Dead by Daylight

Dead by Daylight

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Ultimate Guide to Dead By Daylight (Overhaul Pending)
By Jarvz and 1 collaborators
Fundamentals of Dead by Daylight mechanics, classes, and leveling.
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Overview and Welcome
Hi all. My name is Jarvz, an avid gamer and strategist. Not many guides seem to cover the basics of the game in a thorough and easy to read way. This is the purpose of this guide. I hope you find this guide useful and can use it to improve your play!

TLDR: 4 survivors try to repair 5 generators to escape 1 killer.

This guide is based on patch: 6.2.0

*Sincere thank you to Ein Wegbier (SirScouter) for his contributions.
*Thank you to ★Pandom for helping me with patch 3.0.0
Survivors (Mechanics)
There are two ways to survive.
  • You can repair 5 complete generators. After 5 generators have been completely repaired (4 lights on top turn on) the 2 exit gates will become powered. You can then open these gates using a switch on the left side of the gate and proceed to leave the area.
  • You can use the hatch to escape. The hatch is a trapdoor that spawns in a random location on the map which is pre-determined during the load-time of the map. The hatch only becomes visible, and automatically opens, when there is only a single Survivor left alive in the Trial.
Now for a list of things you can do as a survivor. Controls indicated for PC.

Crouching
Survivors can crouch by pressing CTRL. Crouching survivors move slower, do not trigger crows, do not trigger hag traps, do not leave scratch marks, and make slightly less sound.

Walking
As a survivor you can walk fairly quietly around the map by pressing W,A,S,D. Walking is slow, quiet, and does not leave scratch marks.

Running
Survivors can run by holding SHIFT and pressing W,A,S,D, with no stamina required. Running, although the fastest way to move as a survivor, is still slower than the killers movement speed. Running is louder than walking, leaves huge trails that the killer can see called "scratch marks" (you cannot see these trails), and causes your character to breathe heavily, even after you stop running.

Repairing
You can walk up to an incompletely repaired generator and repair it by hand by holding Mouse 1; skill checks will randomly trigger while repairing. You can also repair the generator with a toolbox (if equipped) by pressing Mouse 2. Toolbox repair rate is faster than by hand. Each piston, as well as the pistons speed and sound, give an indication of the generator's progress.

There are a few audio cues associated with repairing generators:
  • Killers can (locally) hear a generator running if it is completely repaired
  • Killers can (locally) hear a generator running if a repair was recently attempted
  • Killers can (locally) hear you repairing the generator (your repairs make a distinct click sound)
Generators can be located by the four blinking lights on top. Look above walls as in the picture above.

Skill Checks
Skill checks are a random mini-game that occurs when survivors are repairing generators and healing themselves or others. A sound cue plays just before the skill check and then you are required to press SPACE when the red line enters the success zone. You only have one attempt per skill check; the skill check fails automatically if the red line completes a full circle. The red line moves clockwise.
Success zones:
  • Bright white box: Great Skill Check, increases progress slightly
  • Hollow box: Good Skill Check, progress continues normally
  • Outside the success zones: Failed Skill check, decreases progress considerably and freezes progress for a brief duration
  • Failing a skill check sends a global visual and audio cue to the killer

Sabotage
Sabotaging allows you to destroy the killers hooks temporarily. You can sabotage using a toolbox or by hand if you have the saboteur perk. Sabotaging is audible and sends a visual / audio cue to the killer on completion. Hooks will respawn after 30 seconds.

Wood Pallets
Pallets are coloured wooden boards that can be used as an obstacle to avoid the killer. Survivors can drop the pallets by pressing SPACE when near a pallet. Dropping a pallet near the killer can stun them, disorienting their vision, temporarily preventing movement, and forcing them to drop carried survivors. Dropped pallets can be destroyed by the killer.

Vaulting
Vaulting allows survivors to go through windows and over pallets. There are three types of vaults:
Slow vault
To slow vault, simply WALK up to a dropped pallet or window and press SPACE. Slow vaults are quiet, slow, and provide no indicator.
Medium vault
Medium vaults occur while running to a pallet or window to perform a quick vault but at too sharp of an angle or not enough speed. Medium vaults are similar to quick vaults, but considerably slower.
Quick vault
To quick vault, run up to a dropped pallet or window and press SPACE. Medium and Quick vaults are loud, fast, and provide a global visual and audio indicator to the killer.

Lockers
Survivors can hide in lockers. Opening of locker doors causes a local audible sound. You can slow-enter a locker by walking up to the locker and pressing SPACE. You can quick-enter a locker by sprinting up to a locker and pressing SPACE; quick-entering alerts the killer. While in a locker all aura reading is disabled. Killer instinct still works on survivors in lockers.

Chests
Chests pseudo-randomly spawn at the start of the match and can be searched for 1 item. Searching chests creates a loud local audio cue for the duration of searching.

AFK (Away from Keyboard)
If you remain in a small area of the map for an extended period of time crows will spawn above your character and circle around you. The longer you stay still the more crows will appear. The crows will remain for quite a while even after you begin to move again. The crows alert the killer.

Stagger / Falling
When you fall from a second story building, hill, or down stairs your survivor will 'stagger' and move slower for a short time. The killer does not stagger from falling.

Totems
Totems can be "cleansed". Lit totems have a burning candle and are linked to one of the killer's perks and, when cleansed, will disable that perk. When a lit totem is finished being cleansed it alerts the killer.

Base-kit Borrowed Time
Survivors have Borrowed Time added to their base-kit, which means they have it without needing to use a perk.
This Base-kit ability will grant the survivor you're unhooking the endurance status effect for a few seconds. Refer to the Status effects section for more information about this status effect.
Survivors (States)
Survivors can be in one of many health states. The states are:

Healthy
You start the match healthy. Your character is not in pain.

Injured
You can become injured by being hit by the killer or by stepping on a bear trap. While injured, you bleed leaving faint tracks (similar to sprinting), and you groan in pain which is VERY audible to the killer. In order to return to a healthy state:
  • You can be healed by teammates (they do not need a medkit)
  • You can heal yourself with a medkit
  • You can heal yourself with the Self-Care perk (Claudette)
You can enter and exit the injured state an infinite number of times.

