Consumables are single-use match tools for turning a dangerous moment into a playable one. They are bought with the shop currency, only one can be equipped for a match, and the right choice depends on whether you need to reach safety or create an opening for a tag.
How to use this collection
The shop currency buys single-use consumables, and one consumable can be equipped for a match. The item is spent when you use it, so timing matters as much as the effect.
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Consumables by Role
Runner Survival
Runner consumables help you finish a route or recover from a bad hit. Adrenaline is for a movement push, while Rescue Kit is for the round where getting downed would otherwise end your run.
Adrenaline
A short mobility burst for Runners who need to close distance safely before the finish.
- Role
- Runner
- Best use
- Use it to cover the last stretch to the finish when extra movement control matters.
- Effect
- Raises acceleration and cornering speed for a short burst.
- Trigger
- -
- Duration
- 5
- Single-use
- Yes
- Equip limit
- 1
- Availability
- Single-use match consumable
Rescue Kit
A Runner safety net that turns one downing into a possible return to the match.
- Role
- Runner
- Best use
- Keep it for a round where surviving a knife hit gives the team another chance.
- Effect
- Revives the user once after they are downed.
- Trigger
- When the user is downed
- Duration
- -
- Single-use
- Yes
- Equip limit
- 1
- Availability
- Single-use match consumable
Consumables by Role
Chaser Control
Chaser consumables create a brief opening instead of doing the whole chase for you. Banana Peel is strongest when a Runner is likely to cross the spot you choose.
Banana Peel
A Chaser setup tool that turns a predictable Runner route into a brief opening.
- Role
- Chaser
- Best use
- Place it along a Runner's path to create an opening for a follow-up knife hit.
- Effect
- Trips an opponent when they make contact with it.
- Trigger
- When an opponent makes contact
- Duration
- -
- Single-use
- Yes
- Equip limit
- 1
- Availability
- Single-use match consumable
Build for the round you expect
Runner consumables cover movement and recovery. Adrenaline helps you carry speed through the last stretch, while Rescue Kit gives you a chance to return after being downed. They are most useful when you choose the danger you expect instead of spending them as soon as the round feels mildly inconvenient.
Chaser consumables are setup tools. Banana Peel works when a Runner has a predictable route, because contact creates the opening for a follow-up knife hit. Place it where the Runner wants to go, not where they already are.
Timing matters
Consumables do not replace good movement or a clean chase. Use Adrenaline when extra acceleration and cornering can carry you to the finish, hold Rescue Kit for a downing that would otherwise end your run, and place Banana Peel before the route becomes obvious. A wasted item leaves you with a very quiet inventory and a very loud regret.
The shop and item roster can change, so read the current item description before a match. The important distinction stays simple: abilities are permanent Gem unlocks, while consumables are match-loadout choices bought with the shop currency.
FAQ
Which currency buys consumables?
The single-use consumables are bought with the shop currency. Checked guides use both Coins and Gold for its label, so use the name shown in the in-game shop. Gems are for permanent abilities.
How many consumables can I equip?
You can equip one consumable for a match, so choose the effect that fits the role and route you expect.
When should I use Adrenaline?
Use Adrenaline when a short burst of acceleration and cornering speed can help you cover the last stretch or escape a tight route.
When is Banana Peel useful?
Place Banana Peel along a Runner's likely path. Contact trips the opponent and gives you a short opening for the next knife hit.



