Hunt: Showdown

Release date: August 27, 2019
Platforms: Microsoft Windows, PlayStation 4, Xbox One

Hunt: Showdown Traits Guide

In this guide, we look at all traits in Hunt: Showdown, their strong sides, and also give a few tips on which ones are useful for different styles of gameplay and which you should avoid

Traits are a convenient way to customize your Hunter and make them better in the ways you need them to. The traits come with no downsides, but some of them are quite questionable. A Hunter can have up to 15 traits and you have 40 to select from.

Traits aren’t free: they have a cost in Upgrade Points, which are awarded as part of payout for a Bounty Hunt. Quick Play Hunters have Traits too – they get one at random for each Rift closed. This means that a Hunter in Quick Play can have up to four traits. You can also get Upgrade Points by sacrificing your health chunks for it, but we advise against that. If you don’t like the traits, whether that be random ones on a Quick Play survivor or the pre-set ones on a Hunter bought from the store, you can remove traits for the cost of 25 Blood Bonds per trait. Blood Bonds are valuable, so try not to mess up when building your Hunter.

In this guide we’ll talk about each of the 40 Traits that are present in the game and evaluate their usefulness for particular playstyles. To learn about various weapons in Hunt: Showdown, read our Ultimate Weapon Guide.

Bolt Thrower

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Cost: 4 Upgrade Points

This trait makes your Hunter reload crossbows faster – in three seconds instead of six. If you’re not planning to use crossbows, this trait is useless for you.


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Cost: 4 Upgrade Points

The 50 Health Points that are awarded by this trait for investigating a Clue can help a beginner hunter, who is yet to learn how to stay silent and not take damage from the monsters. An experienced Hunter will get no benefits from the trait. Remember, that empty health chunks can’t be restored by this trait – it’ll simply fill up the missing health.


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Cost: 3 Upgrade Points

This trait will be of use to Hunters who play fast. Instead of five seconds, it’ll only take two and a half for your stamina to start regenerating. This will allow you to cover more ground in less time. The synergy with the next trait is also present.


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Cost: 4 Upgrade Points

A perfect match for Determination, Greyhound will allow you to run longer on a single stamina charge. If you have Determination then you should take Greyhound, and vice versa.


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Cost: 3 Upgrade Points

This trait lowers blunt melee damage by 25%. It’s pretty useless – the monsters that attack you with blunt damage don’t really have much health themselves and other Hunters aren’t likely to fight you bare-handed.

Iron Repeater

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Cost: 3 Upgrade Points

This trait allows you to stay in iron sights when using lever-action rifles, like Winfield. This makes your rate of fire higher by skipping the aim down sight animation, effectively winning you a bit of time in a firefight. We recommend using this if you like Winfield and don’t like optic sights – those have their own trait.


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Cost: 3 Upgrade Points

Packmule adds a fourth slot for consumables – both the healing ones and the damage ones. This trait is universally good and we recommend everyone to choose it.


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Cost: 4 Upgrade Points

With Resilience, instead of the usual 15 health points, a revived Hunter will get two full chunks of health – that’s almost a hundred! This trait will be useful for those who play in duos (or there’ll be no one to pick you up) and takes point instead of covering. The cover player won’t suffer from having this trait either.


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Cost: 2 Upgrade Points

Damage dealt by fire regenerates at a much slower rate. This trait mitigates the problem. Of course to mitigate a problem, one must have a problem in the first place, which puts this trait in the category of “Recommended for a newcomer”: an experienced Hunter is unlikely to take damage from monsters with torches and from Immolators.


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Cost: 7 Upgrade Points

An expensive trait that costs every Upgrade Point spent on it. With Fanning, your Hunter is able to fire his single-action revolvers (that’s Caldwell Conversion Pistol, Caldwell Pax, LeMat Mark II, Nagant M1985, and their modifications) by simply fanning the hammer, which is at least three times faster than the usual rate of fire.


This trait is a bad combo with the Quartermaster, but it’ll be useful for those Hunters who like close range shootouts, don’t like shotguns and love Caldwell Chain Pistol, which is hand down the best weapon for the trait. Remember, there’s no smokeless powder yet invented in Hunt: Showdown!


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Cost: 4 Upgrade Points

This trait will restore 50 health points to a Hunter when looting another Hunter. The usability of the trait is questionable – the damaged chunks regenerate anyway and the empty ones won’t be restored by this trait.

