Is this Carnival Hunt tier list final?
No — Early Access meta is subject to change weekly. Treat S/A/B/C as directional bands until Beer Night stabilizes balance and ships the second killer.

Carnival Hunt tier list: S/A/B/C bunny gear rankings, Magician counter loadouts, monster matchups, and EA meta picks — subject to change until killer two ships.
EA gear tiers — modifier, passive, and ability loadouts for bunny builds.
Carnival Hunt Early Access meta is young — Beer Night ships balance patches, new recipes, and a second killer still TBA. This Carnival Hunt tier list ranks lobby gears (Active, Passive, Skill) and Magician hunter loadouts in S / A / B / C bands so you can queue with a plan instead of guessing from chat fragments.
Rows tie to the full gears database, bunnies guide, and Magician counters. Tier cells render as color badges in tables below. Every band is subject to change until EA stabilizes — verify on Discord patch days before hard-committing rare craft mats. Verified July 23, 2026 · Steam.
If you searched carnival hunt tier list gears, start with bunny passive and active tables, then monster matchups — item consumables can bump effective tiers without changing lobby crafts.
| Tier | Meaning | EA example |
|---|---|---|
| S | Default pick most squads should craft first | Soft Paws · Dash · Impostor Tamer |
| A | Strong with one map or role tradeoff | High Jump · Cheerleading · Lucky Charge |
| B | Situational — agree squad role first | Large Pockets · Sacrifice (Panic) · Collector |
| C | Low priority until S/A slots filled | Duplicate mobility · niche Ex-Con builds |
Beer Night does not publish DPS spreadsheets for Carnival Hunt gears. Bands score noise control, charge economy, objective throughput, and Magician counterplay from official gear posts, in-game tutorial mechanics, and consistent squad extract reports — not datamined numbers.

Sources: Steam store, Beer Night Studio gear overview, EA recipe tables on the gears page, and community testing in the first weeks after July 2026 launch. Any row that conflicts across two verified sources drops to B-tier until a patch confirms.
Large Pockets climbs toward A-tier when your squad designates a key mule on sprawling maps. High Jump jumps to S-tier on ferris wheel / cannon wings where vertical shortcuts save keys. Read loadout tables with your wing layout, not only generic rankings.
Only Magician is fully documented at EA launch; the unnamed second monster will add new counter-gears. Treat monster-side S-tier as Magician-focused until Beer Night reveals kit two.
In-match Skill crafts can mimic lobby actives — a mid-run panic cog does not change Dash's S-tier lobby ranking, but it can free your active slot for a support passive. Extract rare recipes through the Grand Door before assuming a skill craft replaces a ranked lobby pick. Cross-link every craft to the gears database after patches.
Consumables from the items guide — smoke carrots, fireworks, marbles — let B-tier passives perform like A-tier in specific Magician fights. Tier the loadout first, then add one utility item role per bunny so mats are not wasted on duplicate smokes.
Active gears bind to a hotkey and enter cooldown after use. Official bunny tutorials prioritize mobility actives because charge starvation kills more bunnies than raw sprint speed — especially when the Magician commits to hat-trick teleports.

