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.