Dying
The dying state can be initiated in a number of ways and there are two main forms of the dying state.
Dying on the ground
While in the dying on the ground state, your dying health bar appears. In this state you can crawl or "heal" up to 95%. You cannot save yourself from this state. You can escape by crawling to the hatch or an open door. The killer can pick you up in this state. You can enter the dying on the ground state in multiple ways including:
  • Being hit by the killer while already injured
  • Being hit by the hillbilly's chainsaw
  • Stepping on a trap that has a very rare add-on (even if you are healthy)
  • Being dropped by the killer
  • Being hit with the exposed effect
While in the dying state, a red blinking box will surround your health bar if you are interacted with, either by the killer or a survivor. Hence, if you see this blinking red box the dying survivor is either being carried or healed by a teammate.

Dying and being carried
While in the dying and being carried state the killer has you on their shoulder. You can wiggle out of there grasp by alternating A and D keys. The killer can drop you from this state, which will put you in the dying on the ground state. You can enter this state by:
  • Being picked up from dying on the ground state
  • Being removed from a locker, repairing, sabotaging, disarming, unlocking (doors), even if you are healthy.
  • Being "hit" while vaulting (when injured)
  • Being removed from a trap by the killer
You can enter and exit the dying state an infinite number of times.

Hooked
Once in the dying and being carried state, the killer can hang you on a hook. At this point you will see your "Hook health bar" which is completely separate from the other states (healthy, injured, dying). If your hook health is above 50% you can attempt to unhook yourself. Attempting to unhook yourself will decrease your hook hp drastically, killing you faster. The chance of unhooking yourself is very low (4% by default).
Once your hook hp is below 50% the entity will try to kill you. In order to stay alive, you must mash SPACE to "struggle". You cannot save yourself from this condition, and you will eventually die unless a teammate saves you.
Your hook hp does not reset when you are saved. If your hook hp is above 50% and you are saved, the next time you are hooked you will not be able to attempt escape, you will need to immediately struggle.
If your hook hp is below 50%, the next time you are hooked you instantly die.
Because of this, the max number of times you can be hooked is 3. On the third hook you always die.

Bear Trapped
Although not technically a health state, when you step on a bear trap you will be stuck temporarily. In order to remove yourself from the bear trap you will have to struggle out (random chance) or be saved by a teammate.

Wounded
You can be wounded through several mechanics including The Legion's ability, The Deathslinger's ability, and being hit while having the endurance status effect (borrowed time / styptic med kit add-on). When wounded, your health bar will turn orange. This bar will deplete over time if you are not running. Once depleted, you will take damage causing you to enter the dying state. You or your teammate can mend you to remove this status. Any effect that heals one health state (such as Adrenaline) can also remove this status.
Survivors (Interactions with Teammates)
Now that you know how some of the solo game components work we can talk about how you interact with teammates.

What you can do for your teammates (and vice versa):
  • Heal your teammates (even without a medkit)
  • Heal your dying teammates, putting them into an injured state
  • Repair a generator together
  • Remove your teammate from a hook
  • Remove a teammate from a bear trap (does not affect their resulting state)
  • Body block your teammate. Yes, you cannot pass through the killer nor your teammates
  • Escape through the exit doors, allowing the hatch to open for the last survivor
  • Blind the killer (flashlight) or stun them with a pallet to make them drop your teammate
  • Body block the killer to help your teammate
  • Mend your teammates
  • Snap your teammates out of madness
  • Wake your teammates up

Some of these are known as Conspicuous Actions. While this does not matter on its own, performing these actions will interact with certain perks. As an example, performing one of these actions while you have the perk "Decisive Strike" active, it will instantly deactivate the perk.
Conspicuous Actions are:
  • Repairing a generator
  • Healing yourself or others
  • Cleansing or Blessing a Totem
  • Sabotaging a hook
  • Unhooking a survivor
  • Opening an exit gate

Recommendations:
  • Heal your teammates by hand, rather than the medkit (save medkit for self heal)
  • Try to lead killers away from incomplete generators
  • When your teammates die you can pick up their items
  • Be cautious of "No One Escapes Death" when thinking of helping a teammate escape at the end of a match
  • In general, do not crawl toward teammates when in the dying state (heal yourself, or crawl to hide/escape/a pallet)
Survivor (Items, Add-ons, Offerings, Perks)
Perks
Perks are permanent equip-able bonuses to your character. Your character can have a maximum of 4 perks equipped at one time. Perks have three tiers, indicated by the blue/white slashes. Tier 1 perks are the lowest level of that perk, and tier 3 perks are the highest level of that perk. For more information on perk specifics see: http://deadbydaylight.gamepedia.com/Perks

Items
Your character is allowed to have 1 item equipped. Items allow your character to perform new tasks, or perform tasks faster. If you die during a match, you will lose your item (upon death your item can be picked up by other survivors). Item durability resets if you survive with your item. You can bring items into a match by equipping them before the match starts. You can also find items in a match by searching chests, or looting them off your dead teammates. You can swap items in a match by dropping your current item (press R) and picking up the new item or by directly swapping them (M1).
Icon
Item
Info
Medkit
  • Allows you to heal yourself (faster than self-heal perk)
  • Allows you to heal others faster with the medkit
Toolbox
  • Allows you to sabotage hooks
  • Allows you to repair generators faster with the toolbox
Skeleton Key
  • Can open the hatch, consumes key
  • Has many secondary functions via add-ons
Broken Key
  • Has many secondary functions via add-ons
Map
  • Can locate map objectives (generators, hatch, totems, etc)
  • Has many add-ons that alter its function
Flashlight
  • Can blind the killer by aiming at their face (does not prevent him from moving/attacking)
  • If you blind a killer that is carrying a teammate they are stunned and drop the teammate
  • Can reveal and burn The Hag's traps
  • Can burn The Nurse when she is preparing to blink (causes stun)
  • Can burn The Wraith when cloaked (causes stun)

Add-ons
Add-ons are modifiers of your equipped item or killer power. They usually improve or alter your item. You can have up to 2 unique add-ons attached to your item. If you exchange your item in the match your add-ons do not carry over, they are attached to the original item. (Example: if you enter a match with a flashlight with an enhanced lens, then drop it to pick up a different flashlight or other item, the new item will not have the add-ons). Add-ons are lost at the end of a trial, even if you survive. The game will automatically re-equip items and add-ons back at the main menu if you lost your items and have another set of the same ones.

