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Gameplay pages will have 4 sections, players will edit 3: Counter, General, Abilities → abilities can be separated into ability names (see: Hyunwoo#Playstyle on wiki)
ADD COUNTER TO GENERAL SECTION
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If you are dragon rank, and you feel comfortable giving gameplay advice for a character, ask in the #wiki-channel (Lumia's Cafe server) or DM MEK for editing permissions.
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Otherwise, feel free to comment any suggestions on how that character's Playstyle section can be improved.
IMPORTANT: Refrain from using specific numbers (i.e. Alex's 50% weapon destruction chance) or community-specific slang (i.e. snowballing) in your writing, as specific numbers change very often and slang terms tend to confuse those who are not part of the community or don't have experience with similar games.
Also, try not to reference nerfs or buffs the character has received in the past. This immediately dates the writing and will make it less applicable as time passes.
If you are proofreading and find examples of these, make sure to replace them with more vague language.
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https://blacksurvival.fandom.com/wiki/CHARACTER/Playstyle_Tips → Please see character's Playstyle page (if it exists) to see what you can add/edit.
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(up to date)
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CharacterProofreaders (Yellow)Editors (multiple OK)Ideas/SuggestionsStrong AgainstWeak Against (How to Counter)General (include which Aptitudes to run!)Abilities
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AdelaXia Soul
Maybe redo this character to be consistent with the defect rework
Adela isn't really particular strong against anyone.Hart is definitely on the top list of Adela's natural enemy. Her Dissonance, combined with the weapon defect RNG's unpredictability makes it risky for Adela to stick to a defected weapon to gain Promotion stacks. Therefore, if you aren't close to promotion it is important to obtain weapon repairing equipment to get rid of dulling. Adela might also be weak against a high Pain stacked Sissela, due to Sissela's passive healing which makes it hard to land a perfect Check on her. To start off, Adela is a character that mainly specialise on armour rushing without the need to make her own weapon, since she can easily get one through Promotion by fighting. There is also another way to play Adela, which is to quickly rush out an epic grade weapon early to promote it to a legendary grade weapon later on. It is definitely possible to also promote your crude weapon all the way to the legendary grade weapon, though you will need to be really aggressive and land good Checks consistently.

Rushing an epic grade weapon is logically the fastest way for promotion to a legendary grade, except that you risk taking more damage early in the game due to unfinished armour. As mentioned in the previous section, an enemy Hart in the same lobby as you just makes it all the more riskier due to her having the skill to instantly destroy a defected weapon. Hence in general, the most consistent way to play Adela is to solely focus on armour rushing while promoting your crude weapon to an epic grade later into the game, which would tend to be your final weapon. Adela has mediocre stats with a D mastery start, so you need to be really consistent in combat, gear and food crafting to be able to get ahead in the lobby.

