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Hunt: Showdown - Trait Guide

Written by iceink   /   Oct 29, 2019    


This guide describes the practical applications of traits. I think lots of new players aren't sure what to spend their trait points on, or end up spending them on traits that might seem useful based on their description but in practice are not very helpful. Each trait is assigned a rating. Traits marked with asterisks apply affects to specific weapons or items, and are therefore only situatuionally useful based on your loadout. Eg. Fanning, a very useful perk, which strictly applies to revolvers, is otherwise useless on a hunter who does not carry such a weapon. Traits that aren't marked are universally useful to any loadout and play style.

More Hunt: Showdown Guides:


S & A



Beastface: S+

This trait limits the radius at which animal based audio-traps (such as crows, crippled horses, or chicken coops) will trigger. Triggering these audio traps can critically compromise your objective when remaining undetected is a necessity, they also give away your position, and sometimes your direction of travel to other players at variable distances, which can lead to you being ambushed. This trait is generally considered the most universally useful by the hunt community. The trigger radius of audio traps becomes significantly smaller with it, nearly trivializing their presence on the map for hunters who have it.

Doctor: S+

This trait doubles the healing power of using a first aid kit. It's difficult to overstate the usefulness of this trait, as it greatly increases the usefulness of the already profoundly important first aid kit, and significantly increases your survivability during a match. As long as a hunters last health bar is full, using a first aid kit charge with this trait will fully restore a hunter's hp to it's current maximum.

Bolt Thrower: S*

This trait reduces the reload time of crossbow type weapons by half. This significantly boosts the utility of the crossbow, which is already regarded as a very strong weapon for it's lethal damage at close ranges, it's discretion, and ease of ammunition management. For anyone using a hunter with the crossbow, this trait is highly recommended.

Bulletgrubber: S*

Taking this trait means that when your hunter reloads a weapon with an internal magazine (such as the mosin nagant, specter, or dolch,) if there is a bullet remaining in the chamber of the weapon, they will catch it when it ejects, and load it back into the weapon. You may think this trait only saves you one bullet every time you reload, but it has a hidden and invaluable aspect to it: After fights, without this trait, if you fired one of these weapons, and are on a partial magazine, you have to make a choice between leaving your weapon with a low magazine, or ejecting the round so you can do a full reload. You also have to sit still and not interrupt the reload animation until your weapon is *fully reloaded* or you must make this decision again. This trait completely removes this arbitrary decision, and lets you top off all your weapons magazines without any other concerns. While this perk is useless for hunters with load outs that don't feature these weapons, for those that do it becomes incredibly useful, letting you reengage with weapons at their full capacity, and preserving your ammo pool for longer.

Fanning: S*

This trait gives your hunter the ability to rapidly fire single action revolver-type weapons from hip fire, this mitigates the main disadvantage of these weapons which is their exceptionally low rate of fire compared to the bornheim, nagant officer, or dolch. When paired with the caldwell conversion chain pistol, this trait grants extremely rapid fire with one of the highest capacity weapons in the game. This trait is regarded very highly and greatly increases the versatility of a load out utilizing a single action revolver, giving you a much greater potential to down an enemy hunter who has closed distance to you.

Quartermaster: S*

This trait lets a hunter carry a medium sized weapon alongside a large sized weapon. This gives access to some of the strongest and most versatile load outs in the game, for example the ability carry both a high-grade rifle and a high-grade shotgun at the same time become an option with this load out. While there are many strong load outs not requiring this trait, being able to run one of these special load outs is invaluable.

Physician: S

This trait reduces the time it takes to use a personal medkit charge, as well as the time it takes to use an in-world medkit. An important part of combat in this game is taking cover after you've taken a hit and using a medkit charge to restore your health, sometimes you don't have time to do this and it can cost you your hunter. Physician makes these situations more manageable and is a highly recommended trait. When paired with the doctor trait, this trait maximizes the utility of the medkit, greatly increasing your survivability.