| Gear | Tier | Why (EA) | Best on |
|---|---|---|---|
| S | Directional burst breaks grab lines and possum breaks | Open wings · hat-trick cross-map | |
| Sacrifice (Panic) | A | Manual panic spike + hole escape — high skill ceiling | Clutch players · endgame door |
| A | Vertical skip on ferris/cannon wings — map-dependent | Multi-floor shortcuts · maps | |
| Unlisted active variants | B | Recipe list still expanding in EA | Verify on gears after patches |
Dash sits S-tier in most Carnival Hunt tier list discussions because it solves the two most common death states: committed grab lines after objective noise and breaking play dead without eating a free hit. Cooldown discipline matters — burning Dash on first chase noise is C-tier play even if the gear is S-tier on paper.
Promote High Jump to S-tier when your seed spawns ferris wheel or cannon objectives early. Keep it A-tier on flat door-panel floors where Soft Paws passives outperform another vertical tool. Pair with a winder who holds keys at the landing zone.
Panic actives reward players who can aim skill-check breaks after intentional panic triggers. Random panic in center hub is B-tier at best — noise plus charge loss feeds the monster free information on proximity chat.
Passive gears shape noise footprint, inventory, and team buffs without a button press. EA possum meta elevates stealth passives; objective rush stacks elevate team buffs.
| Gear | Tier | Why (EA) | Synergy |
|---|---|---|---|
| S | Quieter movement — core stealth stat | Play dead · low-volume voice | |
| Impostor-Seeker | S | Safer possum piles vs Magician fakes | Fireworks backup · items |
| A | Team charge/morale support on objectives | Group wind-up on striker/coaster | |
| A | Key mule capacity — role-dependent | Loot routes · Jack candy banking | |
| Ex-Con | B | Defensive passive in recipe tables | Alternative when Soft Paws unavailable |
| Modifier Speed/Endurance | B | Stackable stat tweaks — min-max only | Charge decay tuning · craft grind |
Soft Paws is the default S-tier passive for squads running possum baits and whisper callouts. Movement noise still exists — keys and dropped objective gears ping the hunt — but every decibel saved matters when the monster rotates after an objective completion.
Pick Cheerleading when three bunnies rotate keys on high striker or roller coaster (A-tier team stack). Pick Large Pockets when one bunny farms dead-bunny keys across wings (A-tier mule role). Running both without a mobility active is B-tier loadout balance.
Magician Imposters punish lazy possum piles. Impostor-Seeker shares S-tier with Soft Paws in current matchup tables — not because it wins chases alone, but because it reduces fake-body wipes that cost two Life Gears and a key wind-up.
Hunters craft passive gears in the same lobby pipeline as bunnies. Early EA rankings skew toward key economy and impostor control because bunnies stall with play dead and spread wind-up noise.
| Gear | Side | Tier | Why (EA Magician) |
|---|---|---|---|
| Monster | S | Stacks with base Imposters — punishes possum piles | |
| Monster | S | Softens inspection tax from dead-bunny searches | |
| Monster | A | Rewards downs when possum baits fail | |
| Mind-Breaker | Monster | B | Madness pressure — ticket-man routes |
| Warden | Monster | B | Area control — map-dependent |
Most Magician mains run Impostor Tamer and Lucky Charge as the S-tier duo: fake bodies beside real possum bunnies, then recover charge after long pile inspections. Without Lucky Charge, bunnies win the economy war when they force three searches per floor.
Collector sits A-tier against squads that loot wings instead of progressing objectives — common in pub queues. Downgrade to B-tier when facing coordinated five-stacks that never overextend for chests.
All monster Carnival Hunt tier list rows above assume Magician. Revisit this section when Beer Night reveals killer two — area-control passives may climb if the new hunt kit ignores impostors.
Tier bands mean little if your squad plays into the killer's strengths. Matchup rows below assume one Magician and five bunnies on a procedural map.
| Situation | Bunny tier shift | Monster tier shift | Play tip |
|---|---|---|---|
| Hat trick cross-map | Dash → S | Lucky Charge → S | Spread wind-ups — never triple-stack one key use |
| Possum pile baits | Soft Paws + Impostor-Seeker → S | Impostor Tamer → S | Firework impostors before committing possum |
| Ferris / cannon wings | High Jump → S | Collector → B | Vertical extract before endgame timer |
| Open hub objective noise | Cheerleading → A | Mind-Breaker → B | Whisper on proximity chat |
| Endgame lost hat | Panic active → A | Lucky Charge → S | Radar diamond icon — one bunny only escapes via hat |
When the hunt drops invisible, S-tier bunny play is stop making noise — not sprinting. Soft Paws plus disciplined voice wins more than raw Dash if you burn mobility on a false audio cue. Ping last known wing; resume wind-ups only after charge confirm.
Cards punish predictable routes. A-tier squads pre-call zipline and coaster timing so Dash breaks happen on purpose, not panic. Hunter Impostor Tamer rewards you for inspecting piles — mix real corpses with one possum bait per floor, not five fakes in one room.
Smoke carrots, marbles, and fireworks from the items guide can bump Impostor-Seeker effectiveness without changing lobby gear tier. A B-tier passive loadout with good consumables beats S-tier passives with zero utility items.
Copy roles, not identical kits — five duplicate Dash / Soft Paws stacks waste craft mats and overlap cooldowns. Use this Carnival Hunt tier list as a roster template before queue.
| Role | Active | Passive | Tier band |
|---|---|---|---|
| Scout / possum bait | Dash | Soft Paws | S + S |
| Objective lead | High Jump | Cheerleading | A + A |
| Key mule | Dash | Large Pockets | S + A |
| Impostor check | Sacrifice (Panic) | Impostor-Seeker | A + S |
| Magician main (hunter) | — | Impostor Tamer + Lucky Charge | S + S |
At minimum one S-tier noise passive (Soft Paws), one S-tier mobility active (Dash), and one A-tier team buff (Cheerleading) before pub queue. Assign possum bait and key mule in lobby voice — not mid-chase.
Pub squads with zero voice discipline should prioritize Cheerleading over a second Dash — charge starvation from uncoordinated wind-ups loses more matches than missing a cooldown. Read proximity chat before copying tournament-style S-tier stealth stacks.
No — Early Access meta is subject to change weekly. Treat S/A/B/C as directional bands until Beer Night stabilizes balance and ships the second killer.
Current EA consensus: S-tier Soft Paws, Dash, and Impostor-Seeker for Magician lobbies. Map layout can promote High Jump to S-tier.
Magician: Impostor Tamer + Lucky Charge (S-tier pair). Collector is A-tier vs greedy looters.
Lobby gears persist as loadouts; floor items are consumables. Both shift matchups — see items.
Gears database lists Active, Passive, Skill types, recipes, and crafting mats — this tier list ranks priority only.
Yes — S-tier stealth gears assume whisper discipline. Loud squads should run Cheerleading and objective rush instead of triple possum baits. Proximity chat
After every EA balance patch — cooldown, noise, and recipe cost tweaks move gears one band overnight. Watch Discord patch threads the same day Beer Night posts notes.
Matched by build plan, shared topics, and guide progression — not random related links.