// B TIER · HIGH RISK · PATCH 2.4

B TierCombatParryHigh Risk

Fighter

The only Survivor who fights back. One perfect Parry staggers any Killer for 2.5 seconds — but miss it and you're taking full damage.

HIGH RISK CLASS — A missed Parry deals zero damage to the Killer and leaves you fully exposed. Expect to take damage often while learning. Medic support is mandatory.

Ability 01

Parry

CD: 18s · Window: 0.4s

Fighter enters a brief defensive stance and attempts to counter the Killer's incoming attack. If the Killer strikes within the 0.4-second Parry window, the attack is deflected and the Killer is stunned for 2.5 seconds. If the Killer does not strike within the window, Parry ends with no effect and the cooldown begins. A missed Parry does not deal damage to either party — but the 18-second cooldown still triggers. Fighter takes full damage if hit outside the Parry window.

PARRY — TIMING WINDOW BREAKDOWN

T+0.0s  Fighter activates Parry
        ├── Stance animation begins (visible to Killer)
        │
T+0.1s  ── PARRY WINDOW OPENS ──────────────────────
        │   Duration: 0.4 seconds
        │   Killer must strike within this window
        │
T+0.5s  ── PARRY WINDOW CLOSES ─────────────────────
        │
        ├── [IF HIT WITHIN WINDOW]
        │     Killer stunned: 2.5s
        │     Fighter takes: 0 damage
        │     Cooldown begins: 18s
        │
        └── [IF NOT HIT / HIT OUTSIDE WINDOW]
              Killer stunned: 0s
              Fighter exposed: full damage
              Cooldown begins: 18s

KEY INSIGHT: Parry stance IS visible to the Killer.
Experienced Killers will bait the window then strike
after it closes. React to the Killer's attack
animation — do not activate Parry preemptively.

// TIPS

  • Never activate Parry preemptively. Watch for the Killer's attack wind-up animation and activate Parry in response — not in anticipation.
  • The Parry stance is visible. Experienced Killers will see it and delay their attack until the window closes. If the Killer stops moving when you Parry, cancel and reposition — they're waiting you out.
  • A successful Parry gives you 2.5 seconds. Use the first 0.5s to sprint away, the remaining 2s to create distance. Do not attempt a second Parry immediately — the 18s cooldown means you have no counter for the next chase.
  • Parry is most reliable against Springtrap's Lunge Strike — the lunge animation is the longest and most readable of all Killer attacks. It is least reliable against Ennard's melee, which has a shorter wind-up.
Ability 02

Adrenaline

CD: 35s

Fighter activates a burst of adrenaline, increasing movement speed by 30% for 5 seconds. Adrenaline can be activated at any time, including mid-chase. The speed boost applies immediately with no activation delay. During Adrenaline, Fighter's Parry window extends by 0.1 seconds (0.4s → 0.5s) due to improved reaction time. The 35-second cooldown is the longest in Fighter's kit.

ADRENALINE — SPEED & PARRY BONUS

Base move speed:          4.8 m/s
+ Adrenaline (30%):       6.24 m/s  ← faster than ALL Killers
Duration:                 5 seconds
Cooldown:                 35s

Parry window (normal):    0.4s
Parry window (Adrenaline):0.5s  (+0.1s bonus)

ESCAPE MATH:
Springtrap base speed:    5.2 m/s
Fighter + Adrenaline:     6.24 m/s
Speed advantage:          +1.04 m/s for 5 seconds
Distance gained:          ~5.2 meters

