Murderthon Classes Tier List
S–B rankings for the current alpha survivor meta—expect swings after patches.
This classes tier list ranks Murderthon’s seven survivor gadgets for the current alpha meta. Criteria: impact on generator tempo, chase longevity, save security, and how often a competent player can convert the kit into escapes against average Masks. Murderthon balance moves quickly under Chilly Creations—treat every placement as a snapshot, not scripture. Cross-check kit details on the classes roster and compare killer strength on the masks tier list.
New talent system: Each Class now has Core Talents across three columns with up to nine levels. You equip one talent per column and unlock rows sequentially. Survivor EXP requirements are lower than Mask EXP, making talent progression faster. Key status effects from talents include Vulnerable, Hemorrhage, Mangled, Broken, Paranoid, Exhaustion, and Incapacitated.
Unlock note: Medic, Handyman, Saboteur, and Recon are available early. Enforcer, Mechanic, and Cloaker lock behind missions. Mission gates do not equal weak kits—some of the best tools sit behind quests. Mission system now has free Missions 1 & 2, with Mission 3 at level 10, Mission 4 at level 15, Mission 5 at level 20, and Mission 6 at level 25.
Tier list snapshot
| Tier | Classes |
|---|---|
| S | Handyman, Medic |
| A | Recon, Cloaker, Saboteur |
| B | Enforcer, Mechanic |
S-tier classes swing trials even with middling teammates. A-tier classes are excellent in the right lobby. B-tier classes are playable and sometimes map- or Mask-dependent, but they ask more from the rest of the team.
S tier
Handyman — S
Handyman wields the hammer that repairs broken pallets. In a game that advertises limited pallets, restoring tiles is the single strongest systemic counter to Mask snowballs. Good Handymen do not ego-repair in the killer’s face; they rebuild behind chases, keep fragile pallets threatening, and turn dead shacks into second lives.
Key changes: Handyman can now repair pallets regardless of charges, but repairing with zero charges creates Fragile Pallets that break immediately after being dropped and don’t stun the killer as long as a normal pallet. Fragile pallet cooldown increased from 12s to 25s. Slam & Scramble talent now applies Exhaustion for 10 seconds. Vaulting pallets no longer applies Exhaustion (Dine & Dash talent changed).
Why S: every other class benefits when tiles stay alive. Against Sin rushes and Sheol card breaks, rebuilt pallets restore the only language survivors share. Talents that add haste or stun value after plank plays push Handyman even higher in coordinated groups.
Weaknesses: charge management and tunnel risk. If the Mask deletes you first, the team loses its economy engine. Still, when a Handyman lives to mid-game, Masks feel the map shrink in reverse.
Medic — S
Medic’s medkit enables self-heal and faster altruistic heals with a finite charge pool. Alpha lobbies are messy—players take free hits, miss skill checks, and unhook into danger. Medic converts that chaos into uptime. Reserving charges for clutch teammate tops rather than burning everything on early self-heals separates great Medics from average ones.
Key changes: Medkit now heals allies 60% faster (up from 30%). Fireman Carry moved to Level 4. Steady Hands talent now heals 40% faster while healthy but 30% slower while injured. Bandage to Take Advantage talent now makes healing silent. Medical Radar aura reading extended to 75 studs and disabled if killer is within 100 studs.
Why S: heals are tempo. A survivor back on a gen thirty seconds sooner is worth more than a flashy vault. Medic also reduces dependence on risky mid-chase greeds because the team can reset between pressures.
Weaknesses: Madness (Ripe) and Broken effects can shut heal plans down. Charge crates help, but a greedy Medic still runs empty before gates. Play the kit like limited ammo.
A tier
Recon — A
Recon’s pinger reveals Mask location. Information wins alpha games where voice chat is inconsistent and the comm wheel is underused. Knowing whether the Mask is proxy-camping or rotating to your gen cluster lets the whole team make correct leave / commit decisions.
Key changes: Using gadget now rewards Shards. Calming Sight talent now reveals killer aura for 10 seconds (up from 5 seconds) when escaping chase.
Why A: low mechanical demand, huge macro value. Perfect for players who hate solo-queue fog. Slightly below S because Recon does not directly create health states or tiles—the team must still loop and repair.
Weaknesses: stealth Masks with Undetectable windows (Ripe, Jammed) create blind spots. Ping on cooldown discipline matters; holding the gadget for a “perfect” moment often wastes the window.
Cloaker — A
Cloaker’s Stealth-Ploy leans into avoiding chases—transparency, quieter presence, and talents that scrub audio or enable locker resets. In a Bloodlust world, the best loop is sometimes the chase that never starts.
Why A: destroys tunnel plans when used after line-of-sight breaks, enables risky chest and sabotage routes, and pairs beautifully with living Handyman tiles. High skill expression.
Weaknesses: cloaking while the Mask already stares at you does little. Beginners waste the gadget in open field. Mission unlock gating also means fewer players practice it early.
Saboteur — A
Saboteur brings the wrench to sabotage electric chairs, stretching save windows and punishing face-campers. When Masks tunnel or proxy poorly, Saboteur turns chairs into liabilities.
