
Character Skills
Character Skills Guide for Hunt: Showdown
This guide covers all player abilities, traits, and special moves in Hunt: Showdown. The game does not use traditional classes; instead, you recruit individual Hunters (random or legendary) who can learn Traits – passive perks that modify your gameplay. Each Hunter has a maximum of 5 trait slots (more can be earned via leveling up) and a total trait point budget based on level (max 50 at level 50). Traits are purchased in-game with Trait Points earned by leveling a Hunter. Legendary Hunters come with fixed trait loadouts; others are random.
Additionally, every Hunter has access to Dark Sight, a limited-use ability that lets you see clues, bounties, and nearby enemy hunters when the bounty is active. There are no active spells or skills beyond consumable items and weapons.
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Dark Sight (Universal Ability)
- How it works: Hold the Dark Sight button (default `E` on PC, RB/RT on consoles) to enter a ghostly vision. While in Dark Sight:
- Cooldown/Charges: Dark Sight recharges over time (outside of boost) and has no limit on use, but the boost mode consumes a charge from your bounty token. Each token gives you 1 charge of Dark Sight Boost.
- Upgrades: None directly, but the Vulture trait lets you see consumables on dead bodies while in Dark Sight.
- Synergies: Use Dark Sight Boost to wall-bang enemies through thin cover or to confirm kills before pushing.
- You can see the golden glow of bounty tokens carried by other hunters (range ~150m).
- You can see clues and boss lairs as bright white beams.
- If you are holding a bounty token, you can see enemy hunters as red silhouettes (Dark Sight Boost) – this is extremely powerful but only lasts about 3-5 seconds per token.
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Trait Categories
Traits are divided into several functional categories. They cost different amounts of trait points (from 1 to 7). You can only equip a trait if you have enough free points and an empty slot.
#### 1. Combat Traits
| Trait | Cost | Effect | When to Use | Synergies |
|---|---|---|---|---|
| Doctor | 5 | Increases healing speed from medkits and regeneration shots by 50%. | When you expect frequent fights; reduces downtime. | Paired with Physician for even faster heals. |
| Physician | 5 | Increases healing speed from bandages, medkits, and shots by 25%. Stacked with Doctor for massive speed. | Essential for aggressive players who need quick heals. | Doctor, Packmule (to carry more healing). |
| Bulwark | 3 | Reduces explosive damage by 25%. | Against dynamite, explosive crossbow, or frag grenades. | None directly. |
| Bounty Hunter | 2 | You can pick up bounty tokens faster. | If you are the first to banish or need to steal the bounty quickly. | Vigilant to see traps at the lair. |
| Iron Eye | 4 | Increases aim-down-sights speed for single-shot rifles and precision weapons. | For marksmen using Sparks, Lebel, etc. | Deadeye Scopesmith (not a trait) – actually iron eye pairs well with steady aim. |
| Steady Aim | 4 | Reduces weapon sway when targeting with a scope. | For long-range sniping. | Iron Eye, Sniper Scopesmith (console only?). |
| Scopesmith | 5 | Increases scoped weapon handling (reload speed while scoped, less recoil). | For players who use scoped rifles like Sparks Sniper. | Steady Aim. |
| Fanning | 7 | Allows rapid fire from single-action revolvers (like the Uppercut) by fanning the hammer. | Close-quarters ambushes; devastating within 10m. | Levering for lever-action rifles. |
| Levering | 5 | Greatly increases fire rate for lever-action rifles (like Winfield) when hip-firing. | Aggressive pushes or compound fights. | Fanning for dual pistol style. |
| Quartermaster | 6 | Allows a large weapon in the small weapon slot (two large weapons possible). | Carrying a rifle and a shotgun, or two rifles. | Frontiersman (if using tools). |
| Frontiersman | 4 | Unlocks an extra tool slot (total 5 tools). | If you rely on tools like traps, choke bombs, or fusees. | Quartermaster, Packmule. |
| Packmule | 4 | Allows picking up two items from ammo/medkit boxes instead of one. | When ammo scarcity is a concern; also improves healing pickup. | Doctor, Physician. |
| Trait | Cost | Effect | When to Use | Synergies |
|---|---|---|---|---|
| Silent Killer | 5 | Crouch walking makes no sound. | Perfect for solo sneaking or ambushes. | Lightfoot for silent vaulting. |
| Lightfoot | 3 | Vaulting, climbing, and jumping produce 50% less sound. | Combined with Silent Killer to be nearly silent. | Silent Killer. |
| Whispersmith | 2 | Quiet weapons (bows, crossbows, suppressed) reload faster. | If you use a suppressed weapon or bow. | Beastface (less noise from animals). |
| Beastface | 2 | Animals (crows, horses, dogs) are less likely to be spooked by you. | Stealth approach; reduces accidental noise. | Silent Killer, Lightfoot. |
| Determination | 2 | Increased health regeneration speed (passive). | Supplements stealth play, reduces need for healing. | Doctor, Physician. |
| Gator Legs | 2 | Move faster in shallow water. | Bayou bayou maps have lots of water; helps flank. | None. |
