Hunters

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IconHelpLoading hunter.png

The Hunters are characters in Identity V Identity v.png.

Overview[edit | edit source]

The Hunters are tasked to hunt down and eliminate the Survivors IconHelpLoading survivor.png and send them back to the Manor before they can escape.
In order to achieve this objective, a Hunter should do the following:

  • Patrol the area and find Survivors.
  • Chase, injure and catch Survivors before they escape.
  • Carry Survivors to a Rocket Chair and tie them there.

Meanwhile, Survivors will be attempting to repair 5 Cipher Machines in order to power the 2 Exit Gates and make their escape. Hunters should do everything in their power to stop them.

List of Hunters[edit | edit source]

Leo Beck
Hell Ember - Leo Beck
Joker
Smiley Face - Joker
Jack
The Ripper - Jack
Bane Perez
Gamekeeper - Bane Perez
Violetta
Soul Weaver - Violetta
Michiko
Geisha - Michiko
Hastur
Feaster - Hastur
Xie Bi'an & Fan Wujiu
Wu Chang - Xie Bi'an & Fan Wujiu
Joseph Desaulniers
Photographer - Joseph Desaulniers
Burke Lapadula
Mad Eyes - Burke Lapadula
Yidhra
Dream Witch - Yidhra
Robbie White
Axe Boy - Robbie White
Luchino Diruse
Evil Reptilian - Luchino Diruse
Mary
Bloody Queen - Mary
Bonbon
Guard 26 - Bonbon
Ann
"Disciple" - Ann
Antonio
The Violinist - Antonio
Galatea
Sculptor - Galatea
Percy
"Undead" - Percy

Hunter Abilities[edit | edit source]

Each Hunter has a unique set of skills, or Abilities.

Hunter Abilities
Icon Name Description Character
Awaken Tap the skill button to Awaken Phantoms for 25 seconds; hold the skill button to transmit Rage to your Puppet and order it to pursue nearby Survivors;

When the Puppet hits a Survivor or if you change places with the Puppet, it will stop moving.

Phantom

Phantoms will automatically pursue nearby Survivors.
Tap the skill button again to during this period to recall the Phantoms.
After recalling the Phantoms, a percentage of Rage will be recovered according to the remaining time.

Hell Ember
Leo Beck.png
Ability Puppet Control.png
Puppet Control For an unknown reason, Leo is connected with his Puppet.

After tapping Deploy or Cast, the Puppets can detect surrounding Survivors and alert Leo.
Leo can switch positions with the Puppet, gaining an acceleration boost for a short period.
The Puppet can be dismantled by Survivors, during which time Leo is unable to switch positions.

Hell Ember
Leo Beck.png
Ability Multiple Puppet Control.png
Multiple Puppet Control Leo acquires a second Puppet. Hell Ember
Leo Beck.png
Ability Rocket Dash.png
Rocket Dash Brandishing a rocket, Joker dashes forward quickly and destroys all targets in his way.

Cooldown: 12 seconds

Smiley Face
Joker.png
Ability Crazed Dash.png
Crazed Dash After multiple intimate collaborations, Joker can dash farther and faster with his rocket.

Cooldown: 12 seconds

Smiley Face
Joker.png
Ability Chain Hook.png
Chain Hook Bane hooks Survivors and pulls them to him or hooks a wall and pulls himself towards the wall.

Cooldown: 14 seconds

Gamekeeper
Bane Perez.png
Ability Fury Hook.png
Thorny Chain Hook Survivors' Manifestation of Horror are the thorns on the Chain Hook. Now, when Bane's Chain Hook hits a Survivor, it will deal 50% of a normal attack damage.

Cooldown: 14 seconds

Gamekeeper
Bane Perez.png
Ability Fury Hook.png
Fury Hook Furious Bane won't let an intruder escape his Chain Hook. If the Chain Hook hits an object, Bane can cast the Chain Hook again within 7 seconds up to 2 times, until the Chain Hook hits a Survivor or misses.

Cooldown: 14 seconds

Gamekeeper
Bane Perez.png
Ability Freezing Fog.png
Freezing Fog Every once in a while The Ripper's attack will trigger a flying Fog Blade. Fog Blade will also leave Fog on its path. Survivors hit by Fog Blade will also leave a trail fog behind them as they move around.

Fog

While in the Fog, The Ripper has increased movement speed and greatly reduced Hidden Mist Cooldown.

