All Supervive Hunters: Abilities, roles, & difficulty

Your experience in Supervive depends largely on the Hunters you play with. These characters not only have unique stats and abilities, but their synergy also plays a major role when you play in duos or squads.

At launch, Supervive lets you try out five Hunters instantly while the remaining can be unlocked in any order you fancy.

Completing the Hunter’s Journey, which lets you unlock all characters, can be a long task and if you’re worried about which Hunters to get first, this rundown of their abilities should come in handy.


Contents:


All Hunters in Supervive and their abilities

Before jumping to the list of Hunters in Supervive, it is important to understand the attributes that make them different:

  • Passive – This is an ability that the Hunter always benefits from, so you don’t have to press a button to activate it. For instance, Fighters have passive abilities that are triggered upon dealing damage while Frontiners are rewarded for crowd-controlling opponents.
  • Primary weapon – Every Hunter has a unique primary weapon. From warblades to rifles to jolts to a gravity orb, you’ll find a ton of diversity in this section. Press the left mouse button to use a weapon’s primary attack.
  • Weapon’s Secondary attack – Every weapon also boasts a unique secondary attack that can be triggered by pressing the right mouse button.
  • Dash – As you press Left Shift, all characters perform a dash that enhances mobility. Yet again, each Hunter has a unique way of dodging opponents through this move.
  • Skill – These are strong attacks your characters use more often. They usually consume 10-60 Mana and can have a cooldown of 10-60 seconds.
  • Ultimate – This is your Hunter’s most powerful attack. As a result, it consumes slightly more Mana than skills and has a much longer cooldown. If used correctly, an Ultimate can change the course of a game.
  • Difficulty – This is how complex the character’s kit is for players to understand. Difficult characters are expected to have a high skill ceiling and they’ll be relevant in high tiers while Hunters with less difficulty are optimal for beginners.

Fighter

Fighters in Supervive act as the damage dealers. Unsurprisingly, they have high damage output but low health, mostly leading to high-risk-high-reward gameplay.

Brall

Brail in Supervive
  • Difficulty – 4-stars
  • Passive
    • Deal damage to become Empowered. While Empowered, gain 15% bonus damage, double primary weapon attack speed, and gain 20% ability haste.
    • Knocking an enemy hunter or killing a creep Heals you for 20% of the enemy’s max health.
    • You can climb double high ground walls with jump. You must be facing the wall to climb it.
  • Primary Weapon
    • Quick Melee (Press) – Chain up to a 4 hit combo, dealing 22 + (22%) damage. Third, fourth, and max range hits deal bonus damage. Hits generate a small amount of Mana.
    • Charge Fireblast (Hold) – Release to fire a ranged fireblast that deals damage. Restores Mana and quickly builds Passive.
  • Weapon’s Secondary Attack
    • Execution Slam (Press) – Deals 76 + (46.8%) damage with a heavy attack, deals 2x damage to targets below 45% health. Knocking an enemy in the sweet spot resets your R.
    • Fiery Lunge (Hold) – Charge up a dash attack that deals 49 + (30.2%) damage. Cost double mana, Cooldown doubled when no targets are struck.
    • Obsidian Slam (While Airborne) – Strike downward, dealing 52 + (25.6%) damage and Slowing enemies. Enemies in the center ring take 50% bonus damage, and are Stunned and Slammed.
    • Scorching Spin (During Freestlye Chain Pull) – Spin to deal 58 + (35.8%) damage and apply Anti-Heal to enemies in a radius for 5s.
  • Dash – Dash while attacking in your facing direction, dealing damage.
  • Skill
    • Throw a Feysteel chain that attaches to enemies or walls.
    • Tethering an enemy deals 12 + (12%) damage and applies Anti-Heal.
    • Reactivate to pull yourself towards the target. Tether lasts 6 seconds
  • Ultimate
    • Become Invulnerable for 0.65s, then strike back, dealing 190 + (90%) damage.
    • Heal for 80% of damage dealt.
    • Knocking an enemy sends them instantly to Deathbox and resets Volcanic Rebuke’s Cooldown.
    • Can be cast on wisps to instantly execute them.

