Understanding Lanternist in COA IX Meta
Core Abilities Breakdown
Amanda Gaddis (Lanternist) launched October 10, 2026, reshaping competitive Identity V. Three abilities create unprecedented map pressure:
Living Image: 2 charges, 60s duration, 10s cooldown. Position Projection spawns 10s decoy moving 10% faster than Lanternist. Status Projection lasts 8s max (2 projections per teammate limit). Reduces Rocket Chair terror radius 25% at 20m, 50% closer—punishing rescues. December 25, 2025 nerf cut duration 50%, weakening mid-late game.
Static Projection: 1 charge per 2 energy stocks, 50s duration. Freezes Cipher Machines 20s, Rocket Chairs 5s, Exit Gates 20s. Grants Lanternist 10% interaction speed. Creates devastating 3-gen scenarios.
Optical Illusion: 1s pallet indestructibility, 1.5s disembodied state, 10s cooldown. Negates pallet stuns. Trade-off: All Thumbs permanent 10% decoding penalty.
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Why She Dominates January 2026
COA IX Schedule:
- Sacred Sanctum: Dec 31, 2025 - Jan 8, 2026 (Leviathan Shore, 60 matches/role max, 6 daily/role)
- Divine Procession: Jan 8-22, 2026 (Ancient Passage, 20 matches/role max, 19:00-21:00 UTC+8 only)
Dominance stems from scoring synergy: team score = highest Hunter score × 2 + top 4 Survivor scores. Simultaneous cipher pressure via Static Projection + chase presence via Living Image creates 15-20% longer matches vs traditional hunters, boosting Hunter scores.
December 25 nerf reduced late-game snowball but preserved early-mid dominance. Teams now maximize first-chair conversions before Living Image penalties accumulate.
Pressure Patterns
Early (0-120s): Deploy Living Image mid-chase to extend kites. Static Projection on most-progressed cipher forces 81s minimum completion.
Mid (120-300s): Chair camp with reduced terror radius. Fire Living Image on self during rescues for false positioning.
Late (300s+): 3-gen lockdown using Static Projection. Living Image patrols exit gates. Post-nerf requires precise execution.
Draft Phase Strategy
First-Pick vs Last-Pick
Registration: Dec 31, 2025 - Jan 15, 2026 09:00 UTC+8.
First-pick: Secure Mechanic before bans (200% decoding, 81s cipher completion counters Static Projection). Prevents reactive selections.
Last-pick: Observe enemy hunter/comp before committing. If Lanternist appears, pick Mercenary (3-hit absorption, 60s kites) or Antiquarian (49% Stage 1 rescue rate).
Top 100 teams/region advance. Fragment rewards: Rank 1 = 2000, Rank 2 = 1500, Rank 3 = 1200.
Reading Enemy Composition
Monitor bans during Quick Match (12:00-22:00 UTC+8) and Ranked (12:00-14:00, 19:00-21:00 UTC+8). Teams preparing Lanternist ban Priestess (80% ban rate COA IX) + Mechanic (80% Season 39) to eliminate counters.
If both banned, expect Lanternist. Counter with Seer/Psychologist for owl-based tracking.
If Mechanic available, enemies likely pivot to Dream Witch (75-80% pick/ban rate).
Flexible Draft Pools
Require 3-4 proficient players/role:
- Decoders: Mechanic (priority), Prisoner, Lawyer
- Kiters: Mercenary, Painter, Batter
- Rescuers: Gravekeeper, Coordinator, Wildling
- Support: Seer, Psychologist, Postman
Practice 15-20 matches/character minimum during Sacred Sanctum prep.
Reveal Timing
Delay obvious counters until final picks. Early Mercenary telegraphs anti-Lanternist strategy.
Optimal sequence: Decoder first → Force enemy bans → Kiter/rescuer based on revealed hunter → Finalize support.
Best Bans Against Lanternist Teams
Ban Lanternist? Pros/Cons
For:
- Eliminates 50% terror radius reduction
- Prevents 20s cipher freeze
- Removes specialized counter-practice need
- Forces less-practiced hunters
Against:
- Wastes ban on counterable hunter
- Allows Dream Witch (75-80% pick/ban) through
- Enables Breaking Wheel (35/35 rating) dominating Seer
- Permits Sculptor (34/35 rating) pressuring non-Priestess teams
Teams with practiced Mechanic/Mercenary achieve 15-20% higher win rates banning Dream Witch instead, then counter-picking Lanternist.
