Metabase Stage 2: Tier List Archives

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#1

ARCHIVES

Week 0(2.0.1)

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Week 1(2.01.1)

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Week 1a(2.01.1)


What is the Metabase?

The Index’s Metabase is an encyclopedia of the current effectiveness of each character.

It details advantages, combos, and counters to each character, while also grouping characters into tiers. Strong characters are placed in S tier, and struggling characters are placed into F tier. The rest fall in between.

More importantly, the Metabase changes with the metagame, bringing players a dissection of the current patch’s balance as soon as possible.

For those looking for a perfect, high skill tier list, this is not that. Being a person, I cannot stay perfectly on track with the day to day, competitive scene, and thus the Metabase lags a few days behind.

Because of this, the encyclopedia is more of a guide to new or rusty players trying to catch up with the current meta. For those skilled enough, experiment with the game, break molds, and forge a new path.

Happy Hunting!
Chrono :sunny:


Metabase Stage 2: Week 3(2.03) Player Guide
Monster being under powered
Bucket Balance Question
To All Goliath Players:
#2

^^Original Post^^

Monsters

CHARACTER: Goliath
TIER: B
DIFFICULTY: Moderate

Advantages

There is one word that describes Goliath’s play-style: Burst.

Goliath is capable of quick, burst movement, allowing him to keep a few more meters between himself, and the hunters.

In combat, Goliath’s up-close and personal fighting-style has the potential for high burst damage when multiple abilities can be combo-ed together.

Combos(Ability Tree)

Well-Rounded

Stage 1

Rock Throw: 1
Leap Smash: 1
Fire Breath: 1
Charge: 1

Stage 2

Rock Throw: 2
Leap Smash: 2
Fire Breath: 2
Charge: 1

Stage 3

Rock Throw: 2
Leap Smash: 3
Fire Breath: 2
Charge: 2

Trick-Shot

Stage 1

Rock Throw: 1
Leap Smash: 1
Fire Breath: 1
Charge: 1

Stage 2

Rock Throw: 2
Leap Smash: 2
Fire Breath: 1
Charge: 2

Stage 3

Rock Throw: 3
Leap Smash: 2
Fire Breath: 1
Charge: 3

Counters

Lazarus

While Goliath can easily out-damage Laz’s healing, the slippery sorcerer, who revives fellow hunters from the dead with his glove, forces Goliath to spend not only his abilities, but also restricts the monster’s movement, by requiring Goliath to camp downed hunters.

Sunny

The Shield Drone forces Goliath to waste a ranged ability, or time to melee to death, killing the Shield Drone. The JPB moves hunters away from the up-close, brawling beast.

Maggie

Harpoon Traps snag Leaps and Leap Smashes left and right.

Griffin

The Harpoon Gun, if timed right, can protect fellow hunters from every single Leap Smash. While it would be challenging to snag every Leap and Leap Smash, many Griffin player’s find themselves saving their teammates frequently.

Jack

The Repulsor is very capable of blocking many Leaps, Leap Smashes, and Charges.

Blitz Markov

Because Goliath is almost always in range, the Tesla Gun is able to four stack frequently. A good Markov player will have Goliath needing to save Fire Breaths for the sole purpose of destroying mines.

CHARACTER: Meteor Goliath
TIER: C
DIFFICULTY: Easy

Advantages

Meteor Goliath can easily spread damage.

Meaty aslo has more armor than OG, but keeps the burst mobility of OG.

COMBOS(Ability Tree)

I Can't Believe It's not Butter!

Stage 1

Rock Throw: 1
Leap Smash: 1
Flame Breath: 1
Charge: 1

Stage 2

Rock Throw: 2
Leap Smash: 2
Flame Breath: 1
Charge: 2

Stage 3

Rock Throw: 3
Leap Smash: 3
Flame Breath: 1
Charge: 2

COUNTERS

Rogue Val

Rogue Val’s AoE, DoT healing counters MG’s spread, DoT damage.

Slim

Slim’s AoE healing counters MG’s spread, DoT damage.

Tech Sgt. Hank

TSH’s ability to spread shields across his team directly counters Meteor Goliath’s spread damage strategy.

Griffin

The Harpoon Gun, if timed right, can protect fellow hunters from every single Leap Smash. While it would be challenging to snag every Leap and Leap Smash, many Griffin player’s find them selves saving their teammates frequently.

Jack

The Repulsor is very capable of blocking many Leaps, Leap Smashes, and Charges.

Blitz Markov

Because Goliath is almost always in range, the Tesla Gun is able to four stack frequently. A good Markov player will have Goliath needing to save Fire Breaths for the sole purpose of destroying mines.

CHARACTER: Kraken
TIER: B
DIFFICULTY: Challenging

Advantages

Being able to fly gives Kraken a large view of the battlefield, and in combination with ranged attacks, forces the hunters to burn lots of jetpack staying alive.

Using mines and good timing, Kraken is capable of dealing the most damage in the shortest amount of time by any entity in the game.

A player that can make quick plans, for example placing a mine only to Vortex a hunter into it, may find themselves succeeding with Kraken.

COMBOS(Ability Tree)

Safe

Stage 1

Lighting Strike: 1
Banshee Mines: 1
Aftershock: 1
Vortex: 1

Stage 2

Lighting Strike: 1
Aftershock: 2
Banshee Mines: 2
Vortex: 2

Stage 3

Lightning Strike: 2
Aftershock: 2
Banshee Mines: 2
Vortex: 3

AoE Baby!