Ghost

Ghost in Supervive
  • Difficulty – 2-stars
  • Passive – Knocking an enemy resets the cooldown of Shift.
  • Primary Weapon
    • Hold to fire a 30-round magazine. Deals 30 + (8%) damage. This damage decays over your first 10 rounds to 50% for the remaining 20 rounds in the magazine.
    • If a target is Dazed by a secondary attack, they take 16 + (17%) bonus damage
  • Weapon’s Secondary Attack
    • Throw a sticky grenade that damages and Dazes enemies.
    • The grenade explodes in a cone if it hits a wall.
    • Dazed enemies take more damage from your primary weapon attack.
  • Dash
    • Press to combat slide forward. Hold to slide further.
    • If used on the ground and released early, cooldown is reduced.
    • Knocks reset the cooldown of dash.
  • Skill
    • Charge for 0.8s, then fire a beam that deals 118 + (63%) damage. Hitting an enemy hunter with the beam reduces the cooldown by 30%.
    • Dazed targets take 20% extra damage.
    • Pierces through most terrain and objects.
  • Ultimate
    • Summon arcane napalm at target location. Deals 83 + (104%) damage, increased by 50% in the center of the radius.
    • Leaves behind a fire zone for 3s that deals 42 + (23%) damage per second and slows enemies.

Jin

Jin in Supervive
  • Difficulty – 4-stars
  • Passive
    • Jin is warned when being watched by an enemy, gaining Movement Speed while out of sight of enemy Hunters.
    • Landing attacks increase your Movement Speed in combat.
    • 1st hit: +10 2nd hit: +30 3rd hit: +60
    • Stacks fall off if you don’t land an attack for 4s.
  • Primary Weapon
    • Charged Stab – Hold and release to charge up a stab, dealing 81 + (58.5%) damage. Release the moment it’s fully charged for max damage. Continue attacking to follow stab with a 3-hit combo. Stab also Shreds armor.
    • Follow-Up Slash – Cast immediately after Charged Stab to cast a follow-up attack, dealing 40 + (70%) damage.
    • Spin Slash – Area attack that deals 62 + (45%) damage. Deals increased damage at max rang.
  • Weapon’s Secondary Attack
    • Throwing knife that teleports you to the opposite side of impacted enemies.
    • Deals up to 50 + (87.5%) damage (based on distance travelled).
    • Cooldown resets on knock.
  • Dash- Jin dashes towards target location.
  • Skill
    • Flip Slash – Slash up into the air, striking nearby enemies for 20 + (60%) damage. Struck enemies are briefly Slowed.
    • Recast – Death Blow – Slash forward through enemies. Struck enemies take 72 + (36%) damage, are Slammed downwards and are briefly Grounded. Enemies struck take increased damage based on Missing Health.
    • Enemies struck over abyss are briefly Stunned and Slammed downwards.
    • Cooldown is reset upon landing the final blow with this spell.
  • Ultimate
    • Feylight Clone – Create a clone that runs to target location. Clone will cast any spell Jin casts.
    • Recast – Clone Reposition / Swap – Recast to update move-to location, or hold recast to swap locations with the clone (once only). 
    • Can be recast onto moving targets to have the clone follow them. 

Joule

Joule in Supervive
  • Difficulty – 3-stars
  • Passive
    • Damaging enemies applies stacks of Static. At 4 stacks, they are fully Static Charged.
    • Dashing through a Static Charged enemy with dash resets its cooldown, damages them for 20% of their max health plus 40 + (23%), and restores 100 mana.
  • Primary Weapon
    • Fire a bolt of lightning that deals 50 + (28%) damage and applies 1 stack of Static.
    • Projectile passes through struck targets.
  • Weapon’s Secondary Attack
    • Hold and release to launch a lightning spear with tremendous force, Knocking back the first target hit and dealing 100 + (56%) damage, based on charge time.
    • Struck targets are Stunned when colliding with terrain / other targets.
    • Striking an enemy hunter spawns a Lightning Orb, which resets the cooldown of Shift.
    • Damage / Range scale with charge time.
  • Dash
    • Hold and release to dash forward while Incorporeal, striking targets you pass through, dealing 50 + (28%) damage.
    • Hitting targets with maximum stacks of Static applies Passive, dealing bonus damage, fully resets Shift’s cooldown, and restores Mana.
    • Collecting Lightning Orbs resets Shift’s cooldown.
  • Skill
    • Hold to select a location, release to aim a delayed bolt of lightning.
    • Struck targets are Launched towards aim direction, Grounded and receive 1 stack of Static. Deals 75 + (42%) damage.
    • Can be used to launch Allied / Enemy Wisps.
    • Pierces through most terrain and objects.
  • Ultimate
    • Press to launch yourself high into the air, transforming into an Invulnerable thunderstorm.
    • Reactivate at a target location to crash downward, dealing 40 + (22%) damage, Knocking back, and applying 1 stack of Static to all struck enemies.
    • Striking a target spreads their Static stacks onto enemies within Ultimate’s AoE.
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Myth 

