Hunt: Showdown

Hunt: Showdown

29 ratings
Melee'ers Guide to Paradise
By PsychoDriveBy
In this guide, I will cover the minimum amount of swings you get with each weapon type before becoming exhausted, as well as the minimum amount of swings to kill the different creatures, and doors, in this game. As of 4/8/2023, I am updating the guide with Consumables, Perks and Tools that are useful to a melee build. This guide was inspired by Rachta Z's Hunt in Numbers guide, which lead me to watch his content on YouTube and Twitch. Please be patient as I update the guide to the full set of information.
   
Award
Favorite
Favorited
Unfavorite
Door Data
Monster
# of Swings to Kill
Single Door/Barricade Door
2 Heavy Swings with Axe, Hammer, Bomb Lance
3 Heavy Swings with Shovel
4 Light Swings Katana
3 Heavy Swings and a single Light Swing with Hatchet Variant Weapons
5 Heavy Swings with Heavy Knife
6 Light Swings with Knuckle-Knife
6 Heavy Swings with Gun with a Stock
10 Light Swings with Dusters
10 Heavy Bayonets/Ripostes, Swings with a Cavalry Saber, Gun w/out Stock
Double Door/Slide Gate
2 Heavy Swings with Bomb Lance
4 Heavy Swings with Shovel
5 Light Swings with Katana
5 Heavy Swings with Hatchet Variant Weapons
6 Heavy Swings with Heavy Knife
8 Light Swings with Knuckle-Knife
14 Light Swings with Dusters
14 Heavy Swings with Gun w/out Stock
Monster Data
Monster
# of Swings to Kill
Armored
2 Light Swings with Katana (1 more stamina than Katana Heavy Stab)
1 Heavy Swing with Bomb Lance, Katana Stab/Martialist Swing
2 Heavy Bayonets/Ripostes, Swings with Hatchet Variant Weapon
2 Heavy Swings and a single Light Swing with Heavy Knife, Baseball Bat
2 Heavy Swings and 2 Light Swings with Knuckle-Knife
3 Heavy Swings with a Knife
4 Heavy Swings with Dusters, or Duster Variant Weapon.
5 Light Swings with Dusters, or Duster Variant Weapon, includes Knuckle-Knife
6 Heavy Swings with Gun with a Stock
10 Light Swings with Dusters
10 Heavy Swings with Gun w/out Stock
11 Heavy Punches
22 Light Punches
Armored Concertina
1 Heavy Stab With Katana and a single Light Swing
2 Heavy Swings with Bomb Lance
3 Heavy Bayonets/Ripostes, Swings with Hatchet Variant Weapon, Baseball Bat
4 Heavy Swings with Knife, Heavy Knife
Assassin
*Minimum swings with enrage phases included.
8 Heavy Swings with Sledgehammer
Butcher
*Minimum swings with enrage phases included.
10 Heavy Swings with Sledgehammer
8 Heavy Swings with Axe, Bomb Lance
Grunt
1 Light Swing with a Heavy Knife, Baseball Bat, Hatchet Variant Weapon, Katana
1 Heavy Bayonet/Riposte, Swing with a Dusters, Knife, Knuckle-Knife, Obrez Mace
1 Heavy Swing and 1 Light Swing combined with Gun with a Stock to kill a Grunt
2 Light Swings with Obrez Mace, Knuckle-Knife
3 Light Swings with Dusters
3 Heavy Swings with Gun w/out Stock
3 Heavy Punches
5 Light Punches
Hellhound
1 Light Swing with Baseball Bat, Bomb Lance, Hatchet Variant Weapon, Katana
1 Heavy Bayonet/Riposte, Swing with Knife, Heavy Knife, Obrez Mace
2 Heavy Swings with Gun with a Stock, Knuckle-Knife
3 Heavy Swings with Gun w/out Stock
3 Heavy Punches
6 Light Punches
Hive
1 Light Swing with Heavy Knife, Cavalry Saber, Machete, Baseball Bat, Bomb Lance, Katana, Hatchet Variant Weapon
1 Heavy Bayonet/Riposte, Swing with Dusters, Obrez Mace
2 Heavy Swings with Gun with a Stock
2 Heavy Swings with Gun w/out Stock
3 Heavy Punches
5 Light Punches
Immolator
1 Heavy Stab with Katana
2 Light Swings with Katana (1 more stamina than Katana Heavy Stab)
1 Heavy Swing and a single Light Swing with Baseball Bat
2 Heavy Swings and a single Light Swing with Hatchet Variant Weapon
3 Heavy Swings with Dusters, or Duster Variant Weapon
4 Light Swings with Dusters, or Duster Variant Weapon, includes Knuckle-Knife.
4 Heavy Swings with Gun with a Stock
7 Heavy Swings with Pistols
8 Light Swings with Gun with a Stock, Bayonet Variant Weapons
Meathead
6 Heavy Bomb Lance
8 Heavy Stabs Katana
11 Heavy Attacks with Bayonets, Riposte, and Heavy Swings with Baseball Bat
Rotjaw
*Minimum swings with enrage phases included.
