2026-10-10
Set after the MUTATIONS title-tag update shipped on October 3; re-checked October 10, 2026 (no new tag) and at every new tag.
Surface categories and behavior tactics for place 74511210941284, ranked by the same seven weighted factors the Camouflage Score uses — so every tier is arguable with numbers, not vibes. Reviewed 2026-10-10.
Set after the MUTATIONS title-tag update shipped on October 3; re-checked October 10, 2026 (no new tag) and at every new tag.
Color 30% · surface 20% · silhouette 15% · traffic 10% · cover 10% · movement 10% · escape 5%.
Universe 10397566868 by 100 CCU PLEASE. Same-name Chameleon games rank differently and get their own sites.
A higher tier means a stronger general profile, not a guaranteed win in every camera angle or round. Each entry names the condition it needs.
Hider
Strong color potential and stable placement when the outline is controlled.
Source notes: Official wall mechanic plus practical inference.
Hider
Can break line of sight while supporting a natural silhouette.
Source notes: Official object mechanic plus practical inference.
Hider
Can reduce profile but remains sensitive to camera angle and traffic.
Source notes: Official floor mechanic plus practical inference.
Hider
Avoids adding movement as a visual clue after the match is set.
Source notes: Repeated exact-place community guidance.
Hider
Little cover means a small mismatch, outline, or movement is easier to notice.
Source notes: Risk inference; no named map claim.
The labels mean the same thing every update, so a rank change always means the evidence changed.
The S-tier entry is the only tactic that attacks all seven factors at once: an exact-color wall match handles the 30% factor outright, a flat wall supports surface fit and the silhouette, and walls sit outside the busiest patrol lines. Everything below S is conditional — object cover needs the object to look natural beside you, floor edges need an angle-friendly camera, and stillness multiplies whichever spot you chose.
The C-tier open-area hide is the control case: with cover and surface fit near zero, the score math caps it around the low 40s even with perfect paint — which matches what a Seeker's broad contrast sweep finds first in real rounds.
Identical to the calculator, so the two pages never disagree.
This game has no unit or team-composition system to rank. Here, synergy means combining a believable color with a natural outline, low movement, and a safe route.
Hiding tactics and surface categories, not units or characters.
No. It is an editorial comparison with confidence labels.
Tactic Synergy explains complementary Hider and Seeker-counterplay choices.
Hiding tactics and surface categories for place 74511210941284 — wall blends, object-adjacent cover, floor edges, stillness discipline, and open-area hides. There are no units, characters, or gacha rarities in this game to rank.
This site, editorially. Each entry's tier follows the same weights as the Camouflage Score (color 30%, surface 20%, silhouette 15%, then traffic, cover, movement, escape), so a tactic's tier and its calculator behavior agree.
Any new mechanic or map family can. The ranks describe observed play of the current loop — paint, blend, survive — and the page carries its checked date so a new tag (JAPAN, 2X WEEKEND, MUTATIONS so far) tells you it is recheck time.
Because stillness is a multiplier, not a spot: it makes every location stronger but cannot rescue a color mismatch in an open area. S-tier requires a tactic that survives on its own.