All in all, Adela's gimmick and kit is to allow her to skip the hassle of making her own weapon so that she can solely focus on armour rushing, and once completed all she need to do is to engage in combat and craft food & stamina consistently. Given her armour rushing nature, Green cell tends to help her quite a bit, as it allows her to more safely farm for mastery during the early and midgame. Adela also doesn't run any aptitudes in particular, so it's up to player preference. (Accelerate and Counter Attack tend to be the most consistent).
1. Promotion (Field Skill): It indicates the number of promotion stacks you need to obtain through combat in order to promote your weapon (excluding legendary grade weapon) to the next higher grade of the same type. Do note that the weapon you obtain from promotion is random, hence you definitely want to pray that you will obtain weapon with higher atk stats. The requirement number of stacks (uncommon/rare/epic/legendary) currently are as follows: 3/10/35/70 If you are relatively new to BS and Adela, her Promotion ability has been buffed over quite alot of patches, where it used to be 100 stacks for legendary grade promotion, 45 stacks for epic grade promotion etc. A very important thing to take note of is that once you unequip / swap out your current weapon, all the promotion stacks will be resetted back to 0 stacks, so be really careful about this. You really do not want to miss out on promotion due to a careless mistake. | 2. Check (Combat Skill): A combat skill that enables you to get an additional promotion stack when landed on an enemy, as well as dealing an additional 5% of enemy's current hp as skill damage on top of your normal attack's damage. The real deal of this skill is that if you are able to bring down your enemy's hp to below 40% after using Check, the cooldown of Check will be 100% refreshed, meaning you can use it again immediately afterwards. This is your gateway to quickly gather promotion stacks to upgrade your weapon to a higher grade, so you definitely need to watch out for your enemies health bar during combat, and use Check when you know it will bring them to below 40% hp. Do note that you can also use Check on wild animals, so theoretically gathering promotion stacks from wild animals is the easiest since they do not heal / recover hp unlike players, which can make it hard to know when to use Check. With that said, it means that if you want to be an efficient and strong Adela player you need to be good with animal timers and control, as well as basic hp bar reading. One tip that I'd recommend with the usage of Check is: When you encounter an enemy at the start of the game (after you leave the underground path), use Check on them immediately. You might ask why would I use it when it definitely cannot bring the enemy's hp to below 40%, my answer to you is that this is to allow you to be able to get yourself an uncommon grade weapon promotion within 2 hits instead of 3 (landing 1 Check and 1 normal hit instead of 3 normal hits), and thus giving you an advantage over the enemy and allowing you to contest better / force them to leave since you should be dealing more damage (not accounting for the weapon you got from promotion + enemy's supply).
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AdrianaAlyx, JfwarriorsShe could be strong against characters that depends on stamina if they don't have how to recover it. And Bianca.
Her field skill (Arson) is a pretty good counter into other character's field skills, in particular Hart's Peace Zone, as Adriana can safely set Arson up in the Peace Zone. This forces all other players to either leave the safety zone or take field damage (Players can't rest/recover in Arson).
There isn't a true character that counter her since her skills doesn't get affected by other characters skills. And since she uses thrown, her weapon can't get defect.
However, building a Battle Suit against Adriana is very effective as it reduces damage taken from range by 7%. If enemy players decide to rush this in a lobby it becomes a lot easier for them to trade with Adriana early game, especially if they also have a weapon completed/partially finished.
Accelerate is always a viable option on Adriana because most throw characters will have a cluttered inventory in the early-mid game as they typically hold onto a few components/partially completed weapons while finishing their builds, leaving little space for both food and stamina (It is also one of the best aptitudes, especially for newer players). By bringing accelerate, you can alleviate this issue and ignore it for a while until you finish most of your build. Statwise, Adriana is a glass cannon, sporting one of the highest starting/ending attacks in the game while having one of the lowest defenses, enabling her to outcontest most characters early on, which is great for snowballing. This statline encourages Adriana players to rush a few stacks of epic weapons along with one or two rare armor pieces. Then, they can either start chasing noise to catch out unsuspecting players and finish the rest of their armor pieces from the kills (Adriana can do this relatively safely as most of the throw starting areas such as Fire Station, forest, chapel, hotel, have small-to-medium healing that can be crafted (Garlic bread, oriental herb), or is already available (bandages, pills, holy water)) or go finish their builds and outcontesting anyone. If Adriana starts snowballing early, she should easily takeover the mid-game with her damage. From there, Adriana should try keeping a timer on animals (primarily bear/gorilla) to maintain her mastery leads. Arson (Field Skill): After 2 secs of channeling, engulfs the current area with 'Arson' and makes it a Fire Area for 20 seconds. The area is on fire! (20 seconds) Unable to Rest and takes skill damage equal to 3% of max HP for each Search. Adriana does not take Fire Area damage. Arson is only really used in the first area, the final three zones, or the final zone as the two second channel time is too long and can give enemies in the area enough time to hit Adriana twice while she sets it up. However, if she can use it safely in the final zone, it'll benefit her greatly, as it increases Blaze's skill damage by 5 while also forcing other non Adriana players to take max HP per search, which in close matches, can potentially be the difference between winning and losing. Setting up Arson in the final area right before the final three zone ends is the safest bet (In stealth mode).
Blaze (Active Skill):Performs a normal attack that, upon hit, deals 5 additional skill damage and inflicts 'Burned' effect for 9 secs. If the enemy is in a Fire Area, inflicts 5 additional skill damage.
Blaze is great at forcing contesting players out of areas as the "Burned" debuff reduces the target's healing by 20% for 9 seconds and also deals a ton of damage. Try Timing Blaze according to the situation for example, if the enemy has around the same mastery and build as you, use it in the middle of the fight to get them low; if they are behind on their build, use it early to potentially get a kill; if they are very ahead, it's usually best to not use it.
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AidenSlynxis
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AlexSelris, XiaChiyaAlex is generally a strong character that scales very well in late games with his kill pressure and burst potential. He can be strong against characters with a low HP pool.Yuki is a troublesome enemy for Alex. Because a clever Yuki will use Uchi-Otoshi to disarm Alex from using Desperate Throw at the clutch moment, and if Alex misses the moment for a close fight, he will lose doubtlessly. Uchi-Otoshi makes Alex's kill pressure less significant. As prevention, it's best to retreat and use Stealth to wait out the debuff. Another possible unlucky matchup for Alex is characters with high HP, Eleven in particular. Eleven can soak so many hits and is likely to wear out Alex before she's low enough to be taken down by Desperate Throw. The only way to deal with this is by outsourcing Eleven in terms of Healing and Damage. Alex has an above-average statline. Therefore, you must get ahead in mastery before her so that you will do more damage to make her wear out faster.Alex can use any aptitude you like. Accelerate, in particular, is most commonly used for Alex. He has a small stamina pool, so you need to monitor his stamina as exhaustion hinders you. As for the research result, it is flexible as well. Ultra-Vibration Resonance is likely for an Alex that actively fights and looks for kills. Generally, you want to keep one weapon in your inventory if Desperate Throw breaks it. However, if it does not, crafting another is also acceptable. You get more mastery EXP with this cell as it is not a waste of time. Thus, the Ultra-Vibration Resonance research result is preferred to run for Alex if you are a proactive player.

His game plan is to actively seek to fight and push the enemy to the edge and take them down when they least expect it with Desperate Throw, and if things are not progressing well, he can hide with Stealth to recover and go back to battle. As long as you catch up with Alex, he will remain a threat to every other player. Utilize that advantage to your merit for securing areas. Also, Alex can use any mastery whereby makes him very adaptive. You can use this to an advantage by choosing to pick the least ability mastery used in the lobby or using the most used one so that you can take their weapons for you. (Except Thrown because Alex cannot use the Desperate Throw on Thrown Mastery weapon!)
Stealth (Field Skill): Cloak yourself in darkness and hide from enemies for a short time. Stealth effects will cancel upon attacking an enemy. Stealth is often used to scout areas, manage inventory and craft safely. It is also a great skill to prevent getting attacked by multiple enemies in a crowded region. As a recommendation, you can change your stance to Defensive Stance while using Stealth as Stealth only reduces your chance of the enemy finding you drastically. If you aggressively use the ability, Stealth, you can enter an area with it while using Defensive Stance and see if anyone is trying to find you. You can see it from the notification [My Location is almost exposed], implying that someone is currently residing there and actively searching. Take this advantage to check areas and acquire the first attack, which is significant for combat.

