There are eight of them, one is equipped at a time, and Q is the key that fires it. Here are the names, how the slot works, and how to work out which one fits the way you play.

Abilities fire on Q the moment their cooldown is up — there is no meter to watch. Official game art.
The eight abilities
These are the names that show up in the ability shop. One occupies your single ability slot at a time, so this is a pick-one decision rather than a collection.
| Ability | Slot | Buy it when |
|---|---|---|
| Dash | Single | You keep getting caught near the edge and want a way back to the middle. |
| Pounce | Single | You prefer starting fights instead of reacting to them. |
| Hiss | Single | You play defensively and would rather break a clinch than win it. |
| Anchor | Single | You get grabbed a lot and want to be harder to shift. |
| Stomp | Single | You end up in pile-ups where several cats are stacked on each other. |
| Catnip | Single | You want a short burst rather than a permanent passive. |
| Fluff Up | Single | You would rather survive a bad position than escape it. |
| Hairball | Single | You like creating space at range before closing in. |
The right-hand column is our reading of what each ability is for, based on the name and how it plays in a round. We deliberately do not publish cooldown numbers, damage values or hidden multipliers — the game does not expose them anywhere, so any guide quoting exact figures is guessing. Test it yourself in one round instead; it takes three minutes.
How the ability slot works
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You equip one ability at a time. Buying a second one does not let you use both.
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Q fires whatever is equipped. There is no charge meter to watch — if the key does nothing, the ability is on cooldown.
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Swapping is free and instant between rounds, so experimentation costs nothing once you own two.
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Abilities are bought with Coins, the same currency the codes pay out. That means 1,150 free Coins is roughly one ability plus change, depending on the price in the shop.
A three-minute test that actually settles it
Most ability arguments come from comparing two things in different rounds. Do it like this instead and the answer is obvious by round three.
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Pick the ability you already own and play one full round. Note the one moment you were closest to being pushed off.
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Swap to the ability you are considering, and play another round. Do not change anything else — same mode, same lobby size.
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Ask one question: in that same moment, would the new ability have changed the outcome? Not “is it strong”, but “would I still be on the platform”.
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Repeat once more if the two answers disagree. Two rounds of evidence beats a tier list written by someone in a different lobby.
What to buy first with free Coins
Abilities before cosmetics. Furs and emotes are permanent and will still be purchasable next month; an ability changes the rounds you are playing right now. If you have just redeemed the codes, spend on the ability that fixes your most common death, then go back for the look you want.
A reasonable order for a new player: something that keeps you off the edge first, something that wins a clinch second. That usually means one of Dash, Anchor or Fluff Up before Pounce.
Abilities versus furs
They share a currency but not a purpose. Abilities are the mechanical choice covered on this page; furs are the cosmetic layer, with a few rare rolls worth knowing about. If you are deciding where the Coins go, the furs and crates guide covers what a crate actually gives you.
See the abilities in a real round
This walkthrough plays a few full rounds with different abilities equipped, so you can watch the Q key do its work before buying anything.

**Cat Battles Guide! (Codes, Best Abilities, Tips & Tricks)**ItzVexo · 8:32
Plays from YouTube on click — nothing loads until you press play. Credit to the creator linked above.
Questions
How many abilities does Cat Battles have?
Eight — Dash, Pounce, Hiss, Anchor, Stomp, Catnip, Fluff Up and Hairball.
Which key uses an ability?
Q on keyboard and mouse. Mobile players get a button alongside the attack controls.
Can I equip more than one?
No. One slot, one ability, swapped freely between rounds.
Do abilities cost real money?
They cost Coins, which you earn by playing or get free from codes. Nothing here requires spending money.
Keep reading
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Cat Battles codes
Five working codes worth 1,150 Coins, checked daily.
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Controls and modes
Punch, grab, kick, lift — and when each one wins a round.
](/how-to-play)