First Officer (Jose Baden) holds A-tier in Identity V Season 40 Episode 2 with 65% win rate vs S-tier hunters. His Poseidon Watch grants 10-second invincibility (2 charges/match, 15s cooldown) and 3.8 m/s speed. Proven in IVL Finals with builds 36, 39, 129, though 20% decoding penalty demands team coordination. Identity V echoes top up S40 first officer tier cheap via BitTopup for instant character access.
S40 E2 Meta: Rescue Landscape
Season 40 E2 (Dec 18, 2025) shifted rescue hierarchy. First Officer's guaranteed invincibility counters high-pressure hunters and camping strategies.
Balance Changes Impact
Dec 18 update maintained First Officer's core mechanics. Sculptor's 81s cipher clear and Nightwatch's 15s clone deployment created new pressure patterns. Poseidon Watch's 2 charges + 15s cooldown answers these threats.
32m hypnosis range with team synergy provides 7-14% decoding boost and 10% movement speed, offsetting his 20% penalty.
IVL Finals Stats
Tournament data shows 65% overall win rate vs S-tier hunters:
Sculptor: 68%
Nightwatch: 64%
Opera Singer: 61%
Hermit: 58%
Clerk: 55%
Appears in 35% of high-level matches requiring rescue specialists.
Competitive Relevance
Vanish Disguise (10s duration) bypasses hunter patrols. 3.8 m/s speed + pocket watch invincibility creates consistent escapes.
Mayfly S-tier skin: 2888 Echoes or 12888 Fragments (cosmetic only). First Officer: 3568 Clues or 688 Echoes. Essence 2 shop closes Jan 7, 2026.
Tier Ranking Analysis

A-tier placement reflects consistent performance with limitations vs S-tier options.
Methodology
Six factors evaluated:
Rescue success under camping
Post-rescue survival duration
Cipher efficiency
Hunter matchup versatility
Skill floor accessibility
Tournament viability
20s invincibility (Tide Turner + Build 36) beats percentage-based damage reduction. 15s cooldown enables strategic resource management.
Statistical Justification
65% win rate positions above B-tier specialists, below S-tier cipher-efficient rescuers. 68% vs Sculptor shows strength against positioning-based hunters.
49% chair progress = optimal Tide Turner timing. Pros activate at 45-50% to maximize invincibility during unhook + escape.
vs Other Rescuers
vs Mercenary: Trades cipher contribution for reliable execution. Mercenary's elbow pads need precise timing; First Officer's invincibility removes variance.
vs Coordinator: Superior post-rescue survival. Coordinator's flare gun (30s stun) requires aim; pocket watch guarantees protection.
vs Gravekeeper: Terrain-independent consistency. Gravekeeper excels with favorable terrain but struggles on open maps.
IVL Performance
35% pick rate in Finals when rescue specialists prioritized. 60s kite duration achievable with Build 129 vs Sculptor. 0.5s damage immunity (Flywheel Effect) chains with pocket watch.
Core Mechanics
Pocket Watch Details

10s complete invincibility when activated. Immune to damage, downs, most hunter abilities. Covers rescue animation, bodyblocking, initial kiting.
2 charges/match: first for initial rescue, second for late-game/basement. 15s cooldown rarely impacts standard timing but matters in double-rescues.
Vanish Disguise: automatic 10s invisibility on approach. 20% decoding penalty = 80% baseline efficiency.
Activation Timing
45-50% chair progress = optimal. Provides 3s approach + 2s unhook + 5s escape.
vs ranged hunters: activate at 45% for approach harassment. Basement: activate at entrance regardless of progress.
vs Detention (120s one-hit): immediate activation on approach for full coverage.
Pro Techniques
Bodyblocking: Position between hunter and rescued survivor during invincibility. Absorbs hits, creates distance.
Pocket watch baiting: Draw hunter commitment, use protection to reach strong kiting areas.
Chain rescues: Both charges for initial rescue + re-chair scenario. Needs team coordination.
Common Mistakes
Premature activation wastes protection on safe approach
Ignoring Vanish Disguise for optimal angles
Not managing 15s cooldown for critical rescues
Hunter Counters: IVL Tactics
65% win rate reflects hunter-specific strategies. Buy Identity V IVL finals rescue echoes fast via BitTopup for optimal builds.
S-Tier Hunters
Sculptor (68%): Pocket watch negates statue damage during rescue. Activate as she positions statues, escape before detonation. Disrupts her 81s cipher clear timeline.
Breaking Wheel: Activate at 50-55% for rapid repositioning. Invincibility prevents wheel damage.
Nightmare: Invincibility prevents damage but not dream accumulation. Balance rescue timing with dream management. 60s kite (Build 129) allows dream recovery.
A-Tier Hunters
Photographer: Protected in both worlds during invincibility. Time rescues with camera world transitions.
