Usables are cash shop tools under Equipment that you equip in a four-slot loadout and burn when you need them. Consumables come off the wheel as drinks, throws, or targeted rescues. Deployables get placed on the map and fight for a small placement cap. They sit apart from Lights, Utilities, Powers, and Perks, so the real choice is which four usables you bring and which three deployables you plant.
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Consumables
One-shot tools from the usables menu: drink Cola for a personal speed burst, throw smoke or decoy grenades (three throws per round max on those), or revive with Defibrillator and late-game Revive Grenade. They do not use deployable placement slots, so they pair well with map tools in the same four-slot loadout.
Cola
Cheap personal speed drink for breaking chases, super jumps, and short reposition bursts. Best early usable when you need a reliable self-boost.
- Type
- Consumable
- Role
- Mobility
- Price
- $70
- Level
- Level 0+
- Effect
- Raises max speed and acceleration by roughly 50% for 6 seconds after a short drink animation.
- Notes
- Stacks with Speed Pad for a much stronger boost. Cannot be drunk while carrying a downed player.
- Availability
- Public shop
Defibrillator
Point-and-revive tool for picking up a single teammate without stopping for a full manual revive. Strong when you need a clean rescue under pressure.
- Type
- Consumable
- Role
- Revive
- Price
- $50
- Level
- Level 10+
- Effect
- Instantly revives one selected downed player on use.
- Notes
- Targeted revive instead of an area throw. Safer when only one ally is down and nextbots are close.
- Availability
- Public shop
Decoy Grenade
Throw-and-forget bait for peeling nextbots off your path or a revive. Pricier than basic tools, so save it for tight escapes.
- Type
- Consumable
- Role
- Control
- Price
- $115
- Level
- Level 10+
- Effect
- Throwable grenade that spawns a stationary decoy projection for about 5 seconds to distract nextbots.
- Notes
- Maximum of 3 throws per round before the wheel shows TOO MANY. Decoy is stationary unlike Decoy Panel.
- Availability
- Public shop
Smoke Grenade
Expensive concealment grenade for buying a short window to revive, hide, or cut line of sight. Best when the team needs a shared safe pocket.
- Type
- Consumable
- Role
- Control
- Price
- $130
- Level
- Level 20+
- Effect
- Throwable smoke that hides players inside it from nearby nextbots for about 7 seconds in a moderate radius.
- Notes
- Maximum of 3 throws per round. Duration and radius were reduced in a February 2026 balance pass.
- Availability
- Public shop
Revive Grenade
Late unlock that mass-revives nearby downed allies with a throw. Ideal for group saves when standing still would get you killed.
- Type
- Consumable
- Role
- Revive
- Price
- $40
- Level
- Level 50+
- Effect
- Throwable grenade that revives downed players within about 20 studs of the blast after a short fuse.
- Notes
- High level unlock. Useful for clustered downs or places too dangerous to stop and revive manually.
- Availability
- Public shop
| Image | Name | Description | Type | Role | Price | Level | Effect | Notes | Availability |
|---|---|---|---|---|---|---|---|---|---|
| Cola | Cheap personal speed drink for breaking chases, super jumps, and short reposition bursts. Best early usable when you need a reliable self-boost. | Consumable | Mobility | $70 | Level 0+ | Raises max speed and acceleration by roughly 50% for 6 seconds after a short drink animation. | Stacks with Speed Pad for a much stronger boost. Cannot be drunk while carrying a downed player. | Public shop | |
| Defibrillator | Point-and-revive tool for picking up a single teammate without stopping for a full manual revive. Strong when you need a clean rescue under pressure. | Consumable | Revive | $50 | Level 10+ | Instantly revives one selected downed player on use. | Targeted revive instead of an area throw. Safer when only one ally is down and nextbots are close. | Public shop | |
| Decoy Grenade | Throw-and-forget bait for peeling nextbots off your path or a revive. Pricier than basic tools, so save it for tight escapes. | Consumable | Control | $115 | Level 10+ | Throwable grenade that spawns a stationary decoy projection for about 5 seconds to distract nextbots. | Maximum of 3 throws per round before the wheel shows TOO MANY. Decoy is stationary unlike Decoy Panel. | Public shop | |
| Smoke Grenade | Expensive concealment grenade for buying a short window to revive, hide, or cut line of sight. Best when the team needs a shared safe pocket. | Consumable | Control | $130 | Level 20+ | Throwable smoke that hides players inside it from nearby nextbots for about 7 seconds in a moderate radius. | Maximum of 3 throws per round. Duration and radius were reduced in a February 2026 balance pass. | Public shop | |
| Revive Grenade | Late unlock that mass-revives nearby downed allies with a throw. Ideal for group saves when standing still would get you killed. | Consumable | Revive | $40 | Level 50+ | Throwable grenade that revives downed players within about 20 studs of the blast after a short fuse. | High level unlock. Useful for clustered downs or places too dangerous to stop and revive manually. | Public shop |
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Deployables
Placeable map tools that share a small active limit (three by default). Cheap options light the map or mark teammates; mid options stall, stun, and ping nextbots; higher unlocks add Speed Pad, Teleporter links, and Jump Pad launches. Plan plants where the team will actually walk, and leave room for a Barrier or pad when the round gets loud.
