All Items Guide —Violence District
Last updated: June 21, 2026
How Items Work in Matches
Survivor items in Violence District are single-use or limited-charge tools you bring into a trial through the loadout screen before queueing. Unlike perks—which persist for the entire match and recharge on cooldown—items are consumed when used. You typically carry one item slot alongside three perk slots, so every choice is a trade: offensive utility, information, or sustain.
Items spawn from chests scattered across each map in addition to your pre-selected loadout piece. Chest contents vary by map density and match phase, but Flashlights, Bandages, and Motion Trackers appear frequently enough that scavenging can replace a spent item if you know chest locations. Emblems and Screws unlock items permanently in the lobby store; prices range from one hundred Screws for a Flashlight to three hundred for premium options like Adrenaline Shot.
Using an item requires opening your inventory with Tab on PC or the equivalent on console and mobile, then activating with the interact key while aiming where relevant. Flashlight and Motion Tracker need directional awareness; Bandage channels in place for three seconds. You cannot item-use while being chased at full killer speed without risking interruption—plan usage during chase breaks or while hidden.
Core Item Tier Overview
Bandage sits at the top of nearly every tier list because it heals fifty hit points over three seconds with no teammate required. Fifty HP is exactly one survivor hit from injured back to healthy in standard damage rules, making Bandage the difference between continuing a generator and becoming one-hit down. Cost is one hundred fifty Screws and the item belongs in default loadouts until you have a specialized role.
Flashlight costs one hundred Screws and stuns the killer for approximately two seconds when you land a sustained beam on their vision cone. The stun interrupts attacks, breaks carries in some situations, and enables pallet follow-ups. Skill expression is high: aim matters, and wasting battery on long-range flicks drains charges without value.
Motion Tracker costs two hundred Screws and pulses when killers enter detection range, revealing proximity through audio beeps and visual feedback. It does not show exact killer location like a wallhack—think proximity alarm. Best used while repairing or unhooking to decide whether to commit or leave.
Secondary items—Adrenaline Shot for fifteen-second speed bursts, Shadow Clone decoys, Parrying Dagger blocks—fill niche roles. New players should master the big three before investing Emblems or Screws into situational tools that require matchup knowledge.
Loadout Pairing with Perks
Items complement perks; they do not replace them. A looping build with Flow State and Quick Recovery still wants Bandage because perks do not restore health. A gen rush build pairs Motion Tracker with Heads Up to leave generators before the killer rounds a corner. A rescue-focused squad member pairs Flashlight with perks like Great Collapse for speed after pallet stuns.
Avoid double-stacking redundant effects. Bringing Bandage while running No Pain No Gain and full heal perks wastes a slot unless you expect multiple hits per chase. Similarly, Motion Tracker overlaps partially with Heads Up audio cues—choose one information source if perk slots are tight and use the item slot for sustain instead.
Store purchases are permanent unlocks; you select owned items freely each lobby. Grind Screws through survivor escapes and killer wins. Prioritize Bandage first, then Flashlight or Motion Tracker based on whether you die to chases or ambushes more often. Check our Items Tier List for community-ranked ordering after each patch.
Chest Economy and Team Roles
Chests respawn or remain static depending on map design—Memorize three chest routes per map you queue regularly. After spending your loadout Bandage mid-match, route toward a chest during killer chase downtime elsewhere on the map. Communicate item finds in squad voice: a teammate with spare Flashlight while you are on hooks can win a rescue window.
Assign item roles in five-stacks: one Flashlight holder for saves, one Motion Tracker for gen safety callouts, everyone else Bandage unless someone mains looper and expects constant injury. Public lobbies cannot enforce this, so default self-sufficient Bandage remains the highest win-rate solo choice.
Items interact with killer kits differently. The Cure Silenced debuff disables perks but not items—Bandage during Silenced windows still works. Flashlight versus stealth killers like The Hidden requires visual confirmation, not just tracker beeps. Adapt loadouts in private test lobbies before spending Screws on expensive items you rarely activate.
Frequently Asked Questions
How many items can I bring into a match?
One item from your owned inventory per survivor loadout, plus whatever you loot from chests during the trial.
Do items persist after death?
No. Items are match consumables. If you die with unused charges, they are lost—spend them when they create value for the team.
Which item should I buy first with Screws?
Bandage. Fifty HP self-heal fixes the most common failure state for new survivors: staying injured after a chase.
Can killers destroy items?
Killers cannot delete inventory items directly, but hitting you during Bandage channel cancels the heal. Stow items before re-entering chase range.