- SUPERVive all Hunters: 12 playable Hunters documented from the final 2.04-era roster.
- Five role families: Damage, Frontline, Control, Support, and Mobility define squad construction.
- Difficulty spread: Medium picks suit newcomers; High-difficulty Hunters reward advanced mechanics.
- Archived reference: All data reflects the game's final live state before the February 2026 shutdown.
- Tier context: S-tier picks included Celeste, Joule, and Ghost for coordinated squads.
All Hunters at a Glance
SUPERVIVE built its combat identity around a roster of Hunters, each with a distinct weapon profile, ability kit, movement pattern, and team role. Whether a player wanted long-range precision, ambush burst, frontline pressure, or team sustain, the roster offered a matching specialist. This archive catalogs all Hunters from the final playable period of the game.
SUPERVIVE ended live service on February 25, 2026. This roster reflects the final 2.04-era balance state and is preserved as historical documentation, not a live meta report.
| Hunter | Role | Difficulty | Core Strength |
|---|---|---|---|
| Celeste | Control / Area denial | Medium | Zone control and fight-shaping utility |
| Joule | Damage / Mobility | High | Burst access and follow-up potential |
| Ghost | Damage / Ambush | High | Punishes isolated, poorly positioned targets |
| Bishop | Damage / Siege | Medium | Consistent ranged area pressure |
| Kingpin | Frontline / Control | Medium | Close-range disruption of formations |
| Shrike | Damage / Long range | High | Strong poke and pick pressure |
| Zeph | Mobility / Skirmisher | High | Repositioning and chase in open terrain |
| Felix | Damage / Mobility | Medium | Flexible ranged pressure with movement |
| Brall | Frontline / Melee | Medium | Powerful close-range melee commitment |
| Elluna | Support / Sustain | Medium | Team sustain and disciplined positioning |
| Oath | Frontline / Protection | Medium | Holds space and protects allies |
| Void | Control / Disruption | High | Unusual engagement angles and setup plays |
Historical Hunter Tier List (Final 2.04 Era)
The final balance environment rewarded Hunters who could consistently create space, convert advantages, and stay useful across multiple terrain types. Rankings combine damage, control, mobility, survivability, and team utility in coordinated play.
| Tier | Hunters | Summary |
|---|---|---|
| S | Celeste, Joule, Ghost | High-impact picks with strong fight influence |
| A | Bishop, Kingpin, Shrike, Zeph | Powerful and dependable across compositions |
| B | Felix, Brall, Oath | Effective with the right composition and plan |
| C | Elluna, Void, Jin | Specialist picks, matchup- and mastery-dependent |
Tiers measured practical team value, not raw damage. A B-tier Hunter in the right composition often outperformed an S-tier pick used without coordination. Treat these placements as a snapshot of the 2.04-era environment.
S-Tier: Fight Shapers
- Celeste: Cold-themed zone control
- Joule: Fast burst entry and exit
- Ghost: Ambush and pick potential
A-Tier: Dependable Core
- Bishop: Artillery-style siege damage
- Kingpin: Frontline disruption
- Shrike: Long-range accuracy rewards
- Zeph: Terrain traversal and chase
B/C-Tier: Specialists
- Felix, Brall, Oath: Composition-dependent value
- Elluna, Void: Require coordination and mastery
Choosing a Hunter: Step-by-Step
Picking the right Hunter came down to matching your preferred combat pattern with a kit you could execute reliably. Follow this process, preserved from how experienced players approached the final roster.
Identify your combat style
Decide whether you enjoy initiating fights, dealing damage from safety, ambushing isolated targets, or protecting teammates. Each Hunter family maps directly to one of these instincts.
Match difficulty to your experience
Start with Medium-difficulty Hunters such as Bishop, Felix, or Oath to learn fundamentals before committing to High-difficulty picks like Joule, Shrike, or Void.
Evaluate range and mobility needs
Consider the terrain and mode. Long-range Hunters like Shrike excelled in open sightlines, while mobile picks like Zeph and Joule dominated vertical, broken terrain.
Fill the squad role gap
A balanced squad combined damage with control, protection, or sustain. Team value came from combining abilities, not stacking the highest individual damage.
Build around the kit
Choose Relics and Perks that reinforced the Hunter's primary pattern—burst, sustain, mobility, or durability—based on mode and enemy composition.
The strongest squads paired one damage carry, one space controller or frontline, and one flex pick for mobility or sustain. This template covered most Battle Royale and Arena situations in the final era.
Role Comparisons and Squad Fit
Each role family solved a different problem during a match. Use this comparison to understand how Hunters complemented one another.
| Role Family | Representatives | Squad Function | Best Teammates |
|---|---|---|---|
| Damage / Burst | Joule, Ghost, Jin | Secure eliminations in fight windows | Controllers who create targets |
| Ranged Pressure | Bishop, Shrike, Felix | Poke, siege, and pick pressure | Frontliners who hold space |
| Frontline | Kingpin, Brall, Oath | Initiate, absorb pressure, protect | Burst damage finishers |
| Control | Celeste, Void | Restrict movement, shape fights | Hunters who capitalize on trapped enemies |
| Support | Elluna | Sustain and squad consistency | Disciplined, communicative teammates |
Aggressive Squads
- Core: Joule + Kingpin + Ghost
- Pattern: Force fights early, isolate targets, burst fast
- Risk: Vulnerable when cooldowns are spent
Steady Squads
- Core: Bishop + Oath + Elluna
- Pattern: Hold space, poke from range, sustain through attrition
- Risk: Slower to punish rotations
Across the entire roster, height control and movement management separated good squads from great ones. Even low-mobility Hunters like Bishop relied on positioning and elevation before committing to fights.
Hunter Study Checklist
Use this checklist to structure your study of the final roster, whether for historical research or content creation about SUPERVIVE.
Hunter Roster Study Goals:
- Learn all 12 Hunters' roles and difficulty ratings
- Understand the five role families and their squad functions
- Trace S-tier picks and why they shaped the 2.04 meta
- Compare aggressive versus steady squad templates
- Connect Hunter kits to Relic and Perk build logic
Pair this roster with the SUPERVIVE build archive and the final 2.04 patch documentation to see how balance changes shaped each Hunter's end-state value.
FAQ
Q: How many Hunters were in SUPERVIVE all Hunters roster at the end?
The final documented roster included 12 core Hunters: Celeste, Joule, Ghost, Bishop, Kingpin, Shrike, Zeph, Felix, Brall, Elluna, Oath, and Void, with Jin also appearing in specialist-tier records.
Q: Which Hunters were considered the strongest before shutdown?
In the final 2.04-era tier assessment, Celeste, Joule, and Ghost held S-tier placement due to their fight-shaping control, burst access, and ambush pressure in coordinated play.
Q: Which Hunter was best for new players?
Medium-difficulty Hunters such as Bishop, Felix, Kingpin, and Oath offered accessible combat patterns and forgiving engagement tools, making them ideal starting points.
Q: Can this tier list still change?
No. SUPERVIVE ended service on February 25, 2026, and version 2.04 was the final planned content patch, so this ranking is permanently fixed as a historical record.
Related reading: Supervive Best Characters: Final 2.04 Tier List & Top Hunter Picks · Supervive Bishop: Siege Hunter Overview & Build Tips · SUPERVIVE Beginner Guide: Core Systems Walkthrough