Myth in Supervive
  • Difficulty – 3-stars
  • Passive
    • You have vision of injured hunters through the fog of war.
    • You can climb double highground walls with jump. You must be facing the wall to climb it
  • Primary Weapon
    • Hold to charge your bow over 1.1 seconds, increasing arrow damage, speed, and distance.
    • Draw power increases in 2 stages.
    • Green Stage- Draw over 0.5 seconds, dealing 40 + (25%) to 102 + (75%) damage based on draw time. Deals 10 + (7%) bonus damage if fired at the perfect moment.
    • Blue Stage – Continue drawing your arrow for up to 0.6 seconds, dealing up to 180 + (91%) damage. Does Destruction damage if fired at the perfect moment.
    • Firing your arrows at the perfect moment in either stage reduces the self slow inflicted while shooting your arrows.
  • Weapon’s Secondary Attack
    • Hold to charge the arrow.
    • Release to fire an arrow that impales enemies, Knocking them back.
    • If enemies are knocked into terrain, they are Stunned for 1.2s.
    • Shots cause enemies to take increased damage when hitting a wall, up to 150 + (70%) damage.
    • Can be used on enemy Wisps.
    • Charged arrows do more damage and knock enemies further away.
  • Dash
    • Ghost Walk allows you to walk through walls and objects. You can not walk into terrain or vaults. Taking damage ends Ghost Walk.
    • Entering a wall spawns a small orb, after ghost walk ends Hunters can interact with the orb to teleport to where ghost walk ended. Only 1 Hunter can interact with the orb.
    • If Ghost Walk ends while inside a wall Huntress rewinds back to where she entered the wall, cost an additional 30 mana.
    • Reactivate to end ghost walk early.
  • Skill
    • Fire in a cone that creates a wall of raining arrows for 4.5 seconds. The wall deals 50 + (27%) damage per second, Slows, and applies Anti-Heal.
    • Knocking burning enemies applies Cremation.
    • Affects wisps that pass through it.
  • Ultimate
    • Press to empower your next 3 primary weapon attack shots with Virideth’s Fury.
    • Arrows affected by Virideth’s Fury do not need to be charged, have increased range, knock back enemies, pierce destructible objects and enemies, and deal 220 + (100%) Explosive damage.
    • The final shot deals 280 + (105%) damage.
    • This effect lasts 6s.

Shiv 

Shiv in Supervive
  • Difficulty – 3-stars
  • Passive
    • Malice- Deal 9 + (5%) more damage each consecutive primary weapon attack hit on the same target.
    • Resolve- Whenever you knock or assist in the knock of an enemy, Heal 25% of your Max Health
  • Primary Weapon – Shiv fires a bolt of energy from her pistol, dealing 58 + (30%) damage and applying 1 stack of Passive.
  • Weapon’s Secondary Attack
    • Throw chain bolas that deal 35 + (10%) damage and Grounds.
    • The bolas travel 650 units after hitting an enemy or destructible. If a second target is hit, both targets are Stunned and take 80 + (20%) bonus damage.
  • Dash
    • Dash a short distance and gain a boost of movement speed. Your next primary weapon attack is Empowered, dealing 54 + (28) damage and applying 2 stacks of Passive/additional armor shred to targets struck from 450 or further away.
    • Hitting an Empowered shot resets Shift.
    • Speed boost ends on taking damage / using an empowered attack.
  • Skill
    • Shiv throws a dagger 1350 units, sticking to any surface/character hit. After 6s, Shiv teleports to its location. Recast spell to teleport immediately.
    • Shiv must teleport back to her dagger.
    • Enemy Characters hit are slowed by 50% for 4s.
  • Ultimate
    • After a short delay, fire up to 5 shots at each nearby enemy for 2s. Each shot deals 36 + (19%) damage and resets the duration of all stacks of Passive.
    • Targets in the outer ring take 18 + (9.5) bonus damage and are Anti-Healed for 6s.
    • While active, gain 2 charges of a weaker Shift.