Floodlight
Cheapest deployable for lighting dark maps and special rounds. Place it where the team will actually pass so the light pays off.
- Type
- Deployable
- Role
- Vision
- Price
- $30
- Level
- Level 0+
- Effect
- Places a large light source that illuminates a wide dark area.
- Notes
- Counts toward the deployable placement limit. Especially useful on dark maps and darkness-style special rounds.
- Availability
- Public shop
Beacon
Low-cost team marker that keeps friends visible across the map, including when someone is downed. Strong for coordinated groups.
- Type
- Deployable
- Role
- Support
- Price
- $30
- Level
- Level 5+
- Effect
- Lets teammates see outlined players from anywhere on the map while the beacon is active.
- Notes
- Team location tool. Counts toward the deployable placement limit.
- Availability
- Public shop
Barrier
Core stall tool for sealing chokepoints while you revive or escape. Place carefully so nextbots hit the wall instead of a gap.
- Type
- Deployable
- Role
- Control
- Price
- $60
- Level
- Level 5+
- Effect
- Places a semi-permeable barricade that blocks nextbots while players can still pass through.
- Notes
- Nextbot contact shortens how long it holds. Leave no gaps in doorways or bots may path around it.
- Availability
- Public shop
Sensor
Placed proximity alarm for maze layouts and blind corners. Drop it near high-traffic routes so the team hears threats early.
- Type
- Deployable
- Role
- Detection
- Price
- $60
- Level
- Level 5+
- Effect
- Plays a ping that speeds up as nextbots get closer.
- Notes
- Static placement version of Radar-style awareness. Cheaper per use than carrying Radar as a utility, but it does not move with you.
- Availability
- Public shop
Landmine
Deployable stun trap for buying a few seconds when a nextbot commits through a choke. Place where bots must path.
- Type
- Deployable
- Role
- Control
- Price
- $80
- Level
- Level 10+
- Effect
- Arms after a short deploy delay, then stuns nextbots that step on it.
- Notes
- Does not harm normal players. Good on narrow paths and nextbot spawns for a short escape window.
- Availability
- Public shop
Speed Pad
Shared team speed plate for escape lanes and regroup routes. Place where allies will actually step during chases.
- Type
- Deployable
- Role
- Mobility
- Price
- $100
- Level
- Level 15+
- Effect
- Grants a brief +50% speed boost to players who walk over it.
- Notes
- Does not stack with other Speed Pads. Stacks with Cola for a much larger combined boost.
- Availability
- Public shop
Teleporter
Map-link deployable for long escapes and saferoom routes once you can field a pair. Plan both ends before you rely on it mid-chase.
- Type
- Deployable
- Role
- Mobility
- Price
- $80
- Level
- Level 25+
- Effect
- Links to other teleporters on the map so players can beam between pads, with a 30 second cooldown after use.
- Notes
- Needs at least two pads to be useful. Placement can fail pathfinding checks if bots cannot reach the spot or height is invalid.
- Availability
- Public shop
Jump Pad
High-unlock launch pad for rooftops, hard-to-reach ledges, and emergency vertical escapes. Place on flat ground in your escape line.
- Type
- Deployable
- Role
- Mobility
- Price
- $80
- Level
- Level 30+
- Effect
- Launches players who walk over it high into the air after a short delay.
- Notes
- Crouch-sliding over it launches higher. Needs a relatively flat surface to place.