6 Heavy Bomb Lance Swings
Scrapbeak
*Minimum swings with enrage phases included.
8 Heavy Stabs Katana
12 Heavy Bayonets/Ripostes, Heavy Cavalry Saber Swings, Pitchfork Heavy Swings
Spider
*Minimum swings with enrage phases included.
7 Heavy Swings with Axe
8 Heavy Swings with Sledgehammer
Waterdevil
1 Heavy Swing with Axe, Bomb Lance, Sledgehammer, Katana
1 Heavy Swing and a single Light Swing with Baseball Bat
2 Light Swings with Katana (1 more stamina than Heavy Stab)
2 Light Swings with Axe, Sledgehammer
2 Heavy Bayonets/Ripostes, Swings with Hatchet Variant Weapon
3 Heavy Swings with Gun with a Stock
8 Heavy Swings with Gun w/out Stock
9 Heavy Punches
17 Light Punches
Weapon Data (Part 1)
The section below covers the maximum amount of swings it take before exhaustion, as well as if a weapon has a unique melee from the base version of the weapon variant.
Weapon
# of Heavy Swings
# of Light Swings
Unique Melee
Baseball Bat
9 Heavy Melees
15 Light Melees
Berthier Mle 1892
4 Heavy Melees
7 Light Melees
Berthier Mle 1892 Deadeye
4 Heavy Melees
7 Light Melees
Berthier Mle 1892 Riposte
4 Heavy Melees
7 Light Melees
YES
Berthier Mle 1892 Marksman
4 Heavy Melees
7 Light Melees
Bomb Lance
2 Heavy Melees
10 Light Melees
Bornheim No. 3
5 Heavy Melees
10 Light Melees
Bornheim No. 3 Match
4 Heavy Melees
7 Light Melees
Bornheim No. 3 Silencer
5 Heavy Melees
10 Light Melees
Bornheim No. 3 Extended
5 Heavy Melees
10 Light Melees
Caldwell 92 New Army
5 Heavy Melees
10 Light Melees
Caldwell 92 New Army Swift
5 Heavy Melees
10 Light Melees
Caldwell Conversion Pistol
5 Heavy Melees
10 Light Melees
Caldwell Conversion Chain Pistol
5 Heavy Melees
10 Light Melees
Caldwell Conversion Uppercut
5 Heavy Melees
10 Light Melees
Caldwell Conversion Uppercut Precision
4 Heavy Melees
7 Light Melees
Caldwell Conversion Uppercut Precision Deadeye
4 Heavy Melees
7 Light Melees
Caldwell Pax
5 Heavy Melees
10 Light Melees
Caldwell Pax Claw
4 Heavy Melees
5 Light Melees
YES
Caldwell Pax Trueshot
5 Heavy Melees
10 Light Melees
Caldwell Rival 78
4 Heavy Melees
7 Light Melees
Caldwell Rival 78 Handcannon
5 Heavy Melees
10 Light Melees
Cavalry Saber
6 Heavy Melees
10 Light Melees
Combat Axe (Bought)
4 Heavy Melees
6 Light Melees
Crown & King Auto-5
4 Heavy Melees
7 Light Melees
Dolch 96
5 Heavy Melees
10 Light Melees
Dolch 96 Precision
4 Heavy Melees
7 Light Melees
Dolch 96 Claw
4 Heavy Melees
5 Light Melees
YES
Dolch 96 Deadeye
5 Heavy Melees
10 Light Melees
Drilling
4 Heavy Melees
7 Light Melees
Drilling Handcannon
5 Heavy Melees
10 Light Melees
Drilling Hatchet
4 Heavy Melees
10 Light Melees
YES
Hand Crossbow
10 Heavy Melees
20 Light Melees
Crossbow
4 Heavy Melees
7 Light Melees
Hunting Bow
(4 Hundred Hands) 5 Heavy Melees
10 Light Melees
Hundred Hands Perk
Katana
4 Heavy Melees
6 Light Melees
Martialist Perk
Lebel 1886
4 Heavy Melees
7 Light Melees
Lebel 1886 Aperture
4 Heavy Melees
7 Light Melees
Lebel 1886 Talon
3 Heavy Melees
7 Light Melees
YES
Lebel 1886 Marksman
4 Heavy Melees
7 Light Melees
Weapon Data (Part 2)
The section below covers the maximum amount of swings it take before exhaustion, as well as if a weapon has a unique melee from the base version of the weapon variant.