For add-on specifics see: http://deadbydaylight.gamepedia.com/Addons

Offerings
Offerings are equipped in the menu and consumed upon loading of the next match. Offerings alter the match.

For offering specifics see: http://deadbydaylight.gamepedia.com/Offerings
Killers 1 (Overview)
So you've decided to play killer. Here are your options:

Trapper
The trapper's special is to use bear traps.
  • Bear traps take time to set and appear on the map in a disarmed state
  • You start with at least 1 bear trap in your hand at the start of the match
  • You can carry more than 1 bear trap with some add-ons
  • Traps can be armed and disarmed an infinite number of times
  • You can be trapped by your own bear traps. Upon releasing yourself, the trap will be re-armed. You will drop any survivor you are carrying if you step in a bear trap
  • You can extract survivors who are caught in a bear trap for extra points by pressing SPACE. You will then be carrying the survivor
  • You can pick up armed and disarmed traps
An in-depth guide Trapper guide can be seen in this video by twitch.tv/otzdarva
https://www.youtube.com/watch?v=Si249J2ngh0

Hillbilly
The Hillbilly's special is his chainsaw sprint.
  • The chainsaw needs to be revved up in order to be used
  • The chainsaw puts survivors into a dying state
  • The chainsaw can break pallets
  • While revving, you walk slower but can turn freely
  • When sprinting with the chainsaw your turn rate is reduced
  • Colliding with terrain with the chainsaw causes a stun animation
  • Revving and sprinting with the chainsaw will add stacks of 'Overheat' to the gauge
  • Upon max 'Overheat' the chainsaw cannot be used until it has cooled down.
  • Hitting max 'Overheat' while sprinting will not interrupt an ongoing sprint.

Wraith
The Wraith's special is that he can cloak to become transparent and lacks a heartbeat warning.
  • Cloaking and un-cloaking causes a bell to sound
  • Cloaking and un-cloaking slows your movement speed
  • You cannot attack while cloaked
  • Your character's growls are audible when cloaked
  • You can break pallets and damage generators while cloaked
  • Standing still while cloaked will cause you to become fully invisible and remove your growling noise
  • You gain a speed boost after uncloaking
  • You can be burned by flashlights while cloaked
An in-depth look and gameplay of the Wraith can be seen in this video by: twitch.tv/otzdarva
https://www.youtube.com/watch?v=lyvtBsU0ZCU

The Nurse
The Nurse's special allows her to teleport through objects, across distances, and through elevations. The Nurses blink plays a global sound.
  • The Nurse can hold her first teleport forever
  • The Nurse can teleport 2 times, unless add-ons are equipped
  • The Nurse moves at 96.25%
  • The Nurse is stunned (she looks at the ground and moves slower) either after using all the available teleports or after a short time after the last used teleport
  • The Nurse regains 1 blink charge every 3 second, starting at the beginning of the fatigue animation
  • The Nurse can be burned by a flashlight during her blink charge


The Shape
The Shape's special ability allows him to "stalk" survivors. This is done by pressing mouse 2 while survivors are in line of sight. The Shape has 3 tiers to his ability and the tier number is located in the top right corner of the special ability box. The Shape cannot return to tier 1 once he has reached tier 2. Tier 3 is temporary and its duration can be monitored by the white outline of the special perk box. Music sounds play globally when changing tiers.

Tier 1
  • The Shape has no heartbeat (no terror radius) and makes little to no noise
  • Movement speed and lunge distance are at their lowest
Tier 2
  • The Shape has a reduced terror radius
  • Movement speed and lunge distance are normal, compared to other killers
Tier 3
  • The Shape has a normal terror radius
  • Movement speed is normal
  • Lunge range slightly increased
  • Your knife glows red and you insta-down healthy survivors

The Hag
The Hag's special ability allows her to place (phantasm) traps (10) on the ground. When a survivor approaches the Hag's trap a fake version of the Hag errupts from the ground. If the real Hag is close enough she can choose to swap to the fake Hag's position.
  • The Hag's eye level is lower to the ground than other killers
  • The Hag's traps can be destroyed with a flashlight (burned) or consumed by the Hag by teleporting to an untriggered trap
  • The Hag's traps cause the typical heartbeat when triggered
  • The Hag moves slower than the other killers, but still faster than survivors

The Doctor
The Doctor’s power allows him to shock survivors, increasing their madness.
  • Static blast is a large circle shock that is based on The Doctors terror radius and is available every 60s
  • Shock treatment is a cone area of shock that increases in size as The Doctor holds the ability
  • Shocked survivors scream revealing their location
  • Shocked survivors are disabled from dropping/vaulting pallets or windows for 2 seconds
  • Survivor's madness levels increase as the survivor is shocked causing a variety of effects including migrating skill checks, backward skill checks, doctor hallucinations, red stain hallucinations, heartbeat hallucinations, etc
  • Survivors in madness 3 must snap out of it in order to perform certain tasks such as healing teammates and fixing generators
  • Modifications can cause survivors to see fake pallets
  • Doctor hallucinations can be seen by The Doctor

The Huntress
The Huntress' power allows her to throw hatchets that damage survivors when they hit. Her terror radius is larger than the other killers however, she hums a song instead, although when she is close, she stops humming.
  • The Huntress walks slower than other killers but still faster than survivors.
  • She starts the trial with 5 Hatchets.
  • She can cancel the Hatchet throw.
  • Hatchets are consumed on use.
  • She can refill her Hatchets at lockers.