Cooldown: 20 seconds

The Ripper
Jack.png
Ability Hidden in Mist.png
Hidden in Mist When not striking or vaulting, The Ripper can gradually enter Hidden in Mist mode but his movement speed is reduced in the process. Once he has entered Hidden in Mist mode, his movement speed will increase.

Cooldown: 17 seconds

The Ripper
Jack.png
Ability Hidden in Shadows.png
Hidden in Shadows The Ripper can enter Hidden in Mist mode more swiftly, and his movement speed is increased in the process.

Cooldown: 14 seconds

The Ripper
Jack.png
Ability Webbing.png
Webbing Spinning webs is Violetta's natural instinct. Hold down the skill button and select a suitable place to release Entangled.

Entangled

Violetta will gain a brief acceleration that gradually slows when passing cobweb traps. This effect can be stacked up to 3 times by using new webs.
Violetta will be alerted to the location of Survivors that step on a trap and Survivors will become entangled with one layer of webbing; Survivors entangled with up to 2 layers of webbing.

Soul Weaver
Violetta.png
Ability Spinning.png
Spinning Spits out a ball of web that Entangles its target. Each successful hit deals half the damage of a normal attack and the target is Entangled with 1 layer of webbing, up to a maximum of 3 layers. Soul Weaver
Violetta.png
Ability Web Attack.png
Web Attack As time passes, the Soul Weaver's spinning ability becomes stronger, speeding up the spinning action and reducing its cost. Soul Weaver
Violetta.png
Ability Dash Hit.png
Dash Hit Michiko enters genesis mode and assumes the Prajna form. She ignores the terrain and rushes towards the Survivor closest to the middle of where she is looking. But, should Michiko's face be gazed upon by a Survivor, Panic form will be activated and special abilities negated.

Cooldown: 8 seconds

Geisha
Michiko.png
Dancing in Misery Michiko send out a Swallowtail Butterfly with a lifespan of 40 seconds to the target location. It will take some time for it to get there.

Swallowtail

Michiko's resentment transforms into a butterfly spirit which can be used as a target for Dash Hit.
When a Survivor comes into contact with a Swallowtail Butterfly, it will attach itself to the Survivor for 30 seconds, making the Survivor a target for Dash Hit.
Survivors with an attached Swallowtail Butterfly can interrupt a Dash Hit by staring at Michiko.

Cooldown: 20 seconds

Geisha
Michiko.png
Ability Soul Departure.png
Soul Departure Michiko enters genesis mode and changes into Prajna form and jumps into the air to overlook the surrounding environment. Her Dash Hit also gains casting distance. But, should Michiko's face be seen by a Survivor, Panic Form will be activated and the skill will lose its effect. Geisha
Michiko.png
Ability Dash Hit Enhanced.png
Dash Hit - Enhanced Survivor's fear increases Michiko's powers. Michiko can now dash towards Survivors at a higher speed.

Cooldown: 8 seconds

Geisha
Michiko.png
Ability Summon.png
Summon Use the skill to switch into Dual Soul mode, or hold down the skill button to charge up and toss the Soul Umbrella forward and then switch to Dual Soul mode and teleport to where the Umbrella lands. The longer you charge the skill the further you can toss the Umbrella.

Cooldown: 30 seconds

Wu Chang
Wu Chang.png
Infinite Nirvana Throws the Umbrella at the target location, where it will stay for 5 seconds. Outlines of Survivors in the area covered by the Umbrella will be shown, with their movement speed and vaulting speed slightly decreased, and other interaction speeds significantly decreased. Outlines of these Survivors will still be shown for 5 seconds after they move outside of the area. For the duration where the Umbrella is active, Wu Chang can choose to teleport to where the Umbrella is and switch to Dual Soul mode, or retrieve the Umbrella to recover skill cooldown. Without the Umbrella, Wu Chang's movement speed and vaulting speed is increase. The Umbrella will return to Wu Chang when the 5 seconds are up.

Cooldown: 30/5 seconds

Wu Chang
Wu Chang.png
Ability Siphon Soul & Wavering Soul.png
Siphon Soul & Wavering Soul The White Guard's body moves with ease, and when it fully enters the spiritual realm it won't be able to interact with anything for 5 seconds. However, its movement speed is greatly increased and it will siphon the souls of nearby Survivors. If it manages to fully siphon a Survivor's soul, their soul will be lost.

Lost Soul

Bedazzled and unable to interact with the environment.