Weapon
# of Heavy Swings
# of Light Swings
Unique Melee
LeMat Mark II
5 Heavy Melees
10 Light Melees
LeMat Mark II Carbine
4 Heavy Melees
7 Light Melees
LeMat Mark II UpperMat
5 Heavy Melees
10 Light Melees
LeMat Mark II Carbine Marksman
4 Heavy Melees
7 Light Melees
Machete
5 Heavy Melees
10 Light Melees
Martini-Henry IC1
4 Heavy Melees
7 Light Melees
Martini-Henry IC1 Deadeye
4 Heavy Melees
7 Light Melees
Martini-Henry IC1 Riposte
4 Heavy Melees
7 Light Melees
YES
Martini-Henry IC1 Marksman
4 Heavy Melees
7 Light Melees
Martini-Henry IC1 Ironside
4 Heavy Melees
7 Light Melees
Mosin-Nagant M1891
4 Heavy Melees
7 Light Melees
Mosin-Nagant M1891 Obrez
4 Heavy Melees
10 Light Melees
Mosin-Nagant M1891 Bayonet
4 Heavy Melees
7 Light Melees
YES
Mosin-Nagant M1891 Obrez Mace
4 Heavy Melees
7 Light Melees
YES
Mosin-Nagant M1891 Sniper
4 Heavy Melees
7 Light Melees
Mosin-Nagant M1891 Obrez Drum
4 Heavy Melees
10 Light Melees
Mosin-Nagant M1891 Avtomat
4 Heavy Melees
7 Light Melees
Nagant M1895
5 Heavy Melees
10 Light Melees
Nagant M1895 Precision
4 Heavy Melees
7 Light Melees
Nagant M1895 Silencer
5 Heavy Melees
10 Light Melees
Nagant M1895 Deadeye
4 Heavy Melees
7 Light Melees
Nagant M1895 Officer
5 Heavy Melees
10 Light Melees
Nagant M1895 Officer Brawler
7 Heavy Melees
15 Light Melees
YES
Nagant M1895 Officer Carbine
4 Heavy Melees
7 Light Melees
Nagant M1895 Officer Carbine Deadeye
4 Heavy Melees
7 Light Melees
Nitro Express
4 Heavy Melees
7 Light Melees
Railroad Hammer
3 Heavy Melees
6 Light Melees
Romero 77
4 Heavy Melees
7 Light Melees
Romero 77 Handcannon
5 Heavy Melees
10 Light Melees
Romero 77 Talon
2 Heavy Melees
7 Light Melees
YES
Romero 77 Hatchet
4 Heavy Melees
10 Light Melees
YES
Romero 77 Alamo
4 Heavy Melees
7 Light Melees
Scottfield Model 3
5 Heavy Melees
10 Light Melees
Scottfield Model 3 Spitfire
5 Heavy Melees
10 Light Melees
Scottfield Model 3 Precision
4 Heavy Melees
7 Light Melees
Scottfield Model 3 Swift
5 Heavy Melees
10 Light Melees
Scottfield Model 3 Brawler
7 Heavy Melees
15 Light Melees
YES
Sparks LRR
4 Heavy Melees
7 Light Melees
Sparks LRR Silencer
4 Heavy Melees
7 Light Melees
Sparks LRR Sniper
4 Heavy Melees
7 Light Melees
Sparks Pistol
5 Heavy Melees
10 Light Melees
Specter 1882
4 Heavy Melees
7 Light Melees
Specter 1882 Compact
5 Heavy Melees
10 Light Melees
Specter 1882 Bayonet
4 Heavy Melees
7 Light Melees
YES
Springfield 1866
4 Heavy Melees
7 Light Melees
Springfield 1866 Marksman
4 Heavy Melees
7 Light Melees
Springfield 1866 Compact
4 Heavy Melees
10 Light Melees
Springfield 1866 Compact Striker
5 Heavy Melees
10 Light Melees
YES
Springfield 1866 Compact Deadeye
4 Heavy Melees
10 Light Melees
Springfield 1866 Bayonet
4 Heavy Melees
7 Light Melees
YES
Springfield 1892 Krag
4 Heavy Melees
7 Light Melees
Springfield 1892 Krag Bayonet
3 Heavy Melees
7 Light Melees
Yes
