Murder Mystery 2 Powers Guide: Best Perks, How to Use Them, and What to Avoid
Master every MM2 power with practical tips for Haste, Sprint, X-Ray, Trap, Ghost, Ninja, Decoy, Fake Gun, Sleight, and Footsteps. Learn what each power does, when to use it, and how to counter it in real rounds.
In Murder Mystery 2, powers can completely change how a Murderer round plays out. Some help you chase faster. Some help you hide your identity. Some help you control the gun. Others are more about mind games, baiting the Sheriff, or hunting down the last player hiding in a corner.
One thing to understand right away: these powers are mainly for the Murderer. Innocents and Sheriffs do not use them the same way, but they still need to know what each one does because countering powers is a big part of surviving.
A good Murderer power should help with at least one of these things:
- Getting your first kill without being exposed
- Catching players who are running
- Beating the Sheriff or Hero
- Finding campers and hiders
- Controlling the dropped gun
- Creating panic and confusion
The “best” power depends on your playstyle. If you like rushing, Haste or Sprint will feel amazing. If you like playing sneaky, Ninja or Ghost fits better. If you are tired of players hiding until the timer runs out, X-Ray or Footsteps can help you clean up rounds faster.
Now let’s go power by power.
Sleight
What it does
Sleight improves your knife-throwing speed. It lets you throw knives faster and recover your knife more quickly after throwing.
This is not a flashy power, and it does not make you faster or harder to find. Its whole purpose is to make you more dangerous at range.
For the Murderer, that means better pressure against players who are trying to keep distance. For the Sheriff, it means the Murderer can punish missed shots or slow reactions faster than usual. Innocents should also be careful because a Sleight user does not need to chase as much if they can land throws.
How to get it
Sleight is usually available in the power shop for 1,000 Coins or 100 Diamonds.
Since shop details can change, players should always check the current in-game shop before buying.
How to use it effectively
Sleight is best for players who are already confident with knife throws. If you miss most of your throws, this power will not suddenly make you good. But if you can aim, Sleight can make you feel much more dangerous.
Use it in hallways, open rooms, and places where players are forced to run in predictable lines. It is especially useful against Sheriffs who like to hold distance and wait for a clean shot. Instead of chasing straight into danger, you can keep pressure from farther away.
Good Sleight players do not just spam throws. They bait movement. Wait for a player to jump, turn, or get stuck near a doorway, then throw. Against the Sheriff, try to make them shoot first. If they miss, Sleight gives you a faster chance to punish them.
The biggest mistake is buying Sleight too early. It is cheap, but it is not beginner-friendly. A new player will usually get more value from Haste, Sprint, or Trap.
Counterplay is simple but important: do not run in straight lines. Break line of sight, turn corners, jump unpredictably, and avoid long hallways when you know the Murderer is throwing often.
Tier rating
B Tier: Great for players with strong aim, but not reliable enough for everyone.
Decoy
What it does
Decoy lets the Murderer place fake copies of themselves around the map. These clones can confuse players, bait the Sheriff, and make people hesitate before shooting.
The biggest use is simple: make the Sheriff waste their shot.
If the Sheriff shoots the wrong “you,” you get a huge opening to rush in, throw, or take control of the room.
How to get it
Decoy is usually available in the power shop for 3,000 Coins or 400 Diamonds.
It is one of the more mind-game focused powers, so it is not always the best first purchase for beginners.
How to use it effectively
Decoy is not about randomly placing clones in the middle of a room. That is how you waste it.
The best decoys are placed where players expect the Murderer to peek: beside doorways, near corners, at the end of hallways, or near the dropped gun. You want the Sheriff to see something for half a second and panic-shoot.
Decoy is especially good when the Sheriff already knows you are the Murderer. Instead of taking a fair gunfight, you create a fake threat, make them react, then punish the mistake.
It also works well in chaotic lobbies where players are yelling, running, and unsure who is real. In experienced lobbies, you have to be smarter. A clone that stands too still in a weird spot can give itself away.
Common mistakes include placing decoys too far from the action, using them in wide-open rooms, or expecting good Sheriffs to instantly shoot anything they see.