Desperate Throw (Combat Skill): Attack the enemy by throwing a non-thrown weapon and possibly destroying it at a random chance. It also deals extra skill damage based on weapon rarity. Desperate Throw does not function with a thrown weapon, so Alex cannot run Thrown mastery as it nullifies his strength and ability to use Desperate Throw. This skill is Alex's trump card to win any fight given the right moment. As suggested before, have at least one weapon in your inventory, given it breaks after usage. So it ensures that you do not lose your momentum when you are required to fight with a weak weapon. With that, you must not hesitate on throwing it if it means you can eliminate the biggest threat in the game to you, especially in late games. Use Desperate Throw when you see someone already using their healing items, as you can set them below 50% HP. Take advantage of the eating food cooldown to take down your enemy.
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ArdaWafuuu
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AyaTooJokesAya is strong against characters that rely on applying debuffs durring combat.Aya has no mentionable counters or direct weaknesses.Aya is a gun mastery charcter with a strong start and decent stats later in the game. Gun is actually more flexbile than it appears so any aptitude can be taken Double shot is a burst skill that gives aya great reach in killing low health targets. While it is often used on cooldown, the ability can be saved durring fights for when the enemy lets their health appear low. Justice is more interesting. It has two purposes, depending on the strong players in the lobby and the current time. If the strongest person or the person you are most likely to fight has a debuff that they want to use in combat (nicky, shoichi, cathy) then when going into the third restriction/ bear or gorilla contest, save the ability in case you meet them. Otherwise it is a fast heal that should be used on cooldown or saved for fights to provide aditional healing in a pinch.
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BarbaraTh3us Barbara counters bad late game characters (aka Shoichi, Bianca etc..) if she happens to have a lot of stacksLeon for water areas. / Can be countered by full stack Sissela if you don't have enough mastery (B vs SS for example) Barbara is easily one of the hardest (if not actually the hardest) character to play in the game.
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BerniceDon't bother with Bear Traps until you're done with your build. This way you won't clog your inventory. You can chase opponents by setting traps, but avoid this if it looks like your opponent wants to fight for the area.
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BiancaKamakuraNatural Enemy of SisselaBianca is a mastery stress-free character, She must focus to obtain exp by attacking survivors, hunting animals, and crafting items because her skill, Bloody Hands scaled on her level instead her mastery. Another way to play her is to build blue weapon and hunt for Wickeline later while using Bloody Hands to repel survivors.1.Bloody Hands (Active Skill): She deal (12 + ( 2 × Level ), While also deal ( 3 × Blood Drop Stack ) as Area Damage, She also lost ( 2 × Blood Drop Stack ) HP. Gain 1 Blood Drop stack every use, This skill have no cooldown. Bloody Hands becomes more dangerous when accumulated stack reached more than 5. | Blood Transfusion (Field Skill): Activate the skill for 8 seconds after Channeling for 1 Second, After the effect ends, She will recover 70% total of damage received when her skill still active, and if total HP recovered is more than 50, She will trigger Blood Veil for next 8 seconds, granting her -15 Skill Damage reduction and immunity from any Status Effect and Debuff, This is basically a free Grilled Tuna when used in right time.
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CamiloKennie, Miwa
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CathySelrisXiaCathy doesn't explicitly counter anyone in particular. However, characters with weak early games that like to snowball into the late game, like, Hyejin, has the potential to be immensely harassed by Cathy. Characters who rely on long trades like Sissela and Echion can also have their game plan disrupted by her combat skill.If the enemy takes the Restoration aptitude, Cathy's Arteriotomy becomes significantly less convenient, especially since it is complicated to tell precisely when the opponent has used it, making it difficult to play around. The only way to combat this is hoping to catch the enemy using their aptitude to cure an injury and use your combat skill directly after. Even so, it's somewhat unreliable if the enemy turned out to have just used a First Aid Kit instead, wasting your combat skill.Cathy's mastery is the only one in the game to be entirely random. At the start of every game, one mastery type will be randomly assigned as D+ as this imposes a very high skill requirement to play the character effectively, as you must know how to play every mastery type in the game. For this reason, she is known to be quite grinding for new players to pick up. Cathy's foremost tool throughout the game is her combat skill, Arteriotomy. It puts immense pressure on the opponent's HP throughout the fight and is the keyway for her to dominate lobbies. You want to be paying attention to the contests you're in and judge when it would be worth it to click the combat skill. Early to midgame, you don't just want to be using it off cooldown, but using it when it will allow you to win a fight you would otherwise not. It's significant to pay attention to your and your opponent's damage. Refrain from using the combat skill if there is too much concerning deficit in either direction. (You deal so much damage that you would win the trade anyway, or your opponent deals too much for Arteriotomy to matter). Another way to use the skill is to slow down a player who is currently dominant in the lobby, allowing Cathy wiggle room to catch up by chance. Another situation in which it is accurate to use the skill is when you pressure someone in low health. (Either intentionally or through circumstance), or to kick out a player that would fight you even if you deal more damage. (Echion and Sissela players, and someone with a ton of food looking to clear it). However, in these situations, it may also be correct to refrain from using your skill so that they fight you for longer. It's entirely a matter of judgement about whether or not you want the fight or the area. Use the skill to secure the map's regions easier and finish your build. You can also slow down the opponent. Other things into consideration, as far as Research Results go, it's mostly a matter of preference. However, Cathy's naturally high max HP synergizes well with Healing Cell's additional food value. Also, if you want, you can take the extra HP recovered when resting to abuse Cathy's passive, either for safety or rest buffering. She doesn't care about any particular aptitudes that great either, so take whichever you prefer (Accelerate, Counter Attack, Restoration, etc.) In addition, being assigned a Gun or Bow on Cathy forces you to consider how you will maintain ammo. Plus, you can always carry ammo and reload regularly. Even so, it slows down both your build and your fighting capabilities. On Bow, you can make either Quiver accessory, Quiver Of Infinity or Sultan's Quiver. The former will allow you to completely ignore ammo, as with the way the math works out, you can't run out of arrows if you always have it equipped. Sultan's Quiver also greatly helps with your ammo problems, increasing the max arrow capacity by an outstanding amount. It also gives you additional damage. However, keep in mind that you will still occasionally need either one to hold or go looking for more arrows, as you will still run out periodically. As for Gun, you have a few weapon options that will help you. These are Gatling Gun, Polaris, and Plasma Rifle. The latter two don't require ammo at all. While the first has an insanely high bullet capacity. You'll still need to look for bullets occasionally. However, for the most part, Gatling Gun will cover you. Just make sure to pay attention to how much ammo you have left. Lastly, when given the option between Chang Pao and Dragon Dobok, unlike most characters, Cathy will typically take Chang Pao. The reason why is because she takes a small duration of time to heal injuries due to her passive. So you'll merely get more value based on the stamina consumption reduction on Chang Pao.