// TIPS

  • Adrenaline makes you faster than every Killer for 5 seconds. Use it to create enough distance to reach a pallet, window, or your Medic.
  • The extended Parry window during Adrenaline is a bonus, not the primary use case. Don't save Adrenaline just for Parry attempts — use it to escape first.
  • 35-second cooldown is long. Use Adrenaline early in a chase to escape, not as a last resort when you're already cornered.
StatValueNotes
Base Move Speed4.8 m/sFastest Survivor
Base Health350 HPSecond highest
Parry Window0.4s+0.1s during Adrenaline
Parry Stun Duration2.5sApplies to all Killers
Parry Cooldown18sTriggers on use, hit or miss
Parry Damage (miss)0 HPNo damage on miss
Adrenaline Speed+30%4.8 → 6.24 m/s
Adrenaline Duration5s
Adrenaline Cooldown35sLongest cooldown in kit
Stun Resistance40%Highest of all Survivors
Self-HealNoneRelies entirely on Medic

Early Game

Locate your Medic before the Killer finds the team. Your entire playstyle depends on having a Medic within 5 meters when you take damage. In the first 60 seconds, establish your patrol route: stay between the Medic and the most active generator cluster. Do not seek out the Killer — let the Killer come to you. Your Parry is a reactive tool, not an offensive one. Use Adrenaline only if the Killer finds you before you've located your Medic.

Mid Game

Active chase phase. Your rotation is: engage Killer → attempt Parry → take or avoid damage → sprint to Medic → receive Field Kit → repeat. The goal is to occupy the Killer's attention for as long as possible while Technician completes objectives. Each successful Parry gives you 2.5 seconds of Killer stun — that's 2.5 seconds of free generator progress for your team. Track your Parry cooldown. When it's on cooldown, play defensively — you have no counter to a Killer attack until it resets.

Late Game

With 1-2 generators remaining, your role shifts from distraction to protection. Position near the exit gate your team will use and Parry any Killer who approaches. A single successful Parry at the exit gate buys 2.5 seconds — enough for 2-3 teammates to escape. Save Adrenaline for the final sprint to the gate. Do not attempt a Parry in the last 10 seconds unless you are certain of the timing — a missed Parry at the gate is a death sentence.

Parry Timing Per Killer

// EACH KILLER HAS A DIFFERENT ATTACK ANIMATION — LEARN ALL THREE

Springtrap

Parry Difficulty: Medium

// ATTACK PATTERN

Springtrap's Lunge Strike has the longest and most readable wind-up animation of all three Killers. He crouches slightly and his arms extend forward 0.3 seconds before the lunge connects. This is the most Parry-friendly attack in the game. Recommended for Fighter beginners.

// PARRY WINDOW

T+0.0s  Springtrap begins lunge wind-up
        [CROUCH + ARM EXTEND visible]
        │
T+0.3s  ── ACTIVATE PARRY HERE ──
        │   (react to arm extend animation)
        │
T+0.4s  Lunge connects → PARRY WINDOW OPEN
T+0.8s  ── PARRY WINDOW CLOSES ──
        │
SUCCESS RATE (practiced): ~75%
TELL: arm extension before lunge

The Mimic

Parry Difficulty: Hard

// ATTACK PATTERN

The Mimic's standard melee has a deceptive wind-up — the animation begins identically to a non-attack movement, making it difficult to distinguish until 0.15 seconds before impact. Copy Cat further complicates Parry timing: if The Mimic is disguised, the attack animation plays on a Survivor model, which has a different visual rhythm than the Killer model. Practice against The Mimic in custom lobbies.

// PARRY WINDOW

T+0.0s  Mimic begins attack animation
        [AMBIGUOUS — looks like normal movement]
        │
T+0.25s [TELL: slight arm raise — very subtle]
        │
T+0.30s ── ACTIVATE PARRY HERE ──
        │   (tight window — react fast)
        │
T+0.40s Attack connects → PARRY WINDOW OPEN
T+0.80s ── PARRY WINDOW CLOSES ──
        │
SUCCESS RATE (practiced): ~55%
TELL: subtle arm raise at T+0.25s
⚠ Copy Cat disguise changes visual rhythm

Ennard

Parry Difficulty: Very Hard

// ATTACK PATTERN

Ennard's melee attack has the shortest wind-up of all three Killers — 0.2 seconds from initiation to impact. The animation is a rapid wire-extension that provides minimal visual warning. Additionally, Ennard frequently combines melee with Wire Whip, which cannot be Parried — only the melee hit is Parriable. Parrying Ennard requires anticipating his approach pattern rather than reacting to his animation.