- Availability
- Public shop
| Image | Name | Description | Type | Role | Price | Level | Effect | Notes | Availability |
|---|---|---|---|---|---|---|---|---|---|
| Floodlight | Cheapest deployable for lighting dark maps and special rounds. Place it where the team will actually pass so the light pays off. | Deployable | Vision | $30 | Level 0+ | Places a large light source that illuminates a wide dark area. | Counts toward the deployable placement limit. Especially useful on dark maps and darkness-style special rounds. | Public shop | |
| Beacon | Low-cost team marker that keeps friends visible across the map, including when someone is downed. Strong for coordinated groups. | Deployable | Support | $30 | Level 5+ | Lets teammates see outlined players from anywhere on the map while the beacon is active. | Team location tool. Counts toward the deployable placement limit. | Public shop | |
| Barrier | Core stall tool for sealing chokepoints while you revive or escape. Place carefully so nextbots hit the wall instead of a gap. | Deployable | Control | $60 | Level 5+ | Places a semi-permeable barricade that blocks nextbots while players can still pass through. | Nextbot contact shortens how long it holds. Leave no gaps in doorways or bots may path around it. | Public shop | |
| Sensor | Placed proximity alarm for maze layouts and blind corners. Drop it near high-traffic routes so the team hears threats early. | Deployable | Detection | $60 | Level 5+ | Plays a ping that speeds up as nextbots get closer. | Static placement version of Radar-style awareness. Cheaper per use than carrying Radar as a utility, but it does not move with you. | Public shop | |
| Landmine | Deployable stun trap for buying a few seconds when a nextbot commits through a choke. Place where bots must path. | Deployable | Control | $80 | Level 10+ | Arms after a short deploy delay, then stuns nextbots that step on it. | Does not harm normal players. Good on narrow paths and nextbot spawns for a short escape window. | Public shop | |
| Speed Pad | Shared team speed plate for escape lanes and regroup routes. Place where allies will actually step during chases. | Deployable | Mobility | $100 | Level 15+ | Grants a brief +50% speed boost to players who walk over it. | Does not stack with other Speed Pads. Stacks with Cola for a much larger combined boost. | Public shop | |
| Teleporter | Map-link deployable for long escapes and saferoom routes once you can field a pair. Plan both ends before you rely on it mid-chase. | Deployable | Mobility | $80 | Level 25+ | Links to other teleporters on the map so players can beam between pads, with a 30 second cooldown after use. | Needs at least two pads to be useful. Placement can fail pathfinding checks if bots cannot reach the spot or height is invalid. | Public shop | |
| Jump Pad | High-unlock launch pad for rooftops, hard-to-reach ledges, and emergency vertical escapes. Place on flat ground in your escape line. | Deployable | Mobility | $80 | Level 30+ | Launches players who walk over it high into the air after a short delay. | Crouch-sliding over it launches higher. Needs a relatively flat surface to place. | Public shop |
Buy usables with cash in the Usables tab, then equip up to four in your loadout before or between pressure moments. Each purchase is limited stock for that run style: drink Cola once, throw a grenade, place a pad, then buy again when you need more. Prices sit roughly from $30 to $130, with unlock levels from free at Level 0 up through late Level 50 tools like Revive Grenade.
Consumables vs deployables
Consumables fire from the usables menu. Cola is a personal speed drink. Smoke Grenade and Decoy Grenade are throws with a three-throw cap per round. Defibrillator targets one downed ally for an instant revive. Revive Grenade is the late AoE throw when several people are down in a tight clump.
Deployables use placement tools and count toward the active deployable limit (three by default; Mil-Grade Pack can raise it). Floodlight and Beacon are cheap map support. Barrier and Landmine buy time in chokepoints. Sensor watches a lane. Speed Pad and Jump Pad move the team. Teleporter only pays off once you can link at least two pads.
What to equip early
- Cola at Level 0 is the default self-boost for chases, super jumps with pads, and short peels. Cheap and always useful.
- Floodlight or Beacon if the map is dark or your group keeps splitting: light where people walk, beacon so you can find downs.
- Barrier as soon as Level 5+ is open. Seal a doorway for a revive or a regroup; leave no gap for bots to path around.
- Skip stacking three vision tools. One light or beacon plus a control piece usually beats three pure info items.
