Guides

Murderthon Killer / Mask Guide

Macro pressure, chase discipline, and chair control for every Mask.

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Murderthon Killer Guide

Playing Mask in Murderthon is a macro job first and a chase job second. Four survivors repair five generators while you create downs, defend electric chairs, and decide when a tunnel is worth the map. This guide covers pressure paths, gen kicking, info reading, chair defense, tunneling rules, and how different Mask kits change those rules. Pair it with the masks roster and the masks tier list when you pick a main.

New to the game entirely? Start with getting started so win conditions and controls are clear.

The Mask win condition

You win by eliminating the survivor team before they power exits. Practically that means:

  1. Find first contact without letting three gens slam.
  2. Convert pressure into downs (two-hit standard: healthy → injured → downed).
  3. Chair efficiently and leave when the save is not free.
  4. Reappear on the highest-progress generators.
  5. Close the game with tunnels, hatch denial, or gate holds.

Every flashy chase that lasts a minute while gens pop is a disguised loss. Bloodlust helps long chases, but it does not repair your macro.

Opening patrol

Spawn, identify gen clusters, and walk a route that tags the edges of multiple repair zones. Do not camp the first gen you see unless a survivor is already committed mid-progress. Early game goals:

  • Collect free information: scratch marks, missed skill-check screams, chest opens, vent audio.
  • Force at least one injury before the second gen completes.
  • Place setup resources (Fate traps, Divide lingering, Lens devices) on common transitions, not random corners.

If you play a stealth Mask (Ripe, Jammed), your opening can be quieter—suppress terror radius, collect a hit, vanish, and reappear on a different gen. If you play a pressure Mask (Sin, Pierce, Sheol), your opening is louder: show presence, kick, and make survivors leave early.

Gen pressure and kicking

Kick high-progress gens when you pass them in chase or after a down. A kick that costs you a guaranteed down is usually wrong; a kick on an 80% gen while survivors reset is usually right. Pierce players get to rewrite this rule because Ground Piercing teleports to incomplete gens and blocks them briefly—use that to punish solo repair islands.

Think in threat triangles: after a chair, the three nearest unfinished gens are your next path. If two are red-hot, hit the hotter one first even if the third is closer. Survivors win when you patrol emotionally instead of mathematically.

When to tunnel

Tunneling (refusing to leave one survivor) is a tool, not a personality.

Tunnel when:

  • The unhook happens under your nose and the team is stacked for a trade.
  • The survivor is on final shock risk and gates are not instant.
  • A gen will complete during a polite patrol and you need a stop-gap down.
  • The player’s class is the team’s only Handyman or Medic and deleting them collapses resources.

Do not tunnel when:

  • Three other survivors are free on separate high gens.
  • You just chaired someone and no one is nearby—proxy instead.
  • You are playing into a Saboteur chair sabotage with three people hovering.
  • You are tilted. Tilt tunnels lose more alpha games than any Mask kit.

After a productive tunnel, immediately reset to gen kicks. The point of the tunnel was tempo, not a highlight clip.

Chair defense without face-camping

Electric chairs are your conversion machine. Face-camping (staring at the chair) teaches survivors to slam gens. Prefer:

  • Proxy defense — Leave to the nearest jungle gym or gen, stay in terror-radius range, return on save animation audio.
  • Zone denial — Fate traps and Divide vent seals on the save path.
  • Info punish — Sheol’s Book of Death style pressure that forces movement after chairs; Jammed cuffs that freeze the unhooker.
  • Late camp — When four gens are done or the last two survivors are both injured, camping becomes correct.

If a Saboteur is wrenching the chair, decide quickly: commit the interrupt or leave for a down elsewhere. Hesitation feeds both the sabotage and the gen.

Reading information

Murderthon leaks more info than beginners use.

  • Terror radius — You broadcast unless Undetectable. Use that fear to push survivors off gens even when you are not committing.
  • Scratch marks — Sprint trails. Injured blood pools add a second layer. If marks stop suddenly, expect a crouch or locker.
  • Skill checks — Missed checks are GPS pings. Good survivors rarely miss; greedy Mechanics sometimes do.
  • Vault/vent audio — Tells you whether the chase is still on your tile.
  • Comm wheel habits — Stacked pings often mean a coordinated save. Rotate early.