Springfield 1892 Krag Sniper
4 Heavy Melees
7 Light Melees
Vetterli 71 Karabiner
4 Heavy Melees
7 Light Melees
Vetterli 71 Karabiner Deadeye
4 Heavy Melees
7 Light Melees
Vetterli 71 Karabiner Marksman
4 Heavy Melees
7 Light Melees
Vetterli 71 Karabiner Bayonet
3 Heavy Melees
7 Light Melees
YES
Vetterli 71 Karabiner Silencer
4 Heavy Melees
7 Light Melees
Vetterli 71 Karabiner Cyclone
4 Heavy Melees
7 Light Melees
Winfield 1887 Terminus
4 Heavy Melees
7 Light Melees
Winfield 1887 Terminus Handcannon
4 Heavy Melees
7 Light Melees
Winfield 1893 Slate
4 Heavy Melees
7 Light Melees
Winfield 1893 Slate Riposte
4 Heavy Melees
7 Light Melees
YES
Winfield M1873
4 Heavy Melees
7 Light Melees
Winfield M1873 Aperture
4 Heavy Melees
7 Light Melees
Winfield M1873 Talon
2 Heavy Melees
7 Light Melees
YES
Winfield M1873 Swift
4 Heavy Melees
7 Light Melees
Winfield M1873 Musket Bayonet
3 Heavy Melees
7 Light Melees
YES
Weapon Data (Part 3)
The section below covers the maximum amount of swings it take before exhaustion, as well as if a weapon has a unique melee from the base version of the weapon variant.
Weapon
# of Heavy Swings
# of Light Swings
Unique Melee
Winfield M1873C
4 Heavy Melees
7 Light Melees
Winfield M1873C Silencer
4 Heavy Melees
7 Light Melees
Winfield M1873C Marksman
4 Heavy Melees
7 Light Melees
Winfield M1873C Vandal
4 Heavy Melees
10 Light Melees
Winfield M1873C Vandal Striker
5 Heavy Melees
10 Light Melees
YES
Winfield M1873C Vandal Deadeye
4 Heavy Melees
10 Light Melees
Winfield M1876 Centennial
4 Heavy Melees
7 Light Melees
Winfield M1876 Centennial Shorty
4 Heavy Melees
7 Light Melees
Winfield M1876 Centennial Sniper
4 Heavy Melees
7 Light Melees
Winfield M1876 Centennial Shorty Silencer
4 Heavy Melees
7 Light Melees
Winfield M1876 Centennial Trauma
3 Heavy Melees
7 Light Melees
YES
Knife
4 Heavy Melees
5 Light Melees
Heavy Knife
4 Heavy Melees
7 Light Melees
Dusters
10 Heavy Melees
20 Light Melees
Knuckle-Knife
6 Heavy Melees
15 Light Melees
Throwing Knives
4 Heavy Melees
10 Light Melees
Throwing Axes
2 Heavy Melees
3 Light Melees
Quad Derringer
10 Heavy Melees
20 Light Melees
Ammo Box
2 Heavy Melees
4 Light Melees
Concertina Bomb
2 Heavy Melees
4 Light Melees
Combat Axe (World)
3 Heavy Melees
6 Light Melees
Sledgehammer
2 Heavy Melees
4 Light Melees
N/A
Pitchfork
3 Heavy Melees
4 Light Melees
N/A
Shovel
4 Heavy Melees
4 Light Melees
N/A
Bear Trap
2 Heavy Melees
4 Light Melees
N/A
Punch (Default Melee)
10 Heavy Melees
20 Light Melees
N/A
Useful Consumables/Tools for a Melee'er
Consumable/Tool
Price
Reason for Usefulness
Alert Trip MInes
30 Hunt Dollars
Flare trap that can be used to alert you to an enemy pushing a location. Can be stacked together to instantly ignite a player, and can be place on a corpse and detonated to burn the corpse. This can be useful when outnumbered and enemies push multiple doorways.
