
Character Skills
Overview
In Temple Run 2, characters do not have unique skills or abilities. All playable characters (such as Guy Dangerous, Scarlett Fox, Usain Bolt, Lindsey Stirling, etc.) are purely cosmetic – they change the runner’s appearance and sometimes have unique animations, but they offer no gameplay advantages. Instead, the game uses a system of Special Powers (sometimes called “abilities” or “power-ups”) that can be equipped to any character. These Special Powers are activated manually during a run (by tapping the power icon) or automatically in some cases, and they provide temporary boosts, protection, or scoring benefits.
This guide covers every available Special Power in Temple Run 2, including their effects, cooldowns, upgrade paths, recommended usage, and synergy with other game mechanics.
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All Special Powers
There are five main Special Powers in the game (as of the latest major updates). Each power has a base version and can be upgraded multiple times using coins and gems. The table below gives an overview:
| Power Name | Activation | Base Duration | Base Cooldown | Primary Effect |
|---|---|---|---|---|
| Shield | Manual (tap) | 5 seconds | 60 seconds | Invincibility – protects from one obstacle hit (breaks on contact) |
| Coin Magnet | Manual (tap) | 7 seconds | 60 seconds | Attracts nearby coins automatically |
| Boost | Manual (tap) | 5 seconds | 60 seconds | Accelerates running speed and grants brief invincibility |
| Score Booster | Auto-activates (once per run) | Until death | N/A (single-use per run) | Multiplies score by 2x for the entire run |
| Gem Boost | Manual (tap) | N/A (instant) | 120 seconds | Adds a small burst of gems (2–5 depending on upgrade) immediately |
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Shield
Effect: When activated, the runner becomes enveloped in a glowing shield. This shield absorbs one obstacle collision (e.g., hitting a tree root, a wall, or a falling rock) and prevents death. After absorbing a hit, the shield disappears. If it expires naturally after its duration, it also disappears without absorbing a hit. The shield does not protect against falling off edges or into pits – only against direct obstacle collisions.
Cooldown: 60 seconds (base) – reduces slightly with upgrades (down to ~45 seconds at maximum level).
Upgrades:
- Duration: Increases from 5 seconds up to 10 seconds at max level.
- Cooldown: Decreases slightly with each level.
- Cost: Coins and gems required to upgrade; higher levels require more resources.
- Use the Shield defensively when you know a difficult obstacle sequence is coming (e.g., tight corridor with multiple barriers).
- Activate it just before a series of quick slides and jumps to guarantee survival of one mistake.
- Do not activate it while already sliding or jumping – it’s best used when running straight.
- Best for distance runners who want to extend their run by one extra chance.
- Pair with Boost (if you can equip two powers via special events or permanent upgrades) – Shield protects you during Boost’s high-speed section.
- Collecting a Red Shield power-up during a run will stack? No – if you have the Shield power activated and then collect a red shield, the manual shield’s timer will be replaced by the power-up shield (which lasts longer but also breaks on hit). Use them sequentially.
- Duration: Increases from 7 seconds up to 14 seconds at max level.
- Range: Slightly increases with each upgrade (the pull radius grows).
- Cost: Coins and gems.
- Activate the Coin Magnet when you see a long, straight section with clusters of coins (especially the “coin highways” that appear after certain checkpoints).
- Use it right after collecting a Coin Rush power-up to double the coin collection rate.
- Best used early in a run to quickly gather coins for upgrades, or late in a run when you’re focusing on coin collection missions.
- Coin farmers should equip this power as their primary skill.
- Combine with Score Booster (permanent) to maximize score and coin gain.
- Works extremely well with the Treasure Trail (if unlocked) – the magnet pulls coins from the trail automatically.
- Does not stack with the Coin Magnet power-up collected during the run – they will overlap, but the manual magnet will extend the total magnetization time if activated consecutively.
- Duration: Increases from 5 seconds up to 9 seconds.
- Invincibility window: Slightly extended (from 1.5 seconds to about 2.5 seconds at max).
- Speed multiplier: Does not change with upgrades – always 2×.
- Use Boost immediately after clearing a tight obstacle to take advantage of the brief invincibility.
- Activate it on wide-open sections where you can see far ahead – this helps you cover more ground quickly.
- Avoid using Boost in crowded obstacle zones (narrow corridors, multiple turns) unless you are confident in your reflexes.
- Useful for distance runs because you cover ground faster (but also increase risk).
- Advanced players who value speed and risk-reward should use Boost.
- Pair with Shield (if available) to mitigate the danger of high-speed collisions.
- Combining Boost with a Coin Magnet (if you have a second power slot) is extremely effective for coin farming at high speed.
- Collecting a Boost power-up during a run will stack? No – the manual Boost will override the power-up Boost’s duration. Use them separately.
- Always active – no decision needed. It is the best long-term investment for players focused on leaderboard rankings.
- Recommended for all players once they can afford it, as it doubles the value of every run.
- Multiplies the effect of any other score boosts (such as from missions or daily challenges).
- Works with Gem Boost – the gems collected as score bonuses are also doubled? No, gems themselves are not doubled, but the score from the gem burst (if any) is doubled.
- Gem yield: Increases from 2 gems per activation to 5 gems at max level.
- Cooldown: Decreases slightly.
