SUPERVIVE may seem a little daunting, especially when picking your Hunter. We’re here to help!
SUPERVIVE is a colorful, action-packed MOBA battle royale in which teams drop into a huge map and must navigate enemy units and players in order to survive and win. Before you drop in, however, you'll need to pick a Hunter.
Hunters each have a unique set of abilities to choose from and fall into one of five roles. We're breaking down all Hunters in SUPERVIVE below!
Table of Contents
All Hunters in SUPERVIVE
Each Hunter in SUPERVIVE has a certain set of abilities:
- Passive: Each Hunter has an always-online passive ability that is applied the moment you drop in.
- Main weapon (Left-Click): The main weapon of a Hunter. In most cases, it combos with a Hunter's other abilities and deals damage to a target.
- Secondary (Right-Click): Each main weapon has a secondary fire ability that applies an effect or debuff.
- Dodge (Left Shift): A short (or sometimes long) range dash to allow for fast movement during a fight.
- Ability (Q): The main ability of a Hunter, normally on a short cooldown.
- Ultimate (R): The ultimate ability of a Hunter, normally on a long cooldown.
Fighter
Fighters are your damage dealers in SUPERVIVE, meaning they also have low health and are squishy. Used properly and with some support backing them up, a good Fighter will dish out the DPS in a battle.
Hunter | Abilities |
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Brall | Passive: Combat Rush Deal damage to become Empowered. Heal when knocking an enemy or killing a creep. Main damage type: Melee Base weapon: Sword - Caldera Press for a quick melee attack. Hold for a charged, ranged fire blast. Secondary (right click): Adaptive Strike Brall slashes his sword depending on his current status. - Regular press: Execution Slam Deals damage in front of you. Enemies hit on the edge take more damage. Bonus damage dealt to low-health targets. Resets Volcanic Rebuke if you knock an enemy. - Hold button: Fiery Lunge Charge and release a dash attack. - While airborne: Obsidian Slam Strike downward, slowing affected enemies. Targets hit center are stunned. - During Feysteel Chain Pull: Scorching Spin Spin attack, applies anti-heal. Dodge: Flame Step Dash attack in the facing direction with multiple charges. Q: Feysteel Chain Brall throws a tether that attaches to enemies or walls. Activate again to pull yourself to the target. R (Ultimate): Volcanic Rebuke Become Invulnerable, then strike back, healing for a percentage of damage dealt. Killing an enemy with this ability resets its cooldown. |
Ghost | Passive: Combat Rush Knocking an enemy resets the cooldown of Combat Slide. Main damage type: Ranged Base weapon: Rifle - MK7 Glyph Rifle Fully auto rifle. Deals extra damage to enemies Dazed by Spike Grenade. Secondary: Spike Grenade Throws a sticky grenade that damages and Dazes enemies. The grenade explodes in a cone if it hits a wall. Dodge: Combat Slide Press to slide forward, hold to slide further. Knocks reset the cooldown. Q: Arcane Railgun Fire a long-range beam that does bonus damage to Dazed targets. R: Summon Napalm Ghost summons a beam that damages and creates fiery napalm in an area, dealing damage over time. |
Jin | Passive: Shadowgrace Jin is alerted when he is seen by an enemy. Jin moves faster while out of sight of enemy Hunters. Gains bonus movement speed when landing attacks in combat. Main damage type: Melee Base weapon: Dagger - Ash'gara Warblade Jin strikes with a three-hit combo. Can be held to cast Charged Stab. Secondary: Flash Dagger Throws a knife that teleports you behind struck enemies. Dodge: Dodge Roll Short dash in a targeted direction. Q: Flip Slash / Death Blow Cast to flip into the air, slowing struck enemies. Recast to slam down, dealing enemy damage to struck enemies. R: Feylight Clone Creates a clone at the target location. Recast to move the clone, hold R to swap places with the clone. The clone mimics all abilities and actions made by the main Jin. |
Joule | Passive: Static Charge Damaging enemies applies stacks of Static. At four stacks, they are fully Static Charged. Dashing through Static Charged enemies with Surge (dodge) deals huge damage and resets dash cooldown. Main damage type: Ranged Base weapon: Jolt Fire a bolt of lightning, applying one stack of Static. Secondary: Voltaic Spear Hold and release to throw a lightning spear. The spear knocks enemies back, Stunning if they hit a wall or another target. Dodge: Surge Hold to charge up and release to Dash through enemies. Q: Lightning Strike Strike the target location with lightning, pulling in enemies. Applies one stack of Static. R: Thunderstorm Press to launch into the air, reactive to crash down in an area. Applies Static to enemies hit, spreads Static to enemies nearby. |