Stage 1

Lightning Strike: 1
Banshee Mines: 1
After Shock: 0
Vortex: 2

Stage 2

Lightning Strike: 2
Banshee Mines: 1
After Shock: 2
Vortex: 2

Stage 3

Lightning Strike: 3
Banshee Mines: 1
After Shock: 3
Vortex: 2

COUNTERS

Val

Val’s tranquilizer darts pull Kraken to the ground, and because Kraken flies in the hunters view while on the chase, Val can not only help in combat, but when trying to land that perfect dome.

Hank

Hank, being the most defensive support, can ease the pain from capably the bustiest monster in the game.

Abe

Abe’s stasis grenades are highly restrictive on a Kraken’s ability to fly; they either pull Kraken to the ground or force the monster to waste a traversal every few seconds.

Crow

Crow’s stasis shot is highly restrictive on a Kraken’s ability to fly; it either pulls Kraken to the ground or forces the monster to waste a traversal every few seconds.

Because Kraken flies in the hunters view while on the chase, Crow can easily punch through a bar of armor on the chase.

Markov

The Lightning Gun has the longest range out of all assault primary weapons, which helps vs. a target in the air.

CHARACTER: Elder Kraken
TIER: B
DIFFICULTY: Moderate

ADVANTAGES

Elder Kraken has great air mobility, and great access to area-denial abilities.

Elder Kraken can choose to spread damage with Chain Lightning and Death Spiral, or choose to burst down hunters with trick-shots Lightning Strike and Banshee Missile.

COMBOS(Ability Tree)

High Burst

Stage 1

Lighting Strike: 1
Banshee Missile: 2
Chain Lightning: 0
Death Spiral: 1

Stage 2

Lighting Strike: 2
Banshee Missile: 2
Chain Lightning: 2
Death Spiral: 1

Stage 3:

Lightning Strike: 3
Banshee Missile: 3
Chain Lightning: 2
Death Spiral: 1

COUNTERS

Bucket

Bucket’s turrets are practically always shooting the mobile, airborne target. Punishing Elder Kraken’s aggressive playstyle.

Maggie

Harpoon Traps stop the mobile, close quarters monster in its tracks.

Torvald

Torvald can easily punish the aggressive Elder Kraken with mortar barrages.

CHARACTER: Wraith
TIER: S
DIFFICULTY: Challenging

ADVANTAGES

Wraith has a diverse set of tools. Wraith is one of the most mobile monster in the game. She also can deal out burst damage with Warp Blast, and control hunter movement with Abduct.

With the addition of her doppelganger decoy, Wraith is now capable of spreading damage, and has an efficient way to guard bodies.

COMBOS(Ability Tree)

Two Heads is Better than One

Stage 1

Warp Blast: 1
Abduct: 0
Supernova: 1
Decoy: 2

Stage 2

Warp Blast: 2
Abduct: 1
Supernova: 2
Decoy: 2

Stage 3

Warp Blast: 3
Abduct: 1
Supernova: 2
Decoy: 3

Predator

Stage 1

Warp Blast: 1
Abduct: 1
Supernova: 1
Decoy: 1

Stage 2

Warp Blast: 3
Abduct: 1
Decoy: 1
Supernova: 2

Stage 3

Warp Blast: 3
Abduct: 2
Decoy: 1
Supernova: 3

COUNTERS

Bucket

Bucket’s jack-of-all trades approach to supporting counters Wraith’s wide range of abilities.

Hist turrets deal damage over a spread area to a mobile Wraith where others fail. Bucket’s moderate defenses perfectly guards hunters from the Wraith moderately bursty damage.

Maggie

Maggie’s multiple harpoon traps constantly annoy the mobile Wraith.

Jack

Jack’s precise repulsors are capable of stuffing stray Warp Blasts and Abducts.

Hyde

Hyde’s flamethower has decent range, able to be trained onto the Wraith, but more importantly, not accidentally chain to the Decoy.

The Toxic Gas Cloud perfectly punishes any use of Supernova.

CHARACTER: Behemoth
TIER: C
DIFFICULTY: Easy

ADVANTAGES

Behemoth has a wide range of tools at his disposal, controlling the movement of hunters. Bob doesn’t bring the fight to you; Bob brings you to the fight.

Tongue Grab yanks hunters straight to Behemoth, and is capable of wasting large amounts of jetpack. Fissure is an extremely reliable, bursty ability.

Rock Wall can give Behemoth a breather, or cut off a pesky hunter from the rest of the team.

COMBOS(Ability Tree)

Area Control

Stage 1

Lava Bomb: 1
Tongue Grab: 1
Lava Bomb: 1
Rock Wall: 1

Stage 2

Lava Bomb: 2
Tongue Grab: 2
Fissure: 1
Rock Wall: 2

Stage 3

Lava Bomb: 3
Tongue Grab: 2
Fissure: 2
Rock Wall: 2

Luchador Behemoth

Stage 1

Lava Bomb: 2
Tongue Grab: 1
Fissure: 1
Rock Wall: 0

Stage 2

Lava Bomb: 3
Tongue Grab: 2
Fissure: 2
Rock Wall: 0

Stage 3

Lava Bomb: 3
Tongue Grab: 2
Fissure: 3
Rock Wall: 1

COUNTERS

Slim

Because Slim recharges heal burst faster by landing more damage, and because Behemoth is such a big and easy to hit target, Slim gains an advantage.

Rogue Val

Rogue Val does not need LoS to at least provide some healing. This can be helpful while Rogue Val is focused on movement. She can also heal through Rock Walls, though for a lower amount.