Pitcher: A+

This trait extends the throwable range of comsumables such as grenades and firebombs, and is invaluable in combat. Throwables are a critical part of combat, letting you flush out enemies, burn downed hunters to put pressure on the others in their team, or even outright killing enemies with explosives, and taking this trait lets you lob them further without otherwise needing to change your position.

Iron Repeater: A-*

Hunters with this trait will not cant their weapon after firing a lever action rifle from iron sights to cycle the weapon. When firing the winfield, the hammer will still briefly obstruct the iron sights when using this trait, but your hunter will retain the same sight picture between shots. Taking this trait has a tendency to increase the practical firerate of your shots in firefights when using the winfield because it helps you keep your sight up while tracking your target. Since the winfield has one of the highest fire rates in the game, this trait is more useful than the other traits that let your hunter manually cycle their weapon without adjusting their sight picture, however, some may not still find it explicitly required if they do not have trouble reacquiring targets between shots.

B+



Greyhound: B+

This perk lets you use your hunter's sprint longer before they get winded and start to move slower as well as breath heavily. Having to traverse from one corner of the map to another in this game to achieve your objective is not uncommon, and having to run long distances plays a part in many aspects of gameplay. Sometimes hunters can grab a bounty with this trait and outrun you to the extraction point if you do not have it.

Packmule: B+

This trait lets you carry four consumable items (grenades/firebombs or healing/stim shots) instead of only three. This can give you the option of carrying an extra grenade of any type, or carry an extra one of the infinitely useful vitality shots, which instantly restore all health when used. This trait gets used at higher levels a lot because of this potential. Having an extra shot or grenade can absolutely turn the tide of a fight in your favor in critical situations.

Deadeye Scopesmith: B+*

Hunters with this trait will not need to lower their scope when manually cycling their weapon after firing a shot from the weapons equipped with a deadeye scope. This trait applies to the vetterli deadeye and nagant deadeye. When used with the vetterli, this trait is very effective due to the weapon's precision, low recoil, rate of fire, damage, and range. Hunters who do not have scoped weapons will have a lot of trouble keeping up with a player using this trait with the vetterli effectively at medium ranges, due to the weapon's natural supremacy in this situation.

Marksman Scopesmith: B+*

Hunters with this trait will not have to lower their scope to manually cycle their weapon after firing a shot from one of the rifles equipped with a marksman type scope. This applies to the lebel marksman and winchester marksman rifles. This trait is useful for keeping on target when using one of these scoped weapons, and when paired with the steady aim perk, can result in being able to lay down a steady volley of precise shots while the scope is used. This scopesmith trait is arguably the most useful of the scopesmith type traits, since the winchester has one of the highest fire rates in the game, and the lebel has a reasonably high firerate. The marksman scopes are also some of the more versatile since their magnification is between that of a dead eye and a sniper scope, making them practical at both long and medium range, suffering only at very close ranges.

Vulture: B+

This trait allows you to loot any dead hunters you find, regardless of whether they have been previously looted by other hunters. This does not apply to burnt out hunters. This trait is good for your wallet overall, and depending on how you play the game, can net you a lot of money. Looting hunters sometimes provides a cash reward of 50-1000$ a piece, other times looting hunters will only provide you back lost ammo, tools, or consumable items. Having this trait means you can ignore the bounty in missions and merely go after looting dead hunters that have been killed by other players long after they've left, or just try to instigate giant firefights, come out on top (or at least survive long enough until everyone leaves), and loot all the bodies that have not been burned. This trait opens up a rather strange way to make money in the game while not having to play the main objective, but it doesn't provide much combat utility on it's own, other than giving you more opportunity to restore used vitality shots or grenades and the like. If you are running out of money a lot, having trouble getting the bounty, you might try to take this trait and play much more slowly to recoup some losses without a high potential risk.