Myth | Passive: Spectral Hunter Has vision of injured Hunters through fog. Can climb higher ledges. Main damage type: Ranged Base weapon: Bow - Greenwood Bow Hold to charge, increasing damage and range. Secondary: Heartpiercer Hold to charge, release to fire an arrow that Knocks back and damages enemies. Enemies colliding with terrain are Stunned. Dodge: Phase Walk Rolls, entering Phase Walk, allowing Myth to phase through terrain. Q: Rain of Arrows Fires a cone of arrows dealing damage, applying Slow and Anti-Heal. R: Virideth's Fury Myth's next three regular attacks are greatly empowered and do not need to be charged. The third shot deals additional bonus damage. |
Shiv | Passive: Master Assassin Deal increased damage for each Arcslinger (regular attack) hit. Heal when you knock an enemy. Main damage type: Ranged Base weapon: Pistols - Arcslinger Fires a bolt of energy from her pistol, applying one stack of Master Assassin. Secondary: Chain Bolas Throws bolas that damage and Ground a target. If two targets are hit, they take bonus damage and are Stunned. Dodge: Quickflip Dash and Empower the next Arcslinger shot. Hitting the Empowered shot resets the cooldown of Quickflip. Q: Farstep Dagger Cast to throw a dagger. After six seconds, Shiv teleports back to the dagger. Recast to teleport early. R: Fusillade Fires a barrage at all nearby enemies, dealing bonus damage near the edge. Resets dash. |
Shrike | Passive: Raptor's Mark Shots Mark enemies. Shooting a Marked target deals extra damage. Main damage type: Ranged Base weapon: Rifle - Truetalon Rifle Fires the sniper rifle, dealing damage. Does more damage at further ranges. Secondary: Dive-Bomb Lobs an explosive hawk that deals damage and Stuns. Dodge: Disengage Fires a shot that propels Shrike backwards, dealing damage. Slows and Grounds enemies hit. Cooldown resets on Knock. Q: Scout Hawk Fires a hawk that scouts an area and applies Anti-Heal. Reactive to create a stationary hawk. R: Full Bore Fire a long-range shot that does damage and pierces terrain. |
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Initiator
Initiators are tanky and are designed to begin fights with stunning abilities or fast movement. They don't often deal a heap of damage, but they act as one-half of the front line.
Hunter | Abilities |
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Bishop | Passive: Kinetic Actuators Direct hits with regular attacks empower the next shot and reduce Rocket Jump (dash) charge time. Main damage type: Ranged Base weapon: Rocket Launcher Fires a rocket that deals damage in an area. Direct hits empower the next shot. Secondary: Displacement Charge Throw an explosive satchel; reactivate to detonate. Dodge: Rocket Jump Launches Bishop forward, dealing damage to nearby enemies. Has two charges by default. Q: Haymaker Punch an enemy, knocking them back. Deals extra damage and Stuns if they hit a wall. R: Blast-Off! Launches Bishop at a target location. Enemies hit are Stunned and take heavy damage. |
Kingpin | Passive: Feed The Beast Knocks and assists grant Kingpin bonus max health. Backstab damage is increased. Main damage type: Ranged Base weapon: Shotgun - Scattergun Fires a burst of seven slugs. Secondary: Abyssal Grasp Extends Kingpin's arm, hooking the first target hit. Scoops up wisps along the way. Dodge: Dash Dash in a direction. While airborne, Dash's distance is increased. Q: Primal Slam Slams Kingpin's fist down, damaging and Stunning enemies. R: Slugwave Fires two energy blasts each dealing extra damage. |
Frontliner
The second half of the front line. These characters are slower but are meant to absorb damage up front, allowing the team's Fighters to attack from behind or the flanks.
Hunter | Abilities |
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Felix | Passive: Ignite Dealing damage Ignites enemies in flames, dealing damage over time. Main damage type: Ranged Base weapon: Flamethrower Hold to fire the flamethrower; enemies hit are Ignited. Secondary: Embry Bolt Shoots a damage fire bolt that spreads Ignite to nearby enemies. Dodge: Pyro Pounce Dash, damaging enemies nearby and applying Ignite. Has two charges. Q: Heat Shield Pulls in enemies, dealing damage and applying Anti-Heal. If an enemy is hit, Felix gains a shield. R: Flight of the Firefox Felix flies forward, setting the ground behind on fire. Applies Ignite to enemies hit. |
Oath | Passive: Valiant Strength Knocking an enemy into a wall Stuns them. Main damage type: Melee Base weapon: Hammer - Magnetic Hammer Press to throw the hammer, reactive to recall it. Deals damage. Hold to charge a swing that damages and applies Knockback to hit enemies. Secondary: Brightshield Hold to create a shield that blocks all damage from in front. While active, dash to Shield Bash. Dodge: Spin Dash / Shield Bash While the shield is down, Oath dashes forward, knocking back enemies nearby. While the shield is active, Oath bashes the enemy, Knocking them back. Q: Regen Field Creates a healing zone around the hammer. The zone bursts for additional healing. Wisps affected by the burst begin to Resurrect. R: Abyssalbreaker Creates a fissure that Stuns enemies caught. The fissure Explodes into a series of AoEs that apply a heavy Slow on hit. |
Protector
Your support class, Protectors focus on healing or shielding allies. They have fast movement and are able to reposition during a fight, but be careful: Getting caught out will cost you!