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CelineSelrisTh3usAdd any difficulty tier
(Easy, Normal, Hard,
Very Hard)
Certainly, Celine doesn't counter anyone.Celine is quite strong in early game. However, she is weak against characters like Shoichi and Aya or those who rush for their weapon like Yuki, Chiara, etc. She can suffer from the bad early game because Celine usually charges in crafting a weapon and her stacks instead of armour. Sticky Bomb is not that effective when contesting an area unless it lands.One main goal for Celine is to reach her first stack goal as soon as possible. Whereby it is possible within the first round. Often, it's made by Reshaping all four normal-grade guns from one or multiple guns and reshaping the actual weapon. Aiming for maximum stacks generally isn't worth it, so after reaching her first stack milestone, her objective is to build mastery and hit SS mastery as soon as possible and take the lead in a game. Celine usually runs Ammo Supply, but it is still possible to play any other aptitude thanks to Gatling Gun (Keep in mind that you should get ammo). 1. Reshaping (Field Skill): After briefly channelling, the equipped gun will change for a different weapon of the same grade. (They can't transform twice into the same weapon). Depending on the grade, Reshaping will have a different cooldown. The cooldown increases the higher the grade of the reshaped gun is. After Reshaping, Celine will get stacks that will grant her different bonuses after reaching several stacks (these bonuses will NOT cumulate).
2. Sticky Bomb (Combat Skill): Celine has multiple stacks of Sticky Bomb, and when using the skill, she consumes one charge of Sticky Bomb and may attach a bomb to the enemy based on random chance (except for wild animals). The Sticky Bomb will explode if the enemy searches or moves a certain number of times after the bomb is secured, dealing skill damage. If a second bomb has successfully attached after the first one, it will explode immediately and deal increased damage.
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ChiaraHayatake
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ChloeChedwinNina's skill damage does not count as a normal attack, so it is good against Bianca, Sissela, and Jenny, as well as Counterattack users. Also an effective check for JP in Research Center.Chloe is relatively weak early, and cannot contest her fellow blade/stab users such as Shoichi, Yuki or Fiora. Her damage comes in long trades, so other burst characters like Aya can deal damage up-front and pose a tougher problem.Chloe has one of the lowest stat attacks in the game, which makes her heavily rely on Nina for damage output and contesting areas. Consequently, Marionette is one of the strongest field skills due to its persistance, low cooldown and mesmerizing damage potential, yet the ability to maximize this skill's utility will likely make or break her in battle. A crowd-pleasing puppet show calls for Chloe to use Nina for different purposes at different points of the game. During the first few rounds, it is recommended to hold Marionette as a contesting tool against other players since Chloe does not do much damage on her own. Most players would not prefer a long fight with Nina in field, allowing you to finish your build quickly and achieve a stat advantage. From the third restriction onwards, Nina is an excellent scout for animals and players. Deploy her in popular spots such as hospital or firestation to monitor bear and gorilla spawns while catching players looking for a quick heal. The mid-game damage for Nina is quite decent, allowing you to pick your trades freely and contest people even when they are ahead. As the game enters into finale, Chloe would truly find her rhythm. In the last three areas, you may leave Nina in the first location, head to the second, and essentially force your opponents into the third by denying any additional anchoring spot. Alternatively, you may also hunker down together with Nina, driving enemies out of your own private stage. Make sure to align Marionette's cooldown with the last restriction, so a fully-geared Nina can be deployed at the start of the duel. Nina's quintuple attack can easily burst any reckless enemies, and in conjunction with a properly timed Pulling Strings, will further extend your advantage by allowing an extra hit before you heal to full.
Chloe can take Accelerate as a generally powerful aptitude, or Counterattack to cover incoming attacks directly after deploying Nina. For experimental results, Biomechanics is powerful because the Balance Disruption sub-skill synergizes with Nina's attacks. You can also use Environmental Variable to help Chloe win first area contests by fully leveraging the extra armors gained by Pulling String with the addition of free early-game armor.
1. Pulling Strings (Combat Skill)
This ability does extra normal attack damage and grants Chloe 20/40% extra total armor depending on if Nina is on the field; the armor bonus applies to passives such as Adrenaline Drink. Damage and utility is maximized when Nina is on 1/5, since this ability also would also immediately removed her from the field. It is important to note that Nina does not have to be in the same area for the extra armor effect, and since Nina's attack activate before your own attack, searching and using Pulling Strings while Nina is at 1/5 would instead deplete the last stack before the extra armor is granted. Lastly, be mindful of the tradeoff between Nina's attack and the extra armor. For example, during the early games when your defense stat is low, the extra 20% will be relatively inconsequential compared to the ~10 extra skill damage provided by Nina's last hit, so it would be optimal to use all five of Nina's attacks, then use Pulling Strings for extra damage.
2. Marionette (Field Skill)
After channeling for 1 second, Nina is deployed in the current area, and will deal (4+current level) skill damage to a random enemy in the area for up to five times every time Chloe searches. Additionally, Nina will notify you whenever she damages an enemy, prioritizes players over animals, and makes a sound notification if any player was killed by Nina's attacks. Marionette is the main source of kill pressure from Nina, since it provides an unexpected damage source that ignores passive skills such as Play Dead or Agony Bearer. This, in conjunction with the sharp "tsing" sound effect of the attack, can often unnerve the enemy and secure a kill when they are not carefully managing their health pool.
