Murderthon Masks Tier List
Strength and difficulty rankings for live Masks—including Plague—with Slasher update caveats.
This masks tier list ranks Murderthon’s live killers for the current alpha, including released Plague. Each entry includes a strength tier, a difficulty read, and the macro job the kit wants you to play. Fate and Ripe are free; most others cost a large Shard sum from Lorenz’s shop (~5K is the common ballpark)—spend wisely after redeeming codes. Kit deep-dives live on the masks roster; survivor answers sit on the classes tier list and the killer guide.
Honesty first: the Mask of Slasher Roblox event (listed Aug 31, 2026) and follow-up September stamps can shift feel overnight. Plague has already seen community talk about harsh paranoia pressure and later rebalances. Treat S/A/B labels as a snapshot, not a law. Re-check after Mask of Slasher style drops and skim patch notes before you rewrite your entire Shard plan.
Tier list snapshot
| Tier | Masks |
|---|---|
| S | Divide, Sin, Pierce |
| A | Jammed, Sheol, Fate, Plague |
| B | Ripe, Lens |
S-tier Masks steal games through systemic map control or delete chases outright. A-tier Masks win consistently with practice—Plague sits here as a strong area-denial / infection threat whose exact floor and ceiling still move with alpha retunes (some lobbies will swear it is S until the next patch; we keep it A with a volatility note). B-tier Masks are excellent teachers or specialists but ask more from the player or the lobby.
Difficulty legend: Low / Medium / High / Very High.
S tier
Mask of Divide — S | Difficulty: Very High
Divide owns vents—Isolate closes them, Lingering traps them, and the perk suite doubles down on route control. Murderthon advertises vents as a core chase breaker; Divide deletes that assumption. Survivors who autopilot slides donate free hits. Vent-dense maps like West Park amplify the systemic power.
Why S: forces the lobby onto M1-friendly tiles, pairs with Bloodlust beautifully, and punishes the most popular escape habit in the game. The community meme that “everyone hates this guy” exists for a reason.
Why Very High difficulty: prediction timing. Whiffed Isolates teach survivors to ignore you. Master fake pressure, then seal the real vent. Until then, pick Sin.
Mask of Sin — S | Difficulty: Medium
Sin’s Mi Dolor rush downs on contact after a short wind-up, breaks pallets in the path, and can rush-vent. Piece of a Tombstone erases ledge stagger advantages. Snowball potential is enormous.
Why S: shortest path from first contact to chair in the roster. Medium difficulty because the kit is honest—hold the rush for confirmed lines, do not ego-swing into open 50/50s that stun you on a miss.
Counter note: late pallet drops into the rush and wide tiles without ledge ego. Handyman rebuilds hurt after you delete planks—pressure the Handyman first when you can.
Mask of Pierce — S | Difficulty: Medium
Pierce teleports to incomplete generators, blocks them briefly, and follows chairs with multi-gen locks through Broken Knowledge. Macro incarnate. West Park debut lore fits the fantasy: long crossings die to teleport patrols.
Why S: wins without winning every chase. While survivors celebrate a thirty-second loop, Pierce is already freezing the next repair island. Perfect for players who like patrol math over mind-game gymnastics.
Play clean: do not teleport into four stacked survivors without an exit plan. Use the third-person peek on arrival, swing or leave, then kick the rest of the triangle.
A tier
Mask of Jammed — A | Difficulty: High
Jammed cuffs disable interactions—no gadget, awkward heals, no locker hides—while granting Undetectable windows. The kit stalls the team’s ability to play the game, then capitalises with stealth re-engagement.
Why A: nightmarish into disorganised solo queue. High difficulty because cuff management, mode swaps, and knowing when to leave the cuffed target separate good Jammed players from feeders.
Survivors should prioritise uncuffs and refuse to greed chests while a teammate is locked.
Mask of Sheol — A | Difficulty: Medium
Sheol throws exploding cards that injure or deep-wound, then pressures post-chair with movement-forcing perk play. Talents can break pallets, tax gens, or add Vulnerable spikes.
Why A: ranged pressure changes loop geometry and rewards aim. Medium difficulty if your ping is stable; effectively harder if it is not. Card economy matters—empty hands turn Sheol into a generic M1 Mask.
Mask of Fate — A | Difficulty: Medium
Fate is the free trap Mask. Bear traps snare, hits on trapped survivors convert hard, and Frenzy relocates you to the proc. Extra traps spawn on the map for pickup.
Why A: teaches zone denial and set-play better than any other kit. Strong on maps with forced transitions. Slightly below S because prepared survivors disarm and because trap placement has a learning curve—repeating the same doorway gets hard-countered.
Beginner recommendation: main Fate for twenty games before buying a Shard Mask. The macro habits transfer.
Mask of Plague — A | Difficulty: High | Volatility: High
Plague is a live infection / area-denial Mask. Community footage and comment chatter highlight contaminated-space pressure and paranoia-heavy feels; players have also noted rebalances after the first wave of pubs. That volatility is why Plague is A rather than automatic S on this snapshot: the kit can feel oppressive in uncoordinated lobbies, then shift after a hotfix, then shift again after Mask of Slasher-era patches.
Why A: taxes stacked generators, greedy heal huddles, and survivors who refuse to leave dirty ground. Area denial pairs naturally with chair pressure because saves become riskier in contested zones.