The Healing Field can help counteract the burst damage Behemoth can sometimes land.

Cabot

Cabot can shoot through Rock Walls, and his damage output is capable of minimizing Behemoth’s massive health pool.

Sunny

The Shield Drone forces the lumbering Behemoth to use an ability to destroy it, or more abilities to burn through the defenses.

The JPB saves teammates from the clutches of Behemoth while also allowing the hunters to keep up with the slower monster on the chase.

Abe

Abe’s Custom Shotgun is capable of dishing out major damage to the big target, Bob.

Torvald

Torvald can land massive damage much easier on the slow Behemoth with his back-clad mortars.

CHARACTER: Gorgon
TIER: S
DIFFICULTY: Moderate

ADVANTAGES

Good mobility with huge damage stacking potential with a side of burst. Gorgon is also great at spreading damage with Acid Spit and Spider Trap.

Gorgon may look frail but don’t be deceived, she probably has more health than you assume.

COMBOS(Ability Tree):

Feel the Burn

Stage 1

Web Snare: 2
Spider Trap: 1
Acid Spit: 1
Mimic: 0

Stage 2

Web Snare: 3
Spider Trap: 2
Acid Spit: 2
Mimic: 0

Stage 3

Web Snare: 3
Spider Trap: 3
Acid Spit: 3
Mimic:

Over-Whelming

Stage 1

Web Snare: 1
Acid Spit: 1
Spider Trap: 1
Mimic: 0

Stage 2

Web Snare: 2
Acid Spit: 1
Spider Trap: 1
Mimic: 2

Stage 3

Web Snare: 2
Acid Spit: 1
Spider Trap: 2
Mimic: 3

COUNTERS

Rogue Val

Rogue Val’s AoE healing counters Gorgon’s spread damage.

Slim

Slim is always shooting, and because of this, Mimic is nearly useless, and will often help Slim heal more than injure any hunters.

Slim can also kill spiders, and his AoE healing forces Gorgon to focus on a target, rather than spreading damage.

Sunny

Sunny’s Mininuke is exceptional at killing Spider Traps and Mimics.

Maggie

Harpoon Traps are extremely useful vs. Gorgon’s Web Swing.

Hyde

Hyde’s Toxic Grenades create a dead-zone for traps.


#3

^^Original Post^^

Medics

CHARACTER: Val
TIER: A
DIFFICULTY: Moderate

ADVANTAGES

Val trades away self-sustain for high utility and good team healing.

Val is one of the best medics to revive downed teammates when worst comes to worst, while hindering the monsters’ movement.

Val’s Tranqs keep allow hunters too get extra post-Dome damage.

COMBOS(Team Compositions)

Hank

Hank’s superb defensive capabilities make up for Val’s low self-sustain.

Sunny

Sunny provides good defensive capabilities that make up for Val’s low self-sustain, while also complimenting Val’s chase game.

Griffin

A good Griffin that can stay on the monster’s tail with the Harpoon Gun post-Dome paired with Val can only yield great results when aided by Val’s tranqs.

Griffin’s hard-stop crowd control helps make up for Val’s low self-sustain.

Parnell

Parnell’s Combat Shotgun takes advantage of Val’s weak-points.

The Super Soldier ability grants Parnell a temporary speed boost, allowing him to keep up with the fast-paced, post-Dome team.

COUNTERS

Gorgon

Gorgon’s damage spreading strategy is often too much for Val’s single target healing to handle.

Behemoth

Behemoth is nearly unaffected by Tranqs.

Rock Wall is able to cut off all healing, taking only one landed Tongue Grab to set up a combo too fast for Val too handle.

CHARACTER: Rogue Val
TIER: B
DIFFICULTY: Easy

ADVANTAGES

Rogue Val is the opposite of Val. Rogue trades team-sustain for self-sustain, and utility for combat.

COMBOS(Team Compositions)

Bucket

Bucket’s Mechanized Recharge boosts Rogue Val’s sustain to unprecedented levels. The ability to deal damage, even while downed, keeps the frail Rogue Val teammates’ downs justified.

Cabot

Rogue Val’s high self-sustain compliments Cabot’s low defenses, and Rogue Val’s damage output compliments Cabot’s high damage output.

Sunny

Sunny’s high team defenses protects the Trapper and Assault, and makes Rogue Val nearly unkillable while Sunny is standing.

Jack

Jack is able to keep himself alive better than any trapper, bar maybe Maggie, even with the low team-healing from RV.

COUNTERS

Goliath

Goliath’s burst potential takes advantage of Rogue Val’s low team healing.

Kraken

Kraken’s burst potential takes advantage of Rogue Val’s low team healing.

CHARACTER: Lazarus
TIER: A
DIFFICULTY: Challenging

ADVANTAGES

The Personal Cloak allows Lazarus to achieve high self-sustain, possibly the best for any medic.

Lazarus can deny strikes, and keeps pressure up throughout the entire match by reviving players from the dead.

To prevent revives, most monsters are forced to body camp, opening them up to take lots of punishment.

COMBOS(Team Compositions)

Tech Sgt. Hank

TESTING VIABILITY

Bucket

Bucket’s recharger allows Lazarus a double heal burst, leading to a health spike of 1000. The recharger can provide good defense, without revealing Lazarus while cloaked.

More importantly, when a hunter goes down, Bucket’s turrets can capitalize on the monster being more or less stationary. Bucket’s turrets aim for weak-points.

Cabot

Laz’s high self-sustain makes up for Cabot’s low defenses. The Amp coupled with weak-points yields high damage.

