Welcome to Supervive! In this guide, we will cover all the starter hunters available in the game. Players are initially introduced to five hunters, each with their unique playstyles, strengths, and weaknesses. We aim to provide you with clear insights into each hunter, helping you decide which ones to try and learn to play, and answering the question: “Which Starter Hunter should I choose?“
Which Starter Hunter is Best?
The Starting 5 ‘Hunters’ (i.e., Characters) are diverse and designed to accommodate various player preferences. In this guide, we will explain each Hunter’s abilities and provide an overview of the community’s general opinions on them, ranking them in tiers such as S-tier, A-tier, B-tier, or C-tier, specifically for the Breach mode (Battle Royale).

Joule
High-Voltage Burst Elemental
BURST DAMAGE | FIGHTER
[B TIER]
Her mechanics are somewhat unique and aren’t recommended for new players; however, once understood, she is a good hunter, requiring multiple hits to activate her high-damage combo. The only two difficulty-rated starting Hunters.
Most of her damage comes from the Passive ability, which can require minor damage initially before bursting a large amount of damage. This means sometimes she can enter fights and is unable to deal tremendous amounts of damage before fleeing. Making her a generally bad pick for some in the Reddit community, with combos like Q > Left-click attack > Right-click attack > left-click attack > dash through being able to delete enemies, and losing the ability to be evasive as your dash is required for the damage combo.
Supervive players recommend only dashing when you have fully stacked your passive (4x). However, in specific modes, using your right mouse button (RMB) can create many aggressive opportunities when the orb spawns. Landing your Q ability while your RMB is ready ensures you get resets. Additionally, using your ultimate ability on someone with three stacks spreads it to 4 onto nearby enemies as well.

PASSIVE
Her Passive is the Static Charge, which is applied when Joule damages enemies. Once four stacks of Static are on the enemy, dashing through them with her dash ability (Surge) deals massive amounts of damage and resets the cooldown of the dash ability.
LMB [PRIMARY ATTACK]
Her Primary weapon is Jolt, activated with left-click, fires a bolt of lightning that deals relatively low damage, and applies a single stack of Static Charge. It is implied that her primary damage is the Surge dash after attacking 4 with her primary weapon.

RMB
Her second ability is the Voltaic Spear, holding and releasing the right click to throw a lightning spear that deals low damage, and knocks back the first enemy hit. Enemies knocked into a wall or another target are Stunned. This also applies a Static Charge on hit, as well as dropping an orb that Joule can collect to reset the cooldown of her dash ability (Surge).

Shift
Pressing the Dash key (Shift) activates her dash ability, Surge. If held, she can dash longer, massively damaging enemies if stacked with 4 stacks of Static Charge. This is the primary way to damage enemies, and so much of Joule’s ability kit relies on this one ability and four stacks of Static.

Q Ability
Her Q ability is Lightning Strike, a moderate damage AoE at the target location, pulling or knocking back enemies, and applying one static charge per enemy.

Ultimate Ability
Her ultimate ability, Thunderstorm, activated with R, launches Joule into the air, making her immune to projectiles. When R is pressed again, she slams down and deals low damage to each enemy, applying Static Charge, and also spreading the amount of stacks they have to other players nearby. This is a complicated ability to perfect, thus her difficulty rating.

Felix
Pyromaniac
HIGH DAMAGE OVER TIME | FRONTLINES
[S TIER]
Felix thrives on quick combo execution and high uptime, but his success heavily depends on timing and positioning. According to community insight, one of the most effective sequences is:
Ultimate → Shield activation on entry → Basic attacks to apply Ignite → Flame burst (RMB) → Dash away
This combo enables you to dive in, deal significant burst while stacking burn damage, and retreat before retaliation. Players emphasize that quickly applying two stacks of Ignite is essential for ramping up your damage—wait too long, and your impact drops off.
However, Felix has notable weaknesses. His dash ability offers limited mobility and even pushes enemies away, making it harder to stay in range. Additionally, his auto-attacks apply a self-slow, which penalizes longer trades. The community agrees that Felix can feel underwhelming without precise timing or team coordination, especially after recent ability changes.
He is well-renowned for doing high amounts of damage, with abilities purely around causing pure damage. He excels in DoT (Damage over time) and can easily out-dps most hunters.

