Supervive brings a diverse cast of heroes, each with unique abilities and playstyles. In this guide, you’ll find a breakdown of every hero so you can master their strengths and dominate in battle. From long-range snipers to close-combat brawlers, this guide covers it all.
Supervive: A guide to all the heroes
Whether you’re new to the Supervive or looking to refine your strategy, you’ll find all the information you need here. Let’s dive into each hero and explore their abilities.
Bishop
Bishop combines long-range poke and hard engage abilities:
- Passive: Every direct hit with her left click strengthens the next left click and reduces her Mobility spell’s cooldown.
- Left Click: A long-range rocket that deals damage and has a small AOE.
- Right Click: Places an explosive Satchel that she can detonate manually, dealing damage to enemies and knocking herself and enemies back.
- E Ability: A small charge-up punch that launches enemies away. If they hit a wall, they are stunned, take extra damage, and deal AOE damage to nearby enemies.
- Mobility Spell: Has several charges. When flying in the air, nearby enemies take damage and are knocked back. This ability slams enemies, spiking them over the abyss without using their glider.
- Ultimate: Sends her flying a great distance. If she hits an enemy, she damages and stuns them based on the distance traveled. Enemies around the target also take damage and are knocked back.
Brall
Brall is a melee DPS character:
- Passive: An orange bar that fills up when he deals damage. When maxed, he becomes empowered, granting more damage, attack speed, and ability haste. Heals on Creep, and Hunter kills. Can climb double high-ground walls with his jump.
- Left Click: Chains together quick attacks when pressed; fires a ranged attack when held down.
- Right Click: Deals more damage if hit in the sweet spot and if the target is below half health. Getting a knock resets his ultimate. Holding down turns it into a dash attack that knocks enemies away. In the air, it becomes a stun and slam. While using E, it becomes a spin attack applying anti-heal.
- E Ability: A chain that can attach to enemies or terrain. Can be activated again to pull himself towards them.
- Mobility Spell: A dash that also attacks enemies. Has several charges that all reset on cooldown.
- Ultimate: Makes him invulnerable for half a second, then strikes back, dealing damage and healing based on damage dealt. Knocking an enemy resets its cooldown.
Felix
Felix is a ranged hunter focused on setting enemies on fire:
- Passive: A 5-second DOT that burns enemies for their Max HP every second. It can be upgraded to level two for more power.
- Left Click: A medium-ranged flamethrower that deals damage over time and applies Ignite afterward.
- Right Click: Shoots a Firebolt that deals damage, knocks enemies back, and applies or upgrades Ignite.
- E Ability: Pulls nearby enemies towards him, deals damage, applies anti-heal, and gives Felix a shield. The cooldown resets when he knocks an enemy Hunter.
- Mobility Spell: A dash with two charges that deals damage, knocks enemies back, and applies Ignite.
- Ultimate: Let him fly a great distance with some maneuverability, leaving behind a trail of flames that slow enemies, deal damage, and quickly apply Ignite.
Ghost
Ghost is a character with various gun-based abilities:
- Passive: Resets the cooldown of his Mobility spell every time he knocks an enemy. At max level, assists are enough for a reset.
- Left Click: Fires rapidly and deals slightly more damage at the magazine’s start.
- Right Click: Fires a sticky grenade. On enemies, it deals damage and dazes. On terrain, it explodes in a big cone, dazes longer, and knocks enemies back. Knockback into terrain causes stun. The cooldown is reduced if a wall grenade hits an enemy.
- E Ability: Fires a huge railgun that pierces most terrain and deals damage. Dazed enemies take extra damage. Hitting a hunter reduces cooldown.
- Mobility Spell: A dash. Early release on the ground greatly reduces cooldown.
- Ultimate: An air strike that deals more damage in the center of its explosion, leaving behind a zone that deals damage over time and slows enemies.
Joule
Joule focuses on dealing massive damage by getting resets on her Mobility Spell:
- Passive: Applies one stack of static whenever she damages a target. Dashing through the target at a maximum of four stacks deals extra damage, refunds mana, and resets the dash cooldown.
- Left Click: A lightning bolt that deals damage and applies a static stack.
- Right Click: Deals damage based on charge time and sends enemies flying back. Targets colliding with a wall or terrain are stunned. Hitting an enemy Hunter spawns a lightning orb; if Joule picks it up, her dash cooldown is reset.
- E Ability: Can be aimed in different directions. After a short delay, enemies hit are sent that way and gain a stack of static.
- Mobility Spell: A long-range dash that damages every enemy it passes through.
- Ultimate: Launches Joule into the air, making her invulnerable. It can be reactivated to land on a target location, damaging all enemies hit. If the target hit has any stacks of static, they’re spread to all enemies within the ultimate’s AOE, potentially setting up multiple dash resets.
Kingpin
Kingpin is the hook character in Supervive:
- Passive: Grants 50% bonus backstab damage. Enemy knocks and assists grant stacking Max HP, but these stacks are lost on death.
