DeLacroix
When the bayou goes silent, DeLacroix stops being quiet.
DeLacroix is one of the playable Hunters in Hunt: Showdown, a first-person extraction shooter set in a cursed Louisiana bayou. He is defined by his raw, aggressive playstyle and his signature Berserk ability, which lets him channel a surge of adrenaline-fueled fury to push through dangerous encounters that would cripple a more cautious hunter. In a game where patience and positioning often win, DeLacroix is the counter-argument: sometimes the best survival strategy is to go on the offensive and make the enemy come to you.
As a member of the Company's roster of indebted hunters, DeLacroix operates in the swamps and ruins of the Bayou, tracking monstrous prey while fending off rival hunters and the ever-present threat of the curse that haunts the land. His character design and kit reward players who thrive in close-quarters chaos, making him a fan favorite for those who prefer to charge into the fray rather than wait for a perfect shot.
- Character
- DeLacroix
- Role
- Hunter (playable character)
- Game
- Hunt: Showdown
- Signature Ability
- Berserk
- Tactical Archetype
- Aggressive / Offensive
- Setting
- Cursed Louisiana Bayou
- Affiliation
- The Company (debtor-hunter)
Lore & Background
DeLacroix came to the Company's attention as a man who could walk into a nest of something monstrous, come out bleeding, and still be the one standing. Where other hunters relied on precision, patience, or clever positioning, DeLacroix relied on something harder to teach and harder to stop: sheer, reckless will. The Company, ever pragmatic, saw a useful asset in a man who would charge headlong into a Widowmaker's lair rather than circle the perimeter for an hour. They gave him a contract, a weapon, and a debt that would never quite be paid.
The curse that saturates the Bayou does not discriminate, and DeLacroix has felt its pull in ways he does not fully understand. There are moments—after a close kill, after the adrenaline fades—where the line between his own rage and something older, something that lives in the mud and the mist, blurs. He tells himself it is just the fight in his blood. He tells himself it is nothing more. The Company's records, of course, note his 'unusual resilience' in clinical terms and move on to the next line item.
He is not the most skilled hunter in the roster, nor the most strategic. But in the specific, brutal calculus of a close-quarters ambush—when a rival team corners you in a ruined chapel, when a monster's claws are already closing—DeLacroix is the one who turns the tables. His Berserk state is not a superpower. It is a man deciding, in the worst possible moment, that he will not be the one who runs.
In Their Own Story
The rain had stopped, but the bayou did not. The air hung thick and sweet, the kind of humidity that made a man's shirt cling like a second skin. DeLacroix crouched behind the broken altar of what had once been a chapel, his breathing shallow, his fingers white-knuckled on the stock of his rifle. Three of them. He could hear the soft shuffle of boots on wet stone, the creak of a blade being drawn. They had him pinned. He could feel the geometry of it—the angle of the doorway, the distance, the way the last of the afternoon light cut a thin gold line across the floor and stopped.
He did not think. Thinking was for the ones who survived the next round. He simply exhaled, felt that familiar heat bloom behind his sternum, and stepped out from behind the altar with his rifle raised and his jaw set. The first one turned. The second one saw him. The third one never got the chance to aim.
What happened next lasted maybe four seconds. Afterward, DeLacroix stood in the middle of the ruined nave, chest heaving, a thin line of blood running from his temple to his chin. The three bodies lay in a small, ugly cluster. The gold line of light had moved, or maybe he had. The bayou exhaled its sweet, rotting breath, and the silence came back, thicker than before, as if the swamp itself were deciding whether what it had just witnessed was worth commenting on.
He wiped his face with the back of his hand, checked his magazine, and walked out into the mist.
Reader's Guide
DE LACROIX — "The Unbroken"
Ability: Berserk. DeLacroix's passive meter builds as he deals or takes damage in combat. Once charged, he can activate Berserk, entering a short-duration state of heightened aggression: increased movement speed, reduced incoming damage, and a surge of combat potency. The window is brief, so it is not a permanent buff but a decisive burst. Use it when you are already in a fight, not to start one. If you are pinned in a tight corridor, ambushed in a ruin, or trading shots at close range with a rival team, that is the moment to flip the switch. Activating Berserk while you are already at low health and in the thick of a gunfight is where it shines. Do not save it for a hypothetical later fight; the meter decays, and the moment will pass.
Archetype: Aggressive / Offensive. DeLacroix is built to close distance and win the exchange. He is not a stealth hunter, not a support, not a glass cannon. He is a brawler who can take a hit and keep swinging. Pair him with close-range weapons—shotguns, SMGs, or a well-chosen rifle with a high rate of fire—and play into his speed bonus by pushing into chokepoints rather than holding long sightlines.
Lore tie-in: DeLacroix's debt to the Company is the engine of his rage. Every contract he fulfills, every monster he drags out of the swamp, is a payment on a ledger that never balances. The curse in the Bayou feeds on that tension, and his Berserk state is, in the game's language, that tension made kinetic. He is the Company's most expendable and most effective weapon, and he knows it.
Weapon & artifact notes: A pump-action or semi-auto shotgun is the natural fit for his close-quarters identity. If you prefer a rifle, a high-magazine, high-ROF option keeps you in the damage window where Berserk's speed bonus lets you reposition. For artifacts, anything that grants survivability or damage resistance synergizes well, since his kit already invests in 'take the hit and keep moving.' Avoid overly defensive loadouts that contradict his aggressive identity; he is meant to be the one who charges, not the one who hides.
Did You Know?
- DeLacroix's Berserk ability is designed around a short, high-impact window rather than a sustained buff, making timing its activation as important as the ability itself.
- In Hunt: Showdown's design philosophy, every hunter is a different answer to the question 'how do you survive the Bayou?' DeLacroix's answer is the most physically confrontational of the roster.
- The Company, the antagonistic organization in Hunt: Showdown, treats its hunters as assets on a ledger. DeLacroix's lore reflects this transactional relationship—he is a tool, and he is aware of it.
- Hunt: Showdown's setting is a fictionalized, cursed Louisiana bayou, and DeLacroix's visual design and movement language are rooted in that humid, overgrown, decaying environment.
Elsewhere in the Hunt Showdown universe
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