Kiteskin: B+

This trait reduces falling damage by half. A lot of movement in this game involves falling, and in critical situations it is the only way to reposition safely, because of this, dying to falling damage is a real possibility, or simply taking such a significant amount of damage from a fall that you are too injured to survive in a fight, this trait is also progressively more useful the longer the fall is, turning minor drops trivial, and turning some drops that were unsafe to take now viable in emergencies. This trait currently costs only 1 trait point, and is far more useful than the others that cost the same, making it maybe the most economical trait for it's utility.

B & B-



Bulwark: B

Hunters with this trait take 25% less damage from explosions. Explosives are used heavily in combat by most players, and while this trait will not let you survive an explosion at close range, it can let you survive while skirting an explosive attack.

Iron Sharpshooter: B*

Hunters with this trait will not cant their weapon to manually cycle the bolt after firing a shot using a bolt-action rifle. This trait applies to the vetterli, lebel, and mosin nagant. This increases the practical rate of fire of these weapons, and eases target reacquistion after each shot. The fire rate of the bolt action rifles are not especially high, so this trait is not explicitly required for using these weapons, but it does amplify their potential. Since this trait is useful for three of some of the strongest weapons in the game, it is very versatile.

Vigilant: B

Hunters with this trait will having armed traps throughout the world highlighted in their dark vision boost. This trait may not be very useful for those who find they do not have trouble identifying or avoiding traps. However, some traps in this game can be placed in such a fashion that they are practically invisible, and sometimes very very dangerous. This trait can potentially be the most useful to players who are very aggressively pushing boss lairs with players already inside them, who very likely will have set traps for you to deal with.

Bloodless: B

This trait reduces the damage from the bleeding affect by half. Bleeding is a damage-over-time condition in this game that is the most common effect you will encounter, it is also generally the most concerning because it directly damages your current hitpoints. This trait reduces the urgency and pressure of having the bleeding effect applied to you, as well as reducing the overall damage you receive before you're able to treat it. While it does not trivialize the bleeding effect when your health is very low, it can be useful for sustaining your health points during combat.

Steady Aim: B*

Hunters with this trait will see their sway gradually reduced when looking down the scope of any scoped rifle the longer they look down the scope. This trait is very good for hunters utilizing these weapons, since sway is fairly problematic to deal with in this game, and precision is of the utmost importance for scoped weapon users. This trait synergizes with all of the scope-smith type traits, since they prevent the lowering of the scope after firing a shot, thus allowing the shooter's aim to steady after repeatedly firing.

Silent Killer: B

This trait removes the load cry your character makes when they make a heavy melee attack, as well as the inhale that they make when preparing one. The loader attack cry, very often, gives away your presence to other hunters who are listening carefully within the same compound, this makes it fairly useful to have, particularly for solo players who must rely on the element of surprise to win most of their engagements, and who will likely have to down enemy npcs with melee to progress stealthily. However, the prepatory inhale that your hunter makes is far more critical to silence, as sometimes you can hear an enemy hunter approaching you and know that if you prepare a melee attack and strike quickly you can take them out immediately. Unattentive hunters will not notice this noise, but those that are paying attention will recognize the sound and immediately know where you are and what you are trying to do, robbing you of the opportunity to kill them and giving yourself away. There are many melee weapons in this game, and many firearms also feature blades or bayonets that can be used as melee weapons, almost all of which can reliably down hunters in single strikes instantly, all of which this trait increases the utility of.

Hornskin: B

This trait is useful for self-preservation. It reduces the damage you receive from blunt damage types. This covers damage from melee attacks that aren't bladed weapons. It also covers the damage from grunts that aren't carrying knives, which are the most common NPC enemy type. Grunts don't seem dangerous on their own, but they have a tendency to smack you in firefights when you are distracted by other players, or gang up on you, and this trait can save you or buy you precious seconds in these moments.

