Bunnies have no basic attack. Their kit is movement, stealth, charge management, protection, items, and an equipped active/passive gear loadout.

PackageCalculatedIn-game text

Current values

Values are shown exactly where the installed build exposes them. Unknown runtime behavior stays unknown.

Walk speed
3.4 m/s
baseline Bunny pacePackage
Sprint speed
6.8 m/s
twice walking paceCalculated
Charge
100 max
spent by movement and active actionsPackage
Protection
3 Life Gears
three damage buffersIn-game text
Madness
100 max
shared Bunny meterPackage
Attack speed
None
Bunnies use tools and gearPackage

Bunny abilities

Base abilities are separated from the active and passive gear selected in a loadout.

Core movement

Sprint

Doubles configured movement speed while sprinting. Noise and charge management make it an escape tool rather than a permanent travel mode.

  • 2× walking pace
  • 6.8 m/s sprint
Core stealth

Play Dead

Feigns shutdown among inert Bunny puppets. Movement gives the disguise away; current Hunter tools can still check or catch a convincing target.

  • No cooldown stat exposed
Core resource

Wind-up / Charge

Enter the winding position so a teammate can restore your charge using one of their keys. Inserting a key into your own back is optional: it lets teammates wind you without using their own key and frees four inventory slots, but reveals that you are alive while playing dead. Entering the winding position makes a distinctive sound.

  • 100 maximum
  • Back key frees 4 inventory slots
  • Winding position is audible
Core defence

Life Gear

Three protective gears buffer Hunter damage. Once protection reaches zero, the Hunter can execute the Bunny.

  • 3 removable gears
  • 4 internal states: 3 → 0