When the Black Guard rings the bell and casts Wavering Soul, all survivors that hear the ringing will have to steer their resolve and calibrate with precision. Should they fail the calibration, they will become horrified for 60 seconds; if they fail another calibration during that time, their soul will waver.

Spiritless

Movement directions will be reversed

Cooldown: 20/14 seconds

Wu Chang
Wu Chang.png
Ability Summon Enhanced.png
Summon - Enhanced Reduces the time it takes to switch in Dual Soul mode, and you will immediately perform a powerful Siphon Soul or Wavering Soul upon switching.

Cooldown: 30 seconds

Wu Chang
Wu Chang.png
Ability Recorded Moment.png
Recorded Moment A Recorded Moment which can be used while Camera World is active. Joseph may use it to enter and exit the Camera World freely. Photographer
Joseph Desaulniers.png
Ability Time Jump.png
Time Jump Joseph records the last 15 seconds in time as he moves. Return to your desired point in time by holding down the skill button for the corresponding number of seconds. Photographer
Joseph Desaulniers.png
Portable Console Burke can use the Portable Console to patch into a Control Monitor directly, but using the Portable Console consumes more energy. Mad Eyes
Burke Lapadula.png
Overclock Can be used on the Control Monitor interface after this ability has been unlocked. The cooldown time and amount of energy consumed will be greatly decreased. This Control Monitor will be unable to restore energy for a period of time after Overclock has been used. Mad Eyes
Burke Lapadula.png
Ability Tentacles.png
Tentacles Hastur can absorb the Survivors' Terror to charge and summon the Tentacles. Hastur can also release the Tentacles at a specific location by long holding it. The Feaster
Hastur.png
Ability Nightmare Attack.png
Nightmare Attack Hastur can control nearby Tentacles. Tap and hold the skill button to hit the nearest Survivor with the Tentacles.

Cooldown: 5 seconds

The Feaster
Hastur.png
Condensation of Terror On top of absorbing Survivors' Terror, Hastur's Tentacles will also gain additional charge over time, up to 5 times.

Cooldown: 40 seconds

The Feaster
Hastur.png
Ability Nightmare Gaze.png
Nightmare Gaze Hastur can choose to gaze at a Survivor. After being gazed at by Hastur over 20 seconds, Hastur can tap the skill button repeatedly to attack Survivors with the Tentacle Smash.

Cooldown: 5 seconds

The Feaster
Hastur.png
Ability Leech.png
Leech Hold the button to select a Survivor without a Leeching Follower, and spawn a Witch Mark and a Follower at the location. The skill cooldown will be decreased when the Follower hits a Survivor.

Cooldown: 75 seconds

Dream Witch
Yidhra.png
Ability Preach.png
Preach Tap on the wheel to control Followers. There is a short cooldown between each control. Followers cannot change targets while casting a skill or attacking.

Cooldown: 2 seconds

Dream Witch
Yidhra.png
Ability Assimilation.png
Assimilation Significantly decreases the cooldown of Leech skills. Dream Witch
Yidhra.png
Ability Martyr.png
Martyr Increases control of Followers to significantly increase the Followers' movement radius.

Cooldown: 2 seconds

Dream Witch
Yidhra.png
Resurge When Robbie has a Peaceful Pine Branch, he can use it to grow more Peaceful Pines.

Special

Once the number of Peaceful Pines in the area reaches the maximum number of 6, the newly planted Peaceful Pines will replace the earliest planted Peaceful Pines.

Cooldown: 2 seconds

Axe Boy
Robbie White.png
Dispel Souls When Robbie is in the Corrupt Area or close to a Survivor who has been possessed by a Resentful Soul, he can order the Resentful Soul to fly toward him after a short delay.

During this process, if a Resentful Soul comes in contact with any Survivor, it deals damage equal to a normal attack to the Survivor and disappears right after. If it is absorbed by Robbie, Robbie will gain a temporary speed boost. The disappeared Resentful Soul will reappear in the vicinity of the Peaceful Pine after 30 seconds.

