How the Identity V persona web works
Open the character book in the manor and tap Persona. The Intrinsic Persona Web is a compass. Four branches leave the center:
Clock | Persona | Final Talent | What it does now |
|---|
12 | Tranquility | Flywheel Effect | Active dash, 3.5 m. Immune to most damage and control for 0.4 s. 120 s cooldown after use. 50 s cooldown at match start. |
3 | Persistence | Borrowed Time | When the exit gates power, you recover 50% health (one state) and gain 50% movement speed for 5 s. No proc if you sit on a chair or a balloon. |
6 | Friendliness | Tide Turner | After a chair save, you and the rescued survivor delay damage for 20 s. You cannot go down or receive heals during the window. Once per match. |
9 | Bravery | Knee Jerk Reflex | After a pallet or window vault, dash speed rises 50% for 3 s (25% outside the Hunter’s Terror Radius). Pallet and window each have a 40 s cooldown. |
You earn up to 120 talent points by playing. You spend them on the web before the match, then save the page. A match does not hand you a fresh 40-point budget. Two Final Talents is the hard cap. A third capstone stays locked even if you walk that branch.
Broken Windows used to sit at 9 o’clock as its own final. NetEase merged it into Knee Jerk Reflex, so one node now covers pallet and window. Spectator used to sit at 12 o’clock. Flywheel Effect replaced it, then later patches cut the dash from 5 m / 0.5 s down to 3.5 m / 0.4 s.
Patch notes and the PC client live on the Identity V official website.
How to set a persona page
From the manor, open the character book and tap Persona.
Create a named page:36Rescue,39Kite,129Large. You can store several pages and swap in the pre-match lobby.
Walk the shortest route to the two Final Talents you want. Do not sprinkle points across all four arms.
Fill the mid-path nodes that match the role (table below).
Confirm Unlocked Final Talent: 2/2 and Remaining points: 0 before you queue.

Mid-path talents worth the points
Talent | Branch | Effect | Who takes it |
|---|
Escape | 3 | +3/4/5% movement speed for 120 s after gates power | Anyone walking to Borrowed Time |
Compensate | 3 | Shows the Hunter for 3/5/7 s when a decoder fails a calibration | Last step before Borrowed Time |
Curiosity | 3 | Shows the nearest unfinished cipher. When three remain, shows all of them for 5 s | New players learning maps |
Herd Mentality | 6 | +4/6/8% speed inside 12/18/24 m of a chaired teammate | Rescuers |
Risky Move | 9 | +40% rescue speed | Anyone who might unchair |
Exit Path | 9 | Once per match, self-heal from downed to injured | Doctor, solo queue, slug-heavy hunters |
Horsefly Effect | 9 | Faster pallet drops after 8 s inside 18 m of the Hunter | Kiters walking to Knee Jerk Reflex |
Weber’s Law | 12 | Once per match, +10/15/20% speed for 3.5 s after the Hunter pursues you inside 18 m for 3 s | Kiters walking to Flywheel |
Herd Behavior | 12 | Tells teammates the Hunter dropped or swapped chase | Contain players |
Brewing Effect | Decode path | During the accelerated-decode phase, survivors who are not decoding gain 1% decode speed per second, up to 10% | Only if your kite holds |
Weber’s Law is not a permanent base-speed buff. Herd Behavior does not paint the Hunter on the map after you “escape.” Those two lines in older guides are wrong.
Symbiotic Effect (speed while running at a chair) left the web. Weber’s Law took that slot on 20 April 2023. Do not copy a page that lists it as a current node.
Kite role persona builds
Kiters buy cipher time. Every extra second in chase is a machine your decoder finishes.
39 is the default. Borrowed Time covers the gate. Knee Jerk Reflex covers the vault. Use the 50% window to leave a pallet loop and reach the next kiting area. The 25% outside-radius version is for transitions, not for the terror-radius fight.
On the way to 9, take Horsefly Effect. On the way to 3, take Escape and Compensate. Weber’s Law belongs on pages that also walk toward 12.