The Cannibal
The Cannibal's power allows him to start a sweeping chainsaw attack which gives him the ability to put multiple victims into dying state on a successful hit.
  • The Cannibal's chainsaw can hit multiple targets in one charge and continues after hitting a target
  • The Cannibal can turn much sharper than the hillbilly during chainsaw use
  • The Cannibal may consume another charge to extend the chainsaw sweep
  • Hits from the chainsaw puts victims into dying state
  • Running into objects forces The Cannibal into a tantrum which damages anyone around him if hit by his swings
  • Breaking a pallet with the chainsaw stops the chainsaw
  • Revving the chainsaw will increase the tantrum meter.
  • When the meter is full, the Cannibal unleashes a tantrum
An in-depth guide on the Cannibal can be seen in this video by twitch.tv/otzdarva
https://www.youtube.com/watch?v=hN0tq5Ad7_4
Killers 2 (Overview)
The Nightmare
The Nightmare's power, "Dream Demon" passively puts survivors to sleep over 60 seconds, after which they enter the dream world.
  • Survivors who are awake hear the terror radius and see The Nightmare from within 16 metres
  • The Nightmare appears intermittently, (irregular intervals) from 16 metres to 32 metres
  • The Nightmare is invisible to awake survivors beyond 32 metres
  • Survivors hit by The Nightmare while awake will be put into the dream world instantly
When in the Dream World:
  • Survivors hear a lullaby instead of the terror radius
  • Survivors can be affected by Dream Snares, (or Dream pallets if an addon is used.),
  • Survivors can wake up by failing skill checks, finding an awake survivor to perform the wake up action, or by finding and using the alarm clocks
  • Each successive Wake Up action takes twice as long to perform
  • Using the alarm clock will give survivors 30 seconds before they start falling asleep again
  • Getting hooked wakes the survivor up
Holding the power button:
  • Place a dream snare (or pallet) on the ground directly in front of The Nightmare which will afflict Survivors with the Hindered status effect, slowing them down while remaining in the trap and for a short duration after leaving it.
Holding the active ability button:
  • Perform a Dream Projection and teleport to a generator in your view
  • Releasing the button early will cancel the action,
  • For each survivor in the dream world, the cooldown of Dream Projection is reduced by 15%.
An in-depth look and gameplay of the Nightmare can been seen in the video by: twitch.tv/otzdarva
https://www.youtube.com/watch?v=MOpxP2g-p-k

The Pig
The Pig's power, "Jigsaw's Baptism" allows her to crouch and move stealthily, dash in ambush attacks and place Reverse Bear Traps on downed survivors' heads.
  • The Pig can place Reverse Bear Traps on dying survivors
  • The Pig has 4 traps
  • Reverse Bear Traps will kill the survivor when their timer expires or if attempting to escape with an active trap through an exit gate
  • Reverse Bear Traps timers will start counting down when a generator
    is completed after the trap is placed. This means traps placed after all generators are completed are irrelevant
  • Survivors can free themselves from Reverse Bear Traps by completing searches in
    Jigsaw boxes dotted around the map. Removal of the trap is luck based and failed removals cause that box to deactivate.
When crouching
  • No terror radius
  • Break into a sprint and perform an ambush attack which will damage a survivor if hit
An in-depth look into the Pig can be seen in this video by: twitch.tv/scorpionz
https://www.youtube.com/watch?v=5UOlX6azR3A

The Clown
The Clown's power, "The Afterpiece Tonic" allows him to throw a bottle of the afterpiece tonic
  • Tap or hold and release the power button to launch a bottle of the Afterpiece tonic
  • On contact, the bottle will break which will emit a gas cloud that will intoxicate any survivors that pass through it
  • Intoxicated survivors will suffer from impaired vision and sound, reduced movement speed and involuntary coughing for 2 seconds
  • Throwing the bottle to a high place such as a tree causes the gas to spread out, leaving a larger gas field, albeit one that may have pockets of no gas
  • You move slower when reloading your bottles

The Spirit
The Spirit's power, "Yamaoka's Haunting" allows her to enter an ethereal plane and reappear at a new location
  • Holding down the power button charges the power. The Spirit will depart from her physical body, leaving behind a "husk"
While active:
  • The Spirit produces an audible cue at her current location
  • The Spirit may traverse freely, gaining a large movement speed increase for a short while
  • The Spirit loses the ability to see survivors and blood trails but is still able to see scratch marks
  • As the power ends, the Spirit retains the speed boost for a brief period and her "husk" fades away
  • If under the effects of aura reading, such as kindred, the spirit will glow pink to the survivor unless her ability is active

The Legion
The Legion's power, "Feral Frenzy" allows them to gain a powerful stat increase and the ability to apply a deep wound.
When activated:
  • The Legion breaks into a sprint, increasing his movement speed and vaulting speed
  • The Legion is able to vault pallets, but not perform the break animation
  • Survivors' scratch marks and blood pools are hidden from the Killer's view.
  • Missing an attack ends Feral Frenzy
  • Hitting a survivor inflicts the deep wound status effect and injures the survivor if not already, refills the Legion's power gauge, and triggers "Killer Instinct", revealing the location of all Survivors that do not have the deep wound status effect and are within the Legion's terror radius
An in-depth look and gameplay of the Legion can be seen in this video by: twitch.tv/otzdarva
https://www.youtube.com/watch?v=RQc22_i4QRI

The Plague
The Plague's power, "Vile Purge" allows the Plague to produce streams of infectious bile.
  • A survivor hit by the stream becomes infected. Infection is built up by being hit by the stream of bile, running and performing interactions
  • Environmental objects also become infected for a short duration when hit by the stream
  • When the survivor's infection is completely filled, they are forced to vomit and continue to do so at random intervals; enter the injured status and gain the broken status effect
  • Survivors can pass on their infection to other survivors and environmental objects that they interact with
  • Survivors remove their infection by interacting with a Pool of Devotion, causing it to become corrupted. If the survivor is injured, they become healthy
  • If all Pools of Devotion are corrupted at the same time, all of them will revert to their clean state.
  • The Plague may consume the corruption from the corrupted Pools of Devotion. This will clean the Pool of Devotion and transforms Vile Purge into Corrupt Purge.
  • Corrupt Purge's stream can damage and down survivors on hit but does not apply infection
  • Corrupt Purge has multiple hits and cannot be body blocked