Key changes: Chair sabotage duration reduced from 3s to 2s. Saboteur now gains a 2 second speed boost after sabotaging a chair. Silent Liberation talent now also grants silent footsteps for 30 seconds. Hanging On talent now makes survivors last twice as long on the chair (up from 50% longer).
Why A: directly contests the Mask win conversion. Excellent into camp-heavy Sin or Jammed players. In swf groups that already loop well, Saboteur is the difference between a trade save and a death.
Weaknesses: if the Mask never commits to chairs because gens are flying, sabotage value drops. You still need chase fundamentals—see looping—because the wrench does not help you take a first hit better.
B tier
Enforcer — B
Enforcer’s Headbang blinds the Mask, creating peel windows for saves and disengages. The kit is flashy and clutch, but timing is strict: blind too early and the Mask waits; blind too late and the down already happened.
Key changes: Enforcer charges decreased from 3 to 2. Charge bar now shows when the next charge will be gained on generators. Down to Blind can now be used on Electric Chair.
Why B (for now): strong in coordinated peels, average in solo queue where teammates do not capitalize. Mission unlock delays practice time. Still a legitimate pick into proxy campers and gate holds.
How to climb value: communicate on the comm wheel before you pop the blind so teammates pre-move into the save.
Mechanic — B
Mechanic’s toolbox speeds generator repairs. On paper that is perfect for a five-gen objective. In practice, alpha matches are often decided by chase resources and chairs before pure repair speed matters—especially when the Mask patrols well.
Key changes: Mechanic now has 1 more gen skill check without using Toolbox and 2 more with using Toolbox. Spot On talent now reveals generator auras beyond 50 studs (up from 30). We’re Back Again talent now restores +10% progress within 10 seconds of a kicked generator (up from 7% within 7 seconds). Must contribute at least 50% generator progress to gain charges (nerf).
Why B: shines in shy Mask lobbies, late-game gate races, and swf stacks that already stabilize health. Loses relative value when the team cannot hold a chase for twenty seconds. Skill checks still punish greed; faster repair is useless if you scream every miss.
Pick Mechanic when your group already has Handyman or Medic covered and you need raw objective tempo.
How the meta shifts
Expect these placements to move when:
- Pallets are buffed or nerfed globally.
- A new Mask (Plague or otherwise) invalidates vent or heal patterns.
- Mission requirements change and Cloaker / Enforcer / Mechanic see more play.
- Talent trees get buffs or nerfs that shift Class effectiveness.
- Status effects like Deep Wound, Paranoid, or Vulnerable change chase dynamics.
After each update, re-read guides and the tier list hub before locking a grind path.
Team composition advice
Ideal solo-queue priority: Handyman or Medic first. Ideal swf four-stack: Handyman + Medic + Recon + flex (Cloaker or Saboteur). Double Mechanic with no heal or pallet repair is how you lose to one competent Sin.
Against specific Masks:
- Divide — Cloaker and Handyman over vent addiction.
- Ripe — Recon and disciplined Medic charge use.
- Fate — Recon to avoid trap highways; Saboteur if camp appears.
- Pierce — Mechanic helps only if you split gens; otherwise Handyman longevity matters more.
- Lens — Assume information is compromised, play gens like they are watched.
Ranking methodology (transparency)
This list weights:
- Consistency across Masks (40%)
- Ceiling in coordinated play (25%)
- Solo-queue forgiveness (20%)
- Unlock accessibility (15%)
That is why Handyman and Medic sit above flashier peels, and why Mechanic—objectively great at its one job—does not automatically top the chart.
Next steps
Learn the winner’s craft in getting started, then specialize with looping. Mask players should study the killer guide to know what they are up against. For killer rankings, open masks tier list. Deep kit text belongs on players/classes.
Play the S-tiers until the macro feels boring, then flex into A-tier specialists. In Murderthon’s alpha, the best class is the one whose resource you actually manage—empty medkits and unrepaired pallets make every tier list look wrong.
Frequently Asked Questions
Quick answers for Murderthon survivors and Masks.
What is the best class in Murderthon right now?
Handyman and Medic share S tier. Handyman restores limited pallets; Medic keeps the team on generators. Both swing more trials than pure repair speed or situational blinds.
Are mission-locked classes weaker?
No. Cloaker is A tier and Enforcer or Mechanic can be match-winning in the right lobby. Mission locks only slow practice—they do not define power.
Should every team bring a Handyman?
Whenever possible. Limited pallets make rebuilds a shared win condition. If nobody can repair tiles, Masks delete the map after two chases.
Why is Mechanic only B tier?
Faster gens matter most when chases and heals are already stable. Many alpha losses happen on chairs and dead tiles before toolbox speed can decide the match. Also requires 50% contribution to gain charges.
How often will this class tier list change?
Whenever Chilly Creations ships meaningful talent or gadget patches. Re-check after updates instead of treating these ranks as permanent.
What status effects should I know about?
Key survivor status effects include: Hemorrhage (heal regression), Vulnerable (instant down on basic attack), Mangled (slower heals), Broken (cannot heal), Paranoid (first-person view forced), Exhaustion (cannot use exhaustion talents), and Incapacitated (cannot do anything but move).