs perfectly with 150% Battery. While the perk still recovers only 50% of your current maximum battery, having 150% total capacity means that 50% represents a much larger amount of absolute health. In practice, this gives you access to 200% of a normal battery. This is a solid and reliable perk.

⚡ Electric Touch

"You turn on generators 66% faster and can start them through walls!"

Cost: 90 pages or 150 Robux.

This is an excellent perk and one of the best in the game for speeding up team progress. It drastically reduces the time needed to activate Modern Generators and allows you to activate Classic Generators simply by approaching them, without needing to interact. Since time is the main enemy of Citizens, anything that shortens the match duration is extremely valuable. The through-wall activation bonus only works for Classic Generators — for Modern Generators, you still need to approach and hold E, but the process will be 66% faster. This is a solid, consistent perk and highly recommended for any objective-focused build.

πŸ“„ Energizing Pages

"Each page you collect will give you a momentary boost in stamina."

Cost: 90 pages.

This is an inconsistent perk and outclassed by better options. It grants a temporary stamina boost whenever you collect a page, which can help you run longer immediately after grabbing a page, making it easier to escape chases or move quickly to the next objective. Like Energy Synthesis, this perk depends on you actually collecting pages to have any effect. If other Citizens grab pages before you, the perk does absolutely nothing. Furthermore, the momentary effect doesn't compare to the constant and reliable benefit of Stamina Boost. Not recommended unless you are consistently the primary page collector on your team.

✨ Energy Synthesis

"You will regain a small amount of energy when collecting a page."

Cost: 48 pages or 150 Robux.

This is an inconsistent perk. It can be useful but depends on factors outside your control. It recovers a small percentage of battery whenever you collect a page, and if you manage to grab several pages in a single match, the accumulated effect can be significant and help your survival. However, the effectiveness of this perk depends entirely on your ability to find and collect pages before other Citizens. In matches where other players are faster or you're constantly being chased, the perk may not activate at all, making it a waste of a slot. It's a conditional and unreliable perk compared to more consistent options.

πŸ—Ί️ Generator Radar

"Allows you to see generators through walls for one round."

Cost: 8 pages.

This is a bad perk in the long run and only useful for absolute beginners. It shows the location of all generators through walls for a single match, which can speed up learning and help complete objectives faster for new players who haven't memorized generator positions yet. However, it is a temporary perk — you must buy it again for each use. Since there are only 8 pages per round and you spend 8 to use this perk once, the cost-benefit ratio is terrible. Once you memorize generator locations, this perk becomes completely useless. Not recommended for experienced players.

πŸ”¦ Industrial Flashlight

"Gives you a more powerful flashlight."

Cost: 60 pages or 100 Robux.

This is a mediocre perk. It does exactly what it says but offers little value compared to other options. The increased range and intensity of illumination can help you see better in dark areas or spot pages more easily, but it provides no significant defensive or utilitarian advantage. It has no synergy with other perks and becomes less relevant as you memorize maps and grow accustomed to the default lighting. There are better options available for the same price or even cheaper.

πŸ‘️ Night Vision

"Allows you to see in the dark for a moment and recharges after a minute."

Cost: 60 pages.

This is a good perk and very useful in open, dark maps, though it requires conscious usage. It allows you to see clearly in the dark for a few seconds by pressing G, which is extremely valuable in wide areas like forests, parking lots, or long hallways where pages can be missed without proper lighting. It also helps identify threats from a distance. The effect time is short and the cooldown is long (1 minute), so use it wisely — save it for moments when you're genuinely lost or in high-risk areas. It's a solid perk but not essential if you already know the maps well.

πŸ“ Page Radar

"Once all generators are activated, you will be able to see all pages through walls for one round."

Cost: 15 pages.

This is a bad perk in the long run, with a high cost for a temporary and conditional effect. It reveals the location of all remaining pages through walls for one round, but only after all three generators have been activated. For beginners, this can help find the last few pages and secure a win. Like Generator Radar, this is a temporary perk that must be repurchased for each use. The 15-page cost is absurd considering each round only has 8 pages available total — you are literally paying more than you can earn in a single match. Additionally, the effect only activates after generators are online, meaning you have no advantage for most of the round. Not recommended.

πŸ‘Ή Proxy Oblivious

"Proxies cannot affect or see you, but you can't fade them away."

Cost: 25 pages.

This is an excellent perk in specific modes and mediocre in normal modes. It makes you completely invisible and immune to all Proxy abilities and attacks — they simply cannot interact with you in any way. In exchange, you lose the ability to use your flashlight to fade them (which would be irrelevant anyway since they can't affect you). In Normal and Classic Modes, where there is at most one or two Proxies, this perk is merely convenient. However, in Proxy Infection Mode, where multiple Citizens turn into Proxies upon death, this perk becomes incredibly powerful — you only need to worry about Slender while completely ignoring the Proxy horde. For its low price, it's an excellent situational choice.

πŸ”„ Recharging Flashlight

"When your flashlight is turned off you will slowly regain energy, but your battery is 10% smaller."

