Monsters in the Mansion Survivor Tier List
The Monsters in the Mansion survivor tier list: Cure Carrier, Runner, Support and Decoy ranked by cure-loop impact, with squad composition advice.
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This is the Monsters in the Mansion survivor tier list, ranked by how much each role moves the cure loop — the hidden-book, antidote and point-blank-cure win condition. One honest caveat up front: the game has no playable character classes in Early Access, so this ranks the four squad roles you take at spawn, not official characters. The rankings match across the main community trackers, which is solid consensus for a game two weeks old.
Tier criteria
S-tier moves the win condition directly. A-tier makes the S-tier jobs possible. B-tier is situational — game-changing in the right hands, a liability in the wrong ones.
The tier list
S-tier: Cure Carrier
"The player who applies the antidote wins the round." No other role can end the game alone, which makes the carrier the highest-impact and highest-risk job in the mansion. The antidote only works at point-blank range, so the carrier must approach the Monster on a bait's timing, land a roughly five-second cure, and walk away. One good carrier beats three passive survivors — and a dead carrier mid-ritual loses the round on the spot.
Read the full application playbook in How to Cure the Monster. Carriers travel light: anything that slows the close-range approach is dead weight, per the loadout guide.
S-tier: Runner
"Book collection is the bottleneck." No books, no antidote — which is why fast, quiet runners keep the cure on schedule. Three runners is the standard split for a seven-player squad, each owning a wing of the mansion so the Monster cannot cover every lane at once. Route knowledge decides this role: runners who pre-plan two exits per room and know their wing's hiding spots convert hunts into lost time for the Monster.
The mechanics that keep a runner alive — crouch discipline, light control, corner-peels — are in How to Survive, and the wing assignments in the maps guide.
A-tier: Support
"Quiet but essential." Support guards the craft station during the loud antidote brew, revives downed runners when the area is clear, and holds objectives so runners can stay on lanes. Lobbies without support lose carriers to downtime and crafts to interruptions. It ranks one tier below the S roles because it does not directly end rounds — it multiplies the people who do.
Support is also the best beginner role in the game: you learn the mansion, the craft timing and the chase rules without carrying the round on your back.
B-tier: Decoy (contextual)
"The highest variance role in the game." A great decoy wins rounds — pulling the Monster across the map on demand, selling fake craft-baits, timing the cure window. A bad decoy feeds the Monster free kills and teaches it where the books are. The role defaults to B-tier purely because of that skill curve; in an experienced squad, treat the Decoy as A-tier.
One hard rule from community consensus: if nobody can bait reliably, a weak decoy is worse than none — run "noise in shifts" instead, with different players taking turns drawing attention along defensible routes.
Picking your role
| Your situation | Take this role |
|---|---|
| First rounds, still learning the map | Support or Runner |
| Confident in chases, calm under pressure | Cure Carrier |
| Know one wing perfectly and like risk | Decoy |
| Playing with randoms | Whatever the lobby lacks — usually runners and a designated carrier |
How the meta might change
These placements reflect the cure-loop meta of the current Early Access build. Two things could re-rank it: a formal class or perk system (watch the patch notes tracker), and balance changes to craft noise or the cure window. When either happens, this page re-ranks within the week — the reasoning framework stays the same. For the effect-side view, see the Perks Tier List, and for the hunter's mirror-image priorities, How to Play the Monster.