129 trades Borrowed Time for Flywheel Effect. You keep Knee Jerk Reflex and add a dash you can fire through an attack. The 0.4 s window is short. Premature dashes dump the 120 s cooldown and leave you with no second chance. Run 129 on Lakeside Village and Eversleeping Town, or into hunters whose attacks you can read. Run 39 if you need the gate heal.
123 (Flywheel + Borrowed Time) is the other evasion page. You keep the dash and the endgame heal. You lose the vault burst.

Who kites what in 2026
Survivor | 2026 band | Web | Why |
|---|
Matador | SS | 39 on most maps, 129 on large maps, 36 if the team has no rescuer | Muleta dash and hunter slow buy the distance. Persona should not fight the kit. See the Matador skills guide. |
Forward | SS | 39, or 36 when he is the rescue | Rugby ball interrupts. Knee Jerk Reflex extends the kite after the stun. |
Prospector | SS | 39 or 129 | Magnets peel at range. Flywheel helps him reset after a throw. |
Antiquarian | S | 39 | Flute harassment holds chases. She is no longer the default S kiter. |
Acrobat | A | 39 | Bombs create vault windows that Knee Jerk Reflex then spends. |
Thief | Low | 39 if you insist | Flashlight kiting is a niche. He does not set the current contain meta. |
A Toy Merchant vault-speed buff on 31 October 2024 (4% per held item, 12% cap) moved her into kite conversations. In 2026 lists she sits with other S-tier utility survivors, not as a brand-new story.
Decode role persona builds
Decoders do not spend points on decode speed first. The Hunter queues you. Your kit does the cipher work. Persona keeps you standing.
39 is the standard decoder page: Borrowed Time plus Knee Jerk Reflex. 129 is the large-map escape page. Brewing Effect is optional. Take it after the two finals and Exit Path, not instead of them.
Curiosity shows one nearest unfinished cipher, not two. When three ciphers remain, it flashes all of them for 5 s. Use it while you learn Arms Factory and Red Church. Drop it once you call cipher spawns from memory.
Mechanic stays the decoder you pick when the lobby needs a machine. The robot decodes while she kites or sits on a chair, so her web is a survival web. Prisoner links ciphers and runs the same survival page. Both sit in S on 2026 lists, under the SS contain group.
Prime the last cipher at 99% and hold. Pop it when a downed teammate can use Borrowed Time, or when a chair is about to hit half. Call the pop. A silent prime wastes the heal.
If you need a survivor for that robot, check the Season 41 survivor tier list against this week’s Thursday patch notes. Echo math for essences and shop S-costumes sits in the Echoes guide.

Support and rescue persona builds
Rescue: 36
Tide Turner is the camping answer. After the unchair, both of you ride a 20 s damage delay. The HUD ring starts blue and turns red on a hit. Damage lands when the timer ends. Heal after the window, not inside it. Borrowed Time can heal during Tide Turner. A terror shock during the window cannot.
Mercenary is the 36 textbook. Delayed damage plus Tide Turner is why he sits in S. Take Herd Mentality and Risky Move on the walk. Coordinator (flare) and Grave Keeper (burrow) run the same page. Grave Keeper pays a decoding penalty. You pick him to reach the chair, not to finish a machine.
Farming is an unchair without Tide Turner and without a bodyblock. The rescued player goes down again. Do not do it on a last-chair teammate.
Overwound is the other rescue fail: you or the rescued player eat enough hits during the 20 s that the delayed damage downs you on expiry. Leave the chair tile. Spend the window on distance, not on a pallet right next to the Hunter.
Heal: 39 + Exit Path
Doctor is an S-tier heal in 2026. She vaults slowly. Knee Jerk Reflex covers that. Exit Path gives her one self-pick from the ground. Do not put Doctor on 36 as a dedicated rescuer. Her chair kit is weak.
Utility: 36 or 39
Cheerleader is the SS support. Her team buffs do the work. Run 39 if she contains. Run 36 if the lobby has no Mercenary. Seer is S-tier owl protection. Same split: 36 when he must save, 39 when he kites and owls. Priestess portals. She is no longer an auto SS pick. 36 lets her portal-save. 39 keeps her alive if she never touches the chair.

