- SUPERvive tier list: An archived ranking of all Hunters from the final 2.04 patch, preserved as historical reference.
- S-Tier picks: Celeste, Joule, and Ghost shaped fights through control, burst access, and ambush pressure.
- A-Tier Hunters: Bishop, Kingpin, Shrike, and Zeph delivered dependable value in most compositions.
- Shutdown context: SUPERvive ended service on February 25, 2026, so this is not a live meta ranking.
- How to use it: Treat tiers as a snapshot of the final balance state, not current competitive advice.
SUPERvive Tier List: How Rankings Work
This SUPERvive tier list is based on the 2.04-era balance environment, the final planned content patch before Theorycraft Games ended live service on February 25, 2026. Rankings combine six evaluation dimensions rather than raw damage alone.
The final Hunter meta rewarded characters that could consistently create space, convert advantages, and remain useful across multiple terrain types. Because SUPERvive emphasized vertical movement and squad-based fights, Hunters that controlled height or dictated engagement timing scored highest.
SUPERvive is no longer playable as a live service. This tier list documents the final 2.04 balance state and should not be read as guidance for a current competitive environment.
Tier Definitions
| Tier | Label | Meaning |
|---|---|---|
| S | High-impact picks | Strong fight influence, reliable team value, tools to create or deny engagements |
| A | Powerful and dependable | Perform well in a wide range of compositions with understood engagement patterns |
| B | Composition-dependent | Strong with the right teammates, terrain, or player-specific game plan |
| C | Specialist picks | Value depends heavily on mastery, map conditions, or a specific tactical plan |
S-Tier and A-Tier Hunters
S-Tier Hunters defined the final meta through zone control, burst access, and punish potential. A-Tier picks followed closely, offering dependable output across most team compositions.
S-Tier Details
| Hunter | Roles | Difficulty | Team Value |
|---|---|---|---|
| Celeste | Control, Area denial | Medium | Strong zone control and reliable fight-shaping utility |
| Joule | Damage, Mobility | High | Excellent burst access and strong follow-up potential |
| Ghost | Damage, Ambush | High | Threatens vulnerable targets and punishes poor positioning |
A-Tier Details
| Hunter | Roles | Difficulty | Team Value |
|---|---|---|---|
| Bishop | Damage, Siege | Medium | Consistent ranged pressure and strong area damage |
| Kingpin | Frontline, Control | Medium | Creates close-range pressure and disrupts formations |
| Shrike | Damage, Long range | High | Rewards accuracy with strong pick and poke pressure |
| Zeph | Mobility, Skirmisher | High | Strong repositioning and chase potential in open terrain |
Celeste - Zone Control
- Cold-themed control kit
- Restricts enemy movement
- Makes contested areas difficult to enter
Joule - Burst Skirmisher
- Rapid movement windows
- Pressures vulnerable targets
- Repositions before enemies respond
Ghost - Ambush Threat
- Unexpected approach angles
- Punishes isolated enemies
- Creates pick opportunities
Each S-Tier Hunter could decide when a fight started: Celeste by shaping the ground, Joule by choosing entry timing, and Ghost by choosing the angle. In a game built around verticality, that initiation control outweighed raw damage numbers.
B-Tier and C-Tier Hunters
Lower tiers do not mean weak Hunters. B-Tier picks performed strongly with proper support, while C-Tier specialists rewarded dedicated players who built a game plan around them.
B-Tier Details
| Hunter | Roles | Difficulty | Team Value |
|---|---|---|---|
| Felix | Damage, Mobility | Medium | Flexible ranged pressure with useful movement options |
| Brall | Frontline, Melee | Medium | Threatens close-range fights, benefits from coordinated initiation |
| Oath | Frontline, Protection | Medium | Establishes safe areas for teammates during direct fights |
C-Tier Details
| Hunter | Roles | Difficulty | Team Value |
|---|---|---|---|
| Elluna | Support, Sustain | Medium | Team sustain that rewards disciplined positioning |
| Void | Control, Disruption | High | Unusual engagement angles, requires coordinated execution |
| Jin | Damage, Skirmisher | High | Rewards aggressive mechanics and cooldown timing |
Void and Jin were C-Tier because their value demanded coordination or mastery, not because their kits lacked power. A dedicated Void player with a synchronized squad could create attack angles no other Hunter offered.
How to Apply This Tier List
Because SUPERvive is archived, this tier list serves players studying the game's design, content creators documenting its history, and community members discussing the final meta. Follow this process to interpret the rankings accurately.
Anchor to the 2.04 patch
Always treat 2.04 as the reference version. Earlier patches featured different balance, so tier placements may not transfer between versions.
Match tiers to team roles
Combine S and A-Tier picks across roles: a controller like Celeste paired with a burst threat like Joule covered more situations than stacking damage Hunters.
Adjust for difficulty ratings
High-difficulty Hunters such as Shrike and Zeph earned their tiers through execution. Lower-difficulty picks like Bishop delivered similar reliability with a gentler learning curve.
Consider mode context
Battle Royale rotations favored mobility and zone control, while Arena formats increased the value of direct damage and frontline pressure.
When citing this SUPERvive tier list, always mention the 2.04 patch and the February 25, 2026 shutdown date so readers understand the historical context.
Picking Hunters by Play Style
Tier placement matters less than fit between a Hunter's style and a player's strengths. Use this quick reference to match Hunters to preferences from the final version.
| Play Style | Recommended Hunters | Key Strength |
|---|---|---|
| Planning and zone shaping | Celeste, Bishop | Control where fights happen |
| Fast aggression | Joule, Jin | Burst windows and precise timing |
| Flanking and picks | Ghost, Zeph | Angle control and punish pressure |
| Precision at range | Shrike, Felix | Poke and pick consistency |
| Frontline leadership | Kingpin, Brall, Oath | Space creation and disruption |
| Team enablement | Elluna | Sustain and squad consistency |
Archive Reference Checklist:
- Confirm the tier list cites patch 2.04
- Note the February 25, 2026 shutdown date
- Pair tier placement with team role context
- Account for Hunter difficulty ratings
- Distinguish Battle Royale from Arena value
The final meta consistently showed that squads combining damage, control, and protection outperformed lineups stacked with high-damage Hunters. Team value came from combining abilities, not individual statistics.
SUPERvive Tier List FAQ
Q: Is this SUPERvive tier list still relevant for live play?
No. SUPERVIVE ended live service on February 25, 2026. This tier list is an archived assessment of the final 2.04 balance environment, preserved as historical documentation rather than current competitive guidance.
Q: Which Hunter ranked highest on the final SUPERvive tier list?
Celeste, Joule, and Ghost held S-Tier in the final 2.04 environment. Each could dictate when and where fights happened through zone control, burst access, or ambush pressure.
Q: Why were some powerful Hunters placed in C-Tier?
Hunters like Void and Jin had strong kits but depended on player mastery, map conditions, or coordinated execution. Their tier placement reflected practical consistency in coordinated play, not raw kit strength.
Q: What criteria determined tier placement?
Rankings combined damage, control, mobility, survivability, team utility, and practical value in coordinated play during the 2.04-era environment, weighted toward Hunters that could consistently create and convert advantages.
Related reading: SUPERVIVE Beginner Guide: Core Systems Walkthrough · Supervive Gliding Guide: Aerial Movement Tips & Tricks · SUPERVIVE All Hunters: Complete Roster & Role Breakdown