Sunny

Sunny’s high team defenses protects the Trapper and Assault, and makes Lazarusl nearly un-killable while Sunny is standing.

Kala

The Armor Reducer ensures the monster takes health damage in shorter duration domes caused by Laz’s low team healing.

Kala can teleport Laz outside of the dome, where he is safe and sound, healing from the outside with the HB.

Wasteland Maggie

Wasteland Maggie’s trap can come in clutch, and having a reviving trapjaw around to help get Laz back up is invaluable.

WLM is also capable of dealing good damage while punishing body camping.

Abe

Abe’s Custom Shotgun frequently takes advantage of Lazarus’s weak-points.

Although it is soft-CC, Abe can still use it to protect himself.

Abe’s high damage output can be utilized to punish body camping.

Jack

Jack has one of the most flexible CC options, giving Jack players more control over when to block monsters to allow Lazarus to revive.

Jack’s self-sustain from the repulsors is highly valued by the medic with low team-healing.

Hyde

The Toxic Grenade is perfect for punishing monsters that body camp.

Parnell

Parnell’s Combat Shotgun takes advantage of the Laz’s weak-points.

Torvald

A body camping monster leads to more mortars landing for good damage.

COUNTERS

Meteor Goliath

All of Meteor Goliath’s abilities light Laz on fire, revealing the cloaked thanatologist.

MG’s ability to spread damage can lead to multiple downs with Laz’s low team healing, forcing Laz to choose who leaves strike-less, if at all.

Kraken

Kraken doesn’t need to be stationary to succesfully prevent reviving by using ranged attacks.

Behemoth

Behemoth can use Lava Bomb, Tongue Grab, and Rock Wall to keep Laz away from a downed hunter.

Gorgon

Gorgon’s Web Snare and Mimic reveal Laz while the Spider Trap can guard a body.

Gorgon’s ability to spread damage can lead to multiple downs with Laz’s low team healing, forcing Laz to choose who leaves strike-less, if at all.

CHARACTER: Caira
TIER: B
DIFFICULTY: Moderate

ADVANTAGES

Good team healing, decent self-sustain.

Caira focuses on healing in return for less utility and damage.

Well-rounded medic.

COMBOS(Team Compositions)

Hank

Hank can save Caira; Hank can save the team; Hank can save himself. Hank’s well-rounded defenses coupled with Caira’s well-rounded defenses create a tough nut to crack.

Tech Sgt. Hank

Like Hank, Tech Sgt. is a well-rounded support, with decent defenses and decent damage.

If the Caira can dodge well, Tech Sgt. Hank might be a better choice than Hank.

Bucket

TESTING VIABILITY

COUNTERS

None. Caira has no specialization, and thus no glaring weaknesses. “Jack-of-all-Healing, Master-of-None”.

CHARACTER: Slim
TIER: C
DIFFICULTY: Moderate

ADVANTAGES

Good AoE healing, good team healing, decent self-sustain, easy revives, and high damage. This is Slim.

COMBOS(Team Compositions)

Hank

Hank’s shields allow Slim to tank damage while shooting the monster to regain health, and jetpack.

Tech Sgt. Hank

TESTING VIABILITY

Bucket

TESTING VIABILITY

Cabot

TESTING VIABILITY

COUNTERS

Kraken

Because Slim relies on landing leeches on the monster to heal, and because Kraken’s often keep their distance, Slim’s healing is impaired up against this already bursty monster.

CHARACTER: Emet
TIER: F
DIFFICULTY: Moderate

ADVANTAGES

AoE, spread healing, and the ability to distract the monster, or potentially recall teammates with the Respawn Beacon, a faster alternative to the Drop Ship.

“I am the end. I am death”

  • Emet 2015

COMBOS(Team Compositions)

Tech Sgt. Hank

Emet’s strong all team healing paired with Tech Sgt.'s team shielding can set up for a strong, defensive team that does good damage as well.

Sunny

TESTING VIABILITY

COUNTERS

Meteor Goliath

Although Meteor Goliath deals spread damage, buoys are quickly destroyed, most of the time by accident, by Flame Breath.

Wraith

Wraith deals good burst damage, breaking through Emet’s lower spread, but less impactful, healing.

Her wide sweeping melee attacks often, even by accident, take out buoys.


#4

^^Original Post^^

Trappers

CHARACTER: Maggie
TIER: A
DIFFICULTY: Easy

ADVANTAGES

Instead of dealing good damage herself, Maggie brings some highly defensive CC to keep her team up to do the damage themselves.

Maggie’s Harpoon Traps buy the team, even herself, extra time to heal and shield up. The traps even help Maggie keep herself alive.

Daisy is a reliable tracker, and the speed boost helps the team keep up. Daisy can often be MVP with clutch revives.

COMBOS(Team Compositions)

Maggie works well in almost every comp. Though some comps might prefer a higher damage Trapper, each one can appreciate a little defense, and each Assault appreciates the monster’s mobility being limited.

COUNTERS

Behemoth

Behemoth isn’t really bothered by Harpoon Traps because he is more stationary. Behemoth’s large health pool laughs at Maggie’s low damage.

CHARACTER: Wasteland Maggie
TIER: B
DIFFICULTY: Easy

ADVANTAGES

Wasteland Maggie trades away a little defense for some extra damage.

COMBOS(Team Compositions)

Lazarus

Wasteland Maggie’s trap can come in clutch, and having a reviving trapjaw around to help get Laz back up is invaluable.

WLM is also capable of dealing good damage while punishing body camping.

Cabot

Wasteland Maggie’s high DOT damage always gives something for Cabot to boost even without an assault.