Team composition and when to swap the page
The clean lobby is one contain, one decode, one rescue, one flex. A 2026 version that covers the roles:
Matador or Forward (contain, 39)
Mechanic or Prisoner (decode, 39)
Mercenary (rescue, 36)
Cheerleader or Seer (flex, 36 or 39)
Forward + Matador + Seer + Mechanic is the coordinated contain lobby. Prospector + Mercenary + Doctor + a second contain is the solo-queue lobby.
Two Tide Turner pages in one team is fine against campers. Four 39 pages with no Tide Turner loses the first chair to a camper.
Swap the saved page in the lobby when:
Nobody else brought 36 and you can rescue. Support goes 36.
The map is Lakeside Village or Eversleeping Town and you kite. Consider 129.
The Hunter is a known camper. Someone must hold Tide Turner.
The Hunter is a high-mobility dash kit. Flywheel’s 0.4 s dodge can beat a late Knee Jerk Reflex.
Hunter-side pressure this year sits on names like Breaking Wheel and Dream Witch. Role the web against the hunter, not against a favorite page. The Hunter tier list is the other half of that read.
New to the manor? The Identity V beginner guide covers chairs, ciphers, and roles before you spend the 120 points.
Common persona mistakes
Spending across four branches and finishing zero finals. Walk two arms. Two finals beat eight half-nodes.
Calling 129 a three-final page. You cannot equip Flywheel, Borrowed Time, and Knee Jerk Reflex together. Pick two.
Doctor or Mechanic on 36 “just in case.” You leave the kite or the robot without vault speed, and the chair goes badly.
Rescuing without Tide Turner on a last chair. That is farming.
Stunning a Hunter during a successful hit animation. You replace a long recovery with a short stun. Hold the pallet for the next swing.
Priming the last cipher and popping it on a chaired teammate. Borrowed Time does not heal chairs or balloons.
Copying a 2024 Antiquarian / Priestess / Mechanic / Seer “S-tier four.” Those four play. They no longer define the SS line.
FAQ
What persona build should a beginner use in Identity V?
Save three pages. 36 on Mercenary. 39 on Forward or Matador. 39 on Mechanic. Play those until you can vault on cooldown and unchair at half chair without dying. Add 129 after you can spend Flywheel on a read, not on panic.
What is the difference between 39 and 129?
39 is Borrowed Time plus Knee Jerk Reflex. You get the gate heal and a 50% vault burst on a 40 s cooldown. 129 is Flywheel Effect plus Knee Jerk Reflex. You keep the vault burst and add a 3.5 m, 0.4 s immunity dash. You lose the gate heal. Use 39 as the default. Use 129 on large maps when you trust the dash.
Does Borrowed Time fully heal you?
No. It restores 50% health, one state: injured to healthy, or downed to injured. Speed is +50% for 5 s after the gates power. Older text that says “full heal” is stale.
Is Knee Jerk Reflex still 30% speed?
No. The merged Final Talent is 50% dash speed for 3 s after a pallet or a window, or 25% outside the Terror Radius. Pallet and window cooldowns are separate 40 s timers. The old 30/40/50% pallet-only node was the mid-path version before the merge.
When should I change my persona build?
Change it in the lobby, not mid-guide. Missing rescuer → 36 on a support. Camper → Tide Turner on someone who can reach the chair. Large map plus a readable hunter → 129 on the kiter. Compact map (Red Church) → stay on 39.
Do I need Echoes to use the persona web?
No. The web is free. Echoes buy survivors and costumes that make a page worth running. Matador and shop S-costumes are the usual spend. Top up Identity V Echoes when you know which survivor the web is for.
Conclusion
The Identity V persona system is a two-final clock. 36 saves. 39 kites and survives the gate. 129 dashes on large maps and skips Borrowed Time. Match the page to the role, then match the survivor to the 2026 list: Matador and Forward contain, Mechanic decodes, Mercenary unchairs, Cheerleader buffs. Save the pages, swap them in lobby, and come back when the next Thursday note moves a node. If the survivor you want is locked, Identity V Echoes on BitTopup land on UID without a password.