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DanielCKHe is not strong against anyone particularly, but maybe characters with low HP stat. He is at disadvantage against Aya, because she can clean Daniel's debuff which gives him more damage. Daniel is a character with many potentials. His stats are not the best, and on to top of that, he gets his armor reduced during night. This puts him in danger a lot since -10% armor is very big, so try to get the highest and fastest armor as possible. Hero Helmet is especially recommended with its extra 5% armor. During night is where he gets the chance to
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EchionSoulEchion counters Hart due to his indestructable unique weapon, as well as having a relatively low atk stat for each of his weapon tiers that prevents Hart from dealing more skill damage through Dissonace.Since Echion does not really deal alot of damage before level 7, or when you run Mamba, he might not be able to outcontest a high stacked and well-built Sissela & Barbara. Nicky's combat skill also reduces damage taken, which further decreases Echion's Mamba damage output. Generally, anybody with Imperial Burgonet can easily reduce Echion's damage output if you runs Mamba. Going Adder with Echion just means that your armour would be reduced, and if you do not have higher grade / high value / counter armours equipped as Adder Echion, you are bound to take more damage, especially burst damages like Double Shot and Human Torpedo from Aya and Leon respectively. Nathapon's Framing skill also further decreases Adder Echion's armour, which can make him really fragile especially towards the late game.Just like Adela, Echion is an armour-rush based character with his own unique blade weapon that can be evolved when certain levels are reached. This means that he does not need to go through the hassle of making his own weapon from stratch, and that he can fully focus on rushing out armour pieces then fight afterwards. One of the most unique feature about Echion is regarding his weapon, where it is indestructable unless he dies; recovers from defect after 30 seconds; does not dull at all; as well as a 100% success rate when Meteorsteel is used on it (guaranteed +atk stat). This alone allows Echion to not even worry anything about his weapon, and if you are blessed by RNG with alot of Meteorsteels, you can abuse it and keep upgrading your weapon. However as advantageous as it can get, it also has its downsides. Firstly, each of his weapon upgrades have their pros and cons. Mamba grants a high lifesteal % to Echion, but suffers from low damage output. This means Echion would generally deal insignificant damage throughout the game compared to other players with a decent atk stat and weapon, and the only way to suppress this downside is to keep taking good trades & fight alot to raise his mastery to SS in the shortest amount of time, since hitting SS grants insane armour penetration as well as superhuman path stacks that increases your atk stat by 1 for every 3 hits dealt to enemies, or you are blessed with a crap ton of Meteorsteel. Adder grants a high atk stat and damage output for Echion that is almost on par with any Legendary grade weapon, but suffers from quite a significant armour reduction. This means that it essentially turns Echion into a glass cannon, and if he is unable to get higher grade / higher value / counter armours he would have a really low armour value even at full build, which essentially means taking more damage from enemies. A good way to suppress this is to get high grade / value armour as mentioned like Guardian Suit, Hellriders, and Hero Helmet etc, where Hero Helmet is the most consistent armour piece for Echion to build since it does not require any RNG materials. Depending on which weapon you decide to run for Echion, it would affect the flow of your game greatly. If you are a Mamba type of person you would see yourself fighting till no tomorrow, while if you are the Adder type you would want to take chances to make better armours along the way (prioritise getting Wicke for Guardian Suit etc) + make more higher value foods incase your armour cannot handle the high damage output from certain enemies during late game. And just like Adela, being an armour-rushed based character means that Echion can utilise Environmental Variable (Purple Cell) really well. 1. Call of Cadmus (Field Skill): Allows Echion to upgrade his Viper to Black Mamba / Death Adder at level 7, and respectively upgrade to King Black Mamba / Queen Death Adder at level 14 respectively. As mentioned earlier, Mamba specialises in lifesteal and sustain but suffers from low damage output, while Adder specialises in high damage output but suffers from significant armour reduction. Depending on your playstyle / lobby, you might want to consider wisely what you want to upgrade your Viper into, since you cannot revert back an upgrade once you have done it. | 2. Venomous Tooth (Combat Skill): Perform a normal attack, and for the next 12 seconds after the attack increases Echion's current weapon's atk by 5% of the damage dealt. This combat skill is pretty niche if I must say, since the atk increase is more significant if you have a high damage output. Running Mamba means that the atk increase would not be much unless you are able to hit SS really fast and gain superhuman path stacks to the point where you can deal almost 70 dmg per hit. If you run Adder however, the atk increase would be more obvious. Usually you would see yourself popping Venomous Tooth as soon as the cooldown is off during the early game, while u might want to use Venomous Tooth sparingly & save it for final area during the late game. All in all Echion's skills are pretty straightforward and nothing too difficult to understand and apply to your games.
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ElevenTooJokes, LilTom956Eleven is strong against burst characters as she can eat food inbetween each attack becoming less vulnerable.Eleven is weak to characters with above average late game stats. Since Elevens stats are poor, she is very weak attacking and defending late game despite often having 370-400 health.Eleven has one gimmick, eat many foods to increase her max health. Accelerate and scout is her best friend for finding targets but any besides the ammo or arrow applitudes should be used. Her field skill gives you +3 permenant health for every hp recovery item used during it while also reducing the cooldown from 5 to 3 seconds. This encourages you to prepare many small foods like curry or oriental concoction early game to eat while fighting others but be sure to have large foods just in case. Her Active gives you a copy of a health recovery item that the opponent currently has while is valuable information on the opponents ability to fight. If you are above 50% max hp, it can only be blue, green, or white rarity. If you are under 50% max hp, it can only be blue, purple, or yellow rarity. This ability can and should be used on cooldown but later in the game, try to experiment with hitting people while under 50% max health. This ability is similar to Hyunwoo's Dogfight so remember to hit different people.1. Donation (Combat Skill): 40 sec. cooldown attack that hits just like a normal attack. However, this ability will copy a food item from the enemy's inventory depending on Eleven's current health percentage. 50% or above = rare and below (green and white), 50% and above = rare and above (purple and gold). Combined with Mukbang, this skill can be used to take over a fight quickly with less of your own personal resources used up. Here are a few tips to keep in mind when using Donation.

