Table of Contents
Why Loot Priority Matters
Every second you spend deciding whether to pick up a Micro UZI is a second someone else spent rotating, healing, or setting up on a ridge above you. Looting isn't really about grabbing everything in a building — it's a fast decision tree you should be running almost automatically by your hundredth match. Good players aren't looting faster because their hands are quicker; they're looting faster because they've already decided in advance what's worth stopping for.
This guide isn't a complete item list — you already know what a bandage does. It's a priority framework: what to grab without thinking, what to grab only if nothing better is around, and what to walk straight past even if it's sitting right on your path.
Early Game — First 60 Seconds
The first building you land in sets your entire opening. Don't full-loot it. Grab a weapon — any weapon — a few magazines, and whatever healing is closest, then move. Standing in one house cross-referencing every attachment while three other squads are landing nearby is how people die at the 90-second mark with a fully kitted AKM and zero situational awareness.
A rough early-game checklist: one primary weapon (even a Micro UZI beats fists), a backpack upgrade if one's sitting right there, a helmet and vest at whatever level you find first, and enough bullets to not panic. Everything else — scopes, foregrips, a second weapon — can wait until you've confirmed the area is clear.
Weapon Loot Tiers
Not every gun deserves the same reaction. Broadly:
- Always grab: M416, AKM, Beryl M762, SCAR-L, Kar98K, AWM (if you're lucky enough to find one) — these cover close, mid, and long range reliably and almost never feel like a downgrade.
- Grab if nothing better nearby: UMP45, Vector, M16A4, SLR, Mini14 — solid weapons that do their job well but aren't usually worth a detour once you've already got a good loadout.
- Situational: Shotguns and the P90 — excellent in close-quarters, dead weight everywhere else. Grab these when you know you're pushing buildings, not as a default second weapon.
- Skip unless desperate: Pistols beyond the early game, and any weapon you don't have ammo for on the ground nearby — an empty AWM with no 7.62 in sight isn't a weapon, it's a paperweight.
Attachments — What's Actually Worth Detouring For
Attachments matter less than most new players think, and more than most think once you're actually in a fight. A 4x scope on your AR is close to essential once you're past mid-game — it's the single biggest jump in usability for medium-range fights. Compensators and vertical foregrips meaningfully tame recoil and are worth grabbing when you pass them, but rarely worth backtracking for.
Extended mags are underrated — more bullets before a reload sounds minor until you're the one reloading mid-fight while your opponent isn't. If you have to choose between an extended mag and a red dot when you already have a holo or 2x, take the mag.
Healing & Boost Items
Bandages are your bread and butter early — cheap, fast, and you should never be caught with zero. First aid kits are worth carrying two or three of once you're past the opening drop, since they heal to full and save you from panicking mid-fight. Med kits are the gold standard but heavy and slow to use, so they're a "carry one, use it when you're safe" item rather than something to pop mid-firefight.
Energy drinks and painkillers matter more than people give them credit for — the movement speed and health boosts add up over a long match, especially in the late circles where every extra bit of mobility can be the difference between making the zone comfortably and sprinting through blue.
Late Game — Circle Looting
By the final few circles, looting priorities flip. You're not looking for a better gun anymore — you're looking for consumables and grenades. Smoke grenades become disproportionately valuable in the final circles for covering rotations across open ground, and frags are worth carrying if you're anticipating a final-circle push. If you find yourself full-looting a building in the top 10, you're probably wasting time you don't have.
Common Looting Mistakes
The biggest one: looting with your back to open ground. The second: spending 20 seconds deciding between two nearly identical ARs instead of just taking one and moving. The third, and probably the most common at every skill level: looting a compound after the plane's already flown past three times — if a building's clearly been visited, don't waste time double-checking every room.
If you want to see how your looting decisions are actually translating into results — damage dealt, survival time, how your loadouts perform match to match — that's exactly what FragTrack's match analytics are built to show you, straight from a screenshot of your results screen.