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JUST ONE MORE ASYM Wiki How to Beat Guilt

Survive the tanky slugger Aberrant — reworked Landslide, parry baiting, looping, and Berserk discipline.

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How to Beat Guilt

Guilt is one of the two live AI Aberrants in JUST ONE MORE ASYM. In Standard 4v16 matches, Guilt joins three player Adversaries to hunt sixteen Survivors. Where Seeker wins with relentless speed, Guilt wins with heavy hits, ragdoll setups, and durability that shrugs off sloppy brawls. Treating Guilt like a slow Seeker is how teams feed — you need different spacing, stamina habits, and caller priorities.

This guide covers Guilt’s full kit — Punch, Boulder Throw, Landslide, and Charge — plus the June 2026 Landslide rework, model redesign, AI parry-baiting, and how player Sin mirrors the same threat. Pair it with How to Beat Aberrants for Seeker/Berserk fundamentals and Shielder for frontline peel.

Guilt at a glance

Guilt is the tanky slugger Aberrant: slower than Seeker, harder-hitting, and extremely durable with reduced knockback. Community encyclopedias list Guilt as the first Aberrant to receive a model redesign — the silhouette changed, but the role stayed the same. His player counterpart is Sin (2,000 P); when both appear, Survivors face double commit-range pressure.

Passive notes that change your plan:

  • Stuns become silence + slowness instead of full immobilization — you cannot hard-lock Guilt out of a fight.
  • Guilt is immune to staggers and heavily resists knockback and stall.
  • Do not waste long cooldown stun tools expecting a free reset.

Ability breakdown

Punch

After a short windup, Guilt punches forward for 36 damage on a 1s cooldown. This is the baseline trade tool — readable, but dangerous when you are already ragdolled or silenced from another ability.

Survivor read: respect windup audio. Guilt’s AI can parry-bait — it may turn away and deliberately miss if you counter too early. Hold counters until the hitbox is about to land, not when windup starts.

Boulder Throw

Guilt pulls a boulder from the ground and throws it at a target. Splash deals 20 damage and ragdolls for roughly 1.2 seconds; a direct hit adds 40 more for 60 total. The AI is more likely to use Boulder when a Survivor counters — except against Jester in some builds.

Survivor read: hiding behind a wall is not enough. Guilt can aim at nearby props and still splash you. After the June 2026 AI pass, Guilt is also more likely to Boulder during counters — do not assume your parry ends the threat.

Landslide (June 2026 rework)

Guilt reaches into the ground, winds up, and pulls up earth for roughly 40 damage, 30 stamina drain, and 2 seconds of ragdoll. The June 2026 Landslide rework changed the rules:

  • Landslide now bypasses walls.
  • It no longer requires line-of-sight to cast.
  • Cast chance is reduced when LOS is blocked, but it can still fire — corner hugging is weaker than before.

This is the biggest Survivor habit shift in recent Aberrant tuning. Old “hide behind the pillar” loops on Green Garden or Cloud Nine still help, but they are not guaranteed safety.

Charge

After windup, Guilt charges the nearest target. The first hit deals 40 damage, the second 20, then further hits on the same target halve repeatedly. Charge also applies 50% damage to ragdolled targets instead of the usual 30% — chain hits can still add up.

Listen for the startup sound cue. Open ground kills here; break LOS or cut around tight geometry before the charge connects twice.

Looping on slow speed

On his own, Guilt is prone to looping because of slow movement and limited anti-loop tools — Boulder splash through walls is the main exception. A disciplined Survivor can orbit Guilt while the team handles player Adversaries.

Team split strategy:

  • One Sentinel / Frontliner group distracts Adversaries.
  • One experienced looper keeps Guilt busy on safe routes from the Maps hub.
  • Alternatively, eliminate all three player Adversaries first, then respect Berserk if Guilt is last standing.

Adversaries break loops by cutting exits — especially on Green Garden central platform cutoffs and Cloud Nine bridge chokes. Read map notes before you marathon-loop in the open.

Playing with Guilt (Adversary side)

If you hunt with Guilt:

  • Cut off loops when Guilt is being kited — force the Survivor back into commit range.
  • Stagger or pull into Guilt’s lane (Spotter Seer, Executioner axe tools).
  • Attack Survivors pinned behind cover — they cannot dodge Boulder or Landslide in the open.
  • On Green Garden / Cloud Nine, block escape routes so Guilt lands heavy damage or stamina drains.

Full hunter roster context: Adversaries and the Chaser & Sin guide.

Berserk when Guilt is last hunter

When Guilt is the last unit on the Adversary side, Berserk amplifies the kit. Teams that celebrate after the third Adversary dies often lose to powered-up Punch/Boulder/Charge chains.

Berserk checklist vs Guilt:

  1. Regroup — no solo greed.
  2. Save stamina; Landslide already drains 30.
  3. Caller announces Berserk live.
  4. Kite with LOS breaks — Aberrants often skip abilities without vision.
  5. In LMS, holding W and breaking sight can deny ability casts.

See How to Beat Aberrants for the shared Berserk framework.

Survivor roles and stamina

RoleJob vs Guilt
TankHold choke, absorb first commit — Shielder excels
HealerTop off after ragdoll windows
DisruptorIsolate player Adversaries so Guilt fights alone
DamagerBurst only when peel is ready — do not face-tank Charge

Guilt drains stamina directly via Landslide. Review Stamina Management before you loop on empty bars.

Sin counterpart and double-threat lobbies

Sin (2,000 P) is Guilt’s Adversary mirror — tanky, ambush-heavy, with Swing, Landslide, Boulder, and Charge at player scale. When Sin and Guilt stack, Survivors see overlapping splash, wall-bypass Landslide patterns, and Charge commits from two angles.

Counter-read: Chaser & Sin for hunter mains; this page for the AI side.

Spawn pool and updates

Standard matches roll Seeker or Guilt from the Aberrant spawn pool — community notes describe roughly 50/50 odds during early testing. After June 7–8, 2026 tuning, Guilt received Landslide rework plus AI changes; Seeker received parallel AI adjustments the same week.

Track patch context on Updates and power rankings on the Tier List.

Practice plan

  1. Play two matches focusing only on not eating Boulder splash behind cover.
  2. Play two matches respecting Landslide through walls — reposition earlier.
  3. Practice counter timing against Guilt parry-bait without wasting cooldowns.
  4. Run one match where you loop Guilt while teammates peel Adversaries.
  5. Review Berserk discipline when Guilt is last hunter standing.
FAQ

Frequently Asked Questions

Quick answers to the most common questions about JOMA.

What changed in Guilt's June 2026 Landslide rework?

Landslide now bypasses walls and no longer requires line-of-sight to cast, though cast chance drops when LOS is blocked. Survivors cannot rely on simple corner hiding.

Can you loop Guilt?

Yes — Guilt's slow speed makes solo looping viable if Adversaries do not cut you off. On Green Garden or Cloud Nine, expect hunters to block exits.

Does Guilt counter parries?

Guilt's AI can parry-bait by turning away and missing intentionally if you counter too early. Wait for the real hitbox window.

What happens when Guilt is the last hunter?

Berserk amplifies Guilt's kit. Regroup, save stamina, and break line of sight — teams often throw after killing player Adversaries.