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  3. Evade>
  4. Utilities

All 8 Utilities in Evade

Updated on October 21, 2026 (3 days ago)

Utility and Power gear sits in the Equipment shop beside lights and usables. You buy a pack of three, then pick what actually goes into your loadout for the match. Cheap tools handle maps and timing. Pricier picks tag threats, fake out nextbots, or open mobility routes when the chase is already on you.

View

slot

Utilities

5 items

One utility equips for the match. These five are the public shop options that point you, time the round, mark or pulse nextbots, or spawn a short-lived decoy. Purchases still give three pieces in a pack.

Compass

Cheap early utility that steers you toward map objectives when you are lost.

Slot
Utility
Level
0+
Price
$20
Effect
Points toward the nearest objective, or north when no objectives are available.
Duration
-
Cooldown
-

Timer

Low-cost info tool for pacing rounds and planning when to hide or push objectives.

Slot
Utility
Level
0+
Price
$20
Effect
Shows remaining time in the current round on a HUD timer.
Duration
-
Cooldown
-

Radio

Budget awareness tool for tagging hard-to-see nextbots and taking a small slow passive.

Slot
Utility
Level
2+
Price
$45
Effect
Marks a nextbot location on use when the target is in sight, and applies a 5% slow while the Radio is selected.
Duration
-
Cooldown
-

Radar

Proximity warning utility that helps on dark or maze maps where nextbots are hard to see.

Slot
Utility
Level
5+
Price
$145
Effect
Plays a ping that speeds up as a nextbot gets closer, with a matching HUD pulse.
Duration
-
Cooldown
-

Decoy Panel

Active distraction tool for buying escape or revive windows when a nextbot is locked on you.

Slot
Utility
Level
10
Price
$160
Effect
Spawns a transparent clone that walks forward and can draw nextbot attention.
Duration
5 seconds
Cooldown
15 seconds

slot

Powers

3 items

Powers are a separate loadout pick from utilities after Overhaul. Stun Baton, Grapple, and Breacher sit here: combat stun, hook mobility, and dual portals, with higher levels and bigger cash costs.

Stun Baton

Mid-level Power option for stopping chase pressure when you can land a clean hit.

Slot
Power
Level
15
Price
$120
Effect
Melee power tool that can temporarily stun nextbots on hit, and can kill some weaker 3D nextbots.
Duration
-
Cooldown
-

Grapple

Core Power mobility tool for vertical routes and hard disengages once you reach level 50.

Slot
Power
Level
50+
Price
$360
Effect
Hooks onto surfaces and launches you toward the attach point for high mobility escapes.
Duration
6 rounds
Cooldown
2 seconds

Breacher

Endgame Power for pre-placed portal routes and long-range escapes on large maps.

Slot
Power
Level
100
Price
$1050
Effect
Places a blue and yellow portal pair for instant travel while conserving momentum.
Duration
-
Cooldown
-

Cash and level gates are the real ladder here. Early money goes far on Compass or Timer if you still get turned around on new maps. Once nextbots stop announcing themselves, Radio and Radar pay for awareness, while Decoy Panel is the only utility that actively buys you a few seconds of attention off your character.

Utility items also earn XP toward upgrades. A round counts toward that XP only after at least two minutes of survival.

Powers do not share the utility slot. After Overhaul they are a separate selection, so Grapple or Breacher does not force you to drop Radar. Stun Baton is the mid unlock for players who can land a hit; Grapple is the first real escape tool at level 50; Breacher is the endgame portal kit once you can afford the huge cash hit.

Loadout choices that matter

  • Info vs action: Compass, Timer, Radio, and Radar never stop a chase. They only help you plan, hide, or reorient before the nextbot closes in.
  • Decoy placement: Drop Decoy Panel in open space. Walls and props stop the clone, and some nextbots still ignore it even when the path is clean.
  • Power trade-offs: Grapple disables Boost Pack and emotes while equipped. Breacher clears its portals if you unequip. Stun Baton misses leave you standing still in danger.
  • Pack size: Every public purchase still gives three pieces.

Common mistakes

Buying Radar before you can hear or see anything on a simple map wastes cash you needed for movement gear later. Grabbing Grapple the second it unlocks, then never practicing hooks, also burns uses without saving rounds. Treat each slot like a job: one tool for knowing the map, one power for getting out of a bad angle, and leave lights or usables to fill the rest of your kit.

FAQ

Q.

Do utilities and powers share the same equip slot?

No. After the Overhaul update, utilities and powers are separate shop and loadout choices. You can run something like Radar for awareness and still equip Grapple or Breacher as your power.

Q.

How many pieces do you get when you buy one?

Public shop purchases for these items give a pack of three. That pack rule is shared across utility and power gear.

Q.

Is Decoy Panel duration still around 30 seconds?

No. Decoy Panel's clone lasts 5 seconds, and its cooldown is 15 seconds.

Q.

Why is Breacher so expensive compared with Grapple?

Breacher is the endgame portal power: level 100 and $1050 after the Christmas 2025 price raise. It lets you pre-place blue and yellow portals for long-range travel while keeping momentum, which is a different job from Grapple's hook launches.

Q.

Does Radio share marks with teammates?

Yes. Radio marks are visible to every player in the server. The Radio also slows nextbots by 5% while selected.

Q.

Are lights, grenades, or VIP weapons part of utilities and powers?

No. Flashlights and night vision are lights. Revive and smoke grenades are usables. Exclusive weapons and VIP tools sit outside this public utility and power set.

Q.

How do utility upgrades earn XP?

Utility items earn XP toward upgrades. A round counts toward that XP only after at least two minutes of survival.

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