Gator Legs

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Cost: 2 Upgrade Points

A cheap trait that pairs up well with Determination and Greyhound, the Gator Legs will make you spend less stamina when wading through deep waters. When used standalone it’s pretty good, too, but outshined by other traits.

Deadeye/Marksman/Sniper Scopesmith

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Deadeye Scopesmith
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Marksman Scopesmith
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Sniper Scopesmith

Cost: 1/2/3 Upgrade Points

This group of traits lets you stay scoped in after firing a shot when using a weapon with a short/medium/long sniper optics (that’s Vetterli 71 Karabiner Deadeye & Nagant M1895 Deadeye/Winfield M1873C Marksman & Lebel 1886 Marksman/Sparks LRR Sniper & Mosin-Nagant M1891 Sniper respectively). Quite useful if you’re using these weapons. Otherwise, there’s no sense in picking the respective traits.

Silent Killer

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Cost: 7 Upgrade Points

One of the best picks for a quiet player, the Silent Killer decreases the noise when attacking someone in melee and it also eliminates the holler your Hunter makes. This trait makes closing out distance with someone sitting in an ambush a piece of cake.


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Cost: 3 Upgrade Points

Another great trait for a silent guy, the Lightfoot will allow you to climb stairs, jump and fall as well as mount fences silently. All of this lets you take the most unexpected position and utilize the element of surprise when the enemies are already here and know about you.


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Cost: 3 Upgrade Points

This trait will be of use to a Hunter who prefers First Aid Kits to Vitality Shots and who likes to heal up during combat and not afterwards. The Physician trait decreases the time it takes to bandage from five to three seconds. This does not affect medpacks you can find scattered on the map.

Steady Aim

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Cost: 4 Upgrade Points

The choice of the sniper. Steady Aim gradually decreases scope sway when aiming and eliminates it completely after 12 seconds. We advise using it with the long sights, though the shorter ones will benefit from it as well.

Steady Hand

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Cost: 2 Upgrade Points

Steady Hand does exactly the same as the former trait, but with the pistols. There’s only one pistol with a sight on it (Nagant M1895 Deadeye), and to increase usability the developers decided to add a spyglass to the list. No one uses spyglasses anyway, though, because it’s easier to look through the scope and if you don’t have a scope then you don’t really need the spyglass either. To summarize, unlike the previous trait, the Steady Hand doesn’t really have any use.


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Cost: 5 Upgrade Points

This trait will be useful for a Hunter who prefers going toe-to-toe with his enemy. Of course, you’re counting on your enemy to have a shotgun; otherwise, this trait won’t see any use, as it decreases bleeding over time damage. This trait will also be useful for a Hunter whose bounty is the Assassin boss as its melee attacks inflict bleeding damage.


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Cost: 3 Upgrade Points

Another universally useful trait, the Frontiersman adds a fourth slot for tools, like flashlights, knives, First Aid kits, decoys, and tripwires. Recommended to everyone.


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Cost: 5 Upgrade Points

This trait decreases the range at which the animals (dogs in kennels, horses and bird flocks) react to you by being really noisy. The trait is useful for everyone, except Hunters who play loud intentionally and uses these sound traps to distract enemies. Remember, this trait doesn’t work on Hellhounds – their detection radius stays the same.

Decoy Supply

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Cost: 1 Upgrade Point

With this trait, you can resupply your Blank Fire Decoys from ammo crates. Considering that there’s no other way to get more decoys, any Hunter who uses them must have this trait.


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Cost: 2 Upgrade Points

This trait turns the big axes and hammers you can find around the map into a throwable weapon. The range is lacking, it’s Iess than a grenade but is still better than melee and about as silent. This trait is useless against other players, though – by the time you’re done swinging, you’ll be dead of lead poisoning or just have your brains bashed out.

Iron Sharpshooter

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Cost: 3 Upgrade Points

This trait works similarly to Iron Repeater, but Iron Sharpshooter applies to bolt-action rifles (Lebel 1886, Mosin-Nagant и Vetterli). Everything said about the Iron Repeater stays true – this trait is only useful for a fan of the weapons.