Hunter | Abilities |
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Elluna | Passive: Soulpack Elluna can carry allied wisps. Main damage type: Ranged Base weapon: Hands - Crescent Bolt Elluna fires a shot that deals small damage but restores her Mana. Additional land shots ramp up in damage. After not firing for a brief time, the next shot is Empowered. Secondary: Darkside Binding Fires a shot that Roots and damages in an AoE after a delay. Dodge: Lunar Dash Dashes forward. While airborne, the distance is increased. Q: Moonlight Blessing Summons a healing zone. Reactivate to throw the zone. R: Divine Intervention Channel a Heal on an ally. Can be used on allied Wisps to Resurrect them. |
Zeph | Passive: Gale Force Zeph's main attack applies Gale Force, a mark that other abilities detonate for bonus damage. Detonating Gale Force refreshes a charge of Mending Breeze. Main damage type: Ranged Base weapon: Staff - Windslinger Press to fire a gust of wind. Hold to charge a stronger shot. Applies Gale Force and grants bonus Mana restore on hit. Secondary: Mending Breeze Heal yourself or an ally. Heal passes through allies to affect other allies. Has multiple charges. Dodge: Cyclone Dash Press to dash a short distance. Hold to dash further and transport allies with you. Q: Vortex Charm Throws a charm that Pulls enemies in. Enemies that collide with each other are Stunned. R: Second Wind Fires a long-range wind blast that Heals allies and Knocks Back enemies. Struck allied Wisps begin to Resurrect. |
Controller
Controllers are your game-changer Hunters, with huge, long cooldown abilities that can alter a team fight. In a perfect world, Controllers follow the Initiator and are second in before sticking with the Frontliners.
Hunter | Abilities |
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Celeste | Passive: Shatter Damaging spells apply Chilled to enemies. When killed, Chilled enemies Shatter, dealing AoE damage. Main damage type: Ranged Base weapon: Hands - Ice Darts Hold to fire homing darts. Landing multiple hits on the same target makes them Shatter for extra damage. Secondary: Cryo Spear Fires a spear that Slows and detonates after a delay. Dodge: Skate Hold to skate, moving faster. Release to stop. Q: Frozen Barricade Summon a wall that pushes enemies and blocks projectiles. R: Chilling Finale Become Invulnerable and Slow nearby enemies. Stuns enemies if reactivated after a delay. |
Hudson | Passive: Salvager Gain Health and Armor for Knocking and Killing enemies. Your Armor repairs slowly when not taking damage. You take 25% more damage when hit in the back. Main damage type: Ranged Base weapon: Minigun Press and hold to fire the minigun. Gains accuracy while held. Secondary: Spin Barrels Hold to spin up the minigun, increasing its fire rate and its accuracy. You lose move speed and turn rate while spinning up and firing. When fully spun up, shots gain Piercing and Lifesteal. Dodge: Hover Jets Press to gain a burst of speed. Hold to hover above the ground. Hitting an enemy knocks them back. Q: Barbed Wire Lobs a grenade that deploys barbed wire after a short duration that Slows, Grounds, and damages enemies moving through it. R: Salvage Hook Fires a hook that Slows on hit. If the target is at 30% or lower, they are reeled in and killed. Successfully reeling an enemy triggers Salvager. |
Void | Passive: Hands of Fate Dealing damage Empowers your abilities. Void floats, never making footstep noise. Main damage type: Ranged Base weapon: Hands - Gravity Orb Fires an orb that deals damage. After not firing, your next orb charges up and is stronger. Secondary: Void Snap Fires a cluster of shards that Stun enemies hit. Dodge: Swap Lobs a projectile at a targeted area. After a short delay, you and all nearby units are swapped to that location. When empowered, the swap is faster. Q: Unstable Anomaly Plants a bomb that grows over time. Reactivate to detonate. When empowered, the bomb grows larger and more quickly. R: Singularity Summons a vortex that Stuns and Pulls enemies in. When empowered, the radius of the vortex increases. |
That's all for now! Check out more SUPERVIVE news and guides at esports.gg.