Cost: 90 pages or 150 Robux.

This is an excellent perk for passive regeneration builds and the best option for continuous recovery. It allows your battery to slowly regenerate whenever you turn off your flashlight (F), meaning you can heal passively over time without activating any special ability, as long as you can avoid damage for a period. The 10% penalty to maximum battery size is a small price to pay for infinite healing potential. However, regeneration is slow and can be interrupted if Slender is constantly draining your battery — this perk works best when you can hide and avoid confrontation for extended periods. Pair it with 150% Battery to create a good combo.

❤️‍🩹 Revival

"Sacrifice some of your life to revive one dead player!"

Cost: 75 pages or 150 Robux.

This is a conditional and risky perk. It can turn the game around but is often not worth the cost. It allows you to donate part of your battery to bring a dead Citizen back into the match. In situations where the team is severely reduced and you need more people to collect pages or activate generators, this could be the difference between victory and defeat. However, the effectiveness depends entirely on the skill of the revived player — if they died quickly before, they will likely die again. Additionally, you're sacrificing your own survival for someone who may not contribute meaningfully. In most cases, it's more advantageous to invest in perks that keep you alive to complete objectives yourself.

πŸ‘» Sixth Sense

"With this, you'll hear an eerie sound when Slender is near."

Cost: 90 pages or 75 Robux.

This is a mediocre perk. It provides situational information, but experienced players don't need it. It emits a distinctive sound and displays a warning on your screen whenever Slender is nearby, even if he's invisible. This gives you a reaction advantage, allowing you to prepare for a possible appearance or flee before being attacked. If you've already developed good awareness and can predict Slender's movements by his footsteps or behavior, this perk loses all value. For beginners, it can be a useful learning tool, but eventually it will be replaced by more impactful perks.

πŸƒ Stamina Boost

"Your stamina bar will deplete slower and refill faster."

Cost: 60 pages or 75 Robux.

This is a very good perk and essential for players who prioritize agility and fast objective completion. It makes your stamina last longer while running and recharge faster when you stop, allowing you to move around the map more efficiently, reach pages before other Citizens, and escape chases more easily. Note that this perk does not increase your maximum running speed — only the duration and recovery of stamina. It is a solid, consistent perk that is useful in absolutely every match, regardless of your playstyle.

πŸ₯· Stealth

"You don't appear on Slender's radar until all generators are activated."

Cost: 50 pages.

This is a mediocre and situational perk with an effect limited to a specific phase of the match. It keeps you hidden from Slender's radar at the start of the round, allowing you to collect pages and move freely without being detected or prioritized as a target. This gives you a significant early advantage for gathering pages and helping with generators without interruption. The effect ends as soon as the three generators are activated — from that point on, you appear on the radar normally. If Slender finds you visually before the generators are activated, he can still chase you normally, and the perk offers no protection in that case. It's a useful perk for builds focused on early collection but loses value in matches where generators are activated quickly.

Slender Perks

These are Passive Perks for Slender. There are 9 perks in total. Some abilities directly assist with gameplay on the maps, while Robux-exclusive perks offer varied benefits such as increased chances of becoming Slender and new cosmetics. Collectively, they cost 214 pages and 865 Robux.

πŸ‘” Blizzaria Tuxedo

"A fancy blue tuxedo for your Slender!"

Cost: 50 Robux.

This is a suit cosmetic for Slender. It provides no gameplay advantages and is purely for visual customization. You will appear wearing a blue tuxedo instead of the default black suit.

🎩 Fedora Slender Head

"A fedora for your Slender!"

Cost: 50 Robux.

This is a head cosmetic for Slender. It provides no gameplay advantages and is purely for visual customization. You will appear wearing a fedora on your head.

πŸ“Š Raise Slender Chance

"Raise your Slender likelihood by x1."

Cost: 40 Robux.

This perk slightly increases your chances of being selected as Slender at the start of a round. It stacks with other chance-boosting perks or gamepasses. Like other chance-based perks, it offers no in-game advantages beyond the selection phase.

⚡ Rapid Teleport

"Increases how fast your Teleport ability recharges by 20%."

Cost: 70 pages.

This is the third best perk to invest in as Slender. Your Teleportation cooldown doesn't improve drastically, and the ability itself isn't used very frequently when rounds end quickly. You'll likely use Teleport two or three times per round at most, with or without this perk. It's helpful for more aggressive playstyles but not essential compared to Terror Aura or Stronger Grab.

πŸ“– Slender's Knowledge

"You will be able to see all citizens' names with your radar as Slender."

Cost: 24 pages or 25 Robux.

This should be the last perk you invest in when upgrading your Slender. It simply displays player names on your radar, which is largely useless for actual gameplay. The only scenario where this ability becomes somewhat effective is when you want to target experienced players in the server, since you have access to Citizen names and can prioritize who to hunt. Otherwise, it offers no tangible advantage.

πŸ’ͺ Stronger Grab

"This makes your grab stronger as Slender."

Cost: 60 pages.

