Equipment

Check Abilities, Bats, and Auras

Open the tab that matches the reward, read the live card, and confirm the selection before the round. Owning an item is not the same as equipping it.

Check Abilities, Bats, and Auras

Open the tab that matches the reward, read the live card, and confirm the selection before the round. Owning an item is not the same as equipping it.

Inventory has three tabs: Abilities, Bats, and Auras. A new reward and your active loadout are different checks. Receiving a bat does not change your ability, and owning an ability does not mean it is the one selected.

Ask the tab a specific question

Tab Question
Abilities Which ability is selected, and is it active or passive?
Bats Which bat did the reward panel name, and which one is selected?
Auras What does this item's own description say?

Start in the relevant tab. A crate result that names a bat belongs in Bats, not in Abilities. For Auras, read the current item description before you assign a benefit. The tab name alone does not establish a damage bonus, a movement effect, or a special way to obtain one. No aura names or stat effects were published.

Ability names you can look up

Visible ability names include Caveman Carry, Decoy, Launcher, Hook, Snatcher, Thunder, Blaze, Frost, and Killstreak. Treat the list as names to find in the menu, not as a complete effect guide.

Only two behaviors were described in enough detail to plan around:

  • Launcher is passive. It displaces a knocked-out body. Watch where the body lands. Do not expect an active button to trigger it.
  • Thunder is active. It charges, then stuns nearby foes. The desktop HUD can show F. A September 2026 card listed a 20-second cooldown; recheck the live card.

Do not assign a stun, a pull, or a damage bonus to the other names because the icon suggests one. Read the live card for cost and parameters. An older price or a familiar name is not enough to decide that today's offer is the one you meant.

A short check before you play

After a crate or wheel result, note the confirmed name and any saved-to-collection notice. Open the matching tab. Then use the selection controls on screen. Follow the UI wording rather than expecting one equip-button layout on every device.

If you cannot find the item, recheck the result and the tab first. Buying another roll does not solve a wrong-tab search.

Choose the bat and ability you intend to use, read the relevant effect, and connect that choice to your first task. A passive displacement ability needs pickup awareness. An active charging ability needs readiness and a follow-up. If you enter with the wrong behavior, use the next lobby to recheck the selection before you call every surprise a combat bug.

Once the round starts, a carrier who needs cover or a jail that needs repair is a concrete job you can do with the setup you have.

FAQ

Frequently Asked Questions

Does knocking someone down put them in jail?

No. Collect the downed opponent with the Carry prompt and deliver them to your team's jail. A Lights Out notice is only the knockout.

How do I get out of jail?

Punch one bar section, watch its health, and work with other prisoners or an outside ally. Leave through the opening toward support. No key or secret tunnel was documented.

Are there working codes for Kidnap And Jail?

No code string has been confirmed for this experience. Codes for other RoDark Studios games do not belong here, and a redemption button inside this game has not been documented.

Are matches always 20 versus 20?

The experience allows up to 40 players in a server. That is not a fixed team size. Read the players in your current round.

Are gold coins and green cash the same?

No. They are separate displays. A September 2026 example showed gold and green cash rewards on different notices. Match the price icon to the correct balance.

Are hunter and defender classes?

No. They are jobs you can switch during a round: hunt, carry, escort, defend, or rescue. There is no class-select screen for them.