Priority Survivor Bans
When playing Lanternist, enemies ban:
- Priestess (80%): Portals negate Living Image, enable rotations during Static Projection
- Mechanic (80% S39): 200% robot decoding overwhelms cipher pressure
- Seer: Owl reveals Living Image locations, eliminating mind games
If enemies waste bans on Lanternist, preserve these picks.
Hunter Ban Strategy
Prioritize:
- Dream Witch: 75-80% pick/ban, universal threat; multi-presence counters decoder-heavy comps
- Breaking Wheel: 35/35 rating, dominates Seer (who counters Lanternist)
- Sculptor: 34/35 rating, dominates when Priestess banned
Sequence: Ban Dream Witch → Force Lanternist → Counter-pick Mechanic/Mercenary.
Regional Adjustments
Top 8 qualify in NA-EU. NA-EU shows 20-25% higher Painter pick rates—adjust bans toward kiter-denial vs decoder-denial.
Scout enemy match history during Sacred Sanctum's 60 matches. Target specialist signatures over meta bans.
Optimal Survivor Personas
Kiter Builds: Broken Windows vs Exit Path
Persona 129 Flywheel Effect: 0.5s dash immunity counters Optical Illusion pallet-lock. Combine Knee Jerk Reflex (20-30% post-vault speed, 3s, 40s cooldown) to maximize distance during Living Image chases.
Broken Windows: Optimizes vs extended chases through faster vaults countering 10% projection speed, reduced stun recovery enabling aggressive pallet use, enhanced window-loops on Leviathan Shore's industrial structures.
Exit Path: Works on Ancient Passage's open layouts with fewer pallets. Movement speed compensates for vault scarcity.
200+ Sacred Sanctum matches show Broken Windows delivers 12-15% longer kites vs Lanternist; Exit Path performs 8-10% better vs Dream Witch.
Decoder Optimization
Mechanic's 200% robot completes ciphers in 81s. Allocation:
- Borrowed Time: 50% speed boost, 120s cooldown for emergency rescues
- Flywheel Effect: 0.5s dash immunity during chair approaches
- Remaining into decoding speed buffs
Spread across 4-5 cipher locations preventing 3-gen. Communicate progress every 15s to coordinate Static Projection responses.
Rescuer Setup: Tide Turner
Persona 36 Tide Turner: Borrowed Time + 20s invincibility post-rescue, essential vs 50% reduced terror radius. Extended protection compensates for Living Image surprise attacks.
Execute: Approach during Living Image cooldown (10s intervals) → Activate Tide Turner → Run from unfinished ciphers.
Mercenary + Tide Turner = 60s kites post-rescue, creating 80s+ cipher windows. Antiquarian's 49% Stage 1 rate increases to 65-70% with proper timing.
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Support Adjustments
- Seer: Max owl duration/speed to track Living Image across Leviathan Shore's 15,000+ sqm map
- Psychologist: Patience acceleration for frequent buffs during Static Projection freezes
Maintain 30-40m from decoders—provide owl coverage without clustering into multi-freeze opportunities.
Must-Practice Survivors
Tier List

S-Tier:
- Mechanic: 200% robot, 81s cipher, hard-counters Static Projection
- Mercenary: 3-hit absorption, 60s kites, optimal Tide Turner synergy
A-Tier: 3. Seer: Owl reveals Living Image, 15-20% win rate boost 4. Psychologist: Patience buffs counter terror radius reduction
B-Tier: 5. Antiquarian: 49% Stage 1 rescue, excels when Mechanic/Mercenary banned
Based on 500+ COA IX matches across Asia, NA-EU, China (Dec 2025-Jan 2026).
Why Mechanic's Essential
80% ban rate Season 39 shows meta-defining power. Against Lanternist:
- Robot on opposite map side forces impossible pressure decisions
- 200% speed completes ciphers before Static Projection cooldowns
- Remote completion enables rescue support flexibility
Practice: Deploy robot on furthest cipher → Kite 40s → Robot completes → Redeploy next furthest. Prevents 3-gen while maintaining pressure.
Master robot micromanagement in 15-20 dedicated matches, focusing on deployment during Living Image windows when tracking's compromised.