Antidote Shot/Antidote Shot (Weak)
55/30 Hunt Dollars
Provides an effect for 20 minutes (10 minutes for weak) that allows you to avoid being poisoned from all methods. This gives you the advantage of completely ignoring poison effect from players and monsters.
Blank Fire Decoys
45 Hunt Dollars
A throwable that makes a random gunshot noise on impact. This can be used to draw enemies to a specific location.
Choke Bombs
25 Hunt Dollars
Special grenade that creates a smoke cloud for two minutes that has the ability to extinguish fire, and almost all fire/explosive throwables. It makes hunters that come in contact with it cough, so you could use it tactically to locate an enemy.
Concertina Bomb
48 Hunt Dollars
Barbed-wire grenade that can be used to block entrances to defend a base, or used to trap an enemy in. This can be useful to create chokepoints for your enemies.
Concertina Trip Mines
90 Hunt Dollars
Barbed-wire trap that can be used to block entrances to defend a base, or used to trap an enemy. This can be useful to create chokepoints for your enemies.
Decoy Fuses
30 Hunt Dollars
Fake explosives that can be used to stop a push, help you confuse enemies while you are pushing, or force an enemy out of their location.
Decoys
6 Hunt Dollars
A throwable that makes footstep sounds on impact. This can be used to confuse your enemies.
Dusters
30 Hunt Dollars
Heavy and light attack are blunt damage. Heavy attack can one shot enemy hunters to the head.
Flare Pistol
36 Hunt Dollars
A pistol tool that shoots flares. This can be used to blind enemies on dark maps. Direct impact shot sets enemies on fire.
Flash Bomb
25 Hunt Dollars
Grenade that does one damage and blinds enemies, explodes on impact. This can be very useful to melee push, or to counter a push happening to you.
Fusees
10 Hunt Dollars
A throwable that can be used to start fires, detonate barrels, burn enemies, and even blind them on night maps.
Heavy Knife
20 Hunt Dollars
Heavy and light attack are slash damage, both can break concertina wire. Heavy attack can one shot enemy hunters.
Knife
40 Hunt Dollars
Heavy attack is piercing damage, can one shot enemy hunters. Light attack is slash damage, can break concertina wires.
Knuckle-Knife
50 Hunt Dollars
Heavy attack is piercing damage, can one shot enemy hunters. Light attack is blunt damage.
Poison Trip Mines
30 Hunt Dollars
Poison trap that can be used to poison enemy hunters. This can be useful to disrupt the vision of a hunter that you plan to attack with melee.
Regeneration Shot/Regeneration Shot (Weak)
105/40 Hunt Dollars
Provides an effect for 10 minutes (5 minutes for weak) that allows you to regenerate health consistently. This can be very useful to help you stay aggressive in a fight.
Stamina Shot/Stamina Shot (Weak)
100/60 Hunt Dollars
Provides an effect for 10 minutes (5 minutes for weak) that keeps you from consuming stamina and sprint meter. This is probably my favorite item to bring when running melee builds.
Vitality Shot/Vitality Shot (Weak)
85/20 Hunt Dollars
Instantly heals for 150 health (75 health for weak). This can get you back in the fight the quickest way.
Throwing Axes
50 Hunt Dollars
A throwable melee item that can one shot hunters when thrown. Heavy and light attack are slash damage, both can break concertina wire.
Throwing Knives
30 Hunt Dollars
A throwable melee item that can one shot hunters when thrown.
Useful Perks for a Melee'er
Hunter Perk
Price
Reason for Usefulness
Adrenaline
1 Point(s)
Whenever your health reaches a critical level your stamina is instantly filled and sprint meter restored, when revived without Resilience you also get this boost. This perk can be useful to allow you to restore lost stamina in a fight, or allow you to get up swinging from a revive.
Assailant
2 Point(s)
Increases melee damage of throwing knives and throwing axes. This is a must for throwing builds as it allows to you to easily kill players melee'ing with your throwable tools. World spawn melee tools can now be thrown. This gives you a range option for the Axe, Pitchfork, Shovel and Sledgehammer found during a match.
Blade Seer
1 Point(s)
25m Dark Sight visibility range for bolts, arrows, throwing axes and throwing knives. This can help you find your tools when you miss.
Bulwark
2 Point(s)
Reduces explosion damage, including Bomb Lance harpoons, by 50%. This can help you survive most of the explosive types while rushing, or fleeing, during a fight.