- Left Click: A short-range shotgun that becomes incredibly inaccurate if spammed too fast.
- Right Click: A long-range hook that grabs and pulls the target towards him. Enemies are briefly grounded after the hook duration ends. This hook pierces through the terrain.
- E Ability: A small AOE stun slams the target, spiking them over the abyss even if they don’t have their glider active.
- Mobility Spell: A dash with separate cooldown and range for ground and airborne use.
- Ultimate: Fires out six short-range projectiles in a widespread, dealing damage and applying anti-heal. Due to his passive, this deals a lot of damage up close from behind and almost no damage from the front and far away.
Myth
Myth is a long-range archer who can walk through walls:
- Passive: Grants vision of low HP enemy hunters even in the fog of war. Can scale double high-ground walls with her jump.
- Left Click: Charged shot; the longer it held, the more damage and range it gets. Two perfectly timed release windows deal even more damage and reduce self-slow.
- Right Click: Another charged arrow that knocks enemies away. A longer charge increases damage and knockback. Knocking an enemy into a wall stuns them, and deals increased damage.
- E Ability: Creates a wall of arrows that deals damage over time, applies anti-heal and slows.
- Mobility Spell: Has two charges. First, a quick roll, then enters phase walk for a short time, allowing her to walk through walls and objects. Allies and enemies can also touch the mark she leaves to enter phase walk. Taking damage ends this effect.
- Ultimate: Fires three uncharged left clicks with increased range, damage, and knockback. They pierce destructible terrain and enemies. The final shot is extra powerful.
Shiv
Shiv is a DPS character with a “die die die” ultimate:
- Passive: Makes her left click deal more damage for each stack accumulated on the target. Gives her a big heal on every knock and assist.
- Left Click: A medium-range shot that deals damage and applies one stack of her passive.
- Right Click: Throws a projectile that deals damage and grounds the first enemy hit. If a second target is hit, both targets are stunned. It can also hit destructible objects like trees.
- E Ability: Throws a blink dagger that sticks to any surface or enemy, slowing enemies hit. It can be reactivated to travel to where the dagger landed or automatically travels after a certain duration.
- Mobility Spell: A short dash that makes her next left click deal more damage. If the empowered attack hits, the target gains an extra passive stack, and the dash cooldown is reset.
- Ultimate: A bullet flurry that deals damage and maintains passive stacks on all enemies hit. Deals more damage around the edge of the circle. Shiv can use all other abilities while channeling.
Shrike
Shrike is a sniper character with the following abilities:
- Left Click: A long-range shot that deals less damage up close and more damage far away. Applies Raptor’s Mark (passive).
- Passive: Stays on the target for 6 seconds. If Shrike hits another left click or ultimate on the marked target, it explodes for extra damage.
- Right Click: Fires a bomb that detonates after a short while, dealing damage, knocking enemies back, and stunning them.
- E Ability: Fires a projectile that doesn’t deal damage but reveals the area and anti-heals any opponent it passes over. It can be reactivated to stop and circle the area for a while.
- Mobility Spell: Fires a shot that knocks Shrike backwards. The bullet deals damage, slows, and grounds the first enemy hit. If this ability knocks a hunter, its cooldown is reset. At max level, hitting an enemy is enough to get a reset.
- Ultimate: A long shot that deals much damage and pierces through terrain. This shot also applies and detonates her passive.
Jin
Jin is a fast character who can clone himself:
- Passive: Grants movement speed while out of sight of enemies and in combat. Dealing damage also grants movement speed, stacking up to three times.
- Left Click: A three-hit combo (stab, slash, spit). The first attack can be charged to deal more damage and shred armor.
- Right Click: Throws a knife that deals damage and instantly teleports Jin behind the target. The cooldown resets if he knocks an enemy.
- Mobility Spell: A dash with separate cooldown and range for ground and airborne use. It can be used twice by clicking the mobility spell twice.
- E Ability: Deals damage and knocks enemies into the air with him. It can be reactivated to deal more damage based on the target’s missing health. Grounds the enemy and slams them, spiking them over the abyss even if they’re not using their glider.
- Ultimate: Summons a clone that mimics Jin’s spells. The clone can be moved by pressing R on a target location. Jin can hold down R to swap places with it once during its duration.
Elluna
Elluna is a healing character who excels at supporting her team:
- Passive: Allows her to pick up allies who are down while moving.
- Left Click: A ranged projectile that deals extra damage and returns her mana if she hits the same target consecutively.
- Right Click: Fires a projectile that sticks to the first target hit. After a short delay, it roots the target and other enemies in its range.
- E Ability: An AOE healing over time lasts for a few seconds and ends with a bigger burst of healing. It can be reactivated to move it and attach it to allies.
- Mobility Spell: A dash with separate cooldown and range for ground and airborne use. Dashing through allies refunds half of this ability’s cooldown and reduces the cooldown of her AOE heal.