COUNTERS

WLM performs about equally as well against each monster, so her teammates define her comps weakness.

CHARACTER: Griffin
TIER: B
DIFFICULTY: Challenging

ADVANTAGES

Skilled aimers will excel with Griffin.

The Harpoon Gun is capable of stuffing many abilities, and will always distract the monster. Not only that, but Griffin is easily the best post-Dome trapper, allowing his team to get upwards of a bar on the chase.

Of course, what Griffin can do for his team only comes at the price of not being able to protect himself and his mediocre tracking.

However, when paired with the right comp that has Griffin’s back, Griffin will have theirs.

COMBOS(Team Compositions)

Val

A good Griffin that can stay on the monster’s tail with the Harpoon Gun post-Dome paired with Val can only yield great results when aided by Val’s tranqs.

Griffin’s hard-stop crowd control helps make up for Val’s low self-sustain.

Hank

If timed right, a Harpoon Gun can force a monster to eat an entire Orbital Barrage.

Sunny

A good Griffin that can stay on the monster’s tail with the Harpoon Gun post-Dome paired with Sunny can only yield great results when aided by the JPB.

Sunny’s great team defenses keep the trapper with no self saving CC alive.

Torvald

If timed right, a Harpoon Gun can force a monster to eat an entire Mortar Cannon barrage.

COUNTERS

Wraith

Wraith is hardly affected by the Harpoon Gun.

Decoy often gets in the way, and when it doesn’t Wraith’s large melee swings break the ‘poon.

And still, even then, Wraith’s abilities are hardly affected by the Harpoon Gun.

Behemoth

Behemoth isn’t really bothered by the Harpoon Gun because he is more stationary. Behemoth’s large health pool asks for a trapper with a little more damage than Griffin.

Gorgon

The effect of the Harpoon Gun on Gorgon’s Web Sling is negligible.

Gorgon’s ranged abilities keep the damage coming while Gorgon does break the cord to allow for walking when needed.

CHARACTER: Abe
TIER: B
DIFFICULTY: Moderate

ADVANTAGES

Abe comes equipped with solid tracking and high damage. However, Mr. Presley lacks strong CC.

COMBOS(Team Compositions)

Lazarus

Abe’s Custom Shotgun frequently takes advantage of Lazarus’s weak-points.

Although it is soft-CC, Abe can still use it to protect himself.

Abe’s high damage output can be utilized to punish body camping.

Cabot

Abe’s solid shotgun damage gives something for Cabot to boost even without an assault.

COUNTERS

Gorgon

Gorgon’s range and good mobility is minorly affected by stasis, while Gorgon’s decent health pool helps negate Abe’s biggest advantage.

CHARACTER: Crow
TIER: B
DIFFICULTY: Easy

ADVANTAGES

Crow is a well-rounded trapper.

Gobi is a good tracking tool, the Kinetic Long Rifle gets good damage, and the Stasis Gun, while soft-CC, can be used at long ranges, or in a post-Dome situation.

Skilled Crow players find themselves shooting about half a bar of health off in just one post-Dome chase with the Kinetic Long Rifle’s charge shot.

COMBOS(Team Compositions)

Kala

Crow and Kala, characters able to damage health through armor, together make for a stressful monster game.

Domes last much shorter with both around, and monsters that sacrificed lots of health early on will find themselves in a grind come the relay.

COUNTERS

Gorgon

Gorgon’s range and good mobility is minorly affected by stasis, while Gorgon’s decent health pool helps negates one of Crow’s biggest advantages: the KLR’s charged shot.

CHARACTER: Jack
TIER: A
DIFFICULTY: Moderate

ADVANTAGES

Jack forfeits the chase for the brawl.

The repulsor can block monsters from many different angles, can stuff abilities or traversals, and can save teammates or Jack himself.

But not only that, the Repulsors find an opportunity to screw with all seven monsters, however, the Repulsor almost serve no purpose during the chase, and monsters find themselves being able to escape Jack teams with ease.

Jack also has decent damage, and decent tracking.

COMBOS(Team Compositions)

Rogue Val

Jack is able to keep himself alive better than any trapper, bar maybe Maggie, even with the low team-healing from RV.

Lazarus

Jack has one of the most flexible CC options, giving Jack players more control over when to block monsters to allow Lazarus to revive.

Jack’s self-sustain from the repulsors is highly valued by the medic with low team-healing.

Kala

Jack is able to keep himself alive better than any trapper, bar maybe Maggie, even with the lack team defense from Kala.

The teleporters can move Jack around the map easily, and if coordinated right, can give a Jack team a chase game.

Torvald

Torvald appreciates Jack’s ability to hold the monster in place because it helps land mortars.

Lennox

The Lennoxs’ focus on brawling stack well together. The repulsors can force a monster to eat an extra four stack, or even a whole Thunder Smash.

COUNTERS

Seeing as all seven monsters are about as equally affected by the repulsors, none stand a better chance not getting tracked, and Jack can put on decent damage to all of them, he has no direct counters.


#5

^^Original Post^^

Supports

CHARACTER: Hank
TIER: B
DIFFICULTY: Moderate

ADVANTAGES

Need defense? Hank is your guy.

Hank’s Shield Projector can block whole abilities, drawing focus to Hank. His Shield Burst coupled with his Orbital Barrage don’t make killing Hank easy, however.

COMBOS(Team Compositions)

Val

Hank’s superb defensive capabilities make up for Val’s low self-sustain.