Counterplay: do not shoot the first body you see. Sheriffs should wait for real movement, especially if the “player” looks frozen or oddly positioned. Innocents should not crowd around decoys because the real Murderer may be nearby waiting for the confusion.
Tier rating
B+ Tier: Very strong for baiting Sheriffs, but it takes game sense to use well.
Sprint
What it does
Sprint gives the Murderer a short burst of speed. It is used to close distance quickly, rush the Sheriff, catch a player before they reach safety, or grab control of a room before people can react.
Sprint usually gives a big temporary movement boost with a cooldown afterward. Exact timing can change with updates, so check the current in-game description.
How to get it
Sprint is usually available in the power shop for 3,000 Coins or 400 Diamonds.
How to use it effectively
Sprint is one of the best powers for aggressive Murderers. It is not constant like Haste, but the sudden burst can be scary when timed right.
The best time to use Sprint is when the target already thinks they are safe. For example, if an Innocent is about to turn a corner, if the Sheriff just missed a shot, or if a Hero is running toward the dropped gun, Sprint can flip the situation instantly.
Sprint is also great for closing the gap on players who are looping around tables, counters, or large objects. If you activate it too early, they may adjust and escape. If you activate it right when they commit to a path, they often have no time to react.
Against the Sheriff, Sprint can be deadly, but do not rush in a straight line. Move diagonally, use corners, and make the Sheriff guess. A bad Sprint user runs directly into the gun. A good Sprint user makes the Sheriff panic.
Counterplay: keep space, avoid dead ends, and do not let the Murderer bait you into a narrow hallway. Sheriffs should hold angles with room to back up. Innocents should turn sharply around objects rather than running straight.
Tier rating
A Tier: Excellent for aggressive players and one of the scariest powers when timed well.
X-Ray
What it does
X-Ray lets the Murderer see players through walls for a short time. It is one of the best powers for finding hiders, locating the Sheriff, and planning your next move before walking into a dangerous room.
It usually lasts only a few seconds and has a cooldown, so it is not something you spam constantly. You use it to make better decisions.

How to get it
X-Ray is usually available in the power shop for 6,000 Coins or 800 Diamonds.
It is one of the more expensive powers, but it gives information that no movement power can provide.
How to use it effectively
X-Ray is not just for finding the last Innocent hiding in a closet, though it is great for that. Its real strength is letting you avoid bad fights.
Before entering a room, activate X-Ray and check where the Sheriff is standing. If the Sheriff is camping an angle, do not walk into it. Rotate, bait them, or come from a different direction.
X-Ray is strongest on larger maps with lots of rooms, walls, and hiding spots. If the map has many corners and players keep disappearing, X-Ray saves time and prevents you from guessing.
It is also extremely useful after the gun drops. You can check whether someone is hiding near the gun, waiting to grab it, or baiting you into chasing them.
Common mistake: using X-Ray and then rushing without thinking. Seeing players is only useful if you use that information. Pause for a moment, plan the route, then attack.
Counterplay: keep moving. If the Murderer has X-Ray, camping one hiding spot forever is risky. Sheriffs should change angles and avoid staying glued to the same wall or doorway.
Tier rating
A Tier: Amazing information power, especially on bigger maps and late in the round.
Ninja
What it does
Ninja makes your kills silent. Normally, when the Murderer kills someone, nearby players can hear it and start reacting. Ninja removes or greatly reduces that warning, making it easier to kill quietly without instantly exposing yourself.
This is a stealth power, not a chase power.
How to get it
Ninja is usually available in the power shop for 1,000 Coins or 100 Diamonds.
It is cheap, simple, and useful for players who like a sneaky opening.
How to use it effectively
Ninja is best early in the round before people know who the Murderer is. You can blend in, follow someone into a side room, get a quiet kill, and leave before anyone realizes what happened.
It works especially well in maps where players split up naturally. If everyone is grouped together, Ninja loses value because silent kills do not matter when people can see you.
The best Ninja players act normal. Do not pull out your knife immediately. Walk with the group, wait for someone to separate, then make your move. After the kill, leave the area calmly instead of sprinting away like you obviously did something.
The biggest mistake is using Ninja but killing in front of people. Ninja hides sound, not your body. If three players watch you kill someone, the power did nothing.
