Lights are Equipment tools you buy in the Shop, slot into your light loadout, and toggle with F (or the mobile light icon). They matter most when the map goes dark: Darkness, Lurking, Hadal Blacksite, and similar special rounds where you cannot see far without help.
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Lights
These are the active loadout lights from Shop Equipment. Slot one, then toggle with F or the mobile light icon. Dark special rounds (Darkness, Lurking, Hadal Blacksite, and similar) are where the cost, style, and team-visibility trade-offs actually show up.
Flashlight
The free starter light. Equip it in your light slot and press F (or the mobile light icon) to shine a cone of white light toward your aim. Solid for early dark rounds before you buy a shop light.
- How to get
- Unlocked free on first join
- Cost
- Free
- Level
- Level 0+
- Light style
- Aimed cone beam
- Visibility
- Casts light others can see
Lantern
Shop light that glows in a wide radius around you instead of a narrow cone. Buy it at Level 3 or higher for broad area lighting that is easier to keep active while moving.
- How to get
- Equipment shop
- Cost
- $1500
- Level
- Level 3+
- Light style
- Omni radius glow
- Visibility
- Casts light others can see
Headlamp
A headband light worn on your character. It frees your hands compared with a held Flashlight and works as a weaker personal vision-style light than Night Vision. Unlocks at Level 15 for $2000.
- How to get
- Equipment shop
- Cost
- $2000
- Level
- Level 15+
- Light style
- Head-mounted hands-free light
- Visibility
- Personal wearable light
Night Vision
Wearable night-vision goggles that tint your view green and cover a very large personal radius. Other players cannot see your light. Strong for dark special rounds, but much less effective in extreme ambient darkness such as Maze during Darkness.
- How to get
- Equipment shop
- Cost
- $2500
- Level
- Level 25+
- Light style
- Personal green night-vision overlay
- Visibility
- Self-only; does not cast light for others
| Image | Name | Description | How to get | Cost | Level | Light style | Visibility |
|---|---|---|---|---|---|---|---|
| Flashlight | The free starter light. Equip it in your light slot and press F (or the mobile light icon) to shine a cone of white light toward your aim. Solid for early dark rounds before you buy a shop light. | Unlocked free on first join | Free | Level 0+ | Aimed cone beam | Casts light others can see | |
| Lantern | Shop light that glows in a wide radius around you instead of a narrow cone. Buy it at Level 3 or higher for broad area lighting that is easier to keep active while moving. | Equipment shop | $1500 | Level 3+ | Omni radius glow | Casts light others can see | |
| Headlamp | A headband light worn on your character. It frees your hands compared with a held Flashlight and works as a weaker personal vision-style light than Night Vision. Unlocks at Level 15 for $2000. | Equipment shop | $2000 | Level 15+ | Head-mounted hands-free light | Personal wearable light | |
| Night Vision | Wearable night-vision goggles that tint your view green and cover a very large personal radius. Other players cannot see your light. Strong for dark special rounds, but much less effective in extreme ambient darkness such as Maze during Darkness. | Equipment shop | $2500 | Level 25+ | Personal green night-vision overlay | Self-only; does not cast light for others |
You always start with the free Flashlight on first join. It is an aimed cone of white light: point where you need to look, press F, and keep moving. It is enough for early levels, but the beam is narrow, so you spend a lot of time aiming just to stay oriented.
Lantern is the first real shop upgrade. At Level 3 it costs $1500 and glows in a wide radius around you instead of a thin cone. That omni glow is easier to keep useful while you run, vault, and check corners, and teammates can see the light too. If you play with a group, a Lantern carrier often helps more people than another Flashlight.
Headlamp unlocks at Level 15 for $2000. You wear it on your head, so you get a hands-free personal light instead of holding a tool. Treat it as a mid-tier wearable: freer movement than a held Flashlight, but not the full personal coverage of Night Vision.
Night Vision is the premium personal option: $2500 at Level 25. The goggles paint a large green overlay for you only. Teammates get no light from your gear, so solo dark rounds love it, and squads need someone else with a world light if the group wants shared vision. It also struggles when the ambient dark is extreme (for example Maze during Darkness), so it is not a free win in every pitch-black map.
What to equip
| Situation | Strong pick | Why |
|---|---|---|
| First joins / low cash | Flashlight | Free, aimed cone, always available |
| Early shop, team play | Lantern | Omni radius others can see |
| Hands-free mid game | Headlamp | Worn light without holding a tool |
| Solo dark rounds | Night Vision | Large self-only overlay |
| Squad needs shared light | Lantern (or Flashlight) | World light others can use |
Quick tips
- Equip the light in your light slot before the round. You toggle it in-round with F or the mobile light icon.
- Cash, not Robux, buys the shop lights. Spend early cash on Lantern if dark rounds keep punishing you.
- Do not confuse Floodlight with loadout lights. Floodlight is a deployable Usable that sits on the ground; it is not a light-slot tool.
- Skins can change how some lights look (and sometimes how far Lantern-style glow reaches). Base shop stats still decide cost, level, and which style you own.
Common mistakes
- Staying on Flashlight forever after Level 3. The free cone works, but Lantern’s radius is simply easier for movement-heavy rounds.
- Buying Night Vision and expecting the squad to see better. Only you get the green overlay. Someone still needs a casting light if the group wants shared vision.
- Trusting Night Vision in extreme ambient dark. Maze plus Darkness is a known weak spot; keep a casting light option ready if the map fights the overlay.
- Leaving the light slot empty. Dark specials arrive without warning. Having something equipped is better than scrambling mid-round.
Climb from free cone, to early omni glow, to wearable options, and pick team light versus personal vision based on who is actually standing next to you.
FAQ
How do you use lights in Evade?
Buy or unlock a light, equip it in your light loadout slot, then press F during a round (or tap the mobile light icon) to toggle it on or off.
Which light do you get first?
Flashlight is free on first join at Level 0. It is an aimed cone beam you point with your aim. Lantern is usually the next buy once you hit Level 3 and have $1500.
What is the difference between Lantern and Flashlight?
Flashlight is a free, narrow cone you aim. Lantern costs $1500 at Level 3 and glows in a wide radius around you, so you do not have to keep pointing a beam to light the space near you. Both cast light other players can see.
Does Night Vision help teammates?
No. Night Vision is a personal green overlay for you only. It does not cast light into the world for other players. For shared vision, someone on the squad needs Flashlight or Lantern.
When do lights matter most?
Dark special rounds: Darkness, Lurking, Hadal Blacksite, and similar events where the map is hard to read without a light tool. Outside those, lights are optional comfort more than a must-equip.
Is Floodlight a loadout light?
No. Floodlight is a Usable you deploy for area light. It is not one of the Equipment lights you equip in the light slot.
Is Headlamp the same as Night Vision?
No. Headlamp is a Level 15 head-mounted wearable light for $2000. Night Vision is Level 25 for $2500 and uses a large personal green overlay that only you see. Headlamp is the mid step between held tools and full night-vision goggles.