Conduit
5 Point(s)
When you, or and ally, picks up a clue, you receive 50 health instantly and a 3 minute stamina boost. This is one of my favorite perks as it allows you to completely ignore stamina bar and sprint meter.
Dauntless
1 Point(s)
Allows you to defuse thrown explosives. This can really put a damper on a plan to rush you, or plan to stop you from rushing. Tip: Using auto-interact setting in Game Settings will allow you to hold interact key and if in range automatically defuse thrown items.
Determination
4 Point(s)
Stamina recovery starts almost immediately. If you don't go with Stamina Shots and/or Conduit, then this is useful to help you get enough stamina back to melee again.
Doctor
9 Point(s)
Doubles the healing received from your tool medkit. This is a must to help you get back into the fight when you're needed most.
Frontiersman
7 Point(s)
Adds a single charge to each tool that you've brought with you. This can be incredibly useful for throwing and trapping builds, as well as giving you another use in a medkit.
Gator Legs
3 Point(s)
Walk/sprint faster in deep water, and make considerably less noise while crouch walking in water. This can help out in two ways; helping outrun, or flee, players, and allow for rotations through water.
Greyhound
5 Point(s)
Allows you to sprint twice the distance before using up your sprint meter. This makes it easier to outrun, or catch up to fleeing players.
Hundred Hands
2 Point(s)
Changes the melee attack of the bow, allowing you to stab with an arrow. This gives you a very nice advantage with close combat bow usage. Also, this perk increases the damage of a fully drawn Hunting Bow.
Kiteskin
1 Point(s)
Reduces fall damage by 50%. This can help you when chasing other players, or give you the ability to safely drop from elevation.
Lightfoot
6 Point(s)
Greatly reduces sound produced by vaulting, falling, and ladder-climbing. This can greatly improve your chances of surprising a player during a rotation.
Magpie
1 Point(s)
When picking up a bounty token, you will receive Antidote, Stamina and Regeneration effects, and when solo double the duration of effects as well as 10 seconds of Dark Sight. This helps with many different situations, but my favorite use is picking up the token when you're ready to fight and having the effects assist you in the fight.
Martialist
2 Point(s)
Allows a Katana to be sheathed ('X' key by default), which enables a first strike attack that does extra damage.
Mithridatist
3 Point(s)
Greatly reduces the time required to recover from the poison effect. This can help slightly when players are using poison weapons, tools and consumables.
Physician
5 Point(s)
Reduces the time needed to bandage. Allows you to stop bleeding and heal faster, giving you the ability to return to the fight much quicker.
Poacher
1 Point(s)
Greatly reduces sound produced by arming and disarming traps. This can help you place/disarm traps when enemy players are nearby.
Silent Killer
4 Point(s)
Reduces the sound your character makes when melee'ing. This is one of my favorite perks as it allows to kill monsters almost silently and make it harder for players to track your position while melee'ing.
Vigilant
1 Point(s)
25m Dark Sight visibility range on traps. This can help you know if it is safe to push a doorway that could have been trapped by an enemy, or a non-communicative teammate.
Vigor
3 Point(s)
Doubles the rate of health/stamina regeneration when using dark sight. This is useful to help recover, but also gives away your position to nearby players.
Whispersmith
1 Point(s)
Greatly reduces noise when switching between equipment. This can help you silently switch to your melee weapon nearby an enemy without giving away your position.
3 Comments
PsychoDriveBy  [author] 8 Apr, 2023 @ 8:48am 
I have been working on cleaning up this guide, and writing another guide that I plan to release soon. It still has some small bits of information to be added, new weapons, and some of the monster slaying information, but it has been updated to an almost completed state. Thank you for following my guides!
Uncle Billy 16 Feb, 2023 @ 2:13pm 
Stamina shot go brrr <3
🅾️rder💲 13 Feb, 2023 @ 5:52am 
⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣤⡶⢶⣦⡀
⠀⠀⠀⣴⡿⠟⠷⠆⣠⠋⠀⠀⠀⢸⣿
⠀⠀⠀⣿⡄⠀⠀⠀⠈⠀⠀⠀⠀⣾⡿
⠀⠀⠀⠹⣿⣦⡀⠀⠀⠀⠀⢀⣾⣿ㅤㅤThe message was sent using the extension.
⠀⠀⠀⠀⠈⠻⣿⣷⣦⣀⣠⣾⡿ ㅤㅤ Rated :heart_me:
⠀⠀⠀⠀⠀⠀⠀⠉⠻⢿⡿⠟ㅤㅤㅤㅤ Group