Noob's gameplay revolves around escaping the killer and avoiding damage. Their items help them avoid detection, tank attacks, or provide escape methods. Due to Noobs’s lack of team-oriented abilities, it’s better to focus on completing objectives rather than relying on teammates for protection. All three abilities slow Noob down before activation, and two of them have limited uses, so use them sparingly and strategically. Activate abilities from a distance if you suspect the killer is nearby. If the killer is chasing you, try juking them—it’s one of the best ways to survive.
Elliot is a support character who has the ability to heal others while also gaining a charge for a speed boost. Since you can only heal others and not yourself, take any medkits that are offered to you in-round or find a dispenser built by a Builderman and with Elliot being a designated healer, always try to heal low-health survivors. Don't rush into a chase carelessly, as you have the lowest health of any Survivor. Think about if it is worth it to follow an important target in a chase to heal them, or if staying behind is better.
007n7’s passive and three abilities allow him to traverse the map quickly and escape from the killer, which makes him good for escaping chases, objective completion, and tricking killers. He can be used to escape from the killer easily by using Clone and sticking to a wall and as a Survivalist, you have little capabilities to protect your teammates. Despite this, Clone can be used to distract the killer from important targets, such as Elliot and Builderman, especially with the Cursor movement type. c00lgui can be used when you are at a disadvantage and cannot afford to engage in chase with the killer.
Chance is a long-ranged sentinel reliant on the fragile concept of basic luck. With his questionable weapon choice, he can still be a valuable asset. Either thrive with good fortune or suffer in misfortune; luck decides your performance in every round and on every turn with the toss of a coin. Chance is also the most vulnerable Sentinel, suffering from requiring luck. However, their stun is better than other Sentinels, being able to work at long range, making it less punishing. Despite this, they can heavily damage themselves or die if their health is too low or if the Weakness stack is too high. Chance performs significantly better if the user plays passively.
Due to Dusekkar's abilities having long distances and slow wind-ups, he functions better at longer ranges. Open areas and highground that can get a sightline on someone in a chase can make it easier to support them.
Being a Sentinel survivor, Guest 1337 focuses on the offensive while also having good defensive capabilities. Guest 1337 has one passive and three abilities. His passive is Made to Last, and his abilities are Block, Charge, and Punch. He should( if can )protect your Supports and your fellow Sentinels. Distract killers by taking chase and wasting their time. Use Charge and Punch to prevent killers from damaging important targets, and use Block to soak up incoming damage.
Taph's moveset is built for making "traps" for the killer to benefit the survivors greatly in chase, requiring the time to prepare and stragetic placement.
Builderman has slightly less health than the average survivor due to being a support, but he is able to construct Sentries and Dispensers to both slow down the killer and heal other survivors. It is best to stick with the group so you can support them whenever you can by building Sentries and Dispensers. Making "nests" for anybody who is low on health and/or needs protection is also important.
Two Time is a Sentinel survivor (formerly Survivalist) They identify as a Shadow, plagued by an unstable mind and guilt over betraying their own partner. They carry on, embodying the belief that shadows die twice. They were/are a part of a cult that believes in a second life after dying, hence the name Two Time and uses their Ghostfire Dagger to disable the killer's attacks while gaining their revive in the process.
Shedletsky is a Sentinel who can sustain himself and protect others. His stun is one of the best due to the incredibly long stun time but has a short range and can be severely punished if missed and his abilities, whilst benefiting him greatly, can also benefit his team, allowing him to heal himself and stun the killer in order to give him or his team a window to escape a chase.
Jason is a Melee Range/Stealth killer. He lacks ranged abilities, forcing him to rely heavily on close-quarters combat. His kit focuses on offensive skills that deal significant damage to targets. His signature effect, Bleeding, inflicts damage over time on survivors. His precise hitboxes make him particularly effective in close-range encounters.
John Doe can be considered one of, if not the most technical killer currently in the game. John Doe's playstyle is mainly setplay, trapping and cornering survivors to kill them swiftly and easily. It requires patience to either trap players or kill them with some of the abilities. He is quite hard to use, but if mastered, pays off extremely well.
With C00lkidd being a killer relying on speed and cornering survivors, it's best to memorize the current maps to learn the best flanking areas and to lead the survivors into areas where escaping is risky. Keep in mind that you are one of the fastest killers in the game, but losing all of your stamina will almost guarantee the survivor escapes. Make sure to watch your stamina, as the only long-range attack you possess is Corrupt Nature.
1x1x1x1 is a slow killer, but they deal high damage and are able to apply constant pressure to the survivors. Even though 1x1x1x1 is "unviable" in close-range, they can build up massive damage from far away with his ranged abilities.