
All Game Items
All Game Items in Hunt: Showdown
This guide covers every functional item in Hunt: Showdown — from weapons and tools to consumables, special ammo, equipment, currencies, and key collectibles. Items are grouped by category with details on function, acquisition, optimal use, and important synergies. All items function identically across PC, PlayStation, and Xbox platforms.
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1. Weapons
Weapons are divided into Primary (two-hand slot) and Secondary (one-hand slot). Each has variants that alter handling, ammo capacity, or scope.
#### 1.1 Primary Weapons
| Weapon Class | Example Weapons | Notes |
|---|---|---|
| Rifles | Winfield M1873, Mosin-Nagant, Lebel 1886 | Long ammo rifles excel at range; medium ammo (Vetterli) is versatile; compact ammo (Winfield) is fast-firing. |
| Shotguns | Caldwell Rival 78, Specter 1882, Romero 77 | Close-range power; Romero 77 is single-shot but one-shots reliably. Crown & King Auto-5 is semi-auto. |
| Compact (SMG-like) | Dolch 96 (pistol but primary-like), Bornheim No. 3 | High fire rate, low damage. Often used with fanning or dual wielding. |
| Sniper Rifles | Sparks LRR, Mosin-Nagant Sniper, Lebel Marksman | Very long range, slow fire rate. Sparks is single-shot but high damage. |
| Special | Bomb Lance, Crossbow, Nitro Express Rifle | Unique mechanics. Bomb Lance has melee and explosive harpoon; Crossbow is silent; Nitro is a two-shot kill but has iron sights. |
When useful: Choose weapon based on engagement range. Shotguns on compounds, rifles for open fields. Pair with a secondary that covers weaknesses (e.g., shotgun primary + long ammo pistol).
Synergies / Upgrades: Traits like Fanning (fast fan-fired revolvers), Levering (fast hip-fire for lever-action rifles), Scopesmith (faster scope transitions), Iron Repeater (faster iron-sight firing for Winfield). Custom ammo types (see Section 3) significantly alter performance.
#### 1.2 Secondary Weapons
| Weapon Class | Examples | Notes |
|---|---|---|
| Revolvers | Caldwell Conversion, Pax, Nagant M1895 | Six-shooters; conversion has fanning synergy; Pax is powerful but slow reload. |
| Semi-auto Pistols | Bornheim No. 3, Dolch 96 | Bornheim is compact ammo; Dolch is special ammo (very strong). |
| Hand Crossbow | Hand Crossbow | Silent, one-hit kill with shotbolt. Limited ammo. |
| Sawed-off Shotguns | Romero 77 Hatchet, Specter Compact | Short range, but can be paired with a rifle for close quarters backup. |
| Knife / Dusters | (Tools, not weapons) | Melee tools can also be used as weapons but occupy tool slot. |
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2. Tools
Tools occupy the tool slot (2 slots). They are essential for utility and melee.
| Tool | Effect | How to Obtain | When Useful | Synergies / Upgrades |
|---|---|---|---|---|
| Knife | Fast melee attack, good against grunts and immolators. | Default unlocked. | All-purpose melee; can kill armored with heavy. | Silent killer trait. |
| Dusters | Blunt melee, effective against armored and immolators without causing explosion. | Default unlocked. | Immolators explode if shot; dusters safely kill them. | None specific. |
| Throwing Knives / Axes | Ranged silent melee; can retrieve from bodies. | Unlock via bloodline or store. | Silent clear of dogs/grunts from distance. | Blademancer trait gives ammo regeneration. |
| First Aid Kit | Heals one health chunk when used (consumable per match). | Free per match. | Essential for healing mid-fight. | Physician trait speeds up use. Packmule lets you carry two. |
| Choke Bombs | Creates a smoke cloud that puts out fires (incendiary, sticky dynamite, burning hunters). | Unlocked early in bloodline. | Extinguish burning teammate; obscure vision; counter immolator explosions. | Bulwark trait reduces damage from explosives but no direct synergy. |
| Alert Trip Mines | Places a tripwire that triggers a loud noise and flash when crossed. | Unlock via bloodline. | Early warning; disrupt enemy pushes; combo with bear traps. | Lightfoot may reduce sound but not synergy. |
| Decoy Fuses | Makes noise like gunshot or explosion to mislead enemies. | Unlock via bloodline. | Distraction; fake out rotations. | None specific. |
| Signal Flare | Ignites an area; can light barrels, bosses, or hunters. | Default unlocked. | Light up dark areas; ignite oil spills; burn downed hunters. | Can be combined with oil pools for larger fire. |
| Flare Pistol | Fires a flare that can ignite from a distance. | Unlock via bloodline. | Long-range ignite; set off immolator safely from range. | Same as signal flare. |
| Electric Lamp | Battery-powered light; can be turned on/off. | Unlock via bloodline. | See in dark; but attracts attention. | None. |
| Bear Trap | Places a trap that holds an enemy in place for several seconds. | Unlock via bloodline. | Area denial; combo with alert mine for teamwork. | Hornskin reduces damage but not direct synergy. |
| Derringer | Small two-shot pocket pistol (compact ammo). | Unlock via bloodline. | Backup when primary/secondary empty. | None. |
3. Consumables (Consumable Slot)
Consumables take the consumable slot (4 slots by default, can increase with Frontiersman trait). They are one-time use per match.