Caira

Hank can save Caira; Hank can save the team; Hank can save himself. Hank’s well-rounded defenses coupled with Caira’s well-rounded defenses create a tough nut to crack.

Slim

Hank’s shields allow Slim to tank damage while shooting the monster to regain health, and jetpack.

Griffin

If timed right, a Harpoon Gun can force a monster to eat an entire Orbital Barrage.

COUNTERS

Behemoth

Behemoth is able to Rock Wall away Hank, or burst down Hank himself.

Hank’s meager damage gives Behemoth plenty of time to land a Tongue Grab.

CHARACTER: Tech Sgt. Hank
TIER: C
DIFFICULTY: Easy

ADVANTAGES

Decent damage and good initial defense.

Tech Sgt. Hank gives each hunter a non-decaying shield, spreading his defenses to all in exchange for lacking burst defenses.

COMBOS(Team Compositions)

Caira

Like Hank, Tech Sgt. is a well-rounded support, with decent defenses and decent damage.

If the Caira can dodge well, Tech Sgt. Hank might be a better choice than Hank.

Slim

TESTING VIABILITY

Emet

Emet’s strong all team healing paired with Tech Sgt.'s team shielding can set up for a strong, defensive team that does good damage as well.

COUNTERS

Goliath

Kraken’s high single-target burst potential rips through Tech Sgt.'s weak single target defense.

Kraken

Kraken’s high single-target burst potential rips through Tech Sgt.'s weak single target defense.

Kraken can still link abilities for combos without ever needing to worry too much about the Orbital Drill Laser.

CHARACTER: Bucket
TIER: A
DIFFICULTY: Moderate

ADVANTAGES

Bucket is a middle ground support. He brings good offense, and for some medics, good defense, to the table.

Mechanized Recharge can give them team double shields bursts, and double heal bursts, not to mention a recharged Defense Matrix to save the assault and recharged Planet Scanner for extra tracking early on in the game.

Bucket’s turrets can create a triangular safe-zone, forcing the monster to destroy turrets, or get punished.

COMBOS(Team Compositions)

Rogue Val

Bucket’s Mechanized Recharge boosts Rogue Val’s sustain to unprecedented levels. The ability to deal damage, even while downed, keeps the frail Rogue Val teammates’ downs justified.

Lazarus

Bucket’s recharger allows Lazarus a double heal burst, leading to a health spike of 1000. The recharger can provide good defense, without revealing Lazarus while cloaked.

More importantly, when a hunter goes down, Bucket’s turrets can capitalize on the monster being more or less stationary. Bucket’s turrets aim for weak-points.

Caira

TESTING VIABILITY

Slim

TESTING VIABILITY

Torvald

Bucket’s turrets aim at weak spots, even those created by the shrapnel disk.

COUNTERS

Meteor Goliath

Meteor Goliath’s Flame Breath takes care of turrets quick easily, and with no shields beside the Shield Burst, Meteor Goliath’s DOT is ready to tear through health.

Bucket’s shield burst decays quickly, so it is more useful vs. burst abilities, and protects less against DOTs.

Gorgon

Acid Spit is necessary for a Gorgon to handle a Bucket, but if played right, Bucket becomes nearly useless.

If Acid Spit can make work of the turrets, Spider Trap and Mimic are free to wreck havoc upon the shield-less(bar the SB) team, melting away at health.

Bucket’s shield burst decays quickly, so it is more useful vs. burst abilities, and protects less against DOTs.

CHARACTER: Cabot
TIER: B
DIFFICULTY: Challenging

ADVANTAGES

If coordinating with an Assault player, Cabot can make any hunter strike worth it by doubling the team damage output. However, Cabot sacrifices defenses to achieve this high damage.

Cabot’s Rail Gun is possibly the most annoying gun in the game. A skilled Cabot can deny an Armor Channel inside the dome and food on the chase by utilizing the gun’s ability to shoot through walls.

Cabot also helps the team track the monster, by letting the team know if the monster is or isn’t in a location with the Dust Tag.

COMBOS(Team Composition)

Rogue Val

Rogue Val’s high self-sustain compliments Cabot’s low defenses, and Rogue Val’s damage output compliments Cabot’s high damage output.

Lazarus

Laz’s high self-sustain makes up for Cabot’s low defenses. The Amp coupled with weak-points yields high damage.

Wasteland Maggie

Wasteland Maggie’s high DOT damage always gives something for Cabot to boost even without an assault.

Abe

Abe’s solid shotgun damage gives something for Cabot to boost even without an assault.

Hyde

Hyde can stack damage with his Flamethrower and Toxic Grenade. This is a great opportunity to drain the Damage Amp’s battery.

Parnell

When Parnell goes Super Soldier, he is capable of high burst damage that can almost instantly drain the Amp’s battery, giving more time for Cabot to shoot the monster with the Rail Gun.

Torvald

Though challenging to do, if Cabot and Torvald can Amp and Mortar at the same time, monster’s can lose nearly their whole armor in seconds.

COUNTERS

Kraken

By staying at range, Kraken is able to mitigate Cabot’s damage while still outputting decent damage.

CHARACTER: Sunny
TIER: A
DIFFICULTY: Moderate

ADVANTAGES

Sunny has high team-sustain, decent self-sustain, and keeps up good pressure all in exchange for mediocre damage.

Sunny’s JPB is her greatest asset. A good Sunny paired with a team that can dodge well leaves almost no way for monsters to down anyone without downing her first.

Not only that, but Sunny keeps to hunters on the move throughout the chase, ensuring domes and good post-dome damage.