Why High difficulty / High volatility: you must convert zone control into chairs, not only paint the map. Learn one clear win condition, then re-test tooltips after every Updated stamp. Do not invent exact infection numbers here—confirm in-client and on the masks roster.
If a patch clearly overbuffs Plague into auto-pilot wins, expect this list to bump it to S temporarily. If a nerf leaves it awkward, it may slide toward high B until players relearn routes.
B tier
Mask of Ripe — B | Difficulty: Low
Ripe is the free stealth Mask. Ready to Harvest applies Madness (hallucinations, interrupted actions, aura), can corrode pallets and walls, and Stealthy Kid grants long Undetectable after hits.
Why B for strength, Low for difficulty: easiest onboarding Mask, still perfectly capable of crushing uncoordinated lobbies. Ranked below A because disciplined teams Think Straight early, play through Madness, and force Ripe into fair M1 chases where the kit is merely good, not oppressive.
Still the correct first Mask for most new killers—see getting started.
Mask of Lens — B | Difficulty: High
Lens plays info traps and teleport utility, leaning on aura knowledge, obliviousness patterns, locker denial, and Vulnerable setups. The kit rewards paranoia and preparation more than raw chase speed. West Park open gens are a classic classroom for Lens value and Lens throws.
Why B: enormous ceiling in the right hands, awkward floor when setups are ignored. High difficulty because you must force survivors into your prepared spaces. Against Recon-heavy teams that already track you, Lens loses some unique value.
When survivors study Lens counters, expect more pre-clears of trap zones and fewer locker commits—adapt by using info to cut gens rather than forcing the same locker gimmick.
Slasher update and meta drift
After the Mask of Slasher Update listing and later September 2026 stamps:
- Re-smoke-test your main before trusting this table blindly
- Watch whether Plague’s infection tools still match last week’s feel
- Check West Park vent and garage tiles if Divide or Pierce suddenly feel different
- Redeem codes on Codes before spending Shards on a hype Mask you have not tried
Alpha meta is a moving target. This page would rather be slightly conservative on Plague than invent a permanent god-tier claim.
Difficulty versus strength matrix
| Mask | Strength | Difficulty | Free? |
|---|---|---|---|
| Divide | S | Very High | No |
| Sin | S | Medium | No |
| Pierce | S | Medium | No |
| Jammed | A | High | No |
| Sheol | A | Medium | No |
| Fate | A | Medium | Yes |
| Plague | A (volatile) | High | No |
| Ripe | B | Low | Yes |
| Lens | B | High | No |
How to choose a main
- Want easiest onboarding → Ripe
- Want free macro lessons → Fate
- Want chase deletes → Sin
- Want gen control → Pierce
- Want to punish vent addicts → Divide
- Want solo-queue misery tools → Jammed
- Want ranged unique feel → Sheol
- Want info mind games → Lens
- Want infection / zone tax → Plague (re-test after patches)
Spend Shards after you know which fantasy you enjoy. A bought Mask you hate is a wasted ~5K.
Survivor preparation by tier
Against S-tier picks, bring Handyman or Cloaker and read looping for vent discipline. Against Jammed, assign uncuff priority. Against Sheol, practice unpredictable paths and do not stand still on card timers. Against Fate, sweep floors. Against Ripe, cleanse Madness early. Against Lens, assume information is compromised and play gens like they are watched—because they are. Against Plague, split repairs, leave contaminated ground, and do not triple-stack heals on dirty tiles.
Methodology
Rankings weigh:
- Map control and gen interaction (35%)
- Chase close rate (25%)
- Chair conversion tools (20%)
- Forgiveness for mistakes (10%)
- Accessibility / cost (10%)
Alpha patches that nerf rush hitboxes, vent seals, teleport cooldowns, or infection pressure will move S-tier and volatile A-tier entries first. Re-check after notes drop.
Related pages
- Killer / Mask guide for patrol and tunnel rules
- Masks roster for ability text
- Classes tier list for what survivors will queue into you
- Tier list hub for sibling rankings
- West Park for map-specific Mask value
- Mask of Slasher Update for post-drop re-test habits
- Getting started if you are still learning chairs and gens
Pick a Mask whose win condition you can explain in one sentence. If you cannot, you are not playing the kit—you are only swinging M1 in a costume. Murderthon’s alpha rewards killers who know whether they are a trap Mask, a rush Mask, a teleport Mask, a vent tyrant, or an infection zoner before the first generator clicks.
Frequently Asked Questions
Quick answers for Murderthon survivors and Masks.
Which Murderthon Mask is best for beginners?
Ripe for stealth basics and Fate for trap macro. Both are free, so you can learn without spending Shards. Move to Sin or Pierce once patrol timing feels natural.
Why is Divide ranked so high?
Vents are a primary chase breaker for survivors. Divide seals or traps them, forcing weaker tiles and free hits. The skill ceiling is high, but the systemic power is enormous.
Where does Mask of Plague rank?
Plague is ranked A in this snapshot as a live infection / area-denial Mask with high volatility. Rebalances and Mask of Slasher-era patches can push it toward S or down toward high B—re-test in your client.
Should I buy Sin or Pierce first with Shards?
Buy Sin if you love chase snowballs. Buy Pierce if you prefer generator control and teleport macro. Both are S tier; pick the fantasy you will actually practice.
How do survivors counter Lens?
Assume aura info is compromised, clear obvious trap zones, limit locker commits, and keep repairing split gens so teleport punishes hurt less. Recon helps the team track Lens rotations.