Super Bomb Survival gives you one skill button and one perk for a two-and-a-half-minute scramble under falling explosives. That is not a lot of loadout space. With 68 skills and 31 perks in the Survival Shop, the useful question is which of those slots still work when the floor is gone and someone is already swinging at you.
Quick answer: Put Super Jump, Warp, Forcefield, Heal, Self-Destruct, or Storm Cloud in the skill slot, and run Panic Shield or Last Chance as the perk.

Super Bomb Survival skills ranked
Skills are the active ability. You equip one at a time, and each one can be leveled to 3. Nothing here is dead weight, but the gap between an instant escape and a joke item is large. This ranking is current for August 2026.
| Tier | Skills |
|---|---|
| S | Super Jump, Super Dash, Warp, Bubble Ride, Hover, Dive, Heal, Forcefield, Healing Pulse, Bubble Barrier, Blast Force, Disarm, Cold Snap, Freeze Staff, Ice Meteor, Self-Destruct, Storm Cloud, Smack |
| A | Spring, Truss, Ice Tower, Stun Blast, Super Magnet, Black Hole, Gravity Pulse, Shock Mine, Thunderbolt, Mini Nuke, Fire Meteor, BOO!!, Toxic Strike, Bass Blaster, Poison Mine, Tornado Mine, Tornado Bomb, Earth Bomb, Magic Dice |
| B | Pickaxe, Platform, Heart Flower, Freeze Mine, Trip Pulse, Confusion, Airstrike, Piano Drop, Fireball, Bear Trap, Homing Missile, Super Bomb Egg, Ink Blast, Soccer Bomb, Foorbomb, Stealth Mine, Duck Bomb, Randomizer |
| C | Spooky Jump, Gift Wrap, Drumsticks, Spicy Turkey, Glitch Bomb, Smiler, Banana, Bubble Wand |
| D | Caltrops, Cursed Pizza, Fake Coin, Candy Corn, Pumpkin Bomb |
Super Bomb Survival perks ranked
Perks stay on for the whole round. You get one unless you own the Second Perk Slot pass. Prices are fixed, which makes the cheap emergency options easy to recommend and the wing perks harder to justify.
| Tier | Perks |
|---|---|
| S | Panic Shield, Last Chance, Quick Charge, Speed Runner, Unshakeable, Foolhardy, Double Jump, Air Dash, Anti-Freeze, Regeneration, Overcharge |
| A | Tactician, Unseen, Heavyweight, Tough Cookie, Tank, Fireproof, Gas Mask, Crystal Wings, Aurora Wings |
| B | Featherfall, High Jumper, Second Wind, Big Saver, Shock Absorb, Expert’s Touch, Pizza Lover, Bomb Vision |
| C | Hallow Wings, Treasurer, Randomizer |

Why instant skills sit above setup tools
The S row is almost entirely things that fire the moment you press the button. Super Jump is the free starter and still the cleanest vertical out. Super Dash covers the same job sideways. Warp sends you back to a spot you already marked, which is the closest the game gets to an undo. Dive changes height fast. Bubble Ride and Hover keep you off a ruined floor long enough for the next blast to miss.
Forcefield and Heal are the same idea on the defensive side. One blocks incoming damage. The other puts health back immediately. Healing Pulse does a weaker version of Heal for the whole team. Bubble Barrier and Disarm stop bombs instead of every damage type, which is still enough when the problem is a pile of explosives at your feet. Blast Force shoves players and bombs off you in one burst.
On the offensive side, the high ranks freeze, slap, or detonate before anyone can walk away. Cold Snap locks the area around you. Freeze Staff and Ice Meteor do that at range if the shot lands. Smack is a short-cooldown hit that ragdolls whoever is standing on you. Self-Destruct costs some of your own health and throws out a huge blast that launches people. Storm Cloud is a heavier Thunderbolt and belongs in that same group.
A-tier skills still win fights. They just ask for time or aim. Spring, Truss, and Ice Tower get you up, just not as fast as Super Jump. Super Magnet and Black Hole move people and pickups. Shock Mine, Thunderbolt, Bass Blaster, and the tornado tools create space if someone walks into them. Mini Nuke hits hard after a long charge. Magic Dice can roll a strong skill and can also roll something you did not want. Fire Meteor only burns, which is why it sits under Ice Meteor.
Most of B-tier is a placeable, a projectile, or a delayed heal. Heart Flower works if you can wait for it to grow. Homing Missile, Piano Drop, Airstrike, and the kickable bombs can be dodged. Ink Blast only muddies vision. Randomizer unlocks after you own five other skills and will not give you the button you needed. C-tier is mostly seasonal or novelty kits. Spooky Jump is a smaller Super Jump. Gift Wrap, Drumsticks, Spicy Turkey, Smiler, Banana, and Bubble Wand exist to mess with people more than to finish a round. D-tier is obvious bait. Caltrops, Cursed Pizza, Fake Coin, Candy Corn, and Pumpkin Bomb are easy to see, slow to matter, or both. Pumpkin Bomb sits for 10 seconds before it does anything.