COMBOS(Team Composition)

Val

Sunny provides good defensive capabilities that make up for Val’s low self-sustain, while also complimenting Val’s chase game.

Rogue Val

Sunny’s high team defenses protects the Trapper and Assault, and makes Rogue Val nearly un-killable while Sunny is standing.

Lazarus

Sunny’s high team defenses protects the Trapper and Assault, and makes Lazarusl nearly un-killable while Sunny is standing.

Emet

TESTING VIABILITY

Griffin

A good Griffin that can stay on the monster’s tail with the Harpoon Gun post-Dome paired with Sunny can only yield great results when aided by the JPB.

Sunny’s great team defenses keep the trapper with no self saving CC alive.

Lennox

Sunny can give that extra boost to Lennox, keeping her in range to punch the monster to death.

COUNTERS

Kraken

Because Kraken has a great view of the battlefield, he can almost always see the Shield Drone, which only takes a single Vortex to take care of.

After that, focusing down Sunny become easy. The Mini Nuke Grenade Launcher’s chunkiness can make it difficult for a Sunny to defend herself from mines.

CHARACTER: Kala
TIER: A
DIFFICULTY: Challenging

ADVANTAGES

Kala outputs consistent damage, and ensures the team can get health damage inside the dome, and get it early. This shortens the time needed to fight, so while she may not have the best defenses, the team doesn’t need to stay alive long.

Kala’s teleporters keep the team extremely mobile on the chase, allowing them to cut-off the monster at every turn.

COMBOS(Team Compositions)

Rogue Val

Sunny’s high team defenses protects the Trapper and Assault, and makes Rogue Val nearly un-killable while Sunny is standing.

Lazarus

The Armor Reducer ensures the monster takes health damage in shorter duration domes caused by Laz’s low team healing.

Kala can teleport Laz outside of the dome, where he is safe and sound, healing from the outside with the HB.

Crow

Crow and Kala, characters able to damage health through armor, together make for a stressful monster game.

Domes last much shorter with both around, and monsters that sacrificed lots of health early on will find themselves in a grind come the relay.

Jack

Jack is able to keep himself alive better than any trapper, bar maybe Maggie, even with the lack team defense from Kala.

The teleporters can move Jack around the dome easily, making Jack’s flexible CC even more so.

Torvald

Though challenging to time right, a mortar barrage through health is devastating, and the most damage an assault can regularly do through armor.

COUNTERS

Meteor Goliath

Meteor Goliath easily spreads damage across the team, tearing through hunters’ health that Kala cannot keep up with, especially because Flame Breath is extremely efficient at taking care of of Kala’s teleporters.

Kraken

By staying at range, Kraken is able to mitigate Kala’s damage while still outputting decent damage.


#6

^^Original Post^^

Assaults

CHARACTER: Markov
TIER: B
DIFFICULTY: Easy

ADVANTAGES

One word describes Markov’s playstyle: consistency.

The Lightning Gun deals out great damage and has good range. The Assault Rifle has good secondary damage with superb range. Mines force monsters to destroy them, or take damage trying to focus down teammates.

COMBOS(Team Compositions)

Markov works well in almost every comp. Though some comps might prefer a burst damage Assault, each one can appreciate a soft-CC, and consistency.

COUNTERS

Wraith

The Lightning Gun often locks onto the Decoy, instead of the actual Wraith.

Wraith takes no damage from mines while using Abduct, Decoy, and Warp Blast, but still destroys them.

The Wraith’s small head makes it difficult to get double damage with the AR.

CHARACTER: Blitz Markov
TIER: A
DIFFICULTY: Challenging

ADVANTAGES

Blitz Markov is a burst damage form of Markov.

COMBOS(Team Compositions)

Blitz Markov works well in almost every comp. Though some comps might prefer a more reliable Assault, each team can appreciate some soft-CC, and high damage potential.

COUNTERS

Wraith

The Tesla Gun often locks onto the Decoy, instead of the actual Wraith.

Wraith takes no damage from mines while using Abduct, Decoy, and Warp Blast, but still destroys them.

The Wraith’s small head makes it difficult to get double damage with the AR.

CHARACTER: Hyde
TIER: C
DIFFICULTY: Easy

ADVANTAGES

Hyde’s Toxic Grenade is useful when punishing monsters, and when used in conjunction with the Flamethrower can turn the consistent Assault Hyde into a consistently bursty Assault Hyde.

COMBOS(Team Compositions)

Lazarus

The Toxic Grenade is perfect for punishing monsters that body camp.

Cabot

Hyde can stack damage with his Flamethrower and Toxic Grenade. This is a great opportunity to drain the Damage Amp’s battery.

COUNTERS

No monsters directly counter Hyde’s combat style.

CHARACTER: Parnell
TIER: B
DIFFICULTY: Moderate

ADVANTAGES

Skilled aimers excel with Parnell.

If a player can master the Rocket Launcher, the monster, no matter how far, will feel the wrath of Parnell whenever in his LoS.

The Combat Shotgun deals good damage for most, but those that can land many headshot can double a segment of their primaries damage.

The Super Soldier ability gives the consistent assault a flare of burst.

COMBOS(Team Compositions)

Val

Parnell’s Combat Shotgun takes advantage of Val’s weak-points.

The Super Soldier ability grants Parnell a temporary speed boost, allowing him to keep up with the fast-paced, post-Dome team.

Lazarus

Parnell’s Combat Shotgun takes advantage of the Laz’s weak-points.

Cabot

When Parnell goes Super Soldier, he is capable of high burst damage that can almost instantly drain the Amp’s battery, giving more time for Cabot to shoot the monster with the Rail Gun.