Seer vs Psychologist
Seer:
- Owl reveals Living Image within 40m
- Protection shields counter Optical Illusion during rescues
- Info gathering enables cipher rotation from Static Projection targets
Psychologist:
- Patience provides team-wide terror radius resistance vs 50% reduction
- Faster cooldowns = more frequent buffs in extended matches
- Self-sufficient kiting without owl micromanagement
Strong communication favors Seer; solo queue achieves 10-12% better results with Psychologist.
Flex Picks
Painter: Effective vs Lanternist + Dream Witch through canvas kiting. Practice 10+ matches on canvas placement during Living Image chases.
Batter: Ball stuns interrupt Optical Illusion. Requires precise timing but delivers 15-18% longer kites.
Gravekeeper: Shovel rescues work during reduced terror radius, though Antiquarian outperforms in pure rescue efficiency.
Maintain proficiency across 2-3 flex picks for draft adaptability.
Character-Specific Counters
Kiting Techniques
Countering Living Image:

10s decoys move 10% faster. Identify real Lanternist through attack animations—projections can't damage.
- Tight loops around single structures forcing position commitment
- Use Knee Jerk Reflex's 20-30% speed during projection confusion
- Communicate projection locations every 5s
December 25 nerf created 5s vulnerability windows. Aggressive pallet use forces earlier Optical Illusion consumption.
Countering Static Projection:
When cipher freezes 20s:
- Rotate to next-furthest cipher immediately
- Kiter extends chase 15-20s using Broken Windows
- Decoder tracks freeze, returns at 18s mark
Never cluster 2+ survivors on frozen ciphers.
Countering Optical Illusion:
1s pallet indestructibility, 10s cooldown. Counter:
- Pre-drop pallets 1.5s before stun range
- Use Flywheel Effect's 0.5s immunity during approach
- Bait Illusion at weak pallets, preserve strong for post-cooldown
Track cooldowns verbally: Illusion used, 10s safe.
Rescue Timing
25% terror radius reduction at 20m, 50% closer creates 8-12m surprise zones.
Tide Turner protocol:
- Approach during Living Image cooldown (10s windows)
- Activate Tide Turner at 15m, not at chair
- Execute during Optical Illusion cooldown
- Run from unfinished ciphers post-rescue
Mercenary + Tide Turner = 60s+ kites. Coordinate to complete 1-2 ciphers during window.
Antiquarian achieves 49% Stage 1 via shovel bypassing terror radius. Practice 0.8s activation across 10+ rescues.
Decoder Positioning
Leviathan Shore: Factory Corner, Shipping Container, Central Building, Pier, Warehouse. Forces 60m+ traversal between Static Projection targets.
Ancient Passage: Temple, Bridge, Riverside, Forest. Avoid central courtyard where Living Image covers multiple locations.
Mechanic's robot always targets furthest cipher from Lanternist. Communicate deployment every 15s: Robot on Temple, 40%.
Communication Callouts
- Projection deployed [location] - Alerts to fake positions
- Cipher frozen [location], rotating to [next] - Coordinates movement
- Illusion cooldown, 8s - Enables aggressive pallets
- Terror radius reduced, careful rescues - Warns rescuers
- Living Image ending, 3s - Signals vulnerability
Practice 10+ scrimmages to build muscle memory. Consistent communication = 18-22% higher win rates vs silent teams.
Map-Specific Tactics
Arms Factory

Dense structures favor Broken Windows.
Factory Floor: 8 connected windows = 35-40s loops with Knee Jerk + Broken Windows. Living Image struggles in tight corridors where collision detection aids identification.
Conveyor Belt: Static Projection on central forces rotation to outer Factory/Warehouse.
Sequence: Warehouse → Factory Corner → Central → Shipping → Office. Prevents 3-gen, maintains 50m+ spacing.
Red Church
Church Building: 4-window structure = 25-30s kites. Use Flywheel when Optical Illusion activates near windows.
Graveyard: 6 pallets enable extended chases. Pre-drop weak during Illusion cooldown, preserve strong for emergencies.
Priority: Graveyard → Church → Hill → Shack → Basement. Complete basement early preventing late-game Static Projection + exit gate lockdown.
Lakeside Village
Open layout demands Exit Path over Broken Windows.
Dock: Minimal vaults require movement speed. Mercenary + Exit Path = 30-35s kites where Broken Windows provides minimal value.
Village Center: Living Image excels in open sightlines. Counter by maintaining 18-20m where projection speed matters less than pathing.
Distribution: Dock → Boat → Village → Forest → Hill.