| Consumable | Effect | How to Obtain | When Useful | Notes |
|---|---|---|---|---|
| Dynamite / Bundle | Explosive with fuse; bundle does more damage and radius. | Unlock via bloodline. | Destroy bosses; kill teams behind cover. | Sticky Dynamite sticks to boss. Use Bulwark to reduce self-damage. |
| Frag Bomb | Explosive with shrapnel; large radius. | Unlock via bloodline. | Area denial; clearing rooms. | Shrapnel causes bleed. |
| Molotov Cocktail | Creates fire pool on impact. | Default unlocked. | Block doorways; burn downed hunters; kill Hive (bees die to fire). | Fire damage can be extinguished with Choke Bomb. |
| Sticky Bomb | Sticks to surfaces/hunters; explosion after fuse. | Unlock via bloodline. | Guarantee boss damage (sticks to Assassin). | Can be removed by teammates with choke? No, but can be shot off. |
| Flash Bomb | Blinds enemies in radius for several seconds. | Unlock via bloodline. | Push into a compound; escape. | Blind your team as well. |
| Poison Bomb | Creates poison cloud that damages and obscures vision. | Unlock via bloodline. | Area control; break line of sight. | Poison immunity from Antidote Shot (consumable). |
| Liquid Fire Bomb | Creates a persistent fire puddle. | Unlock via bloodline. | Block chokepoints; deny revive. | Fire can be extinguished. |
| Fuse / Decoy | (Overlaps with tools) Decoys in consumable slot function similarly. | Unlock via bloodline. | Distraction. | |
| Spyglass | Binoculars – zoom in to scout. | Default unlocked. | Identify enemies at range. | No direct combat use. |
| Dark Sight Boost | (Bounty token) See clue hint? Actually Bounty tokens grant dark sight boost to see enemy outlines. | Acquire bounty token after banishing boss. | Essential for tracking nearby hunters. | Lose after leaving with bounty. |
These are specialized consumables that provide temporary effects.
| Shot | Effect | Unlock | Use Case |
|---|---|---|---|
| Weak Vitality Shot | Heals 50 hp instantly. | Default. | Emergency heal. |
| Vitality Shot | Heals 100 hp instantly. | Bloodline. | Full heal. |
| Antidote Shot | Immunity to poison for 30 minutes (real time). | Bloodline. | Negate poison bombs, spider poison, poisonous dog attacks. |
| Stamina Shot | Unlimited stamina for 30 minutes. | Bloodline. | Sprint forever; melee spam without rest. |
| Regeneration Shot | Passive health regen for 30 minutes. | Bloodline. | Heal over time; useful for prolonged fights. |
| Weak Regeneration Shot | Slower regen. | Default. | Budget option. |
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4. Special Ammo
Many firearms can be loaded with specialized ammunition, unlocked via weapon progression. Special ammo takes up a separate slot (can carry one type per weapon).
| Ammo Type | Effect | Weapons Example | Best Use |
|---|---|---|---|
| Incendiary | Sets target on fire; reduced damage (except Sparks). | Winfield, Vetterli, Nagant | Ignition utility; burn loose health chunks; ignite barrels. |
| Poison | Poison damage; leaves poison cloud on body? Actually applies poison dot; makes target cough and disoriented. | Pax, Nagant, Mosin? Limited weapons. | Causing panic; combo with Antidote Shot to ignore own poison. |
| Bleed | Causes bleeding which requires bandaging. | Nagant, Winfield, Caldwell | Pressure; forces enemy to heal or bandage. |
| High Velocity | Faster bullet travel, less damage falloff. | Winfield, Mosin | Easier leading at range. |
| Spitzer | Very fast bullet, no damage drop, but less damage. | Mosin, Lebel | Precision long-range. |
| Slug | Replaces shotguns pellets with a single high-damage bullet; one-shot headshot at medium range. | Romero, Rival, Specter | Shotgun becomes a rifle at close-heavy cost. |
| Flechette | Shotgun ammo that causes bleed with wider spread. | Rival, Specter | Area denial without guaranteed kill. |
| Explosive | Bullets that explode on impact; tiny damage but huge noise and shake. | Crossbow, Nitro | Disorient; destroy windows/barricades. |
| Shredder (Not in game) |
Important: Switching ammo types changes recoil pattern, velocity, and damage. Always test in shooting range first.
