loadout beginner

Hunt: Showdown Tools and Consumables: The Four Slots

Four tool slots, four consumable slots, and two of them are not optional. What earns a slot and why expensive consumables are a liability.

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The two mandatory slots

A first aid kit in the tool slots, always. Health does not regenerate fully and a fight you survive at half health is a fight you lose to the next team. A choke bomb in the consumables, in any squad. It puts out a burning teammate and it blocks a push through a doorway. In a trio, two players carrying them is not excessive. Everything else is a choice.

Tools worth a slot

Throwing knives give you a silent AI kill for the cost of a few hunt dollars, and at low rank they are the cheapest noise reduction you can buy. A heavy knife is the melee answer after knives run out. Trip mines convert a lair entrance into a message: they do not kill often, they tell you which door someone chose. Decoys are information in reverse โ€” thrown away from you, they cost an enemy a decision. A derringer is a last-resort firearm in a tool slot, which matters when both weapon slots are committed to range and you end up in a room.

Consumables worth a slot

Vitality shots are the panic heal. Stamina shots change a rotation: a squad that can sprint the whole way arrives first. Regeneration shots are the slow version for long fights. Throwables: dynamite destroys concertina and opens a lair; a frag bomb is the breach tool; a flash bomb is the only reliable way to enter a room someone is holding; a concertina bomb seals a door. Antidote shots exist because poison blocks healing, and a poisoned team dies to the second fight. Beetles are reconnaissance you can deploy. A choke beetle marking a lair before you commit is worth more than any damage consumable in the same slot.

The economics nobody mentions

Everything you bring can be looted from your corpse. A loadout of premium consumables announces its value to whoever kills you, and the player who wins the fight takes your shots and your bombs. This is why the most effective loadouts look cheap: the value is in the decision, not the price. The other half of that economy is trait-side. Frontiersman and similar traits multiply what you carry, and the trait rankings explain which ones save a slot outright.

A loadout that survives contact

Knife, first aid, throwing knives, trip mine; vitality shot, stamina shot, choke bomb, frag bomb. It is not exciting, it costs little, and it answers healing, movement, fire, and a closed door. Build that first, then swap one slot per session based on what killed you. If a slot feels wasted, the trait rankings often show a trait that does the same job for points instead.

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Sources & References

This guide is verified against the game's own data and official communications. For patch notes, current balance, and authoritative specifics, consult the references below. Where a precise number cannot be verified, we explain the mechanic rather than invent a figure.