// PARRY WINDOW

T+0.0s  Ennard begins attack animation
        [MINIMAL TELL — wire extension only]
        │
T+0.15s [TELL: wire bundle contracts slightly]
        │
T+0.20s ── ACTIVATE PARRY HERE ──
        │   (must anticipate, not react)
        │
T+0.25s Attack connects → PARRY WINDOW OPEN
T+0.65s ── PARRY WINDOW CLOSES ──
        │
SUCCESS RATE (practiced): ~35%
TELL: wire contraction at T+0.15s
⚠ Wire Whip CANNOT be Parried
⚠ Skin Suit stand-up attack: 0.1s wind-up
  → essentially un-Parriable in live matches

// PARRY PRACTICE RECOMMENDATION

  • Start with Springtrap. Master the lunge wind-up read before attempting The Mimic or Ennard.
  • Use custom lobbies to practice Parry timing in isolation. Live match pressure degrades timing accuracy by an estimated 20-30%.
  • If your Parry success rate against Ennard is below 30%, use Adrenaline to escape instead. A failed Parry against Ennard is worse than not attempting one.

Medic

★★★ Core

The Fighter + Medic loop is the strongest two-class pairing in the game. Fighter absorbs damage and staggers the Killer; Medic instantly restores the health lost. This cycle can theoretically continue indefinitely as long as both players stay alive and within 5 meters of each other. Without Medic, Fighter's B Tier rating drops further — self-healing is impossible.

Security Guard

★★☆ Good

ALERT gives Fighter advance warning of the Killer's approach angle — critical for Parry timing setup. A Fighter who knows the Killer is approaching from the left can pre-face that direction and react to the attack animation with full attention. Without Security Guard, Fighter must split focus between watching for the Killer and reading the attack animation simultaneously.

Technician

★★☆ Good

Fighter's primary role is to occupy the Killer's attention while Technician completes objectives. Each 2.5-second Parry stun is roughly 5% of a generator's completion bar. A Fighter who lands 3 Parries per generator effectively contributes 15% of that generator's progress through distraction alone.

Customer

★☆☆ Weak

Customer's solo-survival playstyle conflicts with Fighter's team-dependent loop. Fighter needs a Medic nearby at all times — Customer provides no healing and no intel. A team with both Fighter and Customer has two self-focused classes and insufficient support infrastructure for the Fighter to operate effectively.

01

Parry cooldown triggers on use — hit or miss. A missed Parry is not 'free'. You've spent 18 seconds of vulnerability for zero result. Only attempt Parry when you're confident.

02

Your health pool is 350 HP — the second highest. You can survive two hits from most Killers before going down. Use this to absorb one hit deliberately if it means landing a Parry on the second.

03

Adrenaline makes you faster than every Killer for 5 seconds. If Parry is on cooldown and the Killer is chasing you, Adrenaline is your only counter. Don't save it — use it.

04

The Parry stance is visible to the Killer. Against experienced Killers, they will see your stance and wait for the window to close. Learn to fake Parry activations to bait their patience.

05

Against Ennard, Wire Whip cannot be Parried. If you hear the Wire Whip sound cue, sprint — do not attempt Parry. Save Parry for the follow-up melee attack.

06

Against The Mimic using Copy Cat, the attack animation plays on a Survivor model. The timing is different from the Killer model. If you see Copy Cat active, switch to Adrenaline escape rather than attempting Parry.

07

In the final 30 seconds, position at the exit gate and save both Parry and Adrenaline. One Parry stun at the gate = 2.5 seconds of escape time for your entire team.

08

Fighter has 40% stun resistance — the highest of all Survivors. You recover from Killer stuns faster than any other class. Use this to re-engage after a failed Parry faster than the Killer expects.