- As stated prior, above 50% is when you can obtain items below Blue rarity. In certain cases, you might just be able to obtain a food component as opposed to a normal food item. This can be used to make more food then you would have gotten before. Though, just expect to get actual food normally, but keep this in mind for the early-to-mid game at most.
- Following this tip, below 50% is when you can potentially get good food items such as Grilled Tuna and/or Crimson Flowers from late game opponents. In some cases, these finds can win you the game or at least place you higher.
- Due to the low CD of this ability, you should be bouncing around a lobby as soon as you are at a comfortable level of Armor and Stat ATK. Playing around Eleven's strong early game with Donation and Mukbang is a must.

2. MUKBANG (Field Skill): 30 sec. cooldown field skill that enables two of the following effects:

- First, it will grant you MUKBANG Time for 10 seconds, allowing you to eat food off of a 3 second cooldown instead of a 5 second cooldown, allowing you to eat every combat turn instead of every two combat turns. Eating while under the effects of MUKBANG Time grant you +3 permanent HP each time. Note, this HP is added on after the healing from food, so instead of healing from (for example, if you ate bread) 180/200 -> 203/203, you would heal for 200/203.
- Second, after the 10 seconds are up, you will suffer from the Stuffed debuff, making it so that Stamina items recover 50% less Stamina. Essentially, just don't drink Stamina items during this 5 second period and you'll be fine. A relatively easy debuff to avoid.

Some tips to help with proper MUKBANG usage:

- For the most part, you're going to be using this whenever you want to fight. Getting in combat and having this active, especially early game, can force people off of areas that you want. ESPECIALLY when combined with Donation, where you gain bonus value just from fighting alone.
- Outside of fighting, you can use MUKBANG on small random food pickups like Relief Patches and Oranges. More free stacks of your passive to help with your lack of armor in the late game.
- Even with a crazy amount of stacks, remember that you will still have a low amount of armor in the late game unless you high roll.
- If you ARE using this ability outside of combat, make sure it is safe to do so. Without this ability in combat, you lose some much needed pressure.
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EmmaTh3us-
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EvaVilly.A / D slayer
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FioraSelrisJunHart Dissonance's weapon breakWilliam Breaking Ball's stamina reductionFiora is a very beginner-friendly character with relatively straight-forward abilities. Stab is a more common mastery with a vast selection of weapons to pick out. She has D+ mastery giving her an advantage in getting a mastery lead, as combined with her Weapon Polishing's damage add-on can build a lot of momentum early game. Weapon Polishing also allows Fiora to create a high-damage purple weapon at the start of the game, without the usual worry of having to build a backup, as it prevents her weapon's first defect. Fiora's extra damage is reliant on her stamina, so keeping stamina foods and bringing other stamina-sustaining add-ons (such as Accelerate aptitude, Biomechanics research result, Healing Cell's Autolysis of Fatigue Substance) is a good idea. The extra damage from Contre-attaque is enough to drive out most other characters when contesting areas early, also giving a nice boost last game. Weapon Polishing:
This passive ability has two parts. The first is what makes it a counter to Hart's Dissonance, also allowing for early purple weapon rushes, as Stab weapons she crafts will be prevented to defect once. This only works with weapons that you craft, so weapons that you pick up from corpses will not get this buff. The weapon also has to be solely Stab, thus Blade/Stab weapons will not get the buff either, even if you crafted it.

