| Speed Force | By holding L3 or Num Lock in Super Speed, taps into the Speed Force to accelerate your transit speed.; Inertial Flywheel:; While in movement mode, pressing and holding Jump converts vertical movement energy into forward speed. | Innate |
| Tornado Pull | Requires 1 point in Super Speed; Creates a Tornado to pull your target towards you, dealing damage. | Cooldown: 1.75s; Power Cost: 100 |
| Vortex Trap | Requires 1 point in Super Speed; Encircles nearby enemies in a disorienting super-speed vortex, dealing damage over time and stunning them. | Cooldown: 4s; Power Cost: 200 |
| Cyclone Push | Requires 1 point in Super Speed; By spinning your arms at terrifying speed, creates a horizontal funnel to damage and blow back enemies. | Cooldown: 1.75s; Power Cost: 200 |
| Phase Dodge | Requires 2 points in Super Speed; Deflects even block-breaking attacks by vibrating your molecules at fantastic speed, forcing the attack to simply pass through. | Cooldown: 16.5s; Power Cost: 200 |
| Whirling Dervish | Requires 4 points in Super Speed; Spins you like a maniacal gyroscope, tossing aside enemies as you turn. | Vulnerable to Block Cooldown: 3s; Power Cost: 200 |
| Dash Attack | Requires 1 point in Super Speed; In super speed mode, dash forward at blinding speed, knocking down intervening enemies while preventing damage and control effects for a short time. | Usable While Controlled; Shield; Cooldown: 1s; Supercharge Cost : 2500 |
| Speed Drain | Requires 3 points in Super Speed; Drain kinetic and metabolic energy from nearby enemies to slow their movement and cause damage over time. | Cooldown: 1s; Supercharge Cost : 2500 |
| Metabolic Boost | Requires 3 points in Super Speed; Accelerates your metabolism to break free of control effects and restore health over time. | Usable While Controlled Cooldown: 30s; Supercharge Cost : 2500 |
| Restraint Resistant | Requires 2 points in Super Speed; Permanently increase statistics: Adds 10% Encase and Root Resistance.; At 1 point:; - +10% Restraint Resistance | Innate |
| Knockback Resistant | Requires 2 points in Super Speed; Permanently increase statistics: Adds 10% Impulse Resistance.; At 1 point:; - +10% Impulse Resistance | Innate |
| Restraint Recovery | Requires Restraint Resistant; Requires 3 points in Super Speed; Allows you to instantly recover a small amount of power when you use Breakout on a root or encasement effect. It is not effective when other movement recovery effects are active (except Breakout Mastery). | Innate |
| Knockback Recovery | Requires Knockback Resistant; Requires 3 points in Super Speed; Allows you to instantly recover a small amount of power when you use Breakout on a knockdown, juggle or push effect. It is not effective when other movement recovery effects are active (except Breakout Mastery). | Innate |
| Breakout Mastery | Requires Knockback Recovery; Requires 4 points in Super Speed; Allows you to recover a small amount of power over time when you use Breakout in addition to any other movement recovery effect. | Innate |