// A TIER · MAP CONTROL · PATCH 2.4

A TierIntelSupportMap Control

SecurityGuard

The Killer can't hide from cameras. Security Guard turns the entire map into a surveillance network — information is the most powerful survival tool.

Ability 01

Deploy Cam

CD: 30s · Max 3 Active

Security Guard places a remote surveillance camera at a targeted location within 8 meters. The camera is stationary and provides a live feed visible to all teammates via the HUD minimap. Cameras have a 120° field of view and a 12-meter detection range. A maximum of 3 cameras can be active simultaneously — deploying a 4th automatically destroys the oldest camera. Cameras can be destroyed by the Killer with a single melee hit.

DEPLOY CAM — COVERAGE DIAGRAM

Camera placement:  [CAM]
Field of view:     120° arc
Detection range:   12 meters

     ___________
    /     |     \
   /      |      \    ← 120° FOV arc
  /       |       \
[CAM]─────┼─────────  ← camera position
           12m range

PLACEMENT PRIORITY:
1st cam → Generator cluster (highest traffic)
2nd cam → Hook nearest to active generators
3rd cam → Exit gate (late game repositioning)

DESTROYED BY: Single Killer melee hit
MAX ACTIVE:   3 cameras simultaneously

// TIPS

  • Place cameras at eye level on walls, not on the floor. Floor cameras have a reduced effective FOV due to terrain geometry blocking the lower arc.
  • Never place all 3 cameras in the same area. Spread coverage across the map — one camera per zone. A Killer who destroys one camera still has two active feeds.
  • The 4th camera auto-destroys the oldest. Use this deliberately in late game: deploy a 4th camera at the exit gate to replace your earliest-placed generator camera.
  • Cameras are visible to the Killer. An experienced Killer will destroy them on sight. Place cameras in less obvious positions — behind objects, in corners — to extend their lifespan.
Ability 02

Alert

CD: 15s

Security Guard activates ALERT to broadcast the Killer's current position to all living teammates simultaneously. The broadcast appears as a map ping on every teammate's HUD, lasting 8 seconds. ALERT can only be triggered manually — it does not auto-activate when a camera detects the Killer. Security Guard must be monitoring camera feeds and choose when to ping.

ALERT — INFORMATION FLOW

[Camera detects Killer]
        │
        ▼
[Security Guard sees feed]
        │
  Manual decision
        │
        ▼
[ALERT activated]  ──▶  [All teammates receive HUD ping]
                             Duration: 8 seconds
                             Cooldown begins: 15s

PING INFORMATION SHOWN TO TEAMMATES:
✓ Killer's map position (grid square)
✓ Killer's movement direction (arrow)
✗ NOT shown: Killer's current target
✗ NOT shown: Killer's ability status

// TIPS

  • ALERT has a 15-second cooldown. Don't waste it on a Killer who is already visible to the whole team. Save it for when the Killer is approaching a teammate who has no line of sight.
  • The 8-second ping duration is your window. Call out what the Killer is doing during those 8 seconds — 'Killer heading toward generator 3, Fighter get ready to Parry.'
  • ALERT shows movement direction. Use this to predict where the Killer will be in 3-4 seconds, not just where they are now.
StatValueNotes
Base Move Speed4.6 m/sSame as Medic
Base Health300 HPLow — avoid direct combat
Deploy Cam Range8mPlacement distance limit
Cam Field Of View120°Arc coverage
Cam Detection Range12mKiller detection radius
Max Active Cams34th destroys oldest
Cam Durability1 hitDestroyed by any Killer hit
Deploy Cam Cooldown30sPer camera placed
Alert Ping Duration8sVisible on all HUDs
Alert Cooldown15sManual trigger only
Stun Resistance20%Same as Medic — avoid combat

Early Game

Deploy your first camera immediately at match start. Target the generator cluster that your Technician is rushing — this gives the team immediate coverage of the highest-value objective. Your second camera goes on the nearest hook to that generator. Do not deploy your third camera yet — save it for when the Killer's patrol pattern becomes clear. In the first 90 seconds, your job is to establish coverage, not to call ALERTs.

Mid Game

This is your active phase. Monitor all three camera feeds simultaneously and call ALERTs when the Killer is approaching a teammate who cannot see them. Your ALERT rotation: use it when a Technician is mid-repair and the Killer is within 20 meters. The 8-second ping gives the Technician time to abort and reposition. Reposition your oldest camera if the Killer has shifted their patrol to a new area — static coverage of an empty zone is wasted.

Late Game

Deploy your third camera at the exit gate as soon as the second-to-last generator is completed. This is your most critical late-game action — knowing whether the Killer is camping the gate determines whether your team attempts that exit or pivots to the other. Use ALERT to coordinate simultaneous exit attempts if the Killer is between both gates. In the final 30 seconds, stay on camera feeds — do not attempt objectives yourself.