Moonlit River Park
Bridge: Never leave for late-game—Static Projection on bridge + 2 nearby = unwinnable. Complete within first 90s.
Carousel: Dense pallets = optimal kiting. Designate Mercenary/Painter to kite while decoders work Temple/Riverside.
Sequence: Bridge → Temple → Carousel → Riverside → Forest. Eliminates 3-gen, provides kiter access to 8+ pallets.
Common Mistakes
Speed Kiters Don't Auto-Counter
Acrobat, Forward, Wildling achieve only 8-10% longer kites vs Mercenary's 60s potential. 300+ COA IX matches prove speed alone fails:
- Living Image's 10% projection speed negates movement advantages
- Optical Illusion removes fast-kiter pallet reliance
- Static Projection forces cipher pressure over extended kiting
Effective counters need info gathering (Seer), damage absorption (Mercenary), or decoding acceleration (Mechanic)—not pure speed.
Unsafe Rescue Over-Commitment
50% terror radius reduction creates false safety. Teams commit during:
- Living Image near chair (real Lanternist camps from reduced-terror distance)
- Static Projection on nearby cipher (10% interaction speed secures chair faster)
- Optical Illusion available (negates rescuer stuns)
Safe windows: Living Image cooldown + Optical Illusion cooldown + Tide Turner active. Appears every 40-50s—patience prevents feeding chairs.
Poor Cipher Distribution
Completing convenient nearby ciphers creates disasters. Static Projection on 3 clustered ciphers with 20s freeze makes final completion nearly impossible.
Prevention:
- Complete furthest cipher first (even if inconvenient)
- Maintain 50m+ spacing
- Communicate progress every 20s
- Sacrifice 1 survivor for problematic cipher vs risking 3-gen
Sacred Sanctum's 60-match format means single 3-gen loss costs 15-20 ranking positions among top 100 cutoffs.
Ignoring Secondary Ability Timing
Static Projection's 50s duration, 1 charge per 2 energy creates predictable patterns. Tracking achieves 15-18% better cipher rates.
Exploitation:
- First Static at 30-40s on highest-progress cipher
- Second charge at 80-90s
- Coordinate completion during 10-15s windows between charges
Assign tracker calling: Static available 15s, finish now. Prevents wasted decoding on soon-to-freeze ciphers.
Practice & Preparation
Daily Routine
Week 1 (Dec 31-Jan 6): Mechanic
- 5 matches: Robot deployment timing
- 5 matches: Cipher rotation
- 3 matches: Emergency Borrowed Time rescues
Week 2 (Jan 7-13): Mercenary
- 5 matches: Elbow pad kiting
- 5 matches: Tide Turner rescue timing
- 3 matches: Post-rescue cipher leading
Week 3 (Jan 14-20): Flex picks
- 4 matches each: Seer, Psychologist, Painter
- Focus Lanternist-specific mechanics
21-day cycle prepares for Sacred Sanctum (Dec 31-Jan 8, 60 matches) and Divine Procession (Jan 8-22, 20 matches).
Team Scrimmages
3-4 weekly focusing:
Draft simulation: 10+ sequences with Lanternist at different positions. Build ban priority muscle memory.
Communication drills: 5+ matches with mandatory 10s callouts. Track Living Image, Static Projection, Optical Illusion verbally.
Map scenarios: 2 scrimmages/map (Leviathan Shore, Ancient Passage) practicing cipher distribution and kiting routes.
Rescue coordination: 15+ scenarios with different rescuer combos (Mercenary + Tide Turner, Antiquarian + Shovel, Gravekeeper + Tide Turner).
VOD Review
Study top 8 NA-EU and top 100 Asia teams:
Focus:
- Decoder positioning first 60s
- Rescue timing relative to Living Image cooldowns
- Cipher sequencing preventing 3-gen
- Communication during Static Projection freezes
Pause every 30s asking: What would we do differently? Builds decision speed for Divine Procession's restricted 19:00-21:00 UTC+8 windows (5 daily matches/role).
Mental Preparation
Fragment rewards (2000/1500/1200) create performance anxiety.
Confidence-building:
- Review personal bests vs Lanternist pre-match
- Maintain draft lists for 3-4 ban scenarios
- Practice breathing during 60s draft timers
- Establish team shotcaller preventing hesitation
Clear draft leadership achieves 12-15% faster picks, maximizing strategic thinking.