Shrike 

Shrike in Supervive
  • Difficulty – 2-stars
  • Passive
    • Hitting primary weapon attack and Ultimate Marks enemies for 6s.
    • Hitting Marked enemies with a primary weapon attack or Ultimate detonates the Mark, dealing 175 + (145%) damage.
  • Primary Weapon –
    •  Fire your sniper rifle, dealing 260 + (130%) damage.
    • Deals 50% damage point blank, up to full damage at half range.
  • Weapon’s Secondary Attack
    • Lob an explosive hawk spirit that detonates after 0.65s, dealing 125 + (65%) Explosive damage, Knocking Back targets, and applying a Stun.
    • Wisps struck by this spell are Cremated.
  • Dash
    • Fire a shot that propels you backwards, dealing damage.
    • Slows and Grounds enemy hit.
    • Cooldown resets on Knock.
  • Skill
    • Launch a hawk to scout an area, revealing enemies it passes over and applying Anti-Heal.
    • Reactivate and the scout hawk will circle an area.
  • Ultimate
    • Fire a long-range, armor-piercing bullet that deals 136 + (72%) damage.
    • Pierces terrain.

Initiator

Initiators are relatively flexible Hunters in Supervive. From tanking damage to dealing damage to stunning opponents, they serve a variety of purposes depending on the situation. 

Bishop 

Bishop in Supervive
  • Difficulty – 3-stars
  • Passive
    • Scoring a direct hit with your primary weapon attack Rockets grants you a Big Rocket that has a larger explosion radius and deals 183.3 + (50%) damage.
    • Direct hits also reduce dash charge time by 2s.
  • Primary Weapon –
    • Fire a Rocket that deals 110.0 + (0.3) damage in a moderate radius. Their explosions have fall-off damage.
    • When Passive activates, your next shot fires a Big Rocket that has a larger explosion radius and deals 183.3 + (50%) damage.
  • Weapon’s Secondary Attack
    • Place an explosive satchel that explodes after a 6s delay for 120.0 + (60%) damage, and knocks back you and nearby enemies.
    • Re-activate to detonate early.
  • Dash
    • Blast yourself into the air and deal 100 + (30%) damage in a small radius around your feet, knocking back enemies.
    • Has 2 charge(s).
  • Skill
    • Charge up for 0.5s, then punch all enemies in front of you for 150 + (44%) damage, knocking them back. Enemies knocked into a wall are Stunned, damaged again, and dealt {MaxHPDamage} of their max health as damage in a small radius that also knocks up enemies.
    • If a Wisp is knocked into a wall, they die.
    • If you hit nothing, you are heavily Slowed for 0.5s.
    • Iron Fist – This ability can punch trees.
  • Ultimate – Blast off toward your target location. If you hit an enemy, jump in your current movement input direction, deal 160 + (50%) damage, and Stun them for 0.6s-1.6s based on how long you traveled. Other enemies in a moderate radius are damaged and knocked away.
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Kingpin 

Kingpin in Supervive
  • Difficulty – 2-stars
  • Passive
    • Scoring a direct hit with your primary weapon attack Rockets grants you a Big Rocket that has a larger explosion radius and deals 183.3 + (50%) damage.
    • Direct hits also reduce dash charge time by 2s.
  • Primary Weapon – Fire a short-range burst of 7 slugs, dealing 18.4 + (4.9%) damage each. Accuracy decreases dramatically with each attack.
  • Weapon’s Secondary Attack
    • Massively extend your arm, piercing terrain and grabbing the first target hit (enemy or ally).
    • Struck targets are Pulled in towards Kingpin, and enemies are briefly Grounded upon reaching him.
    • Spells cannot be cast while Pulling in a target. Scoops wisps up along its path.
  • Dash
    • Dash, go further while airborne.
    • Dash and Air Dash have separate cooldowns.
  • Skill
    • Slam your fist in front of you, dealing 260 + (50%) damage, Stunning struck enemies and Slamming them to the ground.
    • The force of the slam also sends you downward shortly after casting.
  • Ultimate – Fire a wave of 6 Eldritch slugs, each dealing 35 + (18%) damage and applying Anti-Heal. After a brief delay, fire another wave.

Frontliner

Frontliners in Supervive are tanky characters who are an important part of the front line. Their job is to distract the incoming attack and allow the Initiators and Fighters to move ahead. These Hunters can have shields in their kits that help in absorbing damage directly. 