Stealth Masks invert the game: you deny info. Ripe’s Undetectable after hits and Madness hallucinations create false pressure—capitalise by leaving the maddened target to hit the healer who walks over.

Chase fundamentals for Masks

Survivors will try the patterns in the looping guide. Your answers:

  • Respect standing pallets until you have a reason not to (Sin rush breaks, Sheol card breaks with talents, Bloodlust already winning).
  • Cut vault angles instead of mirroring the exact survivor path.
  • Anticipate slides on vent corridors; pre-aim the exit.
  • Drop chase at forty-five seconds if no injury landed and two gens are screaming—repatrol.
  • Use abilities to end chases, not to start ego plays in open space.

Two-hit downs mean every mind game matters. A single forced vault mistake is a health state; a health state plus a bad transition is a chair.

Kit-specific macro notes

Fate

Trap transitions between strong tiles and gen approaches. Frenzy turns trap procs into map mobility. You are a set-play Mask—absent from some chases on purpose.

Ripe

Beginner-friendly stealth. Spit Madness to interrupt repairs, corrode awkward pallets, then Stealthy Kid Undetectable to relocate. Do not tunnel the maddened survivor if a healthier gen cluster is free.

Sin

Snowball rushes. Hold Mi Dolor for confirmed lines, not fifty-fifty open field swings. Missed rushes stun you—survivors will bait that. Great for deleting Handyman tiles quickly.

Pierce

Gen teleport controller. Your win condition is stalling the repair economy, not winning every loop. Chair into Broken Knowledge blocks to freeze the map.

Sheol

Ranged cards force movement and can deep-wound. Aim, manage card economy, and use post-chair movement pressure. Weak ping hurts—pick another Mask if your connection is unstable.

Jammed

Cuffs stall the team’s interactions and buy Undetectable windows. You are a tempo Mask: cuff, relocate, hit the people trying to uncuff.

Divide

Own the vents. Isolate expected slides, Lingering the popular corridors, and force survivors into M1-friendly tiles. High skill ceiling; worth it when the lobby overuses vents.

Lens

Info and trap-teleport hybrid. Play for aura knowledge and punish locker / obliviousness patterns. Check counter guides when facing coordinated Recon comps.

Plague (upcoming)

Listed as future area-denial infection. Do not build muscle memory around kits that are not live in your build.

Endgame: gates and hatch

When the fifth gen completes, stop thinking about fair chases. Injure freely, guard the more popular gate, and deny hatch when only one survivor remains. If two survivors are up, force a down before they double-gate. If one is up, patrol hatch spawns using the last known positions.

Practice routine

  1. Ten matches where you never face-camp—proxy only.
  2. Ten matches where you drop any chase without a hit after forty seconds.
  3. Main one Mask for a week; learn its patrol rhythm before switching.
  4. Review losses: which gen completed while you ego-chased?

Mask play in Murderthon rewards cold gen math and flexible tunnels. Learn to leave chairs, kick the right objectives, and spend abilities on real conversions—then the chase tech becomes icing instead of a trap.

FAQ

Frequently Asked Questions

Quick answers for Murderthon survivors and Masks.

Should I camp the electric chair as Mask?

Rarely in the early or mid game. Proxy from a nearby tile, deny the save path with traps or vent seals, and only hard-camp when gates are imminent or the last survivors are already pressured.

When is tunneling correct in Murderthon?

Tunnel on death-hook pressure, stacked unhooks in your face, or when deleting a key class collapses the team's resources. Avoid tunneling while three other survivors slam separate high-progress gens.

Which Mask should beginners learn first?

Ripe and Fate are free and teach stealth ambush and trap macro without a Shard purchase. Move to Sin or Pierce once you understand patrol timing.

How do I stop generators from flying?

Patrol clusters, kick high progress when safe, and end dead-end chases early. Pierce can teleport to incomplete gens; other Masks must walk smarter routes instead of ego-looping empty tiles.

What information should I track every chase?

Scratch marks, blood pools, vault and vent audio, missed skill checks, and which teammates ping saves. Stealth Masks should also track when their Undetectable windows end.