Determination: B

Your stamina bar represents the number of light or heavy melee attacks you can perform before tiring, and this trait lowers the time frame between your last attack or sprinting movement before this bar starts to restore if it's depleted. Running out of stamina without the ability to fallback will happen to everyone in this game at some point, and this trait reduces the urgency of this scenario.

Ghoul: B-

This trait gives you 50 hp each time you loot a dead hunter. While not remarkably useful, this trait can be handy for the timing it gives you the heal, it reduces the urgency of having to heal immediately after a fight, since healing and looting is no longer a separate action, or even during one as you loot a hunter you just downed. This trait synergizes with the even more useful vulture trait, allowing you to get a free heal off any dead hunter you find and loot.

C



Dauntless: C+

This trait gives your hunter the ability to interact with a thrown explosive to defuse it. This trait is highly situational, but could potentially be life-saving in the explicit circumstance it is applicable to. This trait does not help against thrown explosives that explode on impact, such as the hellfire bomb or poison bomb, and if an enemy player sufficiently cooks a thrown explosive to cause it to detonate briefly after landing next to you, it will be of no use, but against an errantly tossed explosive it could be used to immediately save you and perhaps your teammates, as well as cause great confusion and frustration to the hunter who tossed the explosive. It's difficult to recommend this trait due to it's situational usage, but to anyone looking to try their luck, this trait has potential.

Resilience: C

Hunters with this trait will revive after being downed with up to 100 hp, based on your remaining maximum health. This trait serves no purpose for solo hunters being that it only applies to revives. This trait may help during a combat revive but it is highly situational, and after being downed repeatedly or for hunters with non-optimal healthbar arrangements, it's utility decreases.

Lightfoot: C

A hunter with this trait will jump, land, vault, and climb ladders silently. This trait does not silence the sound of taking fall damage. This trait is somewhat useful, particularly for climbing ladders as this produces a very distinct sound that most hunters will recognize, leaving you very vulnerable. Being able to vault silently is also quite handy for players who are crouch walking to sneak around an area and reposition while trying to remain undetected. Silencing landing on falls that dont result in damage can make it possible to reposition to lower areas and pop up where another hunter wasn't expecting.

Sniper Scopesmith: C*

Hunters with this trait will not need to lower their scope to cycle their weapon after firing the rifles that are equipped with a sniper scope. This trait applies to the mosin sniper and sparks sniper specifically. This trait, while quite useful for the mosin in particular, is the least useful of the scopesmith traits, this is because the sparks sniper is a single shot weapon, requiring a reload after each shot, making it's usage redundant with that rifle, and the fact that the mosin is on the lower end of fire rate among the other rifles in the game. I do recommend this trait for mosin sniper users, but since this trait only has practical value when using one weapon in the game, and that weapon is difficult to use for any but experienced players, I do not recommend this trait in any other circumstance.

Frontiersman: C

Hunters with this trait can carry four tools instead of the traditional three. This trait might let you carry an item like an extra trap, fuse, blank fire decoys, or quad derringer into the field. Since tools cannot be stacked like consumables, this trait has objectively less utility than the packmule trait, and will only increase the versatility of your load out slightly.

Bolt Seer: C-*

This trait visually highlights fired bolts from crossbows in dark sight for the hunter who has it. The issue with this trait is that the management of crossbow ammunition is fairly trivial for someone who has even a moderate amount of experience with the crossbow weapons. Special ammo packs in the world allow you to replenish your bolts, and bolts can typically be found directly laying on a downed targets body, or nearby. Additionally, some crossbow bolts are spent on impact and not retrievable again after being launched. Despite using the crossbow extensively I have not found this trait necessary or particularly useful.

Mithridatist: C-

This trait reduces the time frame that the poison status effect will afflict your hunter by half. Poison is a status effect that blurs your hunter's vision, inhibits the natural restoration of your hit points, and prevents you from healing using healing items. This trait is not exceptionally useful as the poison status, while inconvenient is rarely a reason you will end up dying.