Cooldown: 15 seconds

Axe Boy
Robbie White.png
Corrupting Breath When a Survivor who is still mobile leaves the Corrupt Area, they will be shrouded by the Corrupting Breath which significantly reduced their movement speed for 3 seconds. Axe Boy
Robbie White.png
Preying Leap After leaping from the ground, Luchino can make a second leap in the air. If Luchino hits an obstacle while leaping, it will fall from the sky. Evil Reptilian
Luchino Diruse.png
Crash Luchino can crash vertically from the air at will. Evil Reptilian
Luchino Diruse.png
Lethal Crash After leaping to a certain height, tapping on the Skill button again will cause Luchino to drop vertically at high speed, causing damage to the nearest Survivor within crash range and destroying all dropped Pallets withing a range. Evil Reptilian
Luchino Diruse.png
Basilisk Luchino's explosive force will greatly increases the dropping speed. Evil Reptilian
Luchino Diruse.png
Mania Luchino mutates further and is able to leap three times in the air. Evil Reptilian
Luchino Diruse.png
Ability Mirror Image.png
Mirror Image Summon the Aqua Mirror to generate a Mirror Image of the body. When the image is formed, tap the skill button again to switch positions with the Mirror Image.

Cooldown: 15 seconds

Bloody Queen
Mary.png
Ability Mirror Rotation.png
Mirror Rotation Mary can rotate the Aqua Mirror when a Survivor is within 25m of Mary's Mirror Image to make the Aqua Mirror turn to the nearest Survivor.

Cooldown: 15 seconds

Bloody Queen
Mary.png
Ability Into the Mirror.png
Into the Mirror When summoning the Aqua Mirror within a 5m radius of a Survivor, a Mirror Image of the nearest Survivor will be generated; the Survivor's Mirror Image will disappear after the Survivor is hit by Mary.

Cooldown: 15 seconds

Bloody Queen
Mary.png
Ability Time Bomb.png
Time Bomb Time Bombs can be placed or thrown. The bomb will explode at the end of the timer, and the timer can be adjusted before the bomb is thrown.

Cooldown: 6 seconds

Guard 26
Bonbon.png
Ability Remote-Controlled Bomb.png
Remote-Controlled Bomb Placing or throwing the special Remote-Controlled Bomb, and tapping the skill button again will detonate the bomb. The Remote-Controlled Bomb will detonate automatically once it reaches the time limit. Guard 26
Bonbon.png
Ability EX Bomb.png
EX Bomb Decreased the charging time of Time Bombs and increased the explosion range of all bombs. Guard 26
Bonbon.png
Ability Swoop.png
Swoop Ann sends her Cat sprinting in the target direction.

Tap the skill button again and the Cat will split into two and run in the opposite directions.
The Cat will split automatically after 5 seconds. After the split, the Cat will exist for 10 seconds.

"Disciple"
Ann.png
Ability Catwalk.png
Catwalk Ann shares some of her Cat's power through their bond.

Ann can now sense where the Cat is and dash towards it with alarming speed.

"Disciple"
Ann.png
Ability Guide.png
Guide Ann creates a Command Mark at the target location.

The Cat will refresh its existence time and come toward the Mark.

"Disciple"
Ann.png
Ability Psychic.png
Psychic Ann assimilates more with her Cat.

Ann can now dash more quickly and frequently.

"Disciple"
Ann.png
Sonata Antonio plays the first Music Note at the target location. He can use his ability to play a second Music Note in 5s.

The two Music Notes will resonate to generate Terrifying String Music.

Terrifying String

Stays on the field for 13s, but only deals damage right when it's generated. Survivors who are hit will suffer damage equal to a normal attack plus 1 stack of Demon Notes.
When these Survivors touch the same String Music Later, another stack of Demon Notes will be added with no damage suffered. There is a 5s buffer for the String Music to add a stack of Demon Notes to the same Survivor.
When 2 music notes are more than 24m (horizontally) apart, they will not generate Terrifying String Music.

Violinist
Antonio.png
Rhapsody Antonio performs for 9s;

During the crazed performance, he can move during the back swing of normal attacks and charged attacks. His attacks won't collide with scene features. At the same time, he will also send out an additional Terrifying Music Note along with each attack.

Terrifying Music

Music Notes that ignore the terrain and keep on flying, adding 1 stack of Demon Notes to the Survivors hit.

Violinist
Antonio.png
Infinite Movement Within 20m of the Terrifying String Music's center, Antonio can throw out his bow and pull on the String Music to make it vibrate, creating 10 scattered and fleeting pieces of String Music.

Survivors hit by the String Music will suffer damage equal to a normal attack. Survivors in the areas between the pieces won't be affected, and Survivors in the areas won't suffer repeated damage from the String Music within 2 seconds.