Felix 

Felix in Supervive
  • Difficulty – 1-star
  • Passive
    • Dealing damage with abilities and attacks builds flames on enemies, eventually Igniting them, dealing damage over 5s. There are two levels of damage:
      • Level 1: Deals 1.3% + 0.6 of the target’s max health as damage every second. This damage is non-lethal.
      • Level 2: Deals 2.6% + 1.3% of the target’s max health as damage every second. This damage is lethal.
    • Additionally, Felix’s Level 3 spells refund 25% of their cooldown on applying / upgrading Ignite on targets.
    • Enemies can consume food to remove Ignite.
  • Primary Weapon 
    • Hold to fire a stream of flames, dealing 150 + (60%) damage per second.
    • Ignites enemies after burning them long enough.
  • Weapon’s Secondary Attack
    • Shoot a fire bolt that deals 110 + (31%) damage and Ignites enemies on hit.
    • Additionally, Knocks Back struck targets.
    • If the enemy was already affected by Ignite, it spreads to nearby enemies and is upgraded by 1 level.
  • Dash
    • Dash in flames, dealing 100 + (28%) damage and applying 50% of a full stack of Ignite.
    • Knocks Back struck targets.
    • Has 2 charges.
  • Skill
    • Spin to deal 40 + (11.1%) damage to nearby enemies, apply Anti-Heal for 3s, and Pull them towards you.
    • If at least one enemy is hit, gain a Shield for 10% of your max Health, plus an additional 8% per enemy hit. Shield lasts 3 seconds.
    • When you knock an enemy, reset the cooldown of Q.
  • Ultimate
    • Lift off and fly forward, leaving a devastating line of fire behind you. The fire deals 160 + (44%) damage every second for 4 seconds,
    • Slows enemies, and quickly builds Ignite.
    • Reactivate to end the effect early.

Oath 

Oath in Supervive
  • Difficulty – 2-stars
  • Passive – Knocking an enemy into a wall (or another enemy) with Shield Bash or a fully charged Hammer Smash Stuns them for a short duration.
  • Primary Weapon 
    • Hammer Throw / Recall – Press to throw your hammer, passing through enemies and dealing 73 + (35%) damage. Press again to Recall your hammer, dealing the same damage to enemies it passes through.
    • While on the ground, your hammer grants allies vision.
    • Hammer Smash (hold) to charge a powerful swing that Knocks Back enemies, dealing up to 260 + (80%) damage based on how long it’s been charged. Fully charged after 1.25s.
  • Weapon’s Secondary Attack
    • Hold to create a shield that blocks all damage from the front.
    • While shielding, dash to Shield Bash.
  • Dash
    • Dash in target direction, spinning your hammer around you, dealing 180 + (56%) damage and Knocking Back struck enemies.
    • Press while using secondary attack to Shield Bash.
  • Skill
    • Create a healing zone at your hammer’s current location. The zone bursts for bonus healing after a short duration.
    • Ally Wisps hit by the burst will begin to Resurrect.
    • Heal scales with Max Health.
    • Regen Field also heals your secondary attack. Burst will repair a broken shield.
  • Ultimate – Fire a wave of 6 Eldritch slugs, each dealing 35 + (18%) damage and applying Anti-Heal. After a brief delay, fire another wave.

Protector

Protectors in Supervive are Hunters who boast high mobility, allowing them to roam around the map comfortably, and support allies through shields and heals.

Because they don’t have much health and damage, it is best to stay hidden while playing these Hunters and focus more on helping your allies survive. 