Violinist: Activate when high note counts reached, preventing burst damage.
Disciple: Invincibility blocks cat damage + hypnosis. Coordinate with teammates to draw cats post-rescue.
Detention Counter
120s one-hit down in endgame. Pocket watch = only guaranteed counter. Activate at 50% progress so Detention activates during invincibility.
Build 36's Tide Turner adds 20s protection = 30s total (10 pocket watch + 20 Tide Turner). Sufficient for gate escapes.
Camping Styles
Face camp: Immediate activation on approach. Vanish Disguise allows close positioning.
Proxy camp: Delay activation until hunter commits. Preserve invincibility for actual threats.
Basement: Activate at entrance, use full duration for unhook + stairs. Build 39's Knee Jerk Reflex (30% speed, 3s) critical for escapes.
Persona Builds

Build 36: Tide Turner Standard
Borrowed Time + Tide Turner = 20s invincibility for rescued survivors. Ensures safe kiting area reach. Excels vs aggressive campers.
Max points in Borrowed Time + Tide Turner, remainder in movement speed + pallet efficiency.
Build 39: Knee Jerk Alternative
Borrowed Time + Knee Jerk Reflex. Trades rescued protection for personal escape (30% speed, 3s on damage). Suits hunters with strong chase, weak camping.
40s cooldown limits frequency but extends kites from 20-30s to 45-60s vs Ripper/Geisha.
Build 129: Advanced
Flywheel Effect (0.5s damage immunity) + Knee Jerk Reflex + Borrowed Time. Enables 60s kites vs Sculptor. Chains multiple protections. High complexity.
Pro Preferences
75% use Build 36 default. 25% split between Build 39 (aggressive) and Build 129 (specialist).
Adapt based on hunter: Build 36 vs campers (Sculptor/Violinist), Build 39 vs chasers (Ripper/Hell Ember).
Rescue Execution Guide
Pre-Rescue Positioning
Large maps (Hospital/Moonlit): Rotate at 40% progress within 32m for Vanish Disguise. Approach from cipher clusters, not edges.
Small maps (Arms Factory/Lakeside): Rotate at 30% progress. Exploit buildings for concealment.
Avoid open areas. Use routes through strong kiting zones.
50% Chair Rule
Activate at 45-50% chair progress. Covers approach (2-3s) + unhook (2s) + escape (5-6s).
vs ranged hunters: 45% for harassment. Basement: entrance activation regardless of progress.
Bodyblock Positioning
Position between hunter and rescued survivor post-unhook. Forces pathing around First Officer.
vs AoE abilities: maintain 2m separation to prevent splash damage on both targets.
Build 36: bodyblock aggressively during Tide Turner's 20s (rescued can't be downed).
Escape Routes
Prioritize paths to pallet/window clusters. 3.8 m/s needs environmental assistance.
Build 39: Knee Jerk Reflex (30% speed, 3s) covers ~15m to reach kiting areas.
Immediately kite if hunter chases, or rotate to ciphers if hunter switches.
vs Other Rescuers
vs Mercenary
Mercenary advantages: No decoding penalty, extended kiting via elbow pads, S-tier.
First Officer advantages: Guaranteed invincibility (no timing variance), consistent across skill levels.
Cipher: Mercenary contributes meaningfully; First Officer's 20% penalty limits flexibility.
vs Coordinator
Coordinator: Flare gun (30s stun) provides utility but needs aim. Vulnerable during rescue.
First Officer: Self-sufficient, no teammate support needed. Guaranteed protection vs standard health states.
vs Gravekeeper
Gravekeeper: Superior cipher speed, terrain-dependent escapes. Struggles on open maps.
First Officer: Terrain-independent consistency. Reliable under camping pressure.
Selection Criteria
Choose First Officer when:
Facing camping hunters (Sculptor/Violinist)
Team has strong decoders (Mechanic)
Solo queue (self-sufficient)
Detention-heavy endgame anticipated
Map Strategies

Large Maps
Hospital: Rotate at 30% progress. Chairs spawn central building + basement. Memorize locations.
Moonlit River: Fewer obstacles, rely on Vanish Disguise. Target building clusters for escapes.
Red Church: Account for elevation. Basement rescues challenging due to central position.
Small Maps
Arms Factory: Rotate at 35-40% progress. Compact layout allows aggressive decoding. Dense pallet/window resources.
Lakeside Village: Most favorable map. Quick rotations + abundant kiting resources. Rotate at 40%.
Chair Spawns
Memorize spawn locations for predictive rotation. Position 20-30m from likely spawns after downs.
Common patterns: central areas + basements. Prioritize central positioning early game.
Hunter-specific: Sculptor favors basements; adjust positioning accordingly.
Environmental Objects
Use pallets/windows near chairs for enhanced bodyblocking. Position rescued behind obstacles.