The Ghost Face
The Ghost Face's power, "Night Shroud" allows him to become difficult to track and stalk survivors.
Pressing the power button activates Night Shroud when the power gauge is full.
When Night Shroud is activated:
  • The Ghost Face has no terror radius and emits no red stain
  • Performing a basic attack will fully deplete the power gauge and deactivates Night Shroud
  • Survivors within close proximity can reveal him by looking in his direction for a short duration, causing the power gauge to deplete and deactivates Night Shroud
  • Survivors that reveal the Ghost Face have their location indicated by killer instinct for a short duration
  • Holding down the power button allows you to stalk survivors while Night Shroud is active
  • Holding down the power button while behind cover causes the Ghost Face to lean out and stalk at a faster rate
  • Stalking a survivor will mark them and apply the exposed status effect for a time
  • Pressing the active ability button allows the Ghost Face to crouch, pressing the button again to stand
Killers 3 (Overview)
The Demogorgon
The Demogorgon's power, "Of The Abyss", allows him to create portals around the map that he may traverse between and charge towards survivors to unleash a vicious slash.
When pressed and held:
  • All survivors within a close proximity to an activated portal will be indicated by Killer Instinct
  • Press the attack button while charging Of The Abyss to dive forward and unleash a vicious slash
  • Using the dive ability allows The Demogorgon to break pallets
Pressing the active ability button:
  • Will open a portal on the ground in front of you
  • While standing on a placed portal with a different portal highlighted, press the active ability button to travel to the targeted portal
  • Portals become activated when they are first traversed to or from. Only activated portals may be sealed by Survivors. (These will be highlighted in yellow)

The Oni
The Oni's power, "Yamaoka's Wrath", allows him to absorb 'Blood orbs' that are left on the ground by injured survivors, enabling him to become a powerful force.
When pressed and held:
  • Absorb 'Blood orbs' to fill your power gauge.
Pressing the active ability button:
  • Activates 'Bloody Fury'.
While 'Blood Fury' is active:

Press and hold the attack button:
  • Performs a devastating attack (Demon Strike) that instantly puts survivors into the dying state
  • Demon Strike has a tremendously extended lunge
Press and hold the power button
  • Breaks into a sprint to cover large distances
  • Has the ability to bump into objects without breaking the sprint
  • During sprint he is able to cast Demon Strike

The Deathslinger
The Deathslinger's power, "The Redeemer", allows him to fire his spear gun which immobilises survivors on impact, allowing the Deathslinger to reel them in and hit them.
When pressed and held
  • Aims down the sights, zooming in the FOV.
  • Pressing the attack button shoots the spear

Reeling
  • To reel the survivors in, press and hold m2 (by default)
  • Survivors are able to struggle against the the chain or use the environment
  • The chain will break if the survivor struggles or uses the environment
  • If the chain is broken, the Deathslinger will be stunned for a short period of time and the survivor is given the deep wound status effect and injured if they aren't already.
  • The Deathslinger is able to attack them when reeling in
  • If the Deathslinger misses the attack it breaks the chain, but doesn't stun the Deathslinger or apply deep wounds to the survivor.
  • Successfully hitting a survivor with a basic attack while they are speared and healthy will also apply the deep wounds status effect.

Reloading
  • The Redeemer only stores one shot and must be reloaded before being fired again.
  • Pressing and holding the active ability button will reload the Redeemer.

The Executioner
The Executioner's power, "Rites of Judgement", allows him to produce a trail on the ground, inflict damage at range and send survivors to cages of Atonement.
When pressed and held
  • The Executioner slams his knife into ground, slowing him briefly
  • While in this stance, his movement speed is reduced slightly
  • Moving forward in any direction will carve a trail into the ground
  • He is unable to strafe while in this stance
  • Survivors who walk or run (not crouched or dying) on the trail will triggle killer instinct and be afflicted with 'Torment'.
  • Survivors affected by 'Torment' may be sent to a Cage of Atonement while they are in dying state.
  • Pressing the attack button while in Rites of Judgement stance, will allow the Executioner to perform Punishment of the Damned.
  • Punishment of the Damned unleashes a wave of force which damages any survivors in its wake.
  • Punishment of the Damned goes through any environmental object
  • Punishment of the Damned remains on the same level of verticality as the Executioner where it can

Press the active ability button
  • While standing over a survivor affected by 'Torment' in the dying state will send them to a Cage of Atonement
  • Survivors in a Cage of Atonement can be sacrificed as if they were on a hook
  • During the second phase of the summoning ritual, they presented with skill checks instead of the struggle meter to hold off the Entity.
  • Being rescued or rescuing another survivor from a Cage of Atonement will remove 'Torment'
  • The Executioner is able to kill a survivor that is on death stage on the hook if they are affected by 'Torment'
  • The kill animation is considerably faster than normal (different to his mori animation)

The Blight
The Blight's power, "Blighted Corruption", allows the Blight to break into a sprint and allows him to prolong the sprint by slamming into the environment.
When pressed
  • The Blight breaks into a sprint, consuming 1 token.
  • During the first sprint, he is unable to attack.
  • Rushing and slamming into walls/objects again opens up the Chain Rush window

Lethal rush
When pressed:
  • Consumes another token allowing to extend his sprint,
  • Can sprint for a total of 5 tokens
  • During his 2nd to 5th token used he is able to launch an attack mid-sprint,
  • When the Chain Rush window closes, all tokens consumed or the lethal rush elapses, he enters a fatigue state and starts to recharge the tokens.

The Twins
The Twin's power, "Blood Bond", allows you to switch between Charlotte (main character) and Victor (the "baby").

General:
  • When playing as either character, survivors within a radius of the dormant character are detected
  • If Charlotte is stunned while controlling Victor she will lose control and force Victor to regrow
  • If Victor attacks a healthy survivor control will return to Charlotte. The survivor with Victor attached cannot perform actions but can still vault windows and pallets as well as crush Victor
  • Charlotte can recall Victor if a survivor refuses to crush him while attached
  • You cannot voluntarily switch characters when too close to exit gates, the hatch, or hooks
  • Victor and Charlotte see each others auras
Victor:
  • Can charge up a lunge attack that can launch him over pallets and through windows
  • Can grab on to lockers and hold them shut
  • Does not see scratch marks
  • Does not have a terror radius
  • Can be crushed by pallet stuns
  • Can be crushed (kicked) by survivors after missing a lunge attack, downing a survivor, or while dormant


Killers 4 (Overview)
The Trickster
The Trickster's power, "Showstopper", allows the Trickster to throw knives and injure survivors from range. Similar to Huntress, restock knives at lockers.