Counterplay: do not rely only on sound. Watch who follows whom. Pay attention to who was last seen with a dead player. If someone keeps appearing near bodies but no kill sound happened, that is a huge clue.
Tier rating
B Tier: Strong for stealth openings, but weaker once everyone knows who the Murderer is.
Fake Gun
What it does
Fake Gun gives the Murderer a fake gun to hold, making them look like they might be the Sheriff. It is a deception power meant to create hesitation and confusion.
The idea is to make Innocents trust you, or at least delay their reaction long enough for you to get close.
How to get it
Fake Gun is usually available in the power shop for 3,000 Coins or 400 Diamonds.
How to use it effectively
Fake Gun is funniest when people fall for it, but it is not always reliable.
Use it early before the real Sheriff has revealed themselves. Walk calmly, hold the fake gun, and let players assume you are safe. If someone runs toward you for protection, that is your opening.
It can also create confusion in groups. If players are unsure who the Sheriff is, Fake Gun can buy you a few seconds before they scatter.
But this power falls off hard against experienced players. Good players watch behavior more than cosmetics. If you are walking too close, following people weirdly, or refusing to shoot the obvious Murderer, they will figure it out.
The biggest mistake is overcommitting to the act. Fake Gun is a tool to get close, not a full strategy for the whole round. Once suspicion builds, switch to real Murderer play.
Counterplay: do not trust someone just because they are holding a gun. The real Sheriff proves it by shooting the Murderer or by acting defensively. If someone with a “gun” keeps walking straight at Innocents, back away.
Tier rating
C+ Tier: Fun and sneaky in casual lobbies, but inconsistent against smart players.
Haste
What it does
Haste increases the Murderer’s movement speed while the knife is out. It is one of the most straightforward powers in MM2 and also one of the most effective.
You move faster, so you chase better. Simple, but powerful.
How to get it
Haste is usually available in the power shop for 3,000 Coins or 400 Diamonds.
How to use it effectively
Haste is the classic “I want to win rounds” power. It helps in almost every situation.
Need to catch an Innocent? Haste helps.
Need to pressure the Sheriff? Haste helps.
Need to stop a Hero from grabbing the gun? Haste helps.
Need to clean up the last few players before time runs out? Haste helps.
Unlike Sprint, Haste does not require perfect timing. You get steady pressure throughout the round whenever your knife is out. That makes it one of the easiest strong powers to use.
The best Haste players use corners well. Do not just chase behind someone in a straight line. Cut angles, predict where they are running, and force them into bad routes.
The main downside is that holding your knife out exposes you. If you are trying to stay hidden at the start, do not reveal too early just to get the speed boost. Use normal movement until you are ready to start killing.
Counterplay: use obstacles. Haste is scary in straight paths, but less scary if you force the Murderer to turn, jump, and move around furniture. Sheriffs should avoid backing into walls or corners.
Tier rating
S Tier: The most consistent power for aggressive Murderer wins.
Trap
What it does
Trap lets the Murderer place traps on the ground. When a player steps on one, they freeze for a short time.
This is one of the best powers for controlling important areas, especially the dropped gun.

How to get it
Trap is usually available in the power shop for 3,000 Coins or 400 Diamonds.
How to use it effectively
Trap is not a random-placement power. Do not throw traps wherever and hope someone steps on them.
Put traps where players have to go:
- Doorways
- Hallways
- Stairs
- Vents
- Around the dropped gun
- Common looping paths
- Corners people use to escape
The strongest Trap strategy is gun control. Once the Sheriff dies, trap the gun area. Players will either avoid the gun, rush it and get frozen, or panic trying to find another route.
Trap is also good against players who keep looping you. If someone keeps running the same path around a table or room, place a trap where they are going, not where they are now.
One important warning: a trapped Sheriff or Hero can still be dangerous if they have a shot lined up. Do not assume “frozen” means “safe.” Approach from an angle or throw instead.
Counterplay: if you know the Murderer has Trap, avoid obvious routes. Do not blindly rush the gun. Sheriffs should stay calm if trapped and use the moment to aim instead of panic-shooting.
