Run, climb and hold out. Pick three items, read each catastrophe before it lands and revive your team.
9items: you pick 3
10extra items
20upgrades
4legendaries
The essentials
How to survive
Going down
At 0 HP you don't die: you go down and can hold on for 20 s in the Zone and 10 s in Last One Standing. That bleed-out timer runs ×1.5 faster in fog, ×2 in water and ×4 in lava. Creatures don't attack downed players, and catastrophes don't take their health.
Reviving
A teammate revives you in 4 s by holding E within 1.5 m. Taking damage doesn't interrupt it; moving or stepping away does. You come back with 30 HP.
Deep water
Downed players don't float: they sink at 0.5 m/s, down to 6 m at most. Whoever revives them has to dive down and uses up their own oxygen meanwhile.
The base
Your base has a hologram dome: nothing can be played inside, and neither creatures nor rivals can get in. In Last One Standing it only protects you until 0:45.
The void
If you fall into the void or out into space, you die instantly: no going down, no rescue. In the Race there's no downed state: at 0 HP you're out.
Before the match
The 9 items
You pick 3 of 9, and they recharge. Same cooldown in every mode.
Pick your 3
Tap three items and we'll tell you what your trio covers.
Around the map
The 10 extra items
Single use, and you carry one at most: a new one replaces the one you had. They come from holograms (15% give an extra item), supply drops (one crate: first come, first served) and upgrade offers.
Common 50 · rare 35 · epic 15
Common
Trampoline
Place it and it launches you when you step on it; an explosion breaks it.
By mode: No changes.
Bottle
A 2 s swig that heals 30 while you drink; you can drink on the run.
By mode: No changes.
Smoke decoy
Ignites after 5 s and shows a fake echo for 10 s on the rival Director's minimap.
By mode: Not available in the Race.
Rare
Hang glider
20 s of gliding; it only runs down while you glide.
By mode: Race: −40% usage (12 s).
Jump boots
For 20 s you jump six times higher.
By mode: No changes (not in the Race either).
Epic
Jetpack
25 s of real flight; goes through structures, not terrain.
By mode: Race: −50% usage (12.5 s).
Shield
10 s in a bubble: nothing gets through except falling into the void.
By mode: Last One Standing: the storm goes through it.
Decoy
A copy of you runs off and you turn invisible for 8 s; creatures go after it.
By mode: No changes (in the Race it fools creatures, not the Director).
Field medkit
Place it: your team within 4 m heals 80 over 10 s.
By mode: Not available in the Race.
Tiny
15 s at a quarter of a rat's size: creatures can't see or attack you; catastrophes still can.
By mode: No changes.
During the match
The 20 upgrades
At each choice pause you see 3 upgrades (whoever is behind sees 4). They never give speed. Get 3 from the same family and the next offer brings its legendary: tick them and watch it unlock.
MOBILITY
Legendary
Parkour
Chaining hook, anchor, zipline or wall-run without touching the ground recharges 10% of your items.
Tick 3 to unlock it
ENDURANCE
Legendary
Immortal
The first time you'd go down, you stay at 1 health, invulnerable for 2 s.
Tick 3 to unlock it
STEALTH
Legendary
Ghost
After 4 s standing still, you're invisible to creatures until you move.
Tick 3 to unlock it
TEAM
Only in the Zone and Last One Standing
Legendary
Guardian Angel
Once per match, you revive someone from a distance (10 m).