Active and passive items
A passive purchase changes what happens during actions you already take; an active adds a button you must use at the right moment. Neither type is automatically simpler or stronger. The useful question is whether the trigger fits your actual combat routine.
Give each active a purpose
Bind the item where you can reach it while aiming and decide what event should prompt the press. Practise a save, catch or escape against that event. An expensive defensive item left unused until after the disable has arrived provides little of its intended value.
Read passive conditions too
A passive can still require buildup, a headshot, a health threshold or a particular damage type. Check that your normal attacks satisfy the condition before purchasing. The label does not mean the effect is always on or that it works against every target.
Data and APIAPI
identity
- id
- mechanic_active_and_passive_items
- slug
- active-and-passive-items
- category
- items
- flowStage
- shopping
- aliases
- active items, passive items, active item slots, Z X C V, usable items, item abilities, item actives, active item keybinds, how to use items, which items are active, активные предметы, пассивные предметы, активки, предметы-способности
- sourcePath
- manual:mechanics/active-and-passive-items
- updatedAt
- 2026-09-20T22:00:00.000Z