// C TIER · SOLO SPECIALIST · PATCH 2.4

C TierSoloSelf-SustainSituational

Customer

No team utility. Maximum self-preservation. Customer is the honest choice for solo queue players who can't rely on teammates — and know it.

C TIER RATING — Customer provides zero team utility. In any coordinated team, another class will always outperform Customer. This guide is for solo queue players who know what they're getting into.

Ability 01

Blend In

CD: 20s · Duration: 4s

Customer temporarily blends into the environment near an objective, becoming untargetable by the Killer for 4 seconds. During BLEND IN, the Killer cannot select Customer as an attack target — attacks pass through them. Customer can still move, repair generators, and interact with objectives while untargetable. BLEND IN deactivates immediately if Customer moves more than 3 meters from the objective they were near at activation. The Killer can still see Customer's model during BLEND IN — they simply cannot target it.

BLEND IN — ACTIVATION & DEACTIVATION RULES

ACTIVATION REQUIREMENTS:
✓ Must be within 3m of any objective
  (generator, exit gate, hook, door)
✓ Can activate while repairing
✓ Can activate while sprinting

WHILE ACTIVE (4 seconds):
✓ Movement: FREE (walk/sprint)
✓ Generator repair: ALLOWED
✓ Objective interaction: ALLOWED
✗ Killer targeting: BLOCKED
✗ Killer attacks: PASS THROUGH

DEACTIVATES WHEN:
→ 4 seconds elapsed
→ Customer moves 3m+ from activation objective
→ Customer uses any item
→ Cooldown begins: 20s

IMPORTANT: Killer CAN still see your model.
BLEND IN prevents targeting — not visibility.
An aware Killer will wait 4s then attack.

// TIPS

  • BLEND IN does not make you invisible. An experienced Killer will see you activate it, wait 4 seconds, then attack. Use it to complete the last few seconds of a generator repair — not as a panic button mid-chase.
  • Activate BLEND IN when the Killer is within 10 meters and approaching your generator. The 4-second window is enough to complete roughly 8% of a generator at base speed.
  • The 3-meter deactivation range means you cannot use BLEND IN to escape a chase — moving away from the objective cancels it. It is purely a stationary defense tool.
  • Against Ennard, BLEND IN does NOT block Wire Whip — Wire Whip is not a targeted attack. Only direct melee targeting is blocked.
Ability 02

Scavenge

CD: 60s · Passive Detection

Customer has a passive ability to detect hidden item caches within 15 meters — they appear as faint outlines on Customer's screen. Activating SCAVENGE reveals all item caches within 30 meters for 10 seconds to the entire team. Item caches contain healing items, speed boosts, or tool upgrades. SCAVENGE has a 60-second cooldown — the longest cooldown of any Survivor ability. The passive detection (15m outline) is always active at no cost.

SCAVENGE — ITEM CACHE CONTENTS & VALUE

CACHE TYPE      CONTENTS              TEAM VALUE
─────────────────────────────────────────────────
MEDICAL KIT   → Self-heal 120 HP      ★★★ HIGH
                (×1.25 with Medic)
SPEED BOOST   → +20% speed, 8s        ★★☆ MED
TOOL UPGRADE  → +15% repair speed     ★★☆ MED
                for next generator
DECOY FLARE   → Distract Killer, 3s   ★☆☆ LOW
EMPTY CACHE   → Nothing               ✗ WASTED

Passive detection range:  15m (always active)
Active reveal range:      30m (SCAVENGE ability)
Active reveal duration:   10s (team-wide)
Cooldown:                 60s

// TIPS

  • MEDICAL KIT is the highest-value cache item. With Medic's TRIAGE passive, a 120 HP self-heal becomes 150 HP. Always prioritize Medical Kit caches over other types.
  • Use SCAVENGE at match start to map all nearby caches before the Killer establishes patrol. The 60-second cooldown means your second use comes at T+60s — plan around it.
  • Share SCAVENGE reveals with your team. Call out cache locations immediately — a Medical Kit cache near the Medic is worth more than one near you.
StatValueNotes
Base Move Speed4.8 m/sTied with Fighter (fastest)
Base Health300 HPSame as Medic / Sec. Guard
Blend In Duration4sUntargetable window
Blend In Range3mFrom activation objective
Blend In Cooldown20s
Blend In Vs Wire WhipNo BlockWire Whip bypasses targeting
Scavenge Passive15mAlways-on cache detection
Scavenge Active Range30mTeam-wide reveal
Scavenge Duration10sActive reveal window
Scavenge Cooldown60sLongest Survivor cooldown
Team Value1 / 5Lowest of all classes
Stun Resistance25%Slightly above Medic

Early Game

Activate SCAVENGE immediately at match start. Map all nearby item caches within 30 meters and call out Medical Kit locations to your Medic. Then begin repairing the nearest generator with natural cover. Customer's 4.8 m/s base speed is tied with Fighter for the fastest Survivor — use this to reach generators before the Killer establishes patrol. Your BLEND IN is most valuable in the early game when the Killer is still locating the team: use it to complete the last 8% of your first generator without interruption.

Mid Game

Mid-game is where Customer's limitations become apparent. You have no team utility, no healing for others, and no combat capability. Your job is to complete generators without being caught. Rotate between objectives using the map's edges — avoid the center where the Killer and other Survivors are engaged. Use BLEND IN when the Killer is approaching your generator. Use SCAVENGE on cooldown reset to locate Medical Kits for self-healing. Do not attempt hook rescues — you have no protection during the rescue animation.