| Vigilant | 3 | See traps (concertina, poison, etc.) through walls when within 10m. | Safely navigate compounds; avoid ambushes. | Bloodless (poison resistance). |
| Bloodless | 4 | Reduce bleeding duration and damage. | If often hit by bleeding weapons. | Berserker? Not really. |
| Mithridatist | 4 | Reduce poison damage and duration. | Poison crossbows, bees, or hive bombs. | Bloodless. |
| Tomahawk | 2 | Throwable melee weapons (like combat axe) can be thrown with more accuracy and speed. | If you carry a large melee. | Greyhound? No. |
| Vulture | 2 | See lootable bodies (consumables, tools) through walls in Dark Sight. | Late game looting; find special ammo. | None. |
| Trait | Cost | Effect | When to Use | Synergies |
|---|---|---|---|---|
| Resilience | 3 | Revive faster and with more health (25 extra HP). | Teamplay; clutch revives. | Necromancer (consumeable) – actually not a trait; Witness no. |
| Salveskin | 2 | Reduces fire damage (flaming hitpoints). | Against incendiary ammo, lanterns, hellhounds. | Bloodless. |
| Dewclaw | 3 | Increases ladder climbing speed. | Niche; some compounds have tall ladders. | None. |
| Greyhound | 3 | Increases sprint speed by 5%. | Always useful for rotation and flanking. | Determination (regeneration). |
| Conduit | 2 | Increases stamina regeneration rate. | For melee-heavy builds or long sprints. | Greyhound. |
| Marathon Runner | 3 | Reduces stamina drain from sprinting. | Combined with Conduit for endless sprint. | Conduit, Greyhound. |
| Poacher | 2 | Set traps faster and quieter. | Trapper builds. | Vigilant (to see enemy traps). |
| Kiteskin | 2 | Reduce fall damage. | Climbing towers or jumping from high spots. | None. |
| Iron Will | 1 | Reduces damage from hellhounds and immolators. | If fighting monsters often. | Salveskin (immolators fire). |
| Berserker | 2 | Melee attacks deal more damage to AI monsters. | PvE-focused; not recommended for PvP. | Iron Will. |
Recommended Builds
#### Stealth Solo
- Traits: Silent Killer (5), Lightfoot (3), Beastface (2), Gator Legs (2), Vulture (2) = 14 points.
- Weapons: Suppressed Nagant or Bow, melee tool.
- Strategy: Avoid detection, ambush players, loot bodies.
- Traits: Doctor (5), Physician (5), Packmule (4), Fanning (7), Frontiersman (4) = 25 points (high level).
- Weapons: Romero 77 (large) + Uppercut (small) with Fanning.
- Strategy: Rush compounds, heal fast, use tools like flashbombs.
- Traits: Steady Aim (4), Scopesmith (5), Iron Eye (4), Greyhound (3), Determination (2) = 18 points.
- Weapons: Sparks Sniper or Lebel Marksman, secondary with high damage.
- Strategy: Hold angles, slow movement, use Dark Sight Boost for vision.
- Traits: Resilience (3), Vigilant (3), Packmule (4), Bloodless (4), Mithridatist (4) = 18 points.
- Focus: Team play, trap avoidance, revives, looting.
- Recruited Hunters start with 0 to 3 random traits and 0-15 points.
- Leveling up gives trait points: +1 per level up to 50. So max points = 50, but slots limit to 5 traits unless you use traits that grant extra slots (Frontiersman, Quartermaster) – these also cost points.
- You can respec a Hunter using blood bonds (premium currency) or by retiring and recruiting a new one.
- Purchasing a trait costs trait points equal to its cost. When you have enough points, you can buy any trait from the trait screen (even if the Hunter already has a similar one, it won't stack).
#### Aggressive Shotgun Pusher
#### Long Range Sniper
#### Versatile Support
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Trait Point Economy
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Summary of All Traits (Alphabetical)
| Trait | Cost | Category |
|---|---|---|
| Beastface | 2 | Stealth |
| Berserker | 2 | Survival |
| Bloodless | 4 | Stealth |
| Bounty Hunter | 2 | Combat |
| Bulwark | 3 | Combat |
| Conduit | 2 | Utility |
| Determination | 2 | Utility |
| Dewclaw | 4 | Survival |
| Doctor | 5 | Combat |
| Fanning | 7 | Combat |
| Frontiersman | 4 | Combat |
| Gator Legs | 2 | Stealth |
| Greyhound | 3 | Utility |
| Iron Eye | 4 | Combat |
| Iron Will | 3 | Survival |
| Kiteskin | 2 | Survival |
| Levering | 5 | Combat |
| Lightfoot | 3 | Stealth |
| Marathon Runner | 3 | Utility |
| Mithridatist | 4 | Stealth |
| Packmule | 4 | Combat |
| Physician | 5 | Combat |
| Poacher | 2 | Survival |
| Quartermaster | 6 | Combat |
| Resilience | 3 | Survival |
| Salveskin | 2 | Survival |
| Scopesmith | 5 | Combat |
| Silent Killer | 5 | Stealth |
| Steady Aim | 4 | Combat |
| Tomahawk | 2 | Stealth |
| Vigilant | 3 | Stealth |
| Vulture | 2 | Stealth |
| Whispersmith | 2 | Stealth |
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Final Tips
- Prioritize traits that suit your playstyle and weapon loadout. Fanning requires a single-action revolver; Levering requires a lever-action rifle; Quartermaster is expensive but enables two large weapons.
- Doctor + Physician stack for fastest heals – great for clutch moments.
- Vigilant is cheap and invaluable for avoiding trap deaths.
- Greyhound + Conduit + Marathon Runner make you extremely mobile.
- Dark Sight Boost is limited; use it only when you suspect enemies nearby or to secure a kill through walls.
- Good luck, Hunter!