Showstopper
When pressed + held:
  • Enter the throwing state, slowing movement speed
  • Tap or hold attack button to throw knives
  • Landing knives increases the survivors laceration meter. Once full the survivor takes damage (6 blades)
  • Laceration meter regresses if no knife hits them for a certain amount of time
  • Landing knives builds up "The Main Event" event meter
The Main Event
  • Once charged, this special attack is "use it or lose it"
  • Once activated (Active Ability button), throw unlimited knives for a short duration
  • Can be cancelled (Active Ability button)

The Nemesis
The Nemesis' power, "Tentacle Strike", allows you to perform a whip-like attack. The Nemesis is also accompanied by two zombies that seek out survivors and has a new status that can be inflicted on survivors called contamination.

Contamination
  • Uncontaminated survivors who are hit by a zombie or a tentacle strike become contaminated
  • Contaminated survivors can take damage from zombie or tentacle strikes
  • Contamination can be removed via vaccines located in special chests (5 per match)
Zombies
  • Randomly wander until within range of a survivor
  • Can be killed by Nemesis or stuns caused by survivors (pallet drops, head-on, etc)
  • Can be stunned if blinded by flashlights
  • Respawn when killed until two are on the map
Tentacle Strike
When pressed + held:
  • Attack to unleash a tentacle strike
  • Each successful tentacle strike, on survivors or zombies, increases Mutation Rate
  • Tentacle strike can reach over some obstacles such as pallets and windows
Mutation Rate
Mutation rate affects the properties of Tentacle Strike. Mutation rate only increases.
1
Default
2
Can break pallets
3
Longer range

The Cenobite
The Cenobite's power, "Summons of Pain", allows the Cenobite to summon a spawn location of a user controlled chain which causes chains to slow the survivor after striking them. The Cenobite also has a passive mechanic where a "Chain Hunt" will commence after a fixed amount of time and can be observed around the survivor icons. The Chain Hunt can be cancelled by solving the Lament Configuration; a box that survivors can see throughout the map. When the box is being solved, the Cenobite can teleport to it. If the Cenobite downs the survivor holding the box or finds the box on his own the chain hunt initiates immediately.

Summons of Pain
When pressed + held:
  • Enter the summon state, slowing movement speed
  • Tap attack button to summon the chain spawn location
  • Striking a survivor with the chain causes other chains to attach to and slow the survivor
  • Chains cannot go through objects and are broken by objects and players similar to Deathslinger's chain
  • Survivors can break the chains without objects by performing the "break free" action
  • Survivors cannot leave through exit gates while chained or for a few seconds after breaking the chains
  • Survivors cannot run while chained and are slowed more for each additional chain
  • Survivors cannot interact while chained. They cannot enter lockers, repair generators, vault windows, drop pallets, deadhard, etc...
Chain Hunt
  • Once the meter is full a chain hunt begins and does not end until the box is solved
  • All survivors are harassed by chains until the Chain Hunt ends
  • Chains intended for a certain survivor do not affect other survivors

The Artist
The Artist's power, "Birds of Torment", allows the Artist to summon (place) up to 3 dire birds in front of the Artist and facing a specific direction. The Artist can then release the summoned birds to travel forward across the map and through walls (or leave them idle until they despawn).

Birds of Torment
  • Summoned birds have a hit box and will swarm survivors if they run into them
  • When propelled, birds travel in a straight line for the entire length of the map
  • If the survivor is close to the birds summon location and within line of sight the bird will cause damage on impact
  • If the bird travels too far or through an object it will instead cause a swarm of birds to surround the survivor
  • Swarmed survivors take damage from propelled birds even if they are far enough from the spawn location or behind an object
  • Nearby survivors that dodge propelled crows are revealed by killer instinct
  • Birds interact with the first survivor hit, they do not pass through and hit multiple survivors
  • Idle summoned birds and swarms on teammates can be removed (burned) by flashlights
  • Swarmed survivors can "repel" the swarm to remove it. Cancelling the repel action resets the progress
  • Swarmed survivors can "repel" the swarm instantly by jumping into a locker
  • Swarmed survivors that are repelling the swarm cannot perform another action (like vaulting)
  • The swarm can be seen by the killer through walls
  • Survivors can see birds as they pass through walls

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A specific and in-depth look into neutral and unique perks to each killer can seen in this video by: twitch.tv/otzdarva










Add-ons are bonuses killers can use to buff their special ability. The killer can have 2 add-ons per match. Killers add-ons, unlike survivor add-ons, are always consumed.
More specific and in-depth look into add-ons can be seen in this video by: twitch.tv/otzdarva
Killer (Mechanics)
Basic overview of the fundamentals of the killer.

Movement
Killers move by pressing W,A,S,D.

Attacks
  • Killers can attack by clicking Mouse 1
  • Killers can perform a lunge attack by moving forward and holding Mouse 1
  • Killer can hit survivors through windows and over pallets if they are close enough
  • You can hit survivors that are trapped in a bear trap

Vaulting
The killer can vault windows by pressing SPACE.

Breaking Pallets
Killers can break dropped pallets by walking up to them and pressing Space.

Damaging Generators
You can damage partially repaired generators by walking up to them and pressing Space.

Insta-downs (extraction)
Killers can put survivors immediately into the dying and being carried state in multiple ways (we will not discuss add-ons / perks here).
  • Regardless if the survivor is healthy or injured, if they are repairing, sabotaging, powering the exit doors, unhooking a teammate or searching a chest, they can be put in the dying state by pressing Mouse 1 when very close and behind them.
  • Regardless if the survivor is healthy or injured, if they are in a locker or in a bear trap they can be put into the dying state by pressing SPACE when very close to them.
  • If the survivor is injured and is vaulting a window or pallet they can be grabbed by pressing Mouse 1 when very close to them. This skips the need to down them and then pick them up, by initiating a grab and carry animation.

