Season 40 Essence 2 introduces the Mayfly skin for First Officer, a survivor dominating competitive play with his Poseidon Watch ability that hypnotizes hunters within 32 meters for 10 seconds while granting 10% movement speed. This guide provides tournament-proven counter strategies, optimal hunter builds, and frame-perfect tactics to neutralize First Officer's advantages across all game phases.

Understanding First Officer in S40 E2 Mayfly Meta
First Officer (Jose Baden) remains top-tier in Season 40 (started November 27, 2025, Essence 2 released December 18, 2025). His Poseidon Watch fundamentally changes chase dynamics, achieving 65% win rates against S-Tier hunters when paired with Mechanic, Priestess, and Seer.
Unlock First Officer with 3568 Clues or 688 Echoes. For quick roster optimization, Identity V echoes top up through BitTopup ensures instant access with secure transactions.
Ability Mechanics and Frame Data
Hypnosis:
Range: 32 meters
Duration: 10 seconds
Movement speed bonus: 10%
Decoding boost: 7% base, 14% with Enhanced Hypnosis
Enhanced radii: 10m first stack, 6m second stack
Visual feedback: Hunter sees 2-second-old images at max stacks
Uses: 2 charges per match
Cooldown: 15 seconds
Vanish Disguise:
Duration: 10 seconds
Creates false visual information
Drawbacks:
Decoding penalty: 20%
Running speed: 3.8 m/s (standard)
The 15-second cooldown is your primary opportunity window—force favorable engagements when abilities are unavailable.
Why First Officer Dominates IVL Finals
Team Synergy: Mechanic + Priestess + Mercenary + Seer compositions boost win rates 65% against S-Tier hunters. First Officer provides:
7-14% decoding speed boosts
Rescue opportunities through hypnosis
Extended kite duration during critical phases
Counter to Top Hunters: Against Dream Witch (75% pick/ban rate), Sculptor (81-second cipher clear), Queen Bee, and Breaking Wheel, hypnosis disrupts tracking mechanics.
Persona Flexibility:
36 Build: Borrowed Time + Tide Turner (20s invincibility post-rescue)
39 Build: Borrowed Time + Knee Jerk Reflex (30% speed boost for 3s, 40s cooldown)
129 Build: Flywheel Effect (0.5s damage immunity) + Knee Jerk Reflex + Borrowed Time
129 build enables 60-second kites against Sculptor.
S40 Balance Changes
November 20 hotfix:
Addiction stun: 8/24/40% scaling
Chair speed: +10-15%
Healing speed: -5-10%
Changes favor aggressive hunters, making hypnosis more valuable as hunters commit harder to chases.
Top 5 Hunter Builds to Counter First Officer
Sculptor: Statue Placement Strategies
Sculptor rates 34/35 with 81-second cipher clear—faster than First Officer's team can complete them. Statue tracking bypasses hypnosis entirely.
Placement Framework:
0-60s: First statue at central cipher cluster within 10 seconds
60-120s: Target non-First Officer survivors
120-240s: Position statues at 3-cipher triangles
240s+: Place between remaining ciphers and gates
Anti-First Officer Tactics:
Ignore hypnosis—rely on statue damage indicators
Force First Officer into statue-dense zones
Time detonations during 15s cooldown gaps
Eliminate Mechanic first (200% decoding robot > 14% team buff)
Nightwatch: Pressure Tactics
Nightwatch's map-wide presence nullifies localized hypnosis advantages.
Pressure Pattern:
Deploy clone at furthest cipher within 15s
Patrol central cluster
Teleport to clone when survivors commit to distant ciphers
Force First Officer to choose support targets
Hypnosis Counter:
Clones ignore hypnosis—use clone vision for true positioning
Teleport during hypnosis to reset chase
Apply multi-point pressure
Hermit: Anti-Kiting Mechanics
Fury mode matches First Officer's hypnosis-boosted kiting.
Fury Optimization:
Activate when First Officer uses first hypnosis
Use extended lunge during cooldown windows
Save second Fury for late-game chair defense
Rescue Denial: Position in Fury during rescues—enhanced attack recovery allows double-hits even against Tide Turner when timed with chair animations.
Opera Singer: Crowd Control
Note-based crowd control creates unavoidable damage that hypnosis can't prevent.
Note Strategy:
Place at kiting loop entrances
Stack at cipher clusters where First Officer buffs teammates
Use Euphoria to force movement into Rhapsody damage
Notes track independently of visual information—hypnosis doesn't affect targeting.