Purple Stab-only weapons that do not rely on random drop ingredients are:
-Lance of Poseidon - 45
-Vijayanagara - 46
-Cosmic Bident - 46
Purple Stab-only weapons that DO require random drop ingredients are:
-Long Serpent Spear - 47 (Tree of Life)
-Spear of Longinus - 48 (Holy Blood)
-Blazing Lance - 48 (Tree of Life)
Note that Tachyon Blade is Blade/Stab, and so is Arcane Edge, so no Arcane Stone weapons will get the buff.

The second part of the passive is the extra two damage to the weapon. This gives you some edge over the other Stab characters who build the same weapons, and elevates the usual 45-46 attack weapons to those requiring rng items to build. Veritas Lux Mea synergizes with this ability as well since when the weapon would first break, the accessory's buff will be activated first, thus keeping the weapon's damage buff.


The buff, when applied, will be a visible icon in the list of effects on the character. It's a great visual indicator to know whether or not the weapon's following defect will be fended off. The buff also stays with the weapon even after unequipping, so if you build a better weapon and decide to drop your current one, it is best to drop it in an area that is about to restrict so that any other stab players don't get the buffed weapon.

Contre-attaque:
There are three parts to this ability that you should pay attention to.
1. There is a 1-second channelling time. While this doesn't seem like a lot, in the last restriction, this could mean your opponent hits you before you do and thus wins when cycling food. To prevent such a situation, channel in another area as it is about to restrict, and then enter the fight. Keep in mind, that the effect only lasts 12 seconds, so channelling then moving areas would give you less time with the buff, but that is the tradeoff you should consider, whether you are willing to potentially take the extra hit for some more time dealing extra damage.
2. It gives an 8% damage reduction. With this, you would scale more into the late game as opponents do more damage with each hit, but it's a good part to keep in mind, yet when callenge for, or when you are behind and getting ping-ponged between areas.
3. With each attack, you trade 8 stamina for 8% of your current stamina in extra damage, which translates to 10 damage when contesting the first area in the beginning, and can add up to 15 damage, assuming max stamina at level 18, and searching using Accelerate. The cost is a flat 8 stamina, but the extra damage is based on your remaining stamina, so you should always top off your stamina when you can to best use this ability. You can also time your stamina food cooldown such that you eat/drink something, wait 1-2 seconds depending on your search/attack speed, channel the ability, search and attack the opponent (which realistically would have cost 3+8=11 stamina at this point), and you can now drink something again to top off your stamina bar for more damage.
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HartChedwinHart is an all-rounder with average stats but powerful abilities, which help her excel in almost any phase of the battle. In the early game, her Peace Zone allows her to safely search areas without the need to contest. Her Dissonance gives her burst damage output to edge out enemies in the mid game. As for the the final rounds of the game, her D+ mastery allows her to get to Superhuman Path easily, and her threat to break defected weapons force enemies to slow down and build extra weapons.
Traditionally, Hart's ability to constantly avoid confrontations allowed her to play extremely defensively, outliving all her enemies until she can turn the tide with a single weapon defect. However, this does not mean that the budding musician cannot slam her pedal to the metal and put on an aggressive show. Hart, as a blunt character has access to several powerful blue weapons, and can easily build purple weapons from any rare drop. This coupled with Peacezone's usefulness in securing early-game areas, allow Hart to quickly rush weapons like Golf Club or Triple Nunchucku along with a decent set of armor. This strategy allows Hart to consistently survive the early by out-valuing her opponents, and transition safely into the late game, where she can get an extra burst of damage from upgrading to a purple weapon.
Overall, Hart is a versatille character with an affinity for both offensive and defensive playstyles. By efficiently using Peace Zone to advance builds, and Dissonance to punish mistakes, she can control and disrupt her opponent's gameplay, and steadily outshine her rival stars in the long run.
Peace Zone:
- Various traps, field skills like Omen or 1v17, and field effects like No Digging or Arson can all still be used in Peace Zone. /n
- All players are notified of the location of a Peace Zone, so expect unwanted party crashers. /n
- Immediately switch to Defensive Stance when channeling for Peace Zone for a chance to avoid extra hits from your enemies. /n
- Searching about one second before Peazone Zone's end allow you to instantly encounter and attack an enemy in the area.