Killing Survivors
There are three ways to kill a survivor.
  • Sacrifice them on a hook (Most points)
  • Let them bleed out in the dying on the ground state (Less points)
  • Killing them by your hand. (Requires a Memento Mori offering or devour hope). To kill them this way they must be in the dying on the ground state and you must stand behind them (at their feet) and press Mouse 1 when prompted

What Survivors can do to you
  • Survivors can body block you
  • Survivors can blind you with the flashlight
  • Survivors can stun you by dropping a pallet on you (this will force you to drop a carried survivor)
  • Survivors can stun you by blinding you via the flashlight while you are carrying a survivor, forcing you to drop them
  • Survivors can disarm your traps (trapper)
  • Survivors can sabotage hooks (excluding the invincible basement hooks)

Sacrificing
Once in the dying and being carried state, the killer can hang survivors on a hook. At this point the "Hook health bar" will appear, and is completely separate from the other states (healthy, injured, dying). If their hook health is above 50% they can attempt to unhook themself. Attempting to unhook themself will decrease their hook hp drastically, killing them faster. The chance of unhooking oneself is very low (4%).

Once their hook hp is below 50% the entity will try to kill them. In order to stay alive, they must mash SPACE to "struggle". They cannot save themselves from this condition, and they will eventually die unless a teammate saves them.
Hook hp does not reset when survivors are saved. If their hook hp is above 50% and they are saved, the next time they are hooked they will not be able to attempt escape, they will need to immediately struggle.

If their hook hp is below 50%, the next time they are hooked they instantly die.
Because of this, the max number of times a survivor can be hooked is 3. On the third hook survivors always die.
When a survivor dies on a hook, the hook explodes and is destroyed. The hook is no longer usable. Basement hooks are the exception to this rule and are indestructible.
Killer (Vision)
HUD (Head up Display)
The killer can track many of the elements of the game on screen. Understanding the visuals can improve your game play. Survivors reading this section will better understand the killer side of things, hence, it will be enlightening to both killers and survivors.

Map Objects
Generators that are not completely repaired are visible to the killer at any distance. Once a generator is completely repaired, it is removed from their HUD.
Hooks are only visible on the HUD when carrying a survivor.
Traps are visible on the HUD unless sabotaged.


Indicators
Completed Generators give a visual cue to the killer.



Failed skill checks, quick vaulting, cleansing totems, and quick entering lockers give a visual cue to the killer.



When the exit gates are powered there is an indicator for the killer. The locations of the the two exit doors remain on the killer's HUD.



When a survivor steps on a bear trap they are highlighted until they are released.



When a survivor sprints they leave tracks. An injured survivor leaves a fainter and smaller version of these tracks (bleeding), even when not sprinting.



Bloodlust
After entering a chase, the killer has the ability to greatly increase their movement speed based off of how long a chase lasts.
  • After 15 seconds, the killer gains 0.2 m/s increased speed.
  • After 25 seconds, the killer gains 0.4 m/s increased speed.
  • After 35 seconds, the killer gains 0.6 m/s increased speed.
Speed increases do NOT stack. Breaking a pallet, hitting a survivor, or losing sight of the survivor for too long (ending chase) will cause bloodlust to reset.

Bloodlust also resets when using the killers ability such as chainsaw sprint or throwing a hatchet. The ability must be used to reset bloodlust. For example, the hillbilly revving the chainsaw does not cause bloodlust to reset until he chainsaw sprints.

Bloodlust is not accumulated in the following circumstances:
  • The Killers using their power,
  • Survivors walking instead of running.
Progression
The games' progression system is based on blood points. Blood points are obtained by performing actions in each match. Survivors/Killers gain blood points in 4 main categories. For each category, there is a cap to the amount of blood points you can obtain per match. In a single match you may max out all 4 categories, this is the maximum amount of blood points possible in a match (>40,000).
For information on blood points per action see : http://deadbydaylight.gamepedia.com/Bloodpoints


Image from http://www.deadbydaylight.com/manual/score/


Blood points are account wide. This means that blood points obtained on any character can be spent on any other character. Blood points can be stocked up, but are capped at 2,000,000. Blood points are spent on the bloodweb.

The Blood Web
The blood web is the leveling system in dead by daylight. Unlike blood points; character levels, items, add-ons, offerings, and perks are character bound.

The Blood Web is randomly generated at each level for each character, starting as a relatively small web and growing larger as your obtain levels. In the blood web, you can purchase items, add-ons, offerings, and perks. In order to level your character, you need to purchase all available blood web nodes.

Once you reach level 10, the entity will appear in that character's blood webs after about 4 purchases. The entity always starts on the outer edge of the blood web and consumes nodes. At this point, choosing which nodes to unlock first becomes important, as the entity can consume multiple nodes at once if it manages to cut off the route to a group of nodes. Even if the entity consumes something in the current blood web, for instance a perk, you still have a chance to receive the perk as each blood web is randomly generated. The blood web will never generate a perk at the same quality as one you already own on that character (no exact duplicates). It is wise to grab perks first in each blood web.

You will receive additional perk slots at levels 5, 10, and 15.

At level 50 you can no longer level that character. In order to level that character further, you have to "prestige" your character. Prestiging your character will:
  • Reset that character's level to level 1
  • Your name icon will change to show the prestige
  • Your character will keep all perks, add-ons, items, offerings and perk slots.
  • You will gain a reward when prestiging (Levels 1-9 only)

Prestiging a character has the following rewards:
  • Prestige 1 - The character's perks (Teachable perks) are immediately unlocked for use on all other killers/survivors at tier 1
  • Prestige 2 - The character's perks (Teachable perks) are immediately unlocked for use on all other killers/survivors at tier 2
  • Prestige 3 - The character's perks (Teachable perks) are immediately unlocked for use on all other killers/survivors at tier 3
  • Prestige 4-6 - Bloodied cosmetic items (when available for the specific character)
  • Prestige 7-9 - Perk Charms for the character's perks
General Map Information
There is one location for each killer in Dead by Daylight. Here are the available maps by location. Any killer can appear on any map.

