Guides

Murderthon Looping Guide

Pallet economy, vault tech, vents, and pathing that actually burns Mask time.

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Murderthon Looping Guide

Looping in Murderthon is the survivor skill of turning map tiles into time. Every second the Mask spends swinging at you is a second three teammates spend on generators. Because pallets are limited and vents are readable, bad loops do not just lose your health state—they delete the team’s future resources. This guide covers pallet economy, vault and vent angles, pre-drops, when to abandon a tile, and how classes like Handyman change the math.

If you are brand new, skim getting started and controls first so sprint, crouch, and ability binds are automatic.

What a good loop actually buys

A strong loop does three things:

  1. Forces the Mask to take a longer path or commit an ability.
  2. Preserves at least one pallet or vent for the next pass.
  3. Ends with you leaving toward unfinished gens—not into a dead zone.

A weak loop looks flashy for five seconds, burns two pallets, and dumps you into open ground with scratch marks lighting a highway. Masks with Bloodlust gain haste the longer a chase lasts, so infinite holding on one tile eventually fails. Your job is to trade tiles, not marry one jungle gym.

Pallet economy

Murderthon tells you up front: pallets are limited. Treat every standing pallet as shared team inventory.

When to drop

Drop when the Mask is committed inside stun range, when an ability (Sin rush, Sheol card path, Jammed cuff wind-up) would otherwise guarantee a hit, or when the drop creates a safe vault that resets distance. Do not drop because you feel nervous at mid-range—nervous drops are how Fate and Divide delete your map.

Pre-drops

Pre-dropping means throwing a pallet before the Mask arrives so you can vault it as a gate. Use pre-drops sparingly:

  • Pre-drop when you are already injured and need a guaranteed reset to reach a vent.
  • Pre-drop when the Mask has no respect (always runs through) and you need a predictable stun window.
  • Avoid pre-dropping healthy early-game tiles the team still needs.

Handyman players hate random pre-drops because repairing costs charges and time. If a Handyman is alive, call your intent on the comm wheel and leave fragile pallets for rebuilds instead of deleting them forever.

Fragile vs fully broken

Some interactions leave weaker or broken pallet states. Fragile pallets still threaten a Mask who respects them. Broken pallets are Handyman food—Handyman sees them highlighted and can restore loop value. If you are not Handyman, do not camp a broken tile hoping it magically works; rotate to a fresh structure.

Vault angles and speed tiers

Vault and vent speed depends on whether you are sprinting and the angle you approach the obstacle.

  • No sprint / bad angle → slow vault or slow vent. Free hit for attentive Masks.
  • Sprint into a favorable angle → fast vault / medium vent.
  • Sprint into the aggressive slide angle → fast vent, often called a slide, that shreds distance.

Practice the approach line before the Mask arrives. The common beginner mistake is looking at the Mask while strafing parallel to the window, then vaulting late at a flat angle. Instead, curve your path so the last ten studs are a committed sprint into the window. On controller, keep the stick pushed through the vault; tapping usually costs a speed tier.

Windows that sit on short walls punish camera panic. Unlock mouse with Y if you need precise look adjustment on console-adjacent setups, then lock back in before the next swing.

Vents and slides

Vents are Murderthon’s signature chase breaker. They are also Divide’s playground.

Using vents well

Enter a vent when you have already broken line of sight or when the Mask must choose between following and losing a gen. Exit toward a secondary loop, not into open courtyard. Crouch after exiting if scratch marks would paint your next path.

Divide and vent denial

Mask of Divide can Isolate (temporarily close) or Lingering-trap vents. If Divide is in the trial, treat every vent as conditional. Fake a vent approach, hold the tile, and force Divide to spend the ability early. If Lingering is already on your intended vent, take the long path—eating Hindered fog mid-chase is how downs happen.

Sin rush vents

Mask of Sin can rush into a vent and continue the dash. Do not assume a vent is safety against Sin; drop a pallet into the rush path or take a wide tile that forces a whiff stun.

When to loop vs when to run

Loop when:

  • You are healthy or freshly injured with a full tile ahead.
  • The Mask has no anti-loop resource ready.
  • Teammates are mid-gen and need twenty to forty seconds.

Run (marathon) when:

  • The tile is dead (no pallet, no vent, bad LOS).
  • Bloodlust is high and the Mask is catching every corner.
  • You are on death chair risk and need to die far from unfinished gens—or, better, make the Mask walk.
  • A teammate is already coming for a body-block or Enforcer blind.

Holding W toward the next structure is not cowardice; it is macro. The killer guide explains why Masks love survivors who ego-loop empty tiles—punish that by leaving.