PASSIVE
His passive, Ignite, deals DoT, and is activated if players deal sufficient damage to enemies. Ignite then deals DoT, and ignited enemies take more damage from his primary and right-click abilities. This has further ignition at level 2 or higher.
LMB [PRIMARY ATTACK]
Left click is his primary, which uses his Flamethrower, dealing high amounts of damage in a short range. It is a continuous blast and requires Felix to be close to his enemies to function. This is the primary method of applying the DoT Ignition effect.

RMB
Then his right-click ability is Embry Bolt, which shoots a longer range projectile, a fire bolt dealing low damage, as well as applying a slow effect and the Ignition effect.

Shift
To move around, Felix has a dash ability, activated using Shift. This is the Pyro Pounce ability, which deals moderate damage if hit into enemies, and helps build Ignite.

Q Ability
His Q ability is Heat Shield, where Felix spins around, pulling in nearby enemies. It deals low damage but also applies anti-heal and helps build ignition while giving Felix a shield for each enemy hit.

Ultimate Ability
The Ultimate is essentially another dash. Felix flies forward, leaving the ground behind on fire, dealing high damage per second, and slowing enemies, as well as applying ignite to enemies.

Elluna
celestial combat medic
HEALER | PROTECTOR
[C TIER]
Elluna is a mobility-focused support who specializes in repositioning and healing. Most community builds treat her as a backline protector, utilizing her dash to reach downed teammates or escape danger while providing sustained support over time.
She thrives in a supportive role, helping to stabilize team fights rather than leading them. Her kit enables clutch revives and smart disengages, making her a strong asset in coordinated teams that can capitalize on her utility.
However, Elluna is not considered a strong damage dealer, and her solo carry potential is low. Many players view her as a weaker pick in solo queue, where her strengths—support, healing, and mobility—are harder to utilize without reliable teammates fully.
While Elluna is a Healer Type, best for support roles on a basic low level, she is fairly player-friendly, and I was able to win most games I’ve tried with this Hunter, as players have significant mobility while being able to heal fairly often. Her weapon is relatively average, but her survivability is incredibly high. Her weapon restores man, which allows for further healing. However, at further stages in the competitive scene, she is not advised, as other Hunters fill her role more efficiently, according to other players on multiple platforms, including YouTube and Reddit.

PASSIVE
Passively, Elluna can pick up and carry allied Wisps; however, if too much damage is taken, then the wisp is dropped and cannot be picked back up for 4 seconds.
LMB [PRIMARY ATTACK]
Her Click Primary is the Crescent Bolt. LMB fires a shot that deals more damage on each subsequent hit, also restoring Mana per hit, and if the player does not fire for a brief time, the next shot is Empowered and thus does more damage. This is an averagely damaging weapon and a slower-than-average projectile; therefore, it is advisable to aim ahead of the enemy to ensure hits land.

RMB
Her right-click power is Darkside Binding, which fires a shot that deals low damage on hit while rooting the enemy and nearby enemies after a delay on hit.

Shift
Her Shift ability is a Dash called the Lunar Dash, which allows her to dash forward. If the player also jumps, the boost is far greater. Both dash types have separate cooldowns and make for a tricky foe to hit and easily evade when in trouble.

Q Ability
Her Q ability is Moonlight Blessing, which summons a Healing zone that lasts a set amount of time, with an extra burst of healing at the end. If, while active, the player presses Q again, this throws the healing zone to a target location and attaches to any ally it passes through. Paired with the Crescent Bolt’s mana regeneration, this makes for consistent healing throughout the game.

Ultimate Ability
Her R Ultimate Ability is Divine Intervention, which channels a massive heal on an ally or Wisp. If an affected ally is knocked within the channel duration, the spell continues, reviving them and pulling them to Elluna’s position when it completes. However, it can be stopped if Elluna is Stunned, knocked, or moves too far away before the Divine Intervention is complete.

Kingpin
Brutal Abductor
SHOTGUN USER TANK | iNITIATOR
[A TIER]
He is primarily an extremely close-range fighter, equipped with a shotgun and a grappling ability, which are his main damaging abilities. Said to be a ‘S-Tier’ pick as he is relatively tanky while dealing reasonable amounts of damage if played correctly.
Kingpin plays the role of frontline enforcer with exceptional pick potential. His signature hook ability sets up kills and controls space, making him a great initiator for coordinated plays. Community feedback consistently ranks him as one of the strongest in duos when paired with high-burst teammates, particularly Shrike.
A popular tactic involves leading with the hook, pulling enemies into the team, then using his slam or dash to disrupt follow-up attempts. Players also stress that mana and cooldown management are vital for Kingpin, as maximizing his hook uptime can control the pace of a fight.
Despite his strength, Kingpin can be punished if he misses his hook. Without it, he loses most of his pressure and is vulnerable to being kited or isolated. Positioning and prediction are key to making him work effectively.

