Role read

Fighter is a timing class. It gets value by interrupting a chase at the right moment, not by trying to duel the Killer for the whole round.

SwingParry

Stats

Price1350 Scraps
Health110
Speed12
Run24
Stamina100

Round plan

  • Shadow dangerous chases from an angle instead of running straight at the Killer.
  • Use Swing or Parry when it creates an escape, rescue, or objective window.
  • After a stun, leave. The win is the time you created, not another risky trade.

Ability use

  • Swing is best when the Killer is committed to a target and cannot easily bait you.
  • Parry asks for patience. Save it for clear pressure instead of guessing every approach.

Common mistakes

  • Do not chase the Killer across the map looking for a highlight play.
  • Do not stun and then stand still admiring it; rotate, rescue, or finish an objective.
  • Do not body-block without a plan for what happens after the first hit.

Team play

Fighter pairs well with Medic and Security Guard because a clean interrupt can protect healing, camera use, or a teammate carrying objective pressure.

Role priority

  • Protect teammates at the moment a chase would collapse.
  • Turn a stun into objective time, distance, or a rescue.
  • Stay close enough to help without dragging the Killer into every objective.

Best against

  • Killers who commit hard to a chase path.
  • Tight map routes where one interrupt can create a clean rotation.
  • Teams that need emergency control more than extra healing.

Weak when

  • The Killer baits your stun and punishes the recovery.
  • You play too far from objectives and only chase fights.
  • The team has no one converting your stuns into progress.

Original notes

Parry behavior after the larger-hitbox buff and the latest post-QOL debuffs still need in-game testing.