while being one of the few skills with zero offensive capabilities, Peace Zone is nontheless an essential part of Hart's kit, and have many surprising applications. For one, the 20 seconds of respite allow Hart to wait out devastating debuffs, such as Blaze, Phony Deal, Arteriotomy, and even injuries. She may also use it to overcome her comparatively weak early game stats by avoiding contest and securing the starting area of her choice. She may even activate it during a final showdown to bypass food cooldowns, and be able to use up smalls heals while in a duel. Finally, Hart can use Peace Zone as an animal control tool. When being hotly contested, Hart may activate Peace Zone on an animal spawn. She can then travel to other areas to check for animals, or simply prey on her enemies' impatience by snagging animals the moment Peace Zone expires. She can further this application by activating Peace Zone in other potential spawns, thereby masking the true location of animals, and misdirecting her enemies. While Peace Zone have many powerful uses, it is in no way a panic button. Overuse this ability, and you are liable to miss out on fights and lose valuable mastery. Enemies also gets a free hit during your channel, which will put you even more behind. Using Peace Zone only when necessary is the key to maximizing this ability.

Dissonance:
- Constantly monitor your opponents. If they suddenly do less damage, hit them with Dissonance! Their weapon might have just defected. /n
- Dissonance deal greater damage against weapons with higher attack, so choose your targets wisely.

rarely does a combat ability exert pressure on the entire lobby simply by existing, yet Dissonance accomplish just that. Have your weapon broken without any backups, and you'll quickly find yourself on the highway to hell. On top of that, Dissonance does an impressive amount of extra damage: a 46 stat attack weapon means about 16 extra skill damage, more than most other combat skills. Coupled with the ability to critically strike, Dissonance becomes a menacing tool for Hart to burst down her enemies. Of course, all of this comes with a relatively long cooldown of 70 seconds. It is adviced to not use Dissonance on cooldown, and instead use it to break weapons, punish weapon rushers, or secure kills.
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HyejinSelrisKuanCrit and burst damage characters (crit: Shoichi, Rosalio, Silvia) (burst: Hart, Leon,...)Basically, characters that can self-heal also low-damage characters in late games (Sissela, Bianca, Echion). However, the foremost opponent is Sissela.Compared to other test subjects, Hyejin's stats are higher than average in late game. Don't be afraid to be aggressive in early game because she starts with D mastery, and Tit for Tat can help you deal extra damage. Moreover, Hyejin is good at facing multiple players in the same area and 1 vs 1 fights. She can master either bow or hand. Her Tit for Tat clearly deals more damage in late game, mainly when the opponent deals more damage than you. Omen has 5 effects (see Abilities). It can force other players to slow down farming from a corpse and gaining exp. She doesn't need to rush the weapon too fast since her abilities are unrelated to the weapon, as she can deal extra damage from Tit for Tat. Combine Omen and Tit for Tat, Hyejin is good at contesting animals, corpses and Dr Wickeline. As for aptitude, accelerate, scout and restoration are the main aptitudes to bring for hand mastery. Arrow supply is necessary for Bow mastery unless you want to craft Quiver of Infinity as your accessory.
All in all, Hyejin is more likely to be a defensive character in early game due to her abilities. However, as long as she survives, she will be more offensive in late game.
Tit for Tat:
- Every 3rd attack from enemies, reflects 20% of damage to attackers.
- Reflect damage doubled (40%) when the attacker is inflected with Omen.
- Try to combine with "Omen" skill to gain more value, especially in late game and contesting animals, corpses and Dr Wickeline.

A small warning, if you want the corpse immediately after killing, just make sure the enemy doesn't die from Tit for Tat. However, it's easy to avoid this happens.

Omen:
- 5 effects
*Deals 10+ (current level)*2 damage in current and adjacent areas.
*Decrease 100% chance in finding a corpse for 20 seconds.
*Decrease 100% chance to find exp for 20 seconds.
*Decrease 100% crit rate for 20 seconds.
*Tit for Tat damage doubles if the attacker is inflected with Omen for 20 seconds.
- Use it to contest animals, corpses and Dr Wickeline. You still gain lots of value even if you lose the fight.
- If you have struggle in finding animals, Omen can help you but try to save Omen in late game.
- If you know someone is nearly dead, you can try to use Omen to get free kills.
Having the most effects in this game makes Omen powerful. It is also the focal key for Hyejin to win. Pay attention to the noise message (sound alerts), so you can manage and increase the value of Omen.
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HyunwooHyunWoo doesn't counter anyoneTechnically Shoichi but it's a soft counterHyunWoo does fine with both accelerate and counterattack. His game plan is to hit SS as soon as possible and start superhuman stacking (at SS, you gain one permanent stat attack per 3 hits you do) since HyunWoo's stat attack is abysmally low. HyunWoo's kit naturally lends itself to armour rushing so that he doesn't have to spend that much food, which makes dogfighting people his gain for mastery lead. Ideally, you're able to control animals as well. However, in some lobbies, you can get away with looking for dogfights to pull ahead.HyunWoo's passive is Brawler (30 second cooldown): The next successful attack will recover 2 + (current level) HP and stamina. This skill encourages you to try to get at least one attack off an opponent every 30 seconds. Keep an eye on this cooldown and trigger it often while the free hp and stamina really add up towards the end of the game.

HyunWoo's combat skill is Dogfight:
Cooldown: 10 seconds
Unable to use on wild animals. Deliver a normal attack with 110% damage and gain an additional 50% mastery. Dogfight cannot be used against the same opponent twice in a row. This skill encourages you to chase noise and try to fight as many different people as possible.
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