Skill shop prices and what to unlock first
Skill prices are not a flat list. Each category (Movement, Defensive, Offensive) gets more expensive the more you already own from that category. The first purchase in a category starts at 2500 Credits or 100 Gems. Super Jump costs nothing. Randomizer is free once five other skills are unlocked.
Note: Buying every Movement skill first will inflate the next Movement price. Spread purchases if you want more than one strong option in each category.
A few skills skip the credit ladder and sit on packs or badges. Freeze Staff and Ice Tower are 195 Gems in the Winter Pack. BOO!! is 195 Gems in the Spooky Pack. Storm Cloud, Tornado Mine, and Tornado Bomb are 95 Gems in the Nature’s Fury Pack. Magic Dice is 60 Gems. Heart Flower is 95 Gems. Gift Wrap is 195 Gems. Duck Bomb comes from the Duck Slap badge. Drumsticks and Spicy Turkey are locked to the Bloxgiving gamepass. Candy Corn and Pumpkin Bomb only show up in the Spooky Shop.
If you are spending Credits, take another Movement escape or a panic Defense skill after Super Jump. Warp, Super Dash, Heal, and Forcefield keep paying off after the shop tax goes up. Leave the seasonal troll skills alone until the rest of the board is filled.

Perk prices worth paying first
Perks do not scale in price the way skills do. That makes the cheap S-tier options the clearest buys in the shop. Panic Shield grants a short force field after you take a hit. Last Chance turns one lethal blow into 5 HP. Both cost 900 Credits or 7 Gems.
| Perk | Price | Why it ranks here |
|---|---|---|
| Unshakeable | 700 Credits / 5 Gems | Stops ragdoll, which happens constantly. |
| Panic Shield | 900 Credits / 7 Gems | Turns the hit you already took into an escape window. |
| Last Chance | 900 Credits / 7 Gems | Survives one otherwise fatal hit at 5 HP. |
| Speed Runner | 1,000 Credits / 8 Gems | Permanent speed for dodging and repositioning. |
| Foolhardy | 1,000 Credits / 8 Gems | Blocks most status effects, but not Freeze or Trip. |
| Anti-Freeze | 2,500 Credits / 10 Gems | Ignores freeze and gains max HP from ice explosions. |
| Quick Charge | 5,000 Credits / 25 Gems | Shorter skill cooldowns on every build. |
| Regeneration | 9,000 Credits / 40 Gems | Passive healing after you stay unhurt long enough. |
| Double Jump | 15,000 Credits / 200 Gems | Extra jump that works with almost any skill. |
| Air Dash | 30,000 Credits / 200 Gems | Strong air movement, especially with Hover. |
| Overcharge | 30,000 Credits / 300 Gems | Supercharges the equipped skill, then wants a Soda. |
Tough Cookie adds 25 max HP with no real drawback. Tank adds 50 and slows you down, so it needs a movement skill to stay comfortable. Heavyweight cuts how far bombs throw you. Tactician is 500 Credits and shows other players’ gear through walls. Unseen stops homing rockets from locking on. Fireproof and Gas Mask are excellent on the rounds that match them and quiet on the ones that do not.
Crystal Wings and Aurora Wings buy a lot of airtime and punish you when they break. Crystal Wings deal 10 damage on a break. Aurora Wings deal 20 and freeze you, which is why Anti-Freeze is the usual partner. Hallow Wings are the cheaper, weaker set and still hurt you when they fail. Treasurer only highlights coins. The perk named Randomizer assigns a random perk each round after you own five others, so you lose the ability to plan the slot.

How the ranking was built
Placement follows how often a skill or perk still helps when intensity is high, whether it works the moment you need it, and whether it depends on a specific hazard, a lucky roll, or someone walking into a trap. Cost only breaks a tie when two options do the same job. The list reflects August 2026 and will move if a later update changes cooldowns, shop prices, or how bombs spawn.





