Survivor Archetypes in Monster in the Mansion

No classes yet, so win by role. Runner, Decoy, Support, Cure Carrier — how seven survivors should split the cure loop in Monster in the Mansion.

Survivor Archetypes in Monster in the Mansion

Monster in the Mansion has not published character classes for Early Access, and that is fine — survivors win by role, not by a chosen class. Until named characters and perks land, split your seven players into these four archetypes. They map directly to the cure loop.

The Runner

Quiet, fast, and book-focused. Runs book wings, crouch-walks by default, and never draws the monster. The Runner is the engine of the cure. Pair with Mansion Layout routing.

The Decoy

Loud and brave. Makes noise to pull the monster away from runners, then peels into a hide. The Decoy lives or dies by Communication Tips and Best Hiding Spots.

The Support

Holds objectives, revives downed runners, and guards the craft station during the loud craft. The Support keeps the loop alive when the monster commits.

The Cure Carrier

The player who applies the antidote during the planned close-range play. High-skill, high-risk. Should study How to Cure the Monster above all.

How to Split Seven Players

A balanced lobby: 3 Runners, 2 Decoys, 1 Support, 1 Cure Carrier. Adjust by who is confident — a weak decoy is worse than no decoy. The Survivor vs Monster guide explains why numbers beat individualism.

After Characters Ship

When Ubermonster publishes real characters and perks, these archetypes become loadouts. Re-check Best Survivor Loadout and the Survivor Tier List as the meta forms.

Frequently Asked Questions

Do I need to pick a class at spawn?

Not yet. Pick a role and assign it verbally at spawn.

What if we have no decoy?

Then runners must trade noise in shifts. It is weaker; recruit a volunteer.

Are archetypes ranked?

By round impact, Cure Carrier and Runner matter most; see the tier list for the theory.