Bolt Seer

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Cost: 2 Upgrade Points

This trait highlights crossbow bolts and throwing knives that you can pick up when using Dark Sight. There’s some sense in picking this trait if you a) use crossbows or throwing knives and b) forget quicky where exactly did you use them. Although considering a more than generous ammo supply when using crossbows, this perk can be skipped.


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Cost: 8 Upgrade Points

The most expensive and, based on the opinion of many, the best trait in the game. The Quartermaster allows you to take a large and a medium sized weapon with you, as opposed to two medium or one large and one small weapon. This will open up an opportunity to choose a pistol with a stock or a sawn-off shotgun as your secondary, which increases your firepower and lets you get fit for both close and long ranges. This is a must pick, unless, of course, you’re using Fanning and like it a lot.


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Cost: 4 Upgrade Points

This trait decreases the poison effect time from ten to five seconds. The perk with a name that’s hard to spell is useful for those who are going to hunt the Spider, as its attacks apply poison. The other prey that uses poison is the Hive and they’re not that much of a problem.


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Cost: 6 Upgrade Points

A good choice for any Hunter. The Pitcher trait increases the throw range for your ordinance by one and a half times. Pretty much anyone should carry a throwable, which means that pretty much everyone should have Pitcher.


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Cost: 6 Upgrade Points

This trait fully negates a downside of some weapons (read the arms guide for more) – the bullet that is lost when reloading a non-empty magazine. Bulletgrubber makes your Hunter catch the bullet and put it back in its place. It also looks sick.



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Cost: 3 Upgrade Points

Do you like bear traps? Then this trait is for you! The Poacher greatly decreases the range at which setting up a trap can be heard. It also works when disarming said traps, which means that a quiet player will also benefit from having this trait. You never know what your enemy will use to defend themselves.


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Cost: 2 Upgrade Points

If Call of Duty allows you to throw back the grenades tossed at you, Hunt lets you defuse them. Of course, to defuse a grenade you need to find it first and run towards it, which contradicts any common sense and logic. Unfortunately, the risk of using Dauntless is too great and the payout is too small, which means we advise you against picking this trait.


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Cost: 1 Upgrade Point

This trait halves the fall damage. It’s not much, but it’s good to have, especially since even a small fall deals damage. Kiteskin can allow you to survive a fall from the bell tower to the church rooftop, which is pretty useful as the enemies won’t expect that kind of repositioning. We strongly advise everyone to pick this trait.

Iron Devastator

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Cost: 2 Upgrade Points

While it works just like Iron Repeater and Iron Sharpshooter, Iron Devastator, unfortunately, isn't as useful. It only works with the Specter 1882 (and its upgrades), and you won’t be aiming anyway because what’s the point? Just fire from the hip. You don’t need this trait.


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Cost: 3 Upgrade Points

This trait is a blessing for those who are always short on ammo. Being able to pat down the pockets of a dead body even after two other Hunters grants you an additional source of ammunition. This trait is also good for those who use weapons with unusual ammo types, like the Nitro Express Rifle, because even the rarest ammo can be found in a stiff’s pockets.


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Cost: 8 Upgrade Points

This trait doubles the healing done by the First Aid Kit, making it two full chunks of health. If your Hunter is fortunate enough to have three 50-health chunks, you can think of your First Aid Kit as ‘full health times three’ because don’t forget that the health regenerates over time. The synergy with the Physician trait is obvious. The Doctor trait is recommended to everyone except those who prefer Vitality Shots.


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Cost: 1 Upgrade Point

The Adrenaline, despite the picture having a running hare, only affect the stamina used to hit someone with a melee attack. It starts regenerating said stamina instantly when your Hunter is on their last chunk of health. It allows you to fight back in even the most desperate situations, but it’ll only be useful if you’re actually fighting in melee, which is kind of weird in a game with shotguns in it.


Cost: 2 Upgrade Points

A cheap, but extremely useful, the Vigilant trait highlights traps when looking through the Dark Sight. If you’re the type of guy who likes to let others get their hands dirty and then takes their bounty, you’ll find good use in this trait. But everyone else will benefit from this trait as well because who knows what your enemies are preparing for you?


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Cost: 2 Upgrade Points

This trait decreases damage taken from explosives by 25%. It won’t let you survive an explosion of a dynamite pile under your feet, but it’ll let you fear explosives a little less. We do recommend picking Bulwark if you have some free space left, but not picking it over something more useful.

John Davis