● Antiquarian
The "Golden Body Slayer." Chinese martial arts master—six strikes per match. Can both kite and obstruct (OB). Hunters often end up stunned in place. Her stance-switching boosts her movement speed, and her Cloud Step helps avoid pallet/window mind games. She can even destroy certain hunter abilities (like Fog Blades, Tentacles, Bombs, etc.).
● Forward
The "Needs Buff" lord—truly the god of OB, unquestionably strong. Top pick for any player. When Forward knocks you out, what hits first isn’t the pain—it’s the scent of vitality from his body. He’ll stay near you the whole match, buzzing around like a happy bee. When you reach for him, he zips away with a joyful smile. His bright yellow hue glows with life. Like a mini freight train, he barrels through obstacles. Small but brave, dancing and OB-ing, his rugby ball seems endless—new ones appear out of nowhere whenever someone’s rescued. The aggressive ones will keep headbutting you nonstop. Even the scent of summer flowers seems to explode from his popcorn-like head.
● Archer
The "Can’t Aim" queen. With mid-to-long range projectiles, she handles most situations and doesn’t rely on terrain. Can cause instant stuns. Great at both saving and supporting chases. No decoding or gate-opening debuffs, and her skills include movement and hard control. Nicknamed the “Heart Attack Queen” because hunters genuinely panic when she lands shots.
● Batter
"Mr. Plum Fortress"—a white-socked sportsman powered by responsibility and the need to swing that bat. Highly terrain- and skill-dependent. Strong support for escorts and rescuing, with high speed and recyclable equipment. His balls matter more than his life. Though he can’t swap items after his balls are gone, he still stalls for a lot of time.
● Prospector
"Tuition Fee" lord—endless magnet usage but high risk. OB requires skill; otherwise, you’ll awaken the hunter’s inner rage, end up kissing the hunter or teammates, and might even cleanse the chair. No decoding debuff. Starts with one magnet, but poor self-defense early on—easy to get chased first.
● Cowboy
“Random Hitbox” grandpa. The Cowboy + Female Dancer combo is very strong. Hook accuracy depends on Gardener’s mood (i.e., RNG). High skill ceiling and team coordination required. But once mastered, Grandpa Cowboy gives off serious safety vibes when transferring teammates to new positions.
● Wildling
A half-OB survivor. Can knock teammates off the hunter’s balloon. Low risk, fast movement while on the boar, hard to deal with but has time restrictions. Escorting value isn’t that high, but he’s a strong rescuer and hard to intercept.
● Weeping Clown
Can OB and assist teammates in rotating. Strong in distraction. When close enough, he pulls the rocket. Even if the rocket doesn’t hit directly, it applies a slowdown to the hunter. Can also blast teammates off balloons through walls.
● Gardener
Though not a traditional OB survivor, OB-style Gardener can be effective. Hard to make work in solo queue, but if you’re playing in a four-man team that understands rotation and the Gardener system, she can stall for ages. Destroyed chairs have a “sleeping” effect. If the hunter doesn’t deal with Gardener first, it’ll be hard to get anyone chaired.
Thanks for reading this episode! Wishing you golden luck and easy rank-ups like drinking water!