Narrow corridors amplify bodyblock by restricting hunter paths.
Stairs create vertical bodyblock opportunities.
Team Coordination
Role Assignment
Establish rescue priority during selection. Signal teammates to decode during chairs.
Designate secondary rescuer for backup. Shift priority if First Officer can't reach before 50%.
Quick Messages
I'll rescue! = commitment, teammates decode
Get ready to assist! = requests support (basement/Detention)
The hunter is near me! = informs timing (face camp vs proxy)
Cipher Management
Maintain 3 survivors on generators during rescue (3-1 split). Maximizes pressure.
20% penalty requires teammate compensation. Prioritize cipher completion during rescues.
Time completions with rescues for pressure spikes.
Double Rescues
Necessary when pocket watch on cooldown/exhausted. Coordinate simultaneous arrival.
15s cooldown creates vulnerability. Secondary rescuer handles if First Officer unavailable.
Basement doubles: First Officer activates at entrance, secondary bodyblocks during escape.
IVL Finals Insights
Pro Gameplay
Activate at exactly 50% progress (timing discipline). Rotate at 30-35% (maximize decoding).
Post-rescue kites: 45-60s via optimal resource usage.
Decision Making
Evaluate: chair progress, hunter position, charges remaining, cipher status.
49% = commit threshold. Below = cipher rush may be better. Above = mandatory rescue.
Basement decisions weigh elimination risk vs cipher completion potential.
Pressure Distribution
60s kite (Build 129) occupies hunters for full cipher cycles. Coordinate completions with kites.
Rescue cycling forces camping, reduces map pressure.
Clutch Scenarios
Reserve second charge for Detention endgames. Gate rescues: open to 99% before rescue.
Basement clutches: activate at entrance, Knee Jerk Reflex for staircase escape.
Misconceptions & Mistakes
Myth: Always Rescue First
Evaluate positioning/travel time. Better-positioned teammates can handle convenient rescues.
2-charge limit = conserve for late-game. Strategic management prioritizes high-difficulty rescues.
Premature Activation
Activating at 60-70% wastes protection on safe approach. Discipline at 45-50% maximizes value.
Distinguish proximity from genuine threats. Accept minor damage to preserve charges.
Bodyblock Errors
Position between (not beside) hunter and rescued. Maintain 2-3m separation for AoE prevention.
Continue bodyblocking full 20s Tide Turner duration (rescued can't be downed).
Correcting Habits
Record/review gameplay for systematic errors. Practice mode for timing muscle memory.
Study pro matches for benchmarks. Implement professional techniques.
Performance Measurement
Key Metrics
Rescue success rate: Target 80%+ (pros: 90%+). Tracks consistency.
Post-rescue survival: Target 45s+. Indicates kiting ability.
Pocket watch efficiency: Target 70%+ invincibility utilization. Shows timing discipline.
Analysis
Categorize failures: timing, positioning, or strategy. Compare to pro benchmarks.
Solicit teammate feedback for blind spots.
Practice Drills
Custom match timing drills: activate at exactly 50% repeatedly.
Hunter-specific drills for timing adjustments.
Basement drills until 70%+ success.
Progress Tracking
Short-term: +5% success rate, +10s survival, +10% efficiency.
Long-term: 90%+ success, 60s+ survival, 80%+ efficiency (pro standards).
Maintain match statistics logs for objective measurement.
BitTopup Enhancement
Fast Echoes Top-Up
Delivers Echoes within minutes. First Officer: 688 Echoes (vs 3568 Clues grind).
Essence 2 (closes Jan 7, 2026): Mayfly skin 2888 Echoes accessible via instant delivery.
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FAQ
Is First Officer good for rescue in S40E2? Yes, A-tier with 65% win rate vs S-tier hunters. 10s invincibility (2 charges) enables reliable rescues. 20% decoding penalty needs strong decoder teammates.
What tier is First Officer in IVL Finals? A-tier, 35% pick rate in Finals. 68% vs Sculptor, reliable Detention counter. Lower variance than S-tier alternatives.
How to counter hunters with First Officer? Activate at 45-50% chair progress. vs Sculptor: activate during statue positioning. Reserve second charge for Detention endgames. Build 36 provides 20s rescued protection.
Best persona build for S40? Build 36 (Borrowed Time + Tide Turner) for consistency. Build 39 (+ Knee Jerk Reflex) for personal kiting. Build 129 (+ Flywheel Effect) for advanced 60s kites.
When to use pocket watch? 45-50% chair progress standard. 45% vs ranged hunters. Basement entrance for basement rescues. Reserve second charge for Detention scenarios.
First Officer vs Mercenary? Mercenary: superior survival + no decoding penalty (S-tier). First Officer: guaranteed invincibility, consistent execution (A-tier). Choose based on team decoders + skill level.