Tripwire is one of the most dangerous executioners introduced in Outcome Memories version 0.2, standing out due to his strong aerial mobility, area denial tools, and consistent damage potential. Rather than relying on active tracking, Tripwire dominates matches through positional pressure, punishing survivors who make movement mistakes and forcing them into unsafe routes. His effectiveness increases over time, especially when the map is properly prepared from the early stages of the match.
This guide explains Tripwire’s abilities, core mechanics, and strategic playstyle to help players fully utilize his strengths.
Overview of Tripwire’s Core Strengths
Tripwire excels in both single-target chases and multi-survivor engagements. His power comes from controlling space rather than directly hunting survivors. By shaping how survivors move across the map, he creates situations where mistakes are heavily punished.
His basic attack deals 25 damage and applies a bleed effect, which is especially effective for finishing survivors who have already taken damage from mines or abilities during extended pursuits.
Brighter Day: Area Control and Finishing Tool
Brighter Day fires a laser that steadily drains survivor HP while briefly applying a freeze effect on hit. When the laser strikes a surface, it generates an electrical field that continues to drain HP from any survivor standing inside it.
This ability is particularly effective for:
Eliminating low-HP survivors
Pressuring survivors in long corridors
Blocking escape routes and forcing repositioning
The combination of sustained damage and area denial makes Brighter Day a reliable tool for closing out chases.
Reach Out: Crowd Control and Counter Punishment
Reach Out summons dark tentacles capable of capturing up to three survivors at once. Captured survivors are pulled toward Tripwire while continuously losing HP until they are released at zero HP.
During this ability, Tripwire gains a shield that converts incoming stuns into reflected damage, dealing approximately 20–25 damage back to survivors and applying a counter-stun effect. After release, survivors also receive a debuff that causes their next ability use to be wasted.
Reach Out is especially strong for:
Group fights after survivor abilities are already used
Punishing overconfident stun attempts
Countering survivors such as Eggman and Knuckles
Trip Mines: The Core of Tripwire’s Gameplay
Trip mines define Tripwire’s overall playstyle. Each mine requires a brief placement window during which Tripwire is vulnerable. Once triggered, a mine:
Pulls the survivor toward it
Explodes for 25 damage
Launches the survivor
Instantly reveals survivor location
Mine availability is limited by a meter system, meaning a new mine becomes available only after an existing one is triggered or destroyed. Even when survivors destroy mines, it remains beneficial for Tripwire since it consumes their stun abilities.
Effective mine usage transforms the map into a network of traps that dictate survivor movement.
Mobility and Passive Tracking
Tripwire has access to double jump and glide, allowing aerial movement that is nearly twice as fast as ground running. This makes him highly effective at maintaining pressure during pursuits.
He also benefits from a passive automatic tracking system that highlights nearby survivors. While not an active detection tool, it becomes powerful when combined with proper positioning and vertical control.
Early Game Strategy: Preparation Over Pursuit
The early phase of a match should focus on setup rather than immediate chasing. Time spent placing trip mines early determines how the rest of the match unfolds.
Key early placement locations include:
Narrow corridors
Blind corners
Spring landing zones
Dark or low-visibility areas
A well-prepared map forces survivors into dangerous decisions later in the game.
Chase Tactics and Survivor Pressure
During chases, Tripwire benefits from survivor panic, especially when targets are low on HP. Survivors often look backward while running, making them more likely to step into prepared traps.
Consistent use of glide helps maintain pressure and steer survivors toward placed mines. Against characters like Eggman and Knuckles, Reach Out becomes extremely difficult to avoid once positioning is established.
Map Control and Objective Denial
Tripwire’s map control strengthens as more mines are deployed. Strong control points include:
Spring landing areas
Narrow bridges
Exit ring paths
Open spaces where survivors run carelessly
A high-risk strategy involves placing mines near the exit ring during Last Man Standing situations. While powerful, doing this too early can backfire if survivors adapt or remove traps prematurely.
Ability Usage by Situation
Each of Tripwire’s tools serves a specific purpose:
Brighter Day: Best in long corridors and for finishing weakened survivors
Reach Out: Ideal for open areas and group engagements
Glide: Most effective when initiated from elevated positions for immediate pressure
When used together, these abilities allow Tripwire to dominate through control rather than raw aggression.
Conclusion
Tripwire’s strength in Outcome Memories 0.2 does not come solely from damage output. His true power lies in preparation, positioning, and punishing survivor mistakes. By controlling movement routes, forcing risky decisions, and capitalizing on panic, Tripwire becomes increasingly dangerous as the match progresses. Players who invest time in map setup and deliberate ability usage will find Tripwire to be one of the most oppressive executioners in the game.
Frequently Asked Questions (FAQ)
Is Tripwire focused on tracking survivors?
No. Tripwire relies on positional pressure and passive tracking rather than active detection abilities.
What is Tripwire’s main source of damage?
His damage comes from a combination of basic attacks, trip mines, and sustained ability damage rather than burst attacks.
Are trip mines still useful if survivors destroy them?
Yes. Destroying mines consumes survivor stun abilities, which still benefits Tripwire.
When is Reach Out most effective?
Reach Out excels during group fights, after survivor abilities are used, and against characters that rely on stuns.
Should Tripwire chase survivors early in the match?
Early game is better spent preparing the map with mines rather than committing to long chases.
