Power-ups
Power-ups are glowing objects the Drowned sometimes drop when they die. Walk over them to pick them up: their effect benefits the whole squad (except the Gatling, which goes to whoever picks it up) and a voice announces it.
| Name | Description | Duration |
|---|---|---|
| Max Ammo | Refills all of the team’s ammo and grenades. | Instant |
| Insta-Kill | Every hit kills for 30s. | 30 s |
| Double Points | Points earned x2 for 30s. | 30 s |
| Kaboom | Kills every zombie (+400 points). | Instant |
| Carpenter | Rebuilds every barrier (+200 points). | Instant |
| Fire Sale | The Mystery Box costs 10 points and appears everywhere. | 30 s |
| Gatling | A devastating rotary machine gun for 30s. | 30 s |
| Bonus Points | Free points for the team. | Instant |
| Mystery Elixir | A free perk for everyone. | Instant |
When a power-up drops
- Each regular Drowned or Ankou hound killed by a player has a 2.2% chance to drop a power-up.
- 4 power-ups per round at most: past that, nothing more drops until the next round.
- Drowned killed by a trap or a Kaboom drop nothing.
- The Diver always drops a power-up, on top of the round’s limit.
- The last hound of a hound round always drops a Max Ammo, also on top of the limit.
- Difficulty: odds ×0.75 on Realistic, ×0.5 on Easy, ×1.5 on Discovery (see Rounds and difficulty).
A power-up dropped behind a barrier is placed on the inside, where you can reach it.
Picking up a power-up
- A power-up stays on the ground for 26 seconds; it blinks during the last 6 seconds, then vanishes.
- Just walk over it, standing: a downed player can’t pick one up.
- Timed power-ups (Insta-Kill, Double Points, Fire Sale, Gatling) last 30 seconds. Picking up a second identical one during the effect resets the timer to 30 seconds; it doesn’t add up.
The draw cycle
Power-ups are not rolled at random one by one: they come out of a shuffled deck that holds:
| Power-up | Copies per deck |
|---|---|
| Max Ammo, Insta-Kill, Double Points | 3 each |
| Kaboom, Carpenter | 2 each |
| Fire Sale, Gatling, Bonus Points | 1 each |
| Mystery Elixir | 1 in 40% of decks |
When the deck runs out, a new one is shuffled. As a result:
- after seeing 3 Double Points go by, you have to wait for the next deck to see another;
- the Gatling and the Fire Sale come out about once every 16 power-ups, the Mystery Elixir much more rarely.
A power-up that would be useless is skipped: no Fire Sale during a Fire Sale (nor on a map where the box has only one spot), no Mystery Elixir if nobody can receive a perk anymore.
Effects in detail
Max Ammo
Fills the magazines and reserves of every weapon and the grenades of each player, standing or downed.
Insta-Kill
For 30 seconds, every hit kills a regular Drowned or a hound outright, whatever the round. Divers, special creatures and bosses take their normal damage.
Double Points
For 30 seconds, all points earned by the squad are doubled (see Points).
Kaboom
An explosion kills every regular Drowned, hound and rat in play (not Divers or bosses). Each player earns 400 points, but the victims give no kill points and drop no power-ups. The Drowned killed count toward the round.
Carpenter
Every barrier is rebuilt, and each player earns 200 points.
Fire Sale
For 30 seconds, the Mystery Box costs 10 points and a temporary box appears at every spot on the map (see The Mystery Box).
Gatling
Whoever picks it up gets a rotary machine gun for 30 seconds, with 999 rounds and no reloading. It temporarily replaces the weapon in your hands, which you get back afterward; if you go down, it disappears. Switching weapons (weapon key or scroll wheel) stows it right away, without waiting for the 30 seconds to run out.
Bonus Points
Each player receives between 50 and 500 points (in steps of 10).
Mystery Elixir
Each standing player receives a free perk picked at random among the map’s perks they don’t have, even beyond the perk limit.
Gumballs that affect power-ups
- Morgane’s Hourglass: for one round, power-ups stay twice as long on the ground and last twice as long.
- Fishing Net: for 4 rounds, the Drowned drop far more power-ups, with no per-round limit.
- Pocket Kaboom, Double Down, Eager Carpenter, Smuggler’s Stash, Express Fire Sale, Barrage, Infernal Machine, Stroke of Luck, Starfall: spawn power-ups on demand.
Tips
- Don’t grab a Kaboom or a Carpenter right away at the end of a round: wait until the horde is large, or until Double Points drops.
- An Insta-Kill is the time to pull out the knife (130 points per kill, 260 with Double Points).
- A power-up on the ground doesn’t vanish at the end of the round: it keeps its 26 seconds. You can kill the last Drowned, then pick it up during the break.
- The Gatling is ideal for a hound round or for breaking out of an encirclement.
Checked against the game on November 6, 2026