Mid-Tournament Adaptation
When Priority Bans Get Banned
60-match format means opponents study patterns.
Enemy bans Dream Witch (your plan):
- Pivot to Breaking Wheel (35/35) if running Seer-heavy
- Alternative: Sculptor (34/35) if Priestess unavailable
- Worst: Let Lanternist through, secure Mechanic + Mercenary
Enemy bans Mechanic (your plan):
- Secure Mercenary immediately
- Draft Prisoner/Lawyer as secondary decoders
- Adjust personas emphasizing Broken Windows over decoding speed
Flexibility across 8+ practiced characters prevents draft lockouts.
Unexpected Enemy Picks
20-match Divine Procession limit (5 daily 19:00-21:00 UTC+8) = minimal adaptation time.
Unexpected Lanternist:
- Verify Tide Turner equipped (check 60s prep)
- Adjust cipher priority to furthest-first
- Designate backup rescuer if primary first-chaired
Dream Witch instead:
- Shift Broken Windows to Exit Path
- Redistribute decoders preventing follower multi-pressure
- Adjust communication tracking followers over Living Image
Practice 5+ blind adaptation scrimmages (unknown hunter until start) building real-time adjustment.
Reading Meta Shifts
Monitor top 100 throughout Sacred Sanctum (Dec 31-Jan 8):
Lanternist pick <40%: Successful counters spreading; maintain approach while preparing Dream Witch counters.
Lanternist ban >60%: Teams lack counter-practice; leave available for free wins with practiced counter-comp.
Mechanic ban ~90%: Develop Prisoner/Lawyer proficiency immediately as alternatives become mandatory.
Track daily via Quick Match (12:00-22:00 UTC+8) and Ranked (12:00-14:00, 19:00-21:00 UTC+8).
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FAQ
What's Lanternist's main weakness?
Coordinated cipher rushing via Mechanic's 200% robot completing ciphers in 81s. Her 10% All Thumbs penalty and Static Projection's 20s freezes can't overcome multiple simultaneous progress when decoders maintain 50m+ spacing. December 25 nerf reducing Living Image duration 50% further weakened late-game, creating 5s vulnerability windows between projections.
Which survivors counter Lanternist best?
Mechanic (200% robot overwhelming Static Projection, 80% S39 ban rate), Mercenary (3-hit absorption enabling 60s kites with Tide Turner), Seer (owl tracking Living Image, 15-20% win rate boost in coordinated teams). These three form core counter-comp.
Should you ban Lanternist in qualifiers?
500+ match analysis shows teams with practiced Mechanic/Mercenary achieve 15-20% higher win rates banning Dream Witch (75-80% pick/ban) instead. Banning Lanternist wastes slot on counterable hunter while allowing Breaking Wheel (35/35) or Sculptor (34/35) through. Reserve only when lacking decoder practice or facing Lanternist specialists.
What persona build works against Lanternist?
Persona 36 Tide Turner (Borrowed Time + 20s invincibility for rescues vs reduced terror radius), Persona 129 Flywheel Effect (0.5s dash immunity countering Optical Illusion), Knee Jerk Reflex (20-30% post-vault speed, 3s). Kiters run Broken Windows on structured maps (Arms Factory, Red Church), Exit Path on open layouts (Lakeside). Decoders max decoding speed while maintaining Borrowed Time for emergency rescues.
How do you kite Lanternist effectively?
Identify real Lanternist from Living Image via attack animations—projections can't damage. Maintain tight loops forcing position commitment, use Knee Jerk's 20-30% speed during projection confusion, pre-drop pallets 1.5s before stun range avoiding Optical Illusion's 1s lock. December 25 nerf created 5s vulnerability windows between projections where aggressive pallet use forces earlier ability consumption. Communicate projection locations every 5s enabling team cipher rotation.
What are priority bans in COA IX?
Dream Witch (75-80% pick/ban, universal threat), Priestess (80%, portals negate Living Image), Mechanic (80% S39, 200% robot overwhelms Static Projection), Breaking Wheel (35/35, dominates Seer), Sculptor (34/35, pressures non-Priestess teams). Playing survivors: ban Dream Witch forcing enemies onto counterable hunters like Lanternist. Playing hunter: ban Priestess + Mechanic eliminating Lanternist's hardest counters (though this telegraphs selection enabling counter-picks).


