Violinist
Antonio.png
Sculpture of Wisdom Galatea summons a pair of sculptures side-by-side at the target location. Sculptor
Galatea.png
Sculpture of Agility Galatea summons a pair of sculptures one in front of another at the target location. Sculptor
Galatea.png
Hieroglyphic Graveyard Galatea throws out a weapon toward the target location. Once the weapon lands, a Hieroglyphic Graveyard with a wide range will be generated.

For the next 16 seconds, Galatea will look down on the Hieroglyphic Graveyard from the creator's perspective and make sculptures inside, during which she can move but not perform most actions such as normal attacks.

Cooldown: 12 seconds

Sculptor
Galatea.png
Sculpture of Nobility When two different sculptures collide, they will merge into the Sculpture of Nobility and immediately charge towards the nearest Survivor within 36 meters. It will shatter when it hits the target or an obstacle, dealing damage equal to half of a regular attack to all Survivors within a small range.

If there isn't any targets nearby, the Sculpture of Nobility will shatter immediately upon formation.

Sculptor
Galatea.png
Kinetic Dash Hit Dash forward a short distance and deal damage by launching up a Survivor. The ability ends when he hits an obstacle or reaches the maximum distance. Using this skill increases Energy Load by 10.

Energy Surge

This ability cannot be interrupted by Survivors. Tapping the ability button again during the brief launch up period will trigger another hit that deals damage upon hitting a Survivor.

Cooldown: 10 seconds

"Undead"
Charged Strike A Charged Strike on the ground sending all Survivors within the Range flying. The range expands as the charged duration increases. When the charged duration exceeds a certain threshold, the hit comes with the effect of a normal attack, Using this skill increases Energy Load by 20.

Energy Surge

This ability cannot be interrupted by Survivors. Before the Charged Strike ability ends, holding the ability button again will trigger another Charged Strike.

Cooldown: 14 seconds

"Undead"
Energy Conversion When this ability is used while Percy's Energy Load is below 50, his Energy Load will increase by 50 and he'll enter Energy Surge. When this ability is used when Percy is in Energy Surge mode, his Energy Load will decrease by 50 and he will exit Energy Surge mode.

Cooldown: 45 seconds

"Undead"

List of Hunter Talents[edit | edit source]

Hunter Talents
Icon Name Persona Mastery Description Requirement
Talent Deteriorate.png
Deteriorate Tough 1 Reduces wounded survivors' decoding, healing, and destroying speed by 5%.

It's not only the wounds that are worsening, but also the fear that perpetually infiltrates your mind.

Points required: 5
Talent Panic.png
Panic Tough 1 When a survivor is wounded, incapacitated, or placed on a rocket chair, decoding, healing and destroying speed for all survivors is reduced by 3%. This effect can multiply.

The panic that approaches despair infects. One, two, four...

Requires 1 Deteriorate
Talent Rage.png
Rage Tough 3 The iron-blood trait increases the hunter's rate of recovery by 10%/15%/20% when stunned or a survivor struggles free.

Angered the existence that you shall not provoke, not even a chance to regret.

Requires 1 Panic
Talent Berserker.png
Berserker Tough 3 Attack recovery speed is increased by 15%/20%/25% when a survivor is placed on a rocket chair.

The panic of gradually worsening blindness will drive you to despair.

Requires 1 Panic
Talent Wither.png
Wither Tough 3 When a Survivor is placed on a Rocket Chair and the Hunter is 12 meters away, the Hunter's normal attacks will reduce Survivor's acceleration effect by 10%/15%/20%

Rush to the ending.

Requires 1 Deteriorate
Talent Destructiveness.png
Destructiveness Tough 3 Pallet destroying speed is increased by 20%/30%/40%.

Only constant destruction can serve as a release. Let no one escape!

Requires 3 Wither
Talent Confined Space.png
Confined Space Tough: Final Talent 1 When vaulting windows, the hunter can block the window for 20 seconds, preventing both survivors and the hunter from vaulting the window.

Boxed prey can never escape!

Requires 3 Destructiveness
Talent Restraint.png
Restraint Tough 1 Reduces the fear radius by 15%.

Arbitrary acts will only expose your existence. Learn to hold back, to restrain yourself.

Requires 1 Deteriorate
Talent Owl.png
Owl Vigilance 1 Reduces the survivor's scope of a successful calibration within the fear radius by 30% when they are decoding, healing, and destroying.

