Information leverage for cleaner macro calls.
Maps
survivor
Maps convert hidden state into actionable routes. They are strongest when you use info to pre-plan rotations, rescue timing, and endgame gate choices.
At a glance
Bring This When
Blind-pick lobbies where reducing bad rotations is more valuable than high-risk tempo spikes.
Skip This When
You ignore map info and still roam without a route plan.
First Move
If killer is unknown, prioritize broad objective + utility scan value over niche tracking plans.
Best use cases
- Blind-pick lobbies where reducing bad rotations is more valuable than high-risk tempo spikes.
- Players who already make macro decisions and want fewer blind guesses.
- Indoor or complex maps where objective and totem routing gets messy.
- Team strategies centered on controlled totem, chest, or objective timing.
When to skip
- You ignore map info and still roam without a route plan.
- You are in pure chase-focused setups where info slots have low conversion.
- Your team cannot execute macro calls even with better information.
Loadout blueprint
- If killer is unknown, prioritize broad objective + utility scan value over niche tracking plans.
- Decide your scan priority before match start: objectives, totems, or utility points.
- Pair with perks that reward information conversion, not just information collection.
- Refresh your route every major state change (hook, gen pop, gate prep).
Add-on priority
Tier S
- Range and persistence upgrades that keep information relevant through midgame.
- Tracking depth add-ons that reduce blind rotations.
Tier A
- General utility scans for mixed macro plans.
- Objective-focused modifiers for anti-3-gen pacing.
Tier B
- Ultra-niche scans with low impact in normal queue conditions.
- Setups that provide info you cannot realistically act on.
What this actually includes
Map
Baseline intel tool for objective and utility routing.
Run it when: Use when macro routing errors are your biggest leak.
Rainbow Map
Higher-value information profile for broader route control.
Run it when: Strong in indoor or high-complexity maps where orientation matters.
Range/retention add-ons
Keeps scans relevant long enough to influence multiple phases.
Run it when: Best for players who actually re-route after each new information pulse.
Suggested perks
Common mistakes
- Collecting data but failing to make actual route changes.
- Using map only once, then forgetting it for the rest of match.
- Treating info as a comfort blanket instead of a tempo tool.
3 starter setups
Macro Navigator: map + persistence add-ons + objective pacing perks.
Totem Planner: map + totem-focus utility + anti-hex support.
Indoor Control: map + range support + chase stabilization perks.
FAQ
Are maps too slow compared to toolboxes?
Maps are slower in raw speed but often stronger in consistency because they prevent wasted rotations and bad endgame pathing.
Who benefits most from maps?
Players who think in macro phases: first hook setup, midgame pressure, and endgame route control.