Build Your Squad
Choose the exact four-player comp, then add map and killer context before reading the verdict.
Bad rotations get punished here, so intel coverage is much more important.
Trap pressure punishes low sustain and bad peel windows.
4 unique class picks with 440 total team EHP.
Medic is your main source of repeated EHP extension.
Fighter and Security Guard are the classes that keep wipe sequences from snowballing.
Security Guard sharply improves team rotations when the map punishes blind movement.
Select the 4 survivors, then add the map and expected killer.
You get a synergy score, role coverage, active combos, and weak spots.
Best for premades deciding whether their draft is actually balanced.
Active Combos
These are the patterns the team can actually execute if comms are clean.
Camera info and Taser create safer parry windows and cleaner rescues when a chase starts collapsing.
Medic keeps the frontline alive long enough for Fighter to keep contesting space instead of disengaging early.
Security Guard reduces bad rotations while Medic converts those safer windows into extra EHP for the team.
Weak Spots And Opener
Read this before you lock in the comp.
You have at least one source of sustain, which gives the comp more room for imperfect fights.
Open with Security callouts and keep the team rotating together through the safest hallway anchor.