Clerk: Page Management
Page-based abilities provide versatile tools for all scenarios.
Page Priority:
Early: Movement speed for first down
Mid: Detection to track through hypnosis
Late: Detention-enhancing for rescue scenarios
Detection pages reveal true positions regardless of hypnosis.
Optimal Persona Builds
Anti-Kiting Configuration
**Primary Path (Left - Detention):

**
Tier 1: Blink/Teleport
Tier 2: Trump Card (cooldown -10%)
Tier 3: Confined Space (kiting zone -20%)
Tier 4: Detention
Secondary Path (Right - Chase):
Tier 1: Hunt
Tier 2: Berserker
Tier 3: Rage
Trait Selection
Blink:
Counters hypnosis via instant repositioning
Bypasses Priestess portals
Effective on complex maps (Red Church, Moonlit River Park)
Teleport:
Map-wide pressure exceeding First Officer's support
Optimal for Sculptor, Nightwatch
Confined Space:
Reduces kiting zone 20%
Forces earlier hypnosis usage
Synergizes with Hermit, Opera Singer
Recommendations:
Sculptor: Teleport
Nightwatch: Teleport
Hermit: Blink
Opera Singer: Confined Space
Clerk: Blink
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Detention Timing
Activates when one cipher remains, providing one-hit downs for 120s.
Optimal Scenarios:
49% chair progress: Forces early Tide Turner or risks elimination
Final cipher 90%+: Ensures one-hit during gate opening
Dungeon spawn: Guarantees elimination of dungeon rushers
Bait Tide Turner before committing to Detention downs.
Exploiting Weaknesses
Cooldown Windows
Tracking Method:
Note hypnosis activation time
Add 10s (duration) + 15s (cooldown) = 25s total cycle
Exploitation:
Commit aggressive chase during cooldown
Force pallets/vaults when hypnosis unavailable
Position to secure hits as cooldown ends
After second charge, no defensive abilities remain
Elbow Pads Interaction
First Officer with Elbow Pads vaults more frequently.
Exploitation:
Position on vault landing side during cooldown
3.8 m/s running speed can't create distance before vault completes
Bait vaults during cooldown, use Blink mid-animation
Vaulting Vulnerabilities
Vault Timing Punish:
Position 2m from vault as animation begins
Begin lunge 0.3s into animation
Attack connects as vault completes
If hypnosis activates mid-vault, track animation itself rather than post-vault positioning.
Early Game Pressure
First Officer's 20% decoding penalty makes him optimal first target when team includes Mechanic or strong decoders.
Early Elimination Value: Removing First Officer before three ciphers complete eliminates:
7-14% decoding buffs
Hypnosis rescue potential
Late-game Borrowed Time (50% health restoration)
Force both hypnosis charges within 90s, then camp during cooldown.
Map-Specific Strategies
Tidal Arena
**Zone Control:

**
Patrol central ship (3 ciphers within 40m)
Force First Officer toward open beach areas
Control ship interior corridors
Open sightlines allow visual contact during hypnosis—focus on silhouette.
Red Church
Graveyard Denial:
Break all graveyard pallets within 60s
Force toward church building or open cemetery
Use Blink to bypass obstacles during hypnosis
Church interior's tight corridors favor area denial hunters.
Moonlit River Park
Bridge Control:
Identify side with more ciphers (typically 3-2 split)
Force bridge crossings for cipher access
Position at bridge center mid-game
Bridge's linear geometry limits hypnosis value—survivors can only move forward/backward.
Arms Factory
Corridor Pressure:
Force into factory interior where Confined Space reduces zones 20%
Use upper walkways for visual contact during hypnosis
Break interior pallets early
Hypnosis affects horizontal positioning but provides less advantage in vertical chases.
Phase-by-Phase Tactics
Early Game (0-90s)
Target Priority:
Mechanic (200% decoding robot)
First Officer (removes 7-14% buffs)
Seer (20s owl blocking)
Mercenary/Priestess
Execution:
Commit max 60s to first chase
If both hypnosis charges used, extend to 90s
If one charge used with excessive distance, switch targets
Mid Game (90-240s)
Three-Cipher Triangle:
Identify remaining three ciphers
Position centrally for 15s rotations
Force First Officer to choose support targets
Chair Positioning: Chair survivors where rescues require crossing open areas, limiting hypnosis kiting value.