Late Game

Customer's speed advantage (4.8 m/s) is most valuable in the final 60 seconds. With the exit gate open, Customer can reach it faster than any other Survivor except Fighter with Adrenaline. Do not wait for teammates — Customer's solo-first design means escaping alone is an acceptable outcome. Use BLEND IN at the exit gate if the Killer is present: the 4-second untargetable window is enough to complete the gate opening animation (3 seconds) with 1 second to spare.

Solo Survival Framework

// DECISION FRAMEWORK FOR WHEN YOU HAVE NO TEAM SUPPORT

// SITUATION → ACTION

Killer Is Chasing You
Sprint to map edge. Do NOT run toward teammates — you'll lead the Killer to them. Use BLEND IN only if you reach a generator during the chase.
Killer Is At Your Generator
Abandon the generator immediately. Do not attempt BLEND IN — the Killer is already within targeting range and will wait out the 4-second window.
Teammate Is Hooked Nearby
Do not rescue unless you are the only option. You have no protection during the rescue animation. If you must rescue, activate BLEND IN immediately after unhooking and sprint away.
Killer Is Using Copy Cat (Mimic)
Trust no one visually. Check Security Guard's camera feed if available. If no intel, avoid all other player models until Copy Cat expires.
You Are The Last Survivor
Head directly to the nearest exit gate. Use BLEND IN at the gate to complete the opening animation safely. Do not attempt remaining generators — escape is the only objective.
Scavenge Reveals A Medical Kit Cache
Route to it immediately if within 15 seconds of travel time. A Medical Kit with Medic's TRIAGE is 150 HP — more than half your health bar. Call out the location to teammates first.
Ennard Is On The Map
Avoid generators adjacent to walls. Wire Whip passes through walls and bypasses BLEND IN. Prioritize generators in open areas or with Security Guard camera coverage.
Exit Gate Is Open, Killer Is Nearby
Activate BLEND IN at the gate entrance. The 4s untargetable window covers the 3s gate opening animation with 1s margin. Sprint through immediately after BLEND IN expires.

// SOLO PRIORITY ORDER

#1

Stay Alive

You have no team utility. Going down helps no one and burdens your team with a rescue they didn't plan for. Survival is your only contribution.

#2

Complete Generators

Repair generators using covered routes. Use BLEND IN for the final 8% of each generator to prevent last-second interruptions.

#3

Collect Medical Kit Caches

Use SCAVENGE on cooldown. Medical Kits are your only healing source. Prioritize them over Tool Upgrades and Speed Boosts.

#4

Escape

When the exit gate is open, go. Do not wait. Customer is designed to escape — fulfilling that design is not a failure of teamwork.

// WHEN IS CUSTOMER THE RIGHT PICK?

  • Solo queue with random teammates who don't communicate. Customer's self-sufficiency means you don't depend on team coordination.
  • You are significantly more skilled than the average player and can carry through pure objective completion speed.
  • The opposing Killer is Ennard and your team lacks a Security Guard — BLEND IN provides a reliable counter to Ennard's melee targeting that other classes don't have.
  • Any coordinated team environment. Medic, Security Guard, Technician, or Fighter will always provide more value in a team context.
  • Against The Mimic. BLEND IN does not protect against Copy Cat confusion and Customer has no intel tools to detect the disguise.

Medic

★☆☆ Weak

Medic's Field Kit cannot be self-applied — Customer cannot benefit from it unless Medic is within 5 meters. Customer's solo-oriented playstyle means they are rarely near the Medic. TRIAGE's passive amplification does benefit Customer's self-healed Medical Kit items, but this is a minor interaction, not a synergy.

Security Guard

★☆☆ Weak

ALERT pings benefit Customer the same as any other Survivor — they receive the Killer position information on their HUD. However, Customer has no team-coordinated response to that information. Other classes use ALERT to set up Parries, safe V.A.N.N.I. windows, or pre-positioned heals. Customer uses it to run in the opposite direction.

Fighter

★☆☆ Weak

Fighter's Parry stun creates windows that benefit the entire team — but Customer has no ability that capitalizes on a 2.5-second Killer stun. Technician uses it for V.A.N.N.I. Medic uses it to reposition. Customer uses it to repair a generator slightly faster. The interaction exists but provides no meaningful advantage over any other class.

Technician

★☆☆ Weak

Technician's Overclock boost applies to any Survivor repairing the same generator — including Customer. This is the strongest Customer synergy in the game, which illustrates how limited Customer's team interactions are. Benefiting from another class's ability while contributing nothing in return is not a synergy — it's a passenger relationship.

01

BLEND IN does not make you invisible. The Killer can see your model. Use it to complete objectives, not to hide. An experienced Killer will simply wait 4 seconds then attack.

02

Your base speed is 4.8 m/s — tied with Fighter for fastest Survivor. This is your most valuable stat. Use it to reach generators before the Killer and to escape chases without abilities.

03

SCAVENGE's passive 15m detection is always active. Check your screen edges while running between generators — cache outlines appear automatically. You don't always need to activate the ability.

04

BLEND IN is cancelled by moving 3m from your activation objective. If you need to dodge during BLEND IN, you will lose the effect. Commit to staying stationary when you activate it.

05

Medical Kit caches heal 120 HP base — 150 HP with Medic's TRIAGE active. This is your primary healing source. Prioritize Medical Kit caches over all other cache types.

06

BLEND IN blocks Killer melee targeting but NOT Ennard's Wire Whip. On maps with Ennard, avoid generators adjacent to walls where Wire Whip can reach you through geometry.

07

SCAVENGE has a 60-second cooldown — the longest of any Survivor ability. Use it at match start for maximum map coverage, then again at T+60s when the team is mid-game and needs resources.

08

In solo queue, your win condition is simple: complete generators, collect Medical Kits, escape. Do not deviate from this loop. Every deviation — rescuing hooks, engaging the Killer, waiting for teammates — reduces your survival probability.