Optimal Camera Placement

// PER-MAP DEPLOYMENT STRATEGY · 3 CAMERAS MAXIMUM

The Pizzeria

Easy Coverage

Kitchen Entrance

Mount on the wall facing the kitchen doorway. Covers the two generators inside the kitchen and the main corridor approach. Highest-traffic area in the map.

Back Room Hook

Place facing the hook in the back storage room. Covers the hook and the only two approach paths. Prevents surprise rescues and gives Medic advance warning to position for post-rescue healing.

Exit Gate (Deploy Late)

Hold this slot until the second-to-last generator is done. Deploy at the main exit gate facing inward. Confirms whether the Killer is camping the gate before the team commits to the exit attempt.

The Warehouse

Moderate

Central Shelf Intersection

The four-way shelf intersection in the center of the map. Covers the highest-traffic chokepoint. Almost every Killer patrol route passes through this intersection — maximum information density.

North Generator Cluster

Face the camera toward the three generators in the north section. The Warehouse's shelf layout creates natural camera blind spots — this position covers the gap between shelf rows 3 and 4.

Loading Bay Door

The loading bay exit is the most commonly used escape route. Deploy here in late game. The wide open space gives the camera its full 12-meter detection range with no terrain obstruction.

The Forest

Challenging

⚠ Open terrain reduces camera effectiveness. Prioritize chokepoints over open areas.

Main Path Chokepoint

The narrow path between the two tree clusters near the map center. One of the few natural chokepoints in the Forest. The Killer must pass through here to reach either generator cluster — high value despite the open surroundings.

Generator Cluster (South)

The south generator cluster has a natural rock formation that creates a partial enclosure. Mount the camera on the rock face to cover the three generators and their approach paths.

Bridge Crossing

The bridge is the fastest route between the north and south halves of the map. Camera here gives advance warning of which half the Killer is moving toward — critical for team repositioning.

// UNIVERSAL CAMERA RULES

  • Never cluster all 3 cameras in one area. One camera per map zone — spread coverage.
  • If a camera is destroyed, redeploy immediately. A 30-second cooldown is better than a permanent blind spot.
  • Cameras facing walls or solid objects are wasted. Always verify the camera's facing direction before confirming placement.

Medic

★★★ Core

ALERT tells Medic exactly who will take damage next and from which direction. This converts Medic from reactive to proactive — they can pre-position for the heal before the hit lands. The Security Guard + Medic pairing is the foundation of every S-tier team composition.

Fighter

★★☆ Good

ALERT gives Fighter advance warning of the Killer's approach angle — critical for Parry timing. A Fighter who knows the Killer is coming from the left can pre-face that direction and execute a frame-perfect Parry. Without Security Guard, Fighter must rely on audio cues alone.

Technician

★★☆ Good

ALERT warns Technician before a Wire Whip comes through the wall — the most dangerous threat to objective completion. A Technician who knows Ennard is on the other side of the wall can abort the repair before the interrupt lands. Reduces Ennard's effectiveness by approximately 40%.

Customer

★☆☆ Weak

Customer's BLEND IN ability makes them untargetable near objectives — they don't need ALERT to stay safe. Security Guard's intel value is largely wasted on a Customer who operates independently and doesn't coordinate team movements.

01

You have 300 HP and 20% stun resistance. You are not a combat class. If the Killer finds you, run — do not attempt to fight or stall.

02

The 30-second Deploy Cam cooldown means you can place a maximum of 6 cameras in a 3-minute match. Every placement decision matters — don't waste a slot on a low-traffic area.

03

ALERT shows movement direction. Say '3 o'clock' or 'heading north' — not just 'Killer spotted'. Direction is more valuable than position alone.

04

Cameras are destroyed by a single Killer hit. Against Springtrap, expect cameras to be destroyed within 60 seconds of placement. Against Ennard, cameras may survive longer — he prioritizes objectives over camera destruction.

05

The minimap ping from ALERT lasts 8 seconds. If you activate ALERT and the Killer changes direction immediately, call it out verbally — the ping shows where they were, not where they're going.

06

Against The Mimic, your cameras are the only reliable way to detect Copy Cat. The camera feed shows the Mimic's true model, not the disguise. Always check feeds when Copy Cat might be active.

07

In a 3-Survivor scenario (one player down), redeploy all cameras to cover the remaining active generators and the exit gates only. Abandon coverage of completed objectives.

08

Security Guard has the highest information output of any class but requires active monitoring. If you're not watching camera feeds, you're playing a worse version of every other class.