PASSIVE
His passive is Feed the Beast, where Knocks and assists grant stacks of bonus health, and you can lose one stack per death. Additionally, if damage is done from the rear, Kingpin gains a 50% bonus Backstab damage to enemy hunters.
LMB [PRIMARY ATTACK]
Left-click is his primary, using the Scattergun (shotgun), Kingpin fires a burst of 7 slugs, which spread over distance; thus, it is ideally shot from close up for maximum damage. After firing, the gun requires a moment to reset.

RMB
His right-click is an essential ability to maximise damage, as it is his Abyssal Grasp, a grappling ability. He extends his monstrous arm, piercing terrain and pulling in the first target hit (enemy or ally) and scooping up Wisps along the way. I’d personally grappled allies a few times by mistake; however, this is primarily used to pull enemies in to deal damage with the scatter gun and other abilities. I’ve used this occasionally to save allies from enemies’ AoE attacks.

Shift
His Shift ability is called Brute Dash, a dash that allows him to travel a short distance quickly. It can be used after jumping / airborne for a bigger dash boost.

Q Ability
The Q ability, Primal Slam, is a close-range melee ability, where he slams his fist down, dealing moderate damage and stunning enemies. If they are over the abyss, they are killed instantly.

Ultimate Ability
His Ultimate ability, R, is the Slugwave, an enhanced variation of the Scatter gun, where he fires two waves of abyssal slugs, each dealing massive damage and applying anti-heal.

Shrike
Acrobatic Battle Sniper
SNIPER DAMAGE TYPE | FIGHTER
[B TIER]
She is a sniper; her weapon deals significant damage at the perfect distance, roughly 3/4 of her total range. Going further than this means the bullet doesn’t hit its target, but getting closer makes her bullets deal less damage. She is not a S-tier Hunter, and missing can cause a significant loss in DPS, so she isn’t a recommended character unless you have good aim, and this remains true in higher ranks, especially as other players tend to be much more mobile.
Shrike is a burst-heavy assassin-style hunter who excels at punishing isolated targets and quickly deleting enemies when paired with a potent initiator. According to the community strategy, one of Shrike’s most devastating duos is with Kingpin—once Kingpin lands his grab, Shrike can follow up instantly with her burst to wipe out a target.
Players agree that Shrike relies heavily on cooldowns, particularly her dash. Once it’s used offensively, she loses a key escape and becomes easy to punish. This makes her a high-risk, high-reward pick—deadly when coordinated with a teammate, but fragile and less forgiving when played alone.
For team comps, Shrike is best when paired with frontline crowd control hunters, where she can safely wait for an opening and swoop in for the kill.

PASSIVE
Her Passive is Raptor’s Mark, where shots mark enemies; marked targets take more damage from subsequent shots and detonation.
LMB [PRIMARY ATTACK]
Her Left-Click Primary is the Truetalon Rifle, a sniper rifle with high damage that reduces at closer ranges.

RMB
Her Right-Click ability is Dive-Bomb, where she lobs a hawk spirit that detonates at the target location, also stunning enemies. If Wisps are in this location, they are cremated, rendering them useless.

Shift
Her Shift ability is called Disengage, where she fires a shot that propels her backwards, dealing low damage and slowing enemies, buying her more time to fire further shots. The cooldown of this ability is reset if she gets a knockdown.

Q Ability
Her Q ability is Scout Hawk, where a scout hawk is launched into the sky, giving Shrike vision and applying anti-heal for a set amount of time. If reactivated, the hawk turns into a ward that grants vision for 20 seconds.

Ultimate Ability
Her R Ultimate ability is Full Bore, where she floats upwards and fires a long-range, terrain-piercing bullet dealing moderate damage, which can be affected by Raptors Mark.
It is recommended to choose Kingpin (Damage Dealer) since he can withstand many hits while dealing moderately high damage. Alternatively, you could select Elluna (Healer), who is evasive and quick, allowing for self-healing and preservation during the first few games as you familiarize yourself with the gameplay. This can continue until you win a Hunter Token from specific missions. Both characters are among the best options from the Starter Selection. However, there are five characters to choose from in the Starter set, and there are quick ways to unlock additional hunters within a few games, so this selection is limited for a short time.