Under the owl's gaze, no one remains calm.

Points required: 5
Talent Announcement.png
Announcement Vigilance 1 Survivors are highlighted for 5 seconds when the exit gate is activated.

Before the curtain falls, no performance-pursuing devotees will miss the final announcement.

Requires 1 Owl
Talent Wanted Order.png
Wanted Order Vigilance 3 When a Survivor is placed on a Rocket Chair and the remaining 3 Survivors are healthy or injured, the outline of a random Survivor will be shown and the Movement Speed is reduced by 4%/2%/0%. The debuff will disappear when the Survivor on the Rocket Chair has been rescued, but the outline will last for another 20 seconds.

I've got my eye on you!

Requires 1 Announcement
Talent Impact.png
Impact Vigilance 3 Healing time for injured survivors has been increased by 15%/20%/25%

It will make a difference, sooner or later.

Requires 1 Announcement
Talent Hunter's Instinct.png
Hunter's Instinct Vigilance 3 Each uninjured Survivor will increase the Hunter's Movement Speed when not in pursuit by 0.5%/1%/1.5%. However, once Tier I Skill is unlocked, it will no longer increase the Hunter's Movement Speed.

How do sharks hunt?.

Requires 1 Owl
Talent Hospitable.png
Hospitable Vigilance 3 Movement speed is increased by 4%/6%/8% when balloons are tied to Survivors

Hospitality is a courtesy, but that depends on the person.

Requires 3 Hunter's Instinct
Talent Trump Card.png
Trump Card Vigilance: Final Talent 1 Players can change their secondary skills after the battle has started for 120 seconds. The cooldown time is refreshed in proportion and can only be changed once.

A crafty player will never reveal his Trump Card

Requires 3 Hospitable
Talent Desperate Fight.png
Desperate Fight Vigilance 1 Stunned again after 15 seconds, and Stun recovery speed is increased by 20%, with a maximum increase of 60%

Unnecessary resistance will only cause the Hunter to be more excited

Requires 1 Owl
Talent Inertia.png
Inertia Dread 1 Increases attack recovery speed by 10%.

Faster! Faster! The inertia of tearing and breaking!

Points required: 5
Talent Quenching Effect.png
Quenching Effect Dread 1 Within the first 50s of a match, if the Hunter's presence is not obtained through means other than Insolence, all of the Survivors' outlines will be shown for 5s.

When you feel like you've hit rock bottom and you're being ignored, perhaps you're just getting quenched by God.

Requires 1 Inertia
Talent Control Freak.png
Control Freak Dread 3 Speeds up rocket chair's countdown by 3%/6%/9%.

Lives without freedom fade in a flash.

Requires 1 Quenching Effect
Talent Giant Claw.png
Giant Claw Dread 3 The struggling effect by survivors tied to balloons is reduced by 25%/50%/75% and struggling speed by 5%/10%/15%.

Struggle, distort. Powerless resistance is quite a sight.

Requires 1 Quenching Effect
Talent Mock.png
Mock Dread 3 Movement speed is increased by 3%/4%/5% when a survivor is placed on a rocket chair.

Teasing one's prey is not just for sport, but also to attract more moths to the flame.

Requires 1 Inertia
Talent Carnival.png
Carnival Dread 3 Gain 5%/7%/10% attack recovery speed and 3%/4%/5% movement speed when the exit gate is activated. The effect lasts for 120 seconds. (The duration is modified to 60 seconds in Tarot Mode.)

Tarot Mode

Attack recovery speed is increased by 5%/7%/10% and movement speed is increased by 3%/4%/5% when your faction's decoding progress reaches 300%. The effect lasts for 60 seconds.

How could you miss the last carnival before parting?

Requires 3 Mock
Talent Detention.png
Detention Dread: Final Talent 1 Strength is increased when the Exit Gate is powered on. Normal attacks deal double damage against Survivors. The effect lasts for 120 seconds. (The duration is modified to 30 seconds in Tarot Mode.)

Tarot Mode

Strength is increased when your faction's decoding progress reaches 300%. Normal attacks deal double damage against Survivors. The effect lasts for 30 seconds.

What's the hurry? Stay here forever.

Requires 3 Carnival
Talent No Survivors.png
No Survivors Dread 1 Within the range of 30 meters from a knocked down Survivor, each free-moving Survivor will increase the Hunter's attack recovery speed by 8% with a maximum of 3 stacks.

Any closer and you'll be the next.