Elluna 

Elluna in Supervive
  • Difficulty – 1-star
  • Passive
    • Run across a knocked ally to pick them up and carry them with you. You cannot pick up allies being stomped.
    • Gain a 250-400 Health Shield based on level, which refills each time you pick up an ally. If the shield breaks, or you are crowd-controlled, you are Stunned, drop your allies, and cannot pick them back up for 4s.
    • You are Slowed by 20% while carrying allies.
  • Primary Weapon
    • Fire a shot that deals 33 + (32%) damage.
    • Hits apply Moon Burn to the target. Hitting a target affected by Moon Burn deals bonus damage and returns Mana. Stacks up to 5 times.
    • After not firing for a short duration, your next shot is Empowered, with increased range and double Mana return.
  • Weapon’s Secondary Attack
    • Fire a slow moving shot that deals 50 + (14%) damage to the first enemy it hits. After a 2s delay, the target and enemies around it take 200 + (20%) damage and are Rooted for 1.1s.
    • Applies Moon Burn to Rooted targets.
    • Even fractured, the moon wields stunning power.
  • Dash
    • Long air dash in your direction.
    • Dashing through allies refunds half of this ability’s cooldown and 1s of E cooldown.
    • Lunar Dash and Lunar Air Dash have separate cooldowns
  • Skill
    • Heal allies in a radius around you over 2.5s with a burst of 90 (+54%) Health at the end.
    • Reactivate to toss the zone to target location and boost Healing by 50% for 1s. It attaches to any ally it passes through and is destroyed if attached to a Stunned character.
  • Ultimate 
    • Heal an ally or allied Wisp for 44 (+11.2%) per second for 5s.
    • Wisps will also be Resurrected, teleported to you, and Healed.
    • You can cast other abilities while channeling. If you are knocked, Stunned, or move too far away, the effect ends.
    • If cast completes on a Wisp, you Heal yourself.
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Zeph 

Zeph in Supervive
  • Difficulty – 2-stars
  • Passive
    • primary weapon attack applies and refreshes Gale Force, which amplifies additional primary weapon attack hits and can be detonated by his other damaging abilities.
    • Hitting Ultimate on an enemy affected by Gale Force deals double damage and refreshes the mark.
    • Hitting a target affected by Gale Force with a primary weapon attack reduces the secondary attack charge duration by 1s. Detonating Gale Force refreshes one charge of a secondary attack.
  • Primary Weapon –
    • Press to fire a gust of wind, dealing 72 + (36%) damage.
    • Hold until flashing to fire a faster, larger gust that deals 84 + (42%) damage, travels further, and passes through enemies.
    • Holding for too long lowers damage.
    • Applies Gale Force (Passive) and grants you 20 Mana on hit.
    • Launches Zeph backwards when used in air.
  • Weapon’s Secondary Attack
    • Launch a Mending Breeze at target ally, Healing allies it passes through for 125 + (63%) health.
    • Can be self-targeted, at 50% potency.
    • Has multiple charges, increasing with ability level.
  • Dash
    • Press to perform a short dash.
    • Hold to summon a Cyclone. Release to dash a long distance, bringing allies with you and giving them some glider fuel.
    • Cooldown partially refunded on tap-cast.
    • Functions on allied Wisps.
  • Skill
    • Throw a charm at target location. After a short delay, it detonates for 100 + (40%) damage, Pulls enemies towards its center, Grounding and Slowing them.
    • If Pulled enemies collide, they take 50 + (20%) damage and are Stunned.
  • Ultimate 
    • Fire a large, fast, wide wind blast. Any allies it passes through are Healed, and enemies take 100 + (40%) damage and are Knocked Back.
    • Applies Restoration to allied Wisps, which passively Ressurects them until an enemy stomps them.
    • Pierces terrain.

Controller

Controllers in Supervive are Hunters with abilities that affect a bunch of players simultaneously. This can be done through bombs, AoE freeze attacks, teleportation, wall generation, and other things. 

Controllers are expected to use their abilities at the perfect time because they can shift the battle’s momentum at once.

They should also focus on controlling enemies right before Fighters and other aggressive units trigger their most powerful skills. Doing so drastically improves the overall damage output and the team’s efficiency. 

Celeste

Celeste in Supervive
  • Difficulty – 2-stars
  • Passive – Celeste’s damaging abilities apply Chill for 4s. If an enemy hunter is knocked or a creep killed while Chilled, they will shatter after a short delay, dealing 180 + (100%) damage to nearby enemies.
  • Primary Weapon –
    • Hold to fire a barrage of semi-homing Ice Darts that deal 18 + (5%) damage each. At the end of the burst, fire 3 larger darts that deal double damage, fly faster, and travel further.
    • Hitting 8 darts on the same target triggers Passive, dealing 180 + (100%) bonus damage in an area.
    • primary weapon attack deal bonus damage during Shift.
  • Weapon’s Secondary Attack
    • Fire an icy spear that deals 110 + (61%) Explosive Damage in a small area and Slows.
    • After a short delay, the spear detonates, dealing 140 + (77%) additional Explosive Damage.
    • Has two charges.
  • Dash
    • Hold to skate in your direction, release to stop.
    • Releasing Shift early refunds a portion of its cooldown.
    • primary weapon attack deals 2x damage while skating.
  • Skill – Summon a moving wall of ice with 1000 Health that blocks projectiles and pushes targets it collides with.
  • Ultimate
    • Become Invulnerable to all damage and create a Slowing zone that stacks on enemies for up to 3.5s.
    • Reactivating ends the effect. If delayed for long enough,Ultimatedeals 120 + (125%) damage and Stuns all enemies in its radius.
    • Blocked by Line of Sight.

