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How to Play Against The Nemesis

The Nemesis Matchup Mini Guide

The Nemesis is a medium-threat matchup. Your core job is to deny free mutation progress and poor map awareness around zombies. while preserving objective tempo.

First 90 Seconds

  • Opening priority: Avoid donating free mutation hits in weak tiles.
  • Primary scout check: Call mutation tier timing.
  • Most common early throw: Trying to out-loop active zoning power. Fix: rotate out earlier.

Mid-Match Conversion

  • Best chase adjustment: Pre-drop earlier once zoning tool forces one-sided pathing.
  • Best macro adjustment: Split objectives so one deny zone never controls all progress.
  • Pattern to respect most: Tentacle hold to bait early drop/vault panic.

Map And Loadout Read

  • Maps helping The Nemesis: Maps where zombie pathing controls key chokepoints
  • Maps hurting The Nemesis: Maps with easy wide reroutes around zombies
  • Build path anchors: Chase / Looper, Anti-Tunnel, Information / Aura Intel, Gen Rush / Objective Speed

At-a-Glance

  • Threat level: Medium
  • Biggest danger: Tentacle zoning and zombies create awkward pathing mistakes that snowball over time.
  • Best counterplay theme: Respect tentacle spacing and keep zombie-aware route discipline.
  • Solo queue note: Call zombie pressure side so teammates avoid accidental pinch paths.

Threat Model

  • What the killer wants: Level mutation quickly, then dominate chases with ranged anti-loop threat.
  • What you must deny: Free mutation progress and poor map awareness around zombies.

Power Basics (Plain English)

  • What their power does in real matches: Tentacle attacks pressure pallets/windows, while zombies distort survivor routing.
  • What “good usage” looks like: Good Nemesis players use zombies as macro anchors and tentacle for forced errors.

Early Game Plan

First 60–90 seconds priorities

  • Avoid donating free mutation hits in weak tiles.
  • Track zombie spawn pressure on key objective lanes.
  • Preserve strongest anti-zoning resources for mid game.

What to scout/call out

  • Call mutation tier timing.
  • Track high-pressure zombie corridors.
  • Warn teammates when rescue path intersects zombie + killer pinch.

Chase Rules

  • Pre-drop earlier once zoning tool forces one-sided pathing.
  • Greed only if you can still rotate to a second tile.
  • Rotate fast when killer commits to area denial at your tile.
  • Commit to distance routes when your local resources are compromised.
  • Do not contest narrow chokepoints against active zoning cooldowns.
  • Force long repositions by leaving denied spaces immediately.
  • Hold strongest pallets for confirmed power windows, not default loops.
  • If teammates are nearby, spread zones of play to dilute area control.
  • Avoid double-backs through known deny lines.
  • When unsure, take map reset over risky greed.

Macro Rules

  • Split objectives so one deny zone never controls all progress.
  • Hook trades should happen away from pre-set zoning lanes.
  • Prevent snowball by rotating injured players out of denied sectors.

Common Killer Tricks

Pattern 1

Tentacle hold to bait early drop/vault panic.

Tell: Pathing that intentionally corrals survivors toward zombies.

Pattern 2

Zoning toward zombie lane for guaranteed follow-up.

Tell: Tentacle windup at transition points.

Pattern 3

Hook near zombie-heavy sectors to tax rescues.

Tell: Repeated patrol where zombies already create pressure.

Common Survivor Mistakes (Fixes)

  • Trying to out-loop active zoning power. Fix: rotate out earlier.
  • Re-entering denied zones too quickly. Fix: force longer killer repositions.
  • Over-defending one generator cluster. Fix: widen objective spread.
  • Taking rescues through obvious deny paths. Fix: approach from off-angle.
  • Burning strongest pallets before power commitment. Fix: time drops with intent.
  • Holding dead tiles too long. Fix: abandon once pathing is solved.
  • Ignoring cooldown windows. Fix: counter-push during power downtime.
  • Stacking injured players in one sector. Fix: distribute pressure.

Map Notes

Map types that help/hurt

  • Help the killer: Maps where zombie pathing controls key chokepoints
  • Hurt the killer: Maps with easy wide reroutes around zombies

Tiles/areas to respect

  • Window approach lines
  • Zombie-camped connectors
  • Hook routes near narrow corridors

Recommended Build Types

Quick Checklist

  • Respect active zoning cooldowns.
  • Rotate off denied tiles quickly.
  • Split objectives across multiple sectors.
  • Rescue from off-angles, not choke lanes.
  • Time pallet usage around power commits.
  • Punish downtime, then disengage.
  • Prevent injured clustering.
  • Play for map geometry, not ego loops.