Late Game (240s+)
Dungeon:
Patrol dungeon while maintaining cipher pressure
Eliminate First Officer before dungeon spawns
Gate Pressure:
Both visible: Position centrally, use Teleport
Separated: Commit to gate with more survivors
Detention active: Force early Tide Turner, secure downs during cooldown
Rescue Scenarios
Counter-Rescue:
40-48% progress: Position between chair and kiting structure
49% progress: Identify rescuer (typically Mercenary)
Post-rescue: Target First Officer if body-blocking
Follow-up: Re-down during 15s cooldown
First Officer body-blocks from right side—position left or use Blink.
IVL Pro Strategies
Ban Priorities
Framework:
First ban: Prioritize Dream Witch/Sculptor
Second ban: Ban First Officer if opponent reveals Mechanic/Priestess
Third ban: Ban if opponent shows coordinated rescues
Hunter Win Rates
Scrimmage Data:
Sculptor: 68%
Nightwatch: 64%
Opera Singer: 61%
Hermit: 58%
Clerk: 55%
Hunters who ignore hypnosis (statues, clones) or match mobility achieve highest win rates.
Meta Prediction
Predicted Changes:
Chair speed increases reduce rescue windows
Healing reductions favor aggressive hunters
Potential hypnosis duration reduction (10s to 8s)
First Officer may shift from primary kiter to pure support role.
Common Mistakes
Over-Committing First Chase
Mistake: 120+ seconds on first chase allows three cipher completions.
Correction:
Set 60s timer
Extend to 90s only if both charges used
Switch targets if distance maintained after 60s
Ignoring Cooldown Tracking
Mistake: Failing to track 15s cooldowns.
Correction:
Verbally count during matches
Commit aggressive tactics during cooldowns
Hunters tracking cooldowns secure hits 40% more frequently.
Poor Trait Timing
Mistake: Using Blink/Teleport during hypnosis duration.
Correction:
Reserve Blink for cooldown windows
Use Teleport for map pressure, not chase assistance
Activate based on cooldown status
Optimal Blink timing: 2-3s after hypnosis ends.
Advanced Tips
Audio Cue Recognition
Cues:
Hypnosis: Watch mechanism 0.2s before visual distortion
Vanish: Shimmer sound with visual effect
Cooldown: Faint click when 15s ends
Begin counter-positioning 0.2s before visual effects.
Predictive Pathing
36 Build (Tide Turner):
Prioritizes survival
Rotates toward chaired teammates
Uses hypnosis defensively
39 Build (Knee Jerk):
Vaults frequently for 30% speed boost
Kites near windows
Uses hypnosis offensively
129 Build (Flywheel):
Relies on pallet stuns
Kites in pallet-dense zones
Uses hypnosis for dash setup
Identify build within 30s, position to counter tendencies.
Modified Camping
Position:
8m from chair (outside 6m Enhanced Hypnosis range)
Maintain line of sight
Rotate every 5s
Rescue Bait:
Allow approach within 10m
Bait hypnosis activation
Blink to chair during startup
Hit rescuer before Tide Turner
Composition Adaptation
Indicators:
Mechanic + First Officer: Eliminate Mechanic
Priestess + First Officer: Bring Blink
Mercenary + First Officer: Expect 49% rescue timing
Seer + First Officer: Anticipate owl blocking
Hunters adapting to composition achieve 25-30% higher win rates.
FAQ
What are First Officer's weaknesses in S40?
20% decoding penalty, 15s cooldown windows, reliance on team coordination. Standard 3.8 m/s running speed without vault bonuses creates predictable patterns.
Which hunters counter First Officer best?
Sculptor (68% win rate) via statue tracking, Nightwatch (64%) through map pressure, Opera Singer (61%) with area denial, Hermit (58%) via mobility matching.
How do you counter pocket watch ability?
Track 15s cooldown (25s total cycle: 10s duration + 15s cooldown). Commit aggressive tactics during cooldown. Use tracking independent of visual info (statues, clones, detection pages).
What persona build works against First Officer?
Detention + Confined Space (-20% kiting zones) + Trump Card (-10% cooldown). Select Blink for repositioning or Teleport for map pressure.
How long is pocket watch cooldown?
15s between activations, 10s duration = 25s total cycle. Only 2 charges per match. Force both within 90s for mid/late game advantage.
Can Sculptor counter First Officer effectively?
Yes, 68% win rate. Statue tracking bypasses hypnosis completely. 81s cipher clear exceeds First Officer's 7-14% buffs. Position statues at clusters, time detonations during 15s cooldowns.
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