Map tiles and structure types

Think in structure families rather than memorizing every prop name on day one:

  • Shack-style — Strong pallet, predictable vaults. Great for teaching stun timing. Do not burn the shack pallet first minute.
  • Jungle gym / dual window — Mind-game heaven. Mix short and long loops; fake vaults; listen for Mask footsteps.
  • Open filler — Transition ground. Sprint in straight lines only if you must; prefer hugging props that break camera.
  • Vent corridors — High reward, high Divide risk. Pair with crouch resets after exit.
  • God pallets near gens — Strategic reserves. Dropping these early for a healthy first hit is usually a team throw.

Learn one map’s strong tiles before queueing ranked-feeling lobbies. Alpha map rotation still rewards players who know where the safe vent-to-gen routes live.

Class synergies that change looping

Handyman

Handyman is the looping class. Hammer repairs keep tiles alive, talents support stun escapes or haste after plank plays, and fragile pallets remain threatening. If you main loops, unlock Handyman early and watch a showcase like the mid-article Handyman clips players share—then practice rebuilding behind the Mask, never in their face. Full kit notes sit on classes; ranking context is on the classes tier list.

Cloaker

Cloaker would rather leave chase than win it. Stealth-Ploy removes presence and can scrub chase info. Use cloak after a vault when the Mask loses sight—not in open field while they stare at you. Cloaker plus a living Handyman tile is disgusting for chase Masks.

Medic and Enforcer

Medic extends the number of loops you can take by topping health between chases. Enforcer blinds create free disengage windows—call for the blind before you pre-drop your last pallet.

Recon

Recon does not loop harder; Recon makes loops safer by revealing Mask pathing so you never walk into a setup.

Anti-loop Masks and how to answer them

MaskLoop problemSurvivor answer
SinInstant-down rushWide tiles, late pallet into rush, no ledge ego
FateTraps on common linesCheck floors, disarm when safe, do not tunnel vision
DivideVent denialFake vents, marathon to next gym
SheolCards break pallets / zoneUnpredictable paths, force M1 chases
JammedCuffs stall interactionsTeammate uncuff priority, do not hide in lockers
RipeMadness + UndetectableThink Straight early, watch for ambush returns
PierceTeleport cuts transitionsAssume gens are unsafe; leave progress early

Pair this table with the masks roster and masks tier list when a new patch lands.

Practical drill plan

  1. Custom or casual: spend matches only practicing fast vault entries on one structure.
  2. Next session: forbid yourself from dropping more than one pallet per chase.
  3. Next session: force a vent slide every chase, then crouch-scrub marks.
  4. Duo with a Handyman friend: you burn, they rebuild, you return—learn timing.
  5. Review deaths: did you die on a dead tile you chose to ego?

Common looping mistakes

  • Dropping the first pallet of the match on a healthy chase.
  • Vaulting while looking backward at a bad angle.
  • Entering Divide-tagged vents on autopilot.
  • Looping forever while four gens sit untouched.
  • Ignoring Bloodlust tiers until the Mask is glued to your back.
  • Playing every Mask the same—Sin is not Fate.

Next reading

Return to getting started if macro objectives still feel fuzzy. Study killer perspective so you know what information you leak. Keep guides open for new map-specific writeups as the alpha adds tiles.

Looping is not infinite 360s. It is disciplined resource trading that makes the Mask late to every generator. Master pallet patience, vault angles, and vent judgment, and Murderthon’s chase layer stops feeling random.

FAQ

Frequently Asked Questions

Quick answers for Murderthon survivors and Masks.

Should I pre-drop pallets in Murderthon?

Only when you need a guaranteed vault reset or the Mask refuses to respect standing pallets. Early healthy pre-drops usually hurt the team because pallets are limited and Handyman repairs cost charges.

How do fast vaults and vent slides work?

Sprint into the obstacle at a strong approach angle. Bad angles or walking entries produce slow vaults and vents. The aggressive sprint angle enables fast vents, often called slides, that create real distance.

What do I do against Mask of Divide while looping?

Treat vents as optional. Fake approaches to burn Isolate or Lingering, then marathon to the next structure. Eating a Lingered vent mid-chase often hands Divide a free hit.

Which class helps looping the most?

Handyman. Rebuilding broken pallets restores tiles the Mask thought were dead. Cloaker helps you leave chase; Medic and Enforcer help you re-enter healthy.

When should I stop looping and just run?

When the tile is resource-dead, Bloodlust is high, or teammates need you to die far from critical gens. Transitioning is part of looping—ego-holding empty gyms loses trials.