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CatastropheDirector

Survivor

The survivor

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).

Tick 3 to unlock it