- Ultimate: Channels on an ally for 5 seconds, providing healing over time. If the ally is downed during this duration, they are immediately resurrected and teleported to Elluna.
Oath
Oath is a character with a shield and hammer:
- Left Click: Throws his hammer to a target location, damaging all enemies it passes through. Clicking again brings the hammer back, dealing damage again. While the hammer is on the ground, it grants vision. It can be charged for a melee attack that knocks enemies back.
- Right Click: A shield that blocks all damage but drains his orange energy bar. It slowly regenerates while not in use, but the shield cannot be used for a while if it breaks.
- Mobility Spell: A dash that deals damage and knocks enemies back. If used when his shield is out, it turns into a shield bash that also knocks enemies back. The shield bash has a separate cooldown.
- Passive: Shield bash and charge left click. Apply a stun if the enemy is knocked into a wall or another enemy.
- E Ability: A short heal over time with a burst at the end. This heal appears wherever the hammer is when cast.
- Ultimate: A big AOE stun and slow that damages all enemies hit. Walls block this ability.
Zeph
Zeph is a healer that provides extra mobility to the team. His abilities include:
- Passive: Applies a mark to enemies hit by his left click. When marked enemies are hit with abilities, beneficial effects occur.
- Left Click: A small projectile that deals damage. It can be charged for more damage, longer range, and to pierce through enemies. Hitting enemies restores mana and reduces heal cooldown if the enemy is marked.
- Right Click: A targeted heal with several stacks. Heals the target ally and allies it passes through.
- E Ability: Creates a small AOE that detonates after a while, dealing damage and pulling enemies towards its center. If multiple enemies collide, they are stunned. Hitting a marked enemy restores one full heal charge.
- Ultimate: A large, wide blast that deals damage and knocks back enemies. Deals double damage to marked targets and heals all allies hit. Knocked allies begin resurrecting.
- Mobility Spell: Hold to create a cyclone that sends Zeph and nearby allies away. Tap for a small dash that refunds most of its cooldown.
Celeste
Celeste is a frost-themed character that controls the battlefield. Her abilities include:
- Passive: Damaging abilities; apply chill for 4 seconds. When chilled enemies die, they shatter, dealing damage in a small AOE.
- Left Click: Fires a spray of small ice darts followed by three stronger darts. Hitting eight darts on the same target triggers the passive.
- Right Click: Fires a projectile that explodes, creating a small slowing area. After a short while, it detonates again for more damage. Has two charges.
- E Ability: Summons a wall that pushes enemies away and blocks incoming projectiles.
- Mobility Spell: Hold to skate away, covering a great distance. Early release significantly reduces cooldown. Left-click deals double damage while skating.
- Ultimate: Creates a huge zone that slows enemies and makes Celeste invulnerable. After a while, the zone explodes, dealing damage and stunning enemies. It can be ended early at the risk of not getting the explosion and stun. Line of sight blocks this ability.
Hudson
Hudson is a tanky character with a minigun. His abilities include:
- Passive: Gains a chunky heal and armor repair when knocking an enemy. After not taking damage for 4 seconds, it slowly regenerates armor. Takes 25% increased damage from behind.
- Left Click: Rapidly fires, dealing damage with each bullet.
- Right Click: Hold to fill an orange bar. When filled, left-click gains increased fire rate at the cost of movement and turn speed. Bullets heal Hudson while active.
- Mobility Spell: Has two charges. Press and hold to fly with some maneuverability. Colliding with an enemy deals damage and knocks them away.
- E Ability: Lays out barbed wire that slows and grounds enemies. Stationary or sneaking enemies take no damage. Flying enemies take extra damage based on velocity.
- Ultimate: Fires a hook that connects to an enemy for 4 seconds, slowing and applying anti-heal. If the enemy falls below 30% health, the hook pulls and executes them. Killed enemies create a pickup that allies can use to restore health and armor.
Void
Void is a character that swaps people around. His abilities include:
- Left Click: Fires a projectile that pierces terrain. Deals more damage, has more range, and slows if there’s a delay between shots.
- Right Click: Fires a medium-range projectile that deals damage and stuns the first enemy hit.
- E Ability: Creates an expanding area. If reactivated before it runs out, it deals a burst of damage and grounds enemies. At the maximum level, the AOE also deals damage over time.
- Ultimate: Creates a black hole that stuns enemies and pulls them towards its center.
- Mobility Spell: Fires a projectile that Void teleports to after a short duration. Anything in the area swaps places with Void.
- Passive: Dealing damage fills a purple bar. When maxed out, Void becomes empowered: teleport swaps faster, E ability grows larger and quicker and ultimately covers a much bigger area. Void also floats, making no noise, and is unaffected by slowing terrain like water.
Each hero in Supervive brings something unique to the battlefield, from heavy tanks to agile assassins. Learning each hero’s abilities and finding the ones that suit your playstyle will give you an edge in the Supervive. Now that you understand the roster better jump into the fray and start mastering these heroes!
Image credits: Supervive