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Core problem: make Shape Jump actually usable - move unseen, appear on a target, and not get stuck glowing in a lit street or locked out of the ability when a group swarms you. The three ability slots exist to break the jump's two rules: you can only enter/exit in darkness, and never while a civilian has line of sight or stands too close.

1The Loadout Most Players Run

Always on (not slots): Killer Sense + Shape Jump. The default trio that covers information, manufactured darkness, and a panic button:

Slot 1
Reality Tear
Forces an enter or exit even in light or in someone's face, staggers nearby people, and can pull you out of a downed pile-on. Long cooldown (~2-4 min) - spend it on real players, not NPCs.
Slot 2
Blackout
Kills lights so the jump is legal. Inside it closes doors; outside it unlocks them. Also shuts exit gates briefly, kills car/bike power, and drains flashlight batteries.
Slot 3
Detection Pulse
The "radar" - shows occupied buildings and nearby people. Fire it, then Shape Jump and cover ground while the info is live.
Later Swaps
Evil Presence / Shape Mines
At Level 40 many swap Pulse or Blackout for Evil Presence (Pulse + Tear + Evil Presence is a posted "you won't lose" setup). Shape Mines (Level 60) for trap play on escapes and house doors.
Weapon: Kitchen Knife or Hatchet early. Wood Axe once you have it for doors and vehicles. Pickaxe later if you live in houses and cars.

2How Players Actually Use This Kit

Slot 3 Decision Points

SituationTake ThisWhy
Learning maps / losing people in housesDetection PulseInfo beats an extra fight tool
Groups keep stacking meleeEvil Presence (Lv40)Buffs you, debuffs them in the brawl
Know the houses, want trapsShape Mines (Lv60)Escapes, house doors, Loomis-call paths
Lights and cars are the whole matchBlackoutManufactures the darkness Shape Jump needs
Only starter abilitiesTear + Blackout + PulseThe only trio that covers jump rules from minute one

Common Mistakes

What Good Shape Jump Looks Like

The loop: break the power box - house goes dark - enter jump from the side yard - phase a window or fence - Dash the last few feet onto the stalked target - exit only in a dark corner, not on the sidewalk under a lamp. If the room is still lit or watched, Blackout first or Tear to force the pop. Darkness, stalk, jump, and no fair fights until Bloodthirst is up.