This is the best perk to invest in as Slender. It makes your Grab significantly more effective, allowing you to hold a Citizen in place for many more seconds. When combined with spamming Spacebar during the struggle, this perk transforms your Slender into a genuine threat that Citizens cannot easily escape. If you only buy one Slender perk, make it this one.

😱 Terror Aura

"If a citizen sees you as Slender, they will be briefly stunned."

Cost: 60 pages or 100 Robux.

This is the second best perk to invest in as Slender. When a Citizen looks directly at you, they become briefly stunned and cannot use Shift to run for a short period of time. This allows you to close the distance and use Grab more effectively, or simply waste their time as they try to collect pages around the map. It's a solid and reliable perk that consistently provides value in every chase.

🀏 Tiny Slender

"Be a tiny Slender!"

Cost: 300 Robux.

This is a full outfit for Slender that makes your character significantly smaller in size. It provides no gameplay advantages and is purely a humorous cosmetic. There is a theoretical possibility that Citizens might mistake you for another Citizen due to your reduced size, but this is highly unlikely — the perk is ultimately just a comedic visual change.

🎲 x3 Slender Chance

"You will always have a minimum Slender chance of x3."

Cost: 300 Robux.

This perk simply increases your chances of becoming Slender at the start of a round. It is probably the most fairly priced gamepass for what it delivers, since being Slender is a privilege within the game itself. There are no additional gameplay advantages — it only affects the likelihood of being selected for the role.

Game Perks

These are Passive Perks with a general purpose that are not specifically categorized by a role within the game. There are 3 perks in total. All Game Perks are Robux-exclusive compared to the other sections. Collectively, they cost 900 Robux.

πŸ“„πŸ“„ Double Pages

"Doubles your collected pages at the end of the round."

Cost: 300 Robux.

You earn double the pages at the end of each round, making it easier to accumulate currency for purchasing new perks or opening loot boxes. However, this perk is not recommended due to its inflated price — you would need to play many rounds to justify the Robux investment. There are more cost-effective ways to earn pages through regular gameplay.

🌈 SUPER RAINBOW FLASHLIGHT

"Allows your flashlight to emit rainbow colors and play custom music!"

Cost: 500 Robux.

You can toggle the rainbow flashlight on or off during a round, which illuminates the area around you with colorful lighting and plays custom music. Following Roblox's update regarding the audio library, it has become more difficult to customize the flashlight with your own music, reducing some of its original appeal. This is purely a cosmetic and entertainment perk with no gameplay advantages.

πŸ—³️ x3 Map Vote

"Your vote during map voting will be counted as 3."

Cost: 100 Robux.

When the lobby initiates a map voting system, your vote will count as 3 instead of 1. This is useful if you want to play on a specific map without needing to convince other players or fight for your preference. It's a quality-of-life perk with no direct impact on gameplay.

Proxy Perks

These are Passive Perks for Proxy. There are 2 perks in total. This is the shortest section compared to the other three that the game divides in the shop, and it only contains one perk that affects anything during actual rounds. Collectively, they cost 50 pages and 500 Robux.

🎯 Bonus Proxy Chance

"When a player is being selected as a Proxy, you will have a x10 chance!"

Cost: 500 Robux.

At the start of a match, you have a much higher chance of being selected as a Proxy, especially in Proxy Infection Mode. This perk is not recommended due to its heavily inflated price. It is probably the most unfair gamepass available, as becoming a Proxy does not guarantee you many pages at the end of a round or any other benefits that correspond to the enormous cost. You're essentially paying a premium for a role that doesn't reward you proportionally.

πŸ›‘️ Bonus Proxy Health

"It will be harder for citizens to fade you away as a proxy."

Cost: 50 pages.

This is the only Proxy perk you can invest in with pages, and it is excellent. Your Proxy Energy increases significantly, preventing you from disappearing quickly when Citizens shine their flashlights on you. By not fading away, you avoid the slowdown penalty and the inability to attack Citizens, allowing you to maintain constant pressure throughout the round. If you play Proxy regularly, this perk is essential and well worth the modest page cost.

Trivia

  • Tiny Slender's Edge: Though a joke cosmetic for 300 Robux, Tiny Slender allows you to fully conceal yourself behind low obstacles and foliage, making ambushes harder to spot compared to the standard tall model.
  • Oblivious Loophole: Proxy Oblivious prevents you from fading Proxies as a penalty. However, since Proxies cannot see or touch you while it is active, the penalty is functionally meaningless.
  • Meta is Free: The two strongest Slender perks, Stronger Grab and Terror Aura, cost only 120 pages combined. The most expensive Robux items are purely cosmetic or chance-based.
  • Radar Debt: Page Radar costs 15 pages per use, yet a single round yields only 8 pages maximum. It is the only perk that guarantees a net loss of currency with every activation.
  • Full Page Grind: To purchase every perk using pages wherever possible and Robux only for exclusives, a player must spend 1,295 pages and 2,140 Robux.
  • Full Robux Skip: To purchase every perk using Robux wherever possible and pages only where unavoidable, a player must spend 3,365 Robux and 428 pages.