Decoy Supply: C-*

With this trait your hunter can replenish the supply of the decoy tools. There are two types of decoys: standard, which come in packs of 12, and blank fire, which come in packs of 6. This trait has more utility when using the blank fire decoys, as you are able to carry less, and they are also more versatile, exploding when thrown to create a distracting gun shot sound and also being capable of igniting oil and explosive barrels immediately. However, it is very difficult to justify taking this trait even while carrying the blank fire decoys, as these tools, while limited, are not an indespensible part of your load out.

Adrenaline: C-

This trait activates when a hunters health points is at or near 25, causing their stamina to instantly start replenishing. This trait is not very remarkable, as it's effect is fairly minor, and the circumstances in which a hunter's health is this low and they are still alive typically just means they have been shot by a player and their main priority is to take cover and heal, not continue using stamina to use melee.

Salveskin: C-

This trait increase the rate at which burned health points restore. Burnt status in this game is a status effect that reduces the maximum number of hit points your hunter has. If a burn state was maintained long enough to burn off enough health points equal to health chunk, that health chunk is permanently lost until you banish a boss, or leave the match and restore it using trait points. This trait does not help restore bars of health that are permanently lost, but it reduces the time it takes for a partially burnt health bar to fully restore. In practice this trait doesn't have significant usefulness, as the restoration of burnt health points is fairly acceptable, and it does not reduce the rate at which health points are burnt away, only the rate at which they are restored.

Iron Devastator: C-*

Hunters using shotguns with this trait will be able to fire down their sights and fully cycle their weapon without having to lower their sights. This is the least useful of traits that effect a hunters ability to stay on target with their sights after firing their weapon, the reason for this is that it mainly only applies to the specter and it's compact variant, which is the only pump-action shotgun in the game, all others being either automatic or break-action. Another reason is that iron sights are understood to be mostly unnecessary to use with shotguns in Hunt: Showdown, the reason for this is that the spread of a shotgun's blast is the same regardless of whether the player is aiming down the sights or hip-firing. Shotguns in Hunt are also practically useless at all but the closest ranges, making the potential added precision of ads-aiming to be non-existent.

D



Conduit: D

This perk heals you for about 50 hp when you pick up a clue. It has limited usefulness. Most of the time you should be carrying your own healing items and you can often find healing packs laying around the map even if you don't. You can only pick up to three clues per boss anyways, meaning the manner in which you can heal yourself with this perk is very limited

Tomahawk: D

This trait gives your hunter the ability to throw the axes and sledge hammers found throughout the world, but not the ones they carry in their load outs. This trait is practically speaking quite worthless. While using this trait to kill an enemy hunter with a thrown weapon has incredible amusement potential, I have never seen this done. There is also no practical benefit to being able to do this in order to say, destroy the lanterns above dog kennels or chicken coops to nullify a sound trap, as these things can be done with a lantern, which are even more plentiful than these weapons. Hunters should not be so desperate for ranged weapons as to ever need to take this trait.

Poacher: D

Hunters with this trait can disarm and place traps more quietly. This trait serves very little utility, since the sound of trap disarmament and activation is already very quiet, and is not likely to give away your position.

Gator Legs: D-

This trait reduces the stamina reduction rate of moving full-speed while wading in deep water. This trait is remarkably useless, since entering and sprinting in deep water is rarely advised due to the slow speed at which you move and the loud noise it makes, leaving you incredibly vulnerable to enemy hunters. This trait would be far more useful if it let you move more quickly in deep water, or reduced the range the sound of your movement can be heard, but it does neither of these things. There are almost no situations in which this trait serves a practical purpose.

Steady Hand: D-

Hunters with this trait will see their sway gradually reduced when looking down the scope of any scoped pistol the longer they look down the scope. Unlike it's counterpart, steady aim, this trait is remarkably less useful, since it only applies to the nagant precision deadeye, a weapon that sees very little use in the hunt community due to it's inferiority to the vetterli deadeye.

Game:   Hunt Showdown
Written by iceink.