Hudson 

Hudson in Supervive
  • Difficulty – 1-star
  • Passive
    • Scrap Engine – After Knocking or Killing an enemy Hunter, your exosuit converts the resulting materials to restore 25% of your maximum Health and Armor.
    • Repair Routines – After not taking damage for 4 seconds, your exosuit begins collecting trace metals from your surroundings, regenerating 1% of your armor per second.
    • Turbine Vulnerability – Gunner takes 25% more damage when hit in the back.
  • Primary Weapon 
    • Press and Hold to fire, dealing 30 + (8%) damage per bullet.
    • primary weapon attack becomes more accurate as it is held.
  • Weapon’s Secondary Attack
    • Press and Hold to increase the rate of fire of primary weapon attack.
    • Your movespeed and turn rate decrease the faster your barrels are spinning.
    • When fully Spun-Up, primary weapon attack pierces through struck target, and heals Hudson for 0.3% of his maximum health per impact on enemies.
  • Dash
    • Press – Gain a burst of speed in your movement direction
    • Hold – Continue hovering at a slower speed for up to 2 seconds.
    • Impacting an enemy deals 100-300 damage and knocks them back, based on your speed when colliding with them.
  • Skill
    • Lob a device that deploys after a brief delay, creating a field of barbed wire that Slows and Grounds enemies that pass through it.
    • Enemies take damage based on their velocity when they hit the barbed wire, as well as 20 + (6%) damage per tick while they move through it. They take no damage for sneaking or standing still. 
  • Ultimate
    • Fire your Salvage Hook. If it hits an enemy, it will grip them for up to 4 seconds, during which they are Slowed by 30% and Anti-Healed. Enemy wisps are reeled in immediately.
    • If they fall below 30% Health during that time, it will reel them in and send them instantly to Deathbox.
    • Reeling in an enemy with Salvage Hook triggers Scrap Engine (Passive) and spawns a pickup for your allies that restores the same amount of Health and Armor.
    • Hudson is Grounded while reeling in a target.

Void

Void in Supervive
  • Difficulty – 4-stars
  • Passive
    • Deal damage in a short span of time to become Empowered.
    • Empowered increases the size of Singularity, the speed of Swap, and the effectiveness of Unstable Anomaly.
    • Void floats – You do not make footstep noises and are unaffected by water or sand effects.
  • Primary Weapon 
    • Fire an orb of energy, dealing 140 + (20%) damage. Orbs charge when not firing, and firing faster reduces projectile speed and damage.
    • Fully charged orbs Slow enemies by 6% for 1.5s.
  • Weapon’s Secondary Attack
    • Fire a cluster of shards that deal up to 214.5 + (75%) damage and Stuns the first target hit.
    • Stun duration increases the further the projectile travels.
  • Dash
    • Lob a projectile at target location, teleporting to the spot where it lands and swapping places with any units located there.
    • Empowered: Swap accelerates from 2s to 1.25s.
    • Void can Swap more objects than one may expect.
  • Skill
    • Create a bomb at target location. Reactivate to detonate, dealing damage based on held time and Grounding struck enemies.
    • The bomb grows slowly, increasing its area of effect.
    • Empowered: The bomb grows larger and more quickly.
  • Ultimate
    • Summon a powerful vortex that Stuns and Pulls enemies toward its center.
    • Empowered: Radius of the vortex increases.
    • Ultimate deals Explosive Damage, massively increasing its effect against Destructibles.

Well, this was everything to know about all the characters in Supervive. We hope this list helps you narrow down your search for the perfect Hunter in the game.

Aakrit Sharma
Aakrit Sharma
Aakrit is a Gaming Journalist at Backdash. He's previously worked at CharlieIntel as an Evergreen Specialist and has over 3000 published articles under his belt. He loves all sorts of FPS games and considers the Yakuza franchise to be criminally underappreciated.

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