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5. Equipment & Gear (in-match pickups)
These are found in the map or from killed hunters, not purchasable in loadout.
| Item | Effect | Where to Find | Usage |
|---|---|---|---|
| Clues | Piecing together the boss location; requires interaction. | World spawn on compounds. | Required to find boss lair. |
| Bounty Token | Grants Dark Sight Boost (see enemy outlines) and bonus Hunt Dollars at extraction. | From banished boss. | Win condition; carry out to earn rewards. |
| Toolboxes / Ammo Boxes | Refill tools or ammo partially. | World spawns, lootable from dead hunters. | Restock consumables. |
| Trait Chary (Not item) | |||
| Supply Points | Consumable crates that give random consumable. | Fixed locations. | Free consumable. |
| Trait Points | (Currency) Earned by leveling bloodline; spent to unlock traits. | Per match based on XP. | Unlock traits permanently per bloodline rank. |
6. Currency & Progression Items
| Currency | Purpose | How to Obtain | Restrictions |
|---|---|---|---|
| Hunt Dollars (HD) | Purchase consumables, weapons, tools, retrain hunters, revive dead hunters (for a fee). | Extract with bounty (primary); kill enemies, loot bodies, find cash registers. | Lost on hunter death (if not extracted). |
| Blood Bonds (BB) | Cosmetic store currency; buy legendary skins, hunter slots, battle pass levels. | Completing daily/weekly challenges, random drops after matches, battle pass rewards. | Not lost on death; account-bound. |
| Upgrade Points (Bloodline XP) | Level up Bloodline to unlock new items and traits. | Earned through in-match performance (kills, bounties, clues). | Permanent progression. |
| Event Points | During limited-time events; used to unlock event-specific items. | Completing event tasks. | Temporary currency. |
7. Collectibles & Lore Items
These are purely cosmetic/background – no gameplay effect.
- Weapon Charms: Small trinkets that dangle from equipped weapons; purchased with BB or earned from events.
- Legendary Hunter Skins: Cosmetic outfits for hunters; some unlock via challenges, some via BB purchase.
- Weapon Skins: Change appearance of firearms; unlocked via bloodline rank, event, or store.
- Lore Books / Documents: Found on maps? Actually no in-game collectibles for lore; lore is accessed via Main Menu -> Library -> Lore. But there are Rift Points during events, but not permanent collectibles.
Note: There is no armor, health packs (only first aid kit), or upgrade materials like wood/iron. The progression is linear via bloodline and weapon XP.
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8. Important Traits (not items but key to loadout)
Traits are permanent upgrades per hunter (up to 5 slots initially, more with Trait Surge or unlocked via bloodline). They are purchased with Upgrade Points in the lobby before a match.
| Trait Category | Example Traits | Effect | Synergy with Items |
|---|---|---|---|
| Weapon Specialization | Fanning, Levering, Iron Repeater, Scopesmith | Improve specific weapon handling | Fanning with Conversion/Pax; Levering with Winfield |
| Survival | Physician, Packmule, Hornskin, Frontiersman | Faster heal, extra consumable slots, damage reduction | Packmule for double First Aid |
| Stealth | Lightfoot, Silent Killer, Kiteskin | Silent movement, no noise from melee kills | Use with throwing knives or crossbow |
| Combat | Bulwark, Salveskin, Bloodless | Reduced explosive damage, fire damage, bleed resist | Counter enemy consumables |
| Utility | Greyhound (energy recovery), Determination (stamina), Unwavering (pain tolerance) | Improved mobility or recovery | Synergize with Stamina Shot |
9. Tips for Loadout Synergy
- Shotgun + Fanning: Romero + Caldwell Conversion with fanning for close quarters.
- Long Ammo Sniper + Poison Pistol: Sparks Sniper + Nagant with poison to pressure at all ranges.
- Stamina Shot + Bomb Lance: Infinite heavy melee; great for clearing compounds.
- Antidote Shot + Poison Bomb: Deny an area while immune.
- Double Dynamite Bundle + Frontiersman: Carry four consumables; throw two bundles for boss kill.
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10. Summary of Acquisition Routes
| Item Type | Primary Acquisition | Secondary |
|---|---|---|
| Weapons & Tools | Unlock via Bloodline level → Purchase with HD | Also found as loot on dead hunters |
| Special Ammo | Unlock via weapon XP → Purchase with HD | Can be looted from weapon boxes (rare) |
| Consumables (non-shot) | Unlock via Bloodline → Purchase with HD | Found in supply points |
| Shots | Unlock via Bloodline → Purchase with HD | Rare spawn in world |
| Legendary Skins | Blood Bonds / Event completion | Battle pass |
| Traits | Unlock via Bloodline level → Spend Upgrade Points | Refreshed per hunter |
This guide covers every functional item in Hunt: Showdown. For exact unlock requirements, refer to the in-game progression panel or the official Hunt: Showdown wiki. Remember that loadouts are highly situational – adapt your items to the playstyle and map. Good hunting!