COUNTERS

Wraith

Wraith’s small head limits Parnell’s primary weapon damage, while her mobility can keep her away from Parnell while he is Super Soldier-ed.

CHARACTER: Torvald
TIER: B
DIFFICULTY: Challenging

ADVANTAGES

Torvald has extremely high damage potential.

Though hard to hit, the mortars are a strong secondary. The Auto-Fire shotgun does good damage at close and medium ranges.

Not only that, Torvald can also boost his team’s damage with the Shrapnel Grenade weak points.

COMBOS(Team Compositions)

Lazarus

A body camping monster leads to more mortars landing for good damage.

Bucket

Bucket’s turrets aim at weak spots, even those created by the shrapnel disk.

Cabot

Though challenging to do, if Cabot and Torvald can Amp and Mortar at the same time, monster’s can lose nearly their whole armor in seconds.

Kala

Though challenging to time right, a mortar barrage through health is devastating, and the most damage an assault can regularly do through armor.

Griffin

If timed right, a Harpoon Gun can force a monster to eat an entire Mortar Cannon barrage.

Jack

Torvald appreciates Jack’s ability to hold the monster in place because it helps land mortars.

COUNTERS

Kraken

Kraken’s flight makes it difficult for Torvald to land damage with his medium to close ranged shotgun.

Kraken’s ranged attack allows the beast the freedom from body camping, and the freedom to continue attacking hunters and still avoid mortars.

CHARACTER: Lennox
TIER: B
DIFFICULTY: Challenging

ADVANTAGES

Lennox grants the team high amount of peel through the use of the Plasma Lance.

Lennox’s Plasma Lance, while unreliable, can get massive damage when Lennox goes unheeded.

The Autocannon is great for when Lennox gets a little too beaten up, and needs to stay at bay for some time.

COMBOS(Team Compositions)

Sunny

Sunny can give that extra boost to Lennox, keeping her in range to punch the monster to death.

Jack

The Lennoxs’ focus on brawling stack well together. The repulsors can force a monster to eat an extra four stack, or even a whole Thunder Smash.

COUNTERS

Kraken

Lennox has trouble stacking damage with the Plasma Lance because the Kraken is often far out of range.

Wraith

Lennox has trouble stacking damage with the Plasma Lance because of Wraith’s high mobility, and the fact that Decoy will often break Lennox’s chain.


#7

Looks important. I like the notes about advantages/disadvantages. But what else does this “Metabase” do? :slight_smile:


#8

The metabase has returned!


#9

Poor EMET :frowning:


#10

The Index’s Metabase is an encyclopedia of the current effectiveness of each character.

It details advantages, combos, and counters to each character, while also grouping characters into tiers. Strong characters are placed in S tier, and struggling characters are placed into F tier. The rest fall in between.

More importantly, the Metabase changes with the metagame, bringing players a dissection of the current patch’s balance as soon as possible.


#11

Wait… so this is an official Turtle Rock tracking thing? We get to see which things do what in the game’s current state?

Or is this just something we’re doing as a community? It’s pretty neat! :slight_smile:

As a 3 day player I have to agree about Hyde. I really wanted to love Markov since I got him for free, but Hyde is just easier to use all around against almost any monster.

Considering to buy Hyde as my “go to” if in a Public match actually so I agree with Metabase on that aspect. (the game NEEDS someone that versatile. so Hyde and Caira are great for the game).


#12

Yeah. I’m starting to think TRS hates robots. We always got to have one UP one huh?

/s

TRS probably doesn’t hate robots.


#13

No. The Index something a group of players and I have been working on since last November.

This is a step up, I hope.


#14

Much much better.

Great Post.


#15

The metabase ranks Hyde as the lowest assault unless I am reading it wrong. However I wouldn’t treat this as being cut and dry. its a very good starting block but individual playstyles make a huge difference. Ive seen some GREAT Griffins and Behemoths, even though they are low ranked. I’ve also been on teams where we wrecked wraiths and gorgons without a single strike.


#16

Well, it’s all been done very well and stylish… but I can’t really agree with a lot of the ranking choices!


#17

Which ones in particular are the placements that you strongly disagree with?


#18
Wraith       vvv A
Gorgon       vvv A
Bucket       ^^^ S
Lazarus      vvv B

Everyone from B up to A
Everyone from C up to A except Behemoth
Behemoth up to B
Emet up to B

No C or F tier as it stands.

Essentially everyone is A tier right now, except for Behemoth, Laz and Emet who are a bit weaker than they should be (and Emet is really borderline A/B as far as I’m concerned), and Bucket who is a stand out S.


#19

Elder Kraken is also a counter to Emet, the Healing buoys are destroyed almost immediately like with Meteor Goliath


#20

Just to clear up confusion, the Metabase Tier List is on a scale relative to the current meta, so the weakest character will always be F tier, and the strongest will always be S tier.

If the tier list was relative to all of Meta History, then yeah, Emet would not be F tier because Emet is not as bad as other F tier characters have been.

So if you scale your version up and make it relative, which would be centered around B, the only differences is that you think Wraith and Gorgon are weaker and Bucket is stronger.

As a veteran, you’re more experienced, and know what a hunter team is capable of, and know how to handle a Wraith/Gorgon better than most.

You probably pin Bucket higher because most monsters have not caught on that Bucket is target number 1 in most cases. Once they do, I feel Bucket will be weaker. Another reason you might pin Bucket hider is because overall, you percieve monsters to be stronger.

So after all that, Laz is the only major discrepancy, which I think is pretty good.