How to Play Against The Onryo
The Onryo Matchup Mini Guide
The Onryo is a medium-threat matchup. Your core job is to deny free tv value and disorganized tape routing. while preserving objective tempo.
First 90 Seconds
- Opening priority: Map TV hotspots near your intended objective routes.
- Primary scout check: Call TV activity and tape handoff status.
- Most common early throw: Ignoring side-objective pressure. Fix: assign one player to manage it early.
Mid-Match Conversion
- Best chase adjustment: Pre-drop when macro pressure has already removed safe backup routes.
- Best macro adjustment: Adapt gen strategy to secondary objectives; pure gen rush is often punishable.
- Pattern to respect most: Teleport feints to force objective drop.
Map And Loadout Read
- Maps helping The Onryo: Maps with dense TV coverage and hidden approaches
- Maps hurting The Onryo: Wide maps with safe tape routes
- Build path anchors: Information / Aura Intel, Self-Sufficiency (Solo Queue), Totem / Anti-Hex, Anti-Tunnel
At-a-Glance
- Threat level: Medium
- Biggest danger: Condemn pressure plus stealth teleports punishes macro indecision.
- Best counterplay theme: Manage tape/TV economy early and keep location awareness high.
- Solo queue note: If team ignores TV state, play self-sufficient and avoid extended solo dead zones.
Threat Model
- What the killer wants: Force condemn progression while creating surprise hit opportunities.
- What you must deny: Free TV value and disorganized tape routing.
Power Basics (Plain English)
- What their power does in real matches: She teleports via TVs, gains stealth pressure, and builds condemn risk over time.
- What “good usage” looks like: Good Onryos pressure both chase and side-objective economy simultaneously.
Early Game Plan
First 60–90 seconds priorities
- Map TV hotspots near your intended objective routes.
- Decide when tape interaction is worth tempo cost.
- Avoid first chase in TV-dense dead zones.
What to scout/call out
- Call TV activity and tape handoff status.
- Track condemn risk on each teammate.
- Warn when she is repeatedly appearing on one map side.
Chase Rules
- Pre-drop when macro pressure has already removed safe backup routes.
- Greed only if team info confirms no secondary pressure angle.
- Rotate early to avoid being trapped in scripted objective states.
- Commit to chases only when team can absorb macro fallout.
- Do not tunnel-vision one interaction while side objectives collapse.
- Respect hidden timers and delayed punish windows.
- Break predictable movement once killer starts conditioning routes.
- Use comms/pings to prevent repeated macro mistakes.
- If killer forces mini-games, simplify decisions and deny free value.
- Take guaranteed tempo over flashy outplays in unstable states.
Macro Rules
- Adapt gen strategy to secondary objectives; pure gen rush is often punishable.
- Hook trades should account for side systems, not only timer bars.
- Prevent snowball by assigning clear roles for objective, rescue, and scout duty.
Common Killer Tricks
Pattern 1
Teleport feints to force objective drop.
Tell: Frequent disappear/reappear cycles near pressured objectives.
Pattern 2
Condemn build-up while avoiding long chase commitment.
Tell: Pathing to capitalize on high-condemn targets.
Pattern 3
Hook pressure layered with TV lane control.
Tell: Short disengages when side-objective value is available.
Common Survivor Mistakes (Fixes)
- Ignoring side-objective pressure. Fix: assign one player to manage it early.
- Chasing flashy plays while macro collapses. Fix: prioritize win condition order.
- Overcommitting to one lane. Fix: rebalance roles every major event.
- Trading hooks without system awareness. Fix: track both hook and side timers.
- Late reactions to killer setup cycles. Fix: pre-plan responses.
- Assuming normal chase rules always apply. Fix: adjust for power state first.
- Wasting resources on low-impact windows. Fix: save tools for conversion moments.
- No contingency for solo queue drift. Fix: default to self-sufficient lines.
Map Notes
Map types that help/hurt
- Help the killer: Maps with dense TV coverage and hidden approaches
- Hurt the killer: Wide maps with safe tape routes
Tiles/areas to respect
- TV-adjacent generators
- Condemn-risk rescue paths
- Low-vision indoor corners
Recommended Build Types
Quick Checklist
- Track secondary objectives constantly.
- Reassign team roles after each major event.
- Avoid pure autopilot gen rushing.
- Use safe, repeatable chase lines.
- Trade hooks with macro context.
- Call out timer and power-state changes.
- Stabilize before forcing high-upside plays.
- Default to self-sufficient decisions in solo queue.