All Survivor Abilities in Die of Death Wheel
Fourteen abilities, two slots, and you do not get to pick the two. SpinyWheel's All Survivor Abilities in Die of Death Wheel spins the full set at 7.1 percent each, for challenge runs, custom rules, and learning the ones the game rarely deals you.
The game deals decks, it does not offer a menu
This is the mechanic that makes a random ability wheel interesting rather than redundant. At the start of a round you are shown three decks, each holding two abilities, and you pick one deck. That is your loadout for the round:
| On this wheel | In a round | |
|---|---|---|
| Abilities available | 14 | 14 |
| How you get them | Free choice | Three pairs offered |
| Pairs you can reach | 91 | 3 |
| Control over the pairing | Total | None |
Fourteen abilities produce 91 possible two-ability combinations. A round hands you three of them and you choose one, which means the overwhelming majority of pairings are ones the game will simply never offer you in that moment.
That is where the wheel earns its place. Spin twice with removal on and you get a pairing the deck system might not deal for weeks, which is a genuinely different way to play rather than a shortcut to the same builds.
Three jobs the abilities do
The abilities sort into three broad roles, and knowing which one you drew matters more than knowing the ability itself. Support abilities help the team rather than you, through healing, buffs, or placed effects that allies can use. Survivalist abilities help only you, extending your own survival through movement, defence, or evasion. Sentinel abilities go the other way and attack the killer directly, through stuns, slows, or damage.
That third category is the unusual one. This game lets survivors damage and kill the killer, which most games in the genre do not, and a spin landing on a sentinel ability is an invitation to fight back rather than run.
A random pair can also land you two of the same kind, which is usually worse than one of each. Being handed two survivalist abilities means a round with nothing to offer your team, and playing through that teaches you the map rather than the loadout.
What a wheel adds to a game that already randomises
The game randomises which pairs you are offered. It does not randomise which you take, and that residual choice is where habits form.
Most players pick the same way every round: whichever deck contains the ability they trust. Over a few sessions that means several abilities on this list never get used, and the first time you are forced onto one is mid-round with a killer nearby.
Spinning as a drill fixes it. Spin an ability, state what it does and which role it fills before checking, then move on. Random order is what makes the drill work, since a list read in sequence lets you predict what is coming.
Challenge formats
For a group, spin one ability per player before a round and have everyone commit to using it as their priority, whatever deck the game actually offers. That produces a team composition nobody would have assembled.
SpinyWheel's Dual Wheel returns two results in one landing, so a full pair arrives at once rather than the second being chosen to complement the first. Remove each ability once used and 14 spins covers the list with nothing repeated.
Blind Mode keeps the labels hidden until the wheel stops, useful when a group draw would otherwise get called early. For another asymmetrical horror role list, the All Doors Entities Wheel covers a different game, and browse the wheel library for more gaming wheels.
FAQ
Two per round. At the start of each round you are shown three decks, each containing two abilities, and you choose one deck. You cannot mix and match across decks, so the pairing is decided by the game and you only pick which of the three offered pairs to take.
Fourteen abilities produce 91 possible pairs. A round offers you three of them, so the vast majority of combinations are ones the deck system will not put in front of you at any given moment. That gap is the reason a random ability wheel is useful alongside a game that already randomises.
Three broad roles. Support abilities help teammates through healing, buffs, or placed effects. Survivalist abilities help only you, through movement, defence, or evasion. Sentinel abilities attack the killer directly with stuns, slows, or damage, which is unusual for the genre and a real option here.
Spin one and say what it does and which role it fills before checking. Most players take whichever deck contains an ability they already trust, which leaves several on the list untried. Random order is what makes the drill work, since reading a list in sequence lets you predict what comes next.