- Use Gem Boost whenever the cooldown is ready, especially if you are farming gems for character purchases or power upgrades.
- No in-game penalty for using it – it’s pure resource gain.
- Best used at the start of a run so you can use it again later if the run lasts long enough.
- Gem farmers should equip this power exclusively.
- Not recommended for score/distance runs because it doesn't help survival or score directly.
- None directly, but extra gems allow you to purchase other upgrades faster.
- Special Power: Score Booster (permanent) + Shield (manual) if second slot is available.
- Why: Shield protects from one mistake, extending your run for more distance and score. Score Booster doubles all points.
- Backup: If no second slot, use Shield only (Score Booster is passive).
- Special Power: Coin Magnet (manual) + Boost (if two slots) for high-speed coin gathering.
- Why: Magnet pulls in coins automatically, Boost covers more ground and more coin clusters.
- Alternative: Gem Boost if you need gems more than coins.
- Special Power: Shield (manual) + Boost (second slot) – use Boost on open sections, Shield for dangerous areas.
- Why: Shield gives a second chance; Boost helps clear long distances faster.
- Special Power: Boost (manual) + Score Booster (passive).
- Why: Maximum speed to cover distance quickly, Score Booster doubles score.
- Note: Very risky – only for expert players.
- Initial Unlock: Most powers are unlocked by default (Shield, Coin Magnet, Boost). Score Booster and Gem Boost must be purchased from the shop.
- Upgrading: Each power can be upgraded multiple times by spending coins and gems. The upgrade cost increases per level. Maximum level is typically 10.
- Effect of Upgrades: Longer duration, shorter cooldown, and in some cases increased effect (e.g., more gems from Gem Boost).
- Only one manual power can be equipped at a time (unless you have a second power slot unlocked). You cannot use Shield and Coin Magnet simultaneously unless you have two slots.
- Power slot unlock: Some versions allow a second power slot after reaching a high enough player level (e.g., Level 30) or by purchasing it with gems (around 500 gems). Check your game version.
- Cooldowns are independent of run progress – they reset only after you die and restart a new run. If you activate a power and survive long enough, you can use it again within the same run.
- Power-ups collected during the run (e.g., a Shield power-up, Coin Magnet power-up) are separate from your equipped Special Power. They do not interfere, but they also cannot be stacked – they simply replace your active effect if you activate your manual power while a power-up is active.
- New players: Start with the Shield as it forgives mistakes while you learn obstacle patterns. Upgrade it first to increase its duration.
- Intermediate players: Switch to Coin Magnet once you can reliably avoid obstacles, and use the coins to buy upgrades and characters.
- Advanced players: Use Boost for high-score attempts, and always keep Score Booster active if you own it.
- Gem Boost is only useful if you are grinding for gems; otherwise, ignore it.
When to use:
Recommended builds:
Synergies:
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Coin Magnet
Effect: For a short duration, all coins within a wide radius are automatically pulled toward the runner. Coins collected via the magnet count toward your total and bonus multipliers. The magnet does not affect gems, power-ups, or other collectibles.
Cooldown: 60 seconds (base) – reduces to ~45 seconds at max upgrade.
Upgrades:
When to use:
Recommended builds:
Synergies:
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Boost
Effect: When activated, the runner instantly accelerates to a very high speed (roughly 2× normal speed) and becomes briefly invincible (about 1–2 seconds at the start of the boost). After the invincibility wears off, you are again vulnerable to obstacles, but the increased speed makes reactions more difficult. The boost lasts for a set duration before returning to normal speed.
Cooldown: 60 seconds (base) – reduces to ~50 seconds at max.
Upgrades:
When to use:
Recommended builds:
Synergies:
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Score Booster
Effect: A permanent passive ability that doubles your score for every run. This is not a manual activation – once purchased, every run you start will have a 2× score multiplier applied. The score multiplier applies to all distance points, coin bonus points, and completion bonuses.
Cost: This is a premium item typically costing 100,000 coins or 500 gems (prices may vary). It is a one-time purchase; no upgrades are needed.
When to use:
Synergies:
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Gem Boost
Effect: Instantly gives you a small number of gems (ranging from 2 to 5 depending on upgrade level) when activated. The gems appear as a short burst animation and are added to your total. This power does not affect your run – it is only a resource generator.
Cooldown: 120 seconds (base) – reduces to 90 seconds at max upgrade.
Upgrades:
When to use:
Recommended builds:
Synergies:
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How to Equip Special Powers
1. From the main menu, tap the Character icon (or the backpack icon on some versions).
2. Select any character (they are all identical in function).
3. Tap the Powers tab (or button) beneath the character.
4. Choose one Special Power to equip. You can only have one Special Power active per run (unless you have unlocked a second power slot via special events or paid upgrades).
5. Some versions allow you to equip two powers – the second slot is unlocked by reaching a certain level (e.g., level 10) or by purchasing with gems.
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Recommended Builds by Play Style
High Score Runner
Coin Farmer
Distance Runner (Survival Focus)
Speedrunner (Leaderboard Focus)
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Unlocking and Upgrading Special Powers
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Important Notes
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Final Advice
Note that Temple Run 2 updates occasionally add limited-time powers or special event characters with unique animations, but no permanent abilities have ever been tied to a specific character. All powers are universal.