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
BrallPassive: 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.
GhostPassive: 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.
JinPassive: 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.
JoulePassive: 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.
MythPassive: 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.
ShivPassive: 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.
ShrikePassive: 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.

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
BishopPassive: 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.
KingpinPassive: 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
FelixPassive: 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.
OathPassive: 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
EllunaPassive: 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.
ZephPassive: 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
CelestePassive: 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.
HudsonPassive: 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.
VoidPassive: 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.