Mid and late loadouts
Around Level 10 to 20 you unlock Landmine, Defibrillator, Decoy Grenade, Speed Pad, and Smoke Grenade. Pick for the problem you keep dying to:
| Problem | Strong pick |
|---|---|
| Solo chases | Cola, Speed Pad, Landmine |
| Team revives | Defibrillator, Barrier, Smoke Grenade |
| Blind corners / mazes | Sensor, Beacon, Barrier |
| Shared escape lanes | Speed Pad + Cola (they stack) |
| Group downs in one room | Revive Grenade once you hit Level 50 |
Smoke Grenade is the pricey “give the whole room a window” tool after its 2026 duration and radius nerf; save it for a revive or a hard cut of line of sight, not random throws. Decoy Grenade peels a bot without you standing in place, but the three-throw cap and higher cost mean you treat it like a panic button.
Teleporter (Level 25+) and Jump Pad (Level 30+) are map projects. Teleporter needs two pads and a 30 second use cooldown, and bad placement fails pathfinding checks. Jump Pad wants flat ground and rewards crouch-slides for extra height. Plan both ends of a teleporter link before a chase starts.
Trade-offs that matter
- Consumables do not fight the deployable slot cap, but they also leave no map presence after use.
- Deployables stay useful for allies who walk through them, yet three plants max means every Barrier costs you a Speed Pad or Sensor.
- Cola stacks with Speed Pad; Speed Pads do not stack with each other. Pair them, do not double-pad the same lane.
- Defibrillator is safer for one clean rescue under heat. Revive Grenade wins when several people are down and standing still would get you killed.
- Sensor is fixed awareness for a route. It is cheaper awareness than living on Radar as a utility, but it does not follow you.
Easy mistakes
- Filling all four loadout slots with high unlocks you never buy stock for: empty slots help nobody.
- Placing Barrier with gaps so nextbots walk around the stall you paid for.
- Dropping Floodlight in a dead corner the team never visits.
- Relying on one Teleporter pad (nothing to link to).
- Throwing Smoke or Decoy on cooldown when a Barrier or a clean Cola peel would have been enough.
- Drinking Cola while carrying a downed player (it will not work).
Build around the round you are in: dark specials lean Floodlight, coordinated groups lean Beacon and revives, maze maps lean Sensor and Barrier, and pure speed players live on Cola plus pads. Cash is finite each session, so buy the usable that fixes the death you keep repeating, not the most expensive icon in the shop.
FAQ
How do you buy and equip usables in Evade?
Open Equipment, go to the Usables shop tab, and buy with cash. Equip up to four usables in your loadout. Consumables are used from the usables menu; deployables are placed with the placement tools and count toward the active deployable limit.
What is the difference between consumables and deployables?
Consumables are used once from the wheel (drink, throw, or target) and do not stay on the map. Deployables are placed on the map, help anyone who uses that spot, and compete for the active placement cap (three by default, higher with Mil-Grade Pack).
Are usables the same as utilities, lights, or perks?
No. Lights, Utilities, and Powers are separate equipment types with their own shop tabs and rules. Perks are another system. Usables are the cash shop consumables and deployables under the Usables tab.
What should beginners buy first?
Start with Cola for a personal speed boost and Floodlight or Beacon if maps feel dark or your team splits. Add Barrier as soon as you unlock it for chokepoint stalls and safer revives. Save expensive grenades and Teleporter until you know when you will actually throw or link them.
Do Cola and Speed Pad stack?
Yes. Cola stacks with Speed Pad for a much stronger combined boost. Speed Pads do not stack with other Speed Pads, so one pad in a lane is enough.
How many deployables can you place at once?
You can have three active deployables by default. Some loadout upgrades such as Mil-Grade Pack can raise that limit. Every Floodlight, Barrier, pad, or mine shares that cap.
When should I use Defibrillator instead of Revive Grenade?
Use Defibrillator when one ally is down and you need a fast, targeted pickup. Use Revive Grenade when several people are down in a cluster and a throw is safer than stopping for a manual or targeted revive. Revive Grenade unlocks much later (Level 50+).
Why did my Teleporter placement fail?
Teleporters need at least two pads to be useful, and placement can fail pathfinding or height checks if nextbots cannot reach the spot or the surface is invalid. Place both ends on valid ground and plan the link before you need it mid-chase.