Requires 1 Inertia
Talent Deer Hunt.png
Deer Hunt Deceit 1 Displays incapacitated survivors within 18 meters.

When people become prey, they cease to be people.

Points required: 5
Talent Tinnitus.png
Tinnitus Deceit 1 Receive a prompt when a survivor is within 36 meters.

Could the tinnitus be a sign? A hint?

Requires 1 Deer Hunt
Talent Hunt.png
Hunt Deceit 3 Gain 10% movement speed after continuously pursuing a survivor for 12/10/8 seconds. The bonus effect disappears when the pursuit fails, vaulting obstacles, attacking, or stunned.

Never stop moving forward...

Requires 1 Tinnitus
Talent Street Sweeper.png
Street Sweeper Deceit 3 Displays survivors who are healing or being healed within 20/26/32 meters of your location.

The Street Sweeper believes that all epidemic diseases must be completely eradicated.

Requires 1 Tinnitus
Talent Possessive.png
Possessive Deceit 3 Reduces the speed at which survivors decode, heal, and destroy within the fear radius by 3%/5%/7%.

Targeted prey has no right to move free.

Requires 1 Deer Hunt
Talent After Effects.png
After Effects Deceit 3 Reduces the self-healing limit of incapacitated survivors by 10%/20%/30%.

You will never get up...

Requires 3 Possessive
Talent Insolence.png
Insolence Deceit: Final Talent 1 Hunters can increase their in-game presence to unlock their special abilities. Presence stops increasing after skills are unlocked.

Such a freak!

Requires 3 After Effects
Talent Claustrophobia.png
Claustrophobia Deceit 1 If there are four active survivors (Survivors that are tied to Rocket Chair/balloons or knocked down are considered non-active) within 20 seconds after the Exit Gate has been activated, it opens 70% slower.

While confined in a room, every minute and second makes the fear feel eternal.

Requires 1 Deer Hunt

General Tips[edit | edit source]

  • Know your timings! The bar that fills up when a Survivor is on a chair tells them of their demise. The first time you 'chair' a survivor, they start at the beginning. The second time they are 'chaired', they start halfway full immediately, the third time they are 'chaired', they are immediately sent off!
  • If the bar fills up more than halfway the first time a survivor is chaired and another survivor saves them, they will be immediately sent off the second time they are chaired.
  • Try not to immediately hit a survivor trying to rescue a teammate on sight. If the rescuer is near the chair, chances are they will be able to save their teammate while you recharge from hitting them. Instead, try to time for a Terror Shock when the rescuer is saving. Stay calm and sharp and observe: the rescuer will try to bait you into hitting the chair or hitting them before they save their teammate and escape while you recharge.
  • Try not to chase good kiters/rescuers at the start of the game. Characters like the Mercenary and the Forward can waste a lot of your time while you chase them and other survivors decode. Try to find quick decoders first like the Mind's Eye and the Mechanic.
  • During chases, if a survivor is running to a window and you are within hitting range, hold back on hitting them until they begin to vault over. You can Terror Shock them if you catch them mid-vault, instantly downing them!
  • Instead of falling into the trick of being stunned by a pallet, do a quick twirl in front of the pallet during chases where you know that a Survivor is hiding next to one. More often than not, they will immediately use it, letting you destroy it afterward.
  • The basement is your friend. When near the basement, always try to tie survivors on the rocket chairs in the basement. The basement does not have any pallets or windows the survivors can use to their advantage and is a pretty wide open area, ideal for catching rescuers that try to rescue teammates from the basement or survivors that are rescued off the rocket chairs. Additionally, falling down the stairs of the basement allows you to attack without recharge and you can hit the rescuer immediately after, allowing you to down the rescuer.
  • Protect the dungeon hatch! If one survivor is left and 2 ciphers are still unfinished, you're going to bet that they are scouring the map for the dungeon. If you've seen the hatch during one of your chases, make a note of where it is on the map, and run there. Chances are, you'll find the injured survivor limping towards it.
  • It is helpful to memorise the possible locations of basements and dungeons on every map so that you know where to go.
  • Sometimes, it is helpful to NOT camp the chair because when you see the rescuer coming, chase them before they are close to the chair. Remember, it takes only two hits to down a survivor. Also, non-camping can make the survivors all engaged in the chase so they will have no time to decode. It is much more convenient to chair the survivor 3 times in a row rather than waiting for a long time while other survivors decode.