| Placed area denial | Hell Ember (Leo Beck), the one Hunter everybody owns from the start | Walking the same route back to the same machine | Scout the machine before you touch it, and approach a defended machine from a different side each time |
| Ranged pull | Soul Weaver (Violetta), Naiad (Grace) | Kiting in open ground or standing in a doorway | Stay inside broken sightlines; break the line before the projectile lands rather than trying to dodge it |
| Fast reposition | Geisha (Michiko), Wu Chang (Xie Bi'an and Fan Wujiu) | Treating distance from the Hunter as safety | Assume they can be on you in a second; never start a rescue or a gate lever on the assumption they are far away |
| Vision denial | Ripper (Jack) and other stealth kits | Relying on sight instead of sound and machine states | Use headphones, watch which machines stop progressing, and pre-drop nothing you cannot see the Hunter approach |
| Remote wall control | Mad Eyes (Burke Lapadula) | Committing to a loop with one exit | Loop structures with two or more exits, and never let a fence corner you into a dead end you cannot vault out of |
| Delayed damage traps | Guard 26 (Bonbon), Gamekeeper (Bane Perez) | Healing or decoding in the obvious spot after a chase | Move one structure away before you heal, and check the ground around chairs and machines |
| Clones and decoys | Bloody Queen (Mary), Dream Witch (Yidhra), Sculptor (Galatea Claude) | Running on reflex from the first thing that looks like a Hunter | Slow down and identify before you commit; a wasted panic sprint is worth more to them than the clone is |
| Zone slow and debuff | Violinist (Antonio), whose stacked notes cut decoding, healing and gate speed hard | Standing in the debuff to finish the interaction anyway | Leave the zone, let the stacks fall off, come back; a half-speed decode is worse than a short walk |
| Mobility state change | Night Watch (Ithaqua), who charges wind and then vaults windows and downed pallets | Believing a dropped pallet ends the chase | Keep moving after the pallet drops, and treat downed pallets as speed bumps rather than walls |
| Chair camping | Any Hunter holding position with Excitement | Rushing the rescue and feeding a second body | Run Tide Turner, arrive late in the stage, and let the crows and the machine count do the arguing |
| Cipher suppression | Any Hunter running Abnormal | Splitting onto two half-done machines in the endgame | Consolidate: finish one machine with two people rather than watching two machines regress |
| Gate hold | Any Hunter holding Teleport, or Detention | Opening the nearest gate with the whole team stacked on it | Start both gates, keep one Survivor uncommitted, and remember a gate holds its progress if you walk away from it |