Tier rating
A- Tier: Great control power, especially for protecting the gun and punishing predictable movement.
Ghost
What it does
Ghost lets the Murderer become invisible for a short time. It is used for ambushes, repositioning, and avoiding Sheriff pressure.
It usually lasts only a few seconds, so timing matters a lot. If you activate it too early, you waste it. If you activate it at the right moment, you can completely change the round.
How to get it
Ghost is usually available in the power shop for 6,000 Coins or 800 Diamonds.
How to use it effectively
Ghost is not just for sneaking up on random Innocents. Its best use is against the Sheriff.
If the Sheriff is watching a hallway, do not give them a fair shot. Activate Ghost, change your route, and attack from a different angle. The power is strongest when it breaks the Sheriff’s information.
It also works well when the lobby already knows you are the Murderer. Once everyone is running from you, invisibility lets you reset the situation. You can cross open space, enter a room unnoticed, or make players guess where you went.
Do not swing too early. Ghost is about positioning first, killing second. Use the invisibility to get into the right spot, then attack once the target has no clean escape.
Common mistake: activating Ghost across the map. The duration is short, so use it when you are already close enough to make something happen.
Counterplay: when the Murderer uses Ghost, move immediately. Do not stare at the place where they disappeared. Change rooms, jump on obstacles, and avoid corners where they can suddenly appear.
Tier rating
A- Tier: Very strong for ambushes and Sheriff pressure, but harder to use than Haste.
Footsteps
What it does
Footsteps lets the Murderer track where players have moved by showing trails. It is the default power and is mainly used for hunting players who are hiding or running around the map.
It does not make you stronger in a fight, but it helps you find people.
How to get it
Footsteps is free and is usually the first power players have access to.
How to use it effectively
Footsteps is underrated by new players because it feels basic, but it can still help. If someone is hiding and the timer is running down, footsteps can point you toward the area they recently passed through.
It is also useful while learning maps. You can see where players tend to run, which rooms they use, and how they escape when the Murderer is nearby.
That said, Footsteps is weaker than most paid powers once you get better. It helps you find players, but it does not help you catch them, dodge shots, or control the gun.
The best way to use Footsteps is to follow trails carefully, then slow down before entering a room. Do not blindly chase footsteps into a Sheriff trap.
Counterplay: double back, change floors, and avoid predictable hiding spots. A smart Innocent can use their own movement to confuse the Murderer.
Tier rating
C Tier: Useful for beginners and late-round tracking, but outclassed by stronger paid powers.
Best Power Choices by Playstyle
Best for aggressive Murderers: Haste or Sprint
Pick Haste if you want constant pressure and easy value every round. Pick Sprint if you like sudden rushes and timing-based plays.
For most players, Haste is the safer choice. Sprint is better if you know when to activate it and how to dodge Sheriff shots while rushing.
Best for stealth players: Ninja or Ghost
Pick Ninja if you like quiet early kills and blending in before the lobby realizes what is happening.
Pick Ghost if you want stronger ambushes, better repositioning, and more ways to mess with the Sheriff.
Ninja is better before you are exposed. Ghost is better after you are exposed.
Best for smart, controlled rounds: X-Ray or Trap
Pick X-Ray if you hate wasting time looking for hiders or walking into Sheriff angles.
Pick Trap if you want to control the dropped gun, block routes, and punish players who move predictably.
X-Ray gives information. Trap gives control.
Best for mind games: Decoy or Fake Gun
Pick Decoy if you want to bait Sheriff shots and create confusion in fights.
Pick Fake Gun if you want to trick casual players into trusting you early.
Decoy is the stronger competitive choice. Fake Gun is more of a fun deception pick.
Overall Best Powers in MM2
If you want the safest recommendations:
Best overall: Haste
Best for information: X-Ray
Best for gun control: Trap
Best for ambushes: Ghost
Best for rushing: Sprint
Best cheap power: Ninja
Best beginner fallback: Footsteps
Best mind-game power: Decoy
Most fun but inconsistent: Fake Gun
Best for throw-focused players: Sleight
For most players trying to win more Murderer rounds, start with Haste, then experiment with X-Ray, Trap, Sprint, or Ghost depending on how you like to play.