Location
Map
The Macmillan Estate
  • Coal Tower
  • Ironworks of Misery
  • Shelter Woods
  • Suffocation Pit
  • Groaning Storehouse
Coldwind Farm
  • Thompson House
  • Rancid Abattoir
  • Rotten Fields
  • Torment Creek
  • Fractured Cowshed
Autohaven Wreckers
  • Azarov's Resting Place
  • Blood Lodge
  • Wreckers' Yard
  • Wretched Shop
  • Gas Heaven
Crotus Prenn Asylum
  • Disturbed Ward
  • Father Campbell's Chapel
Haddonfield
  • Lampkin Lane
Backwater Swamp
  • The Pale Rose
  • Grim Pantry
Treatment Theatre
  • Léry's Memorial Institute
Red Forest
  • Mother's Dwelling
  • The Temple of Purgation
Springwood
  • Badham Preschool I
  • Badham Preschool II
  • Badham Preschool III
  • Badham Preschool IV
  • Badham Preschool V
Gideon Meat Plant
  • The Game
Yamaoka Estate
  • Family Residence
  • Sanctum of Wrath
Ormond
  • Mount Ormond Resort
Hawkins National Laboratory
  • The Underground Complex
Grave of Glenvale
  • Dead Dawg Saloon
Silent Hill
  • Midwich Elementary School
Raccoon City
  • Raccoon City Police Station
Forsaken Boneyard
  • Eyrie of Crows
Withered Isle
  • Garden of Joy

Generators
7 generators spawn on the map. Since you only need to repair 5 generators, this means that once 4 are repaired, there are 3 left for the killer to guard.

Spawn locations
Generators, hooks, chests, traps, the hatch, survivors, and killers spawn pseudo randomly in each map. There are set spawn locations but which ones are chosen is random.

Basement
There is always a basement. Basement hooks cannot be sabotaged nor destroyed. Basements always appear inside of a structure.
Grades
Grades are a representation of a rank-reward system for the ranking season.
A season lasts for 1 month and resets on the 13th day of every month.

Both the Survivors and Killers have a separate Grade that is subsequently shared amongst all the killers and survivors.

The grade system does NOT have an affect on the SBMM/MMR (Skill-Based Matchmaking) system.
This means that having a high grade does not necessarily mean you'll be matched with and or against top-tier players.

Each Quality of Grade is divided into 4 levels.
You work up from each quality, starting at tier IV and ending at tier I.
There are a total of 20 Grades:









To increase one's Grade, you must obtain 'pips' in a ranked trial.
Each Grade has a set amount of pips that must be acquired in order to upgrade it.
Within each trial, you can:
  • Obtain 0 pips
  • Obtain 1 pip,
  • Obtain 2 pips,
  • Lose 1 pip.
Grades obtained only last for 1 month before resetting, which will cause your Grade to be set back to Ash IV, regardless of which Grade you gained before the reset.
When Grades are reset, you will gain a certain amount of bloodpoints based on the Grade you achieved. As shown below:

SBMM/MMR (Skilled-Based Matchmaking)
What is SBMM/MMR (Skilled-Based Matchmaking)?

SBMM is a system that is designed to put similarly-skilled players with and against each other.
This system stops the possibility of new/newer players going up against the best players - This will make for a much fairer match.
The system itself is back-end, and thus the player is unable to view how high or low their SBMM ranking is.

How does it work?

While the systems of Dead by Daylight's SBMM isn't completely known other than to its designers, it is safe to assume that performing well within a ranked trial increases your SBMM by varying amounts, and performing poorly will decrease your SBMM.

What increases/decreases your SBMM/MMR?

Things that can be assumed which affects your SBMM ranking positively or negatively:
  • Successfully escaping a trial
  • Being sacrificed
  • Being altruistic
  • Evasion
  • The SBMM of those whom you are against
  • Sacrificing Survivors


Matchmaking Incentives
When the Survivor:Killer ratio in the Matchmaking queue drifts too far from the optimal ratio of 4:1, players will receive bloodpoint bonuses to enter the queue as the needed role.

Matchmaking Incentives will appear on the Main menu and in the lobby next to the ready button.
Please note that this Incentive is not available to players who have Cross-Play disabled.
Shrine of Secrets
The Shrine of Secrets allows you to purchase perks (Changed every week) that unlocks the perk/s on all Killers / Survivors at the displayed Tier level.

  • Tier 1 - 2,000 Iridescent Shards
  • Tier 2 - 4,000 Iridescent Shards
  • Tier 3 - 6,000 Iridescent Shards

You MUST purchase Tier 1 before you are able to purchase Tier 2, and Tier 2 before Tier 3, unless you have already unlocked the perk via the Prestige System.
If you have a perk already available via the Prestige System, it will discount the price:
  • Tier 1 via Prestige - 2,000 Iridescent Shards for Tier 2, 4,000 Iridescent Shards for Tier 3
  • Tier 2 via Prestige - 2,000 Iridescent Shards for Tier 3

The same Perk can be purchased multiple times on a single rotation of the Shrine.
Purchasing a Perk that you already have at Tier 3 will convert the Iridescent Shards to 100,000 bloodpoints.
The Archives
Overview:

The Archives adds new goals to both survivors and killers and grants them a greater narrative experience into the Dead by Daylight universe.
The Archives adds two features: Tomes and Rifts.

Tomes:

Every so often a new Tome is added to the Archives. Each tome comes with an unlocked level, with later levels being unlocked over time. These levels give the players new challenges that grant a multitude of bloodpoints, Rift fragments and character stories once completed.

The Rift:

The Rift is a way for players to unlock cosmetic content.
When a new tome is released, it is accompanied by a new Rift. Simply playing and completing challenges will grant progress on the Rift.
There are two tracks of rewards: A free one and a premium one. The premium track is unlocked by buying a Rift Pass with Auric Cells.

Tomes are permanent and so you can be able to complete challenges whenever you want.
When a new Tome is released, you'll be able to go back to previous Tomes and complete them.
However, The Rift lasts only for a certain duration and will be closed for good.
Status Effects and Proficiency Indicators
Status Effects
Icon
Status
Info
Bloodlust
Gain increased movement speed the longer the chase endures.
Exhausted
The Survivor cannot perform physically demanding feats of speed from perks such as Sprint Burst, Balanced Landing and Lithe until the cooldown is complete.
Haste
The character's movement speed is increased.
Madness
The Survivor suffers various mental afflictions including hallucinations and uncontrollable screaming.
Cursed
The Survivor is suffering from a secret penalty due to a Hex Perk. Cleansing its Hex Totem will dispel the curse.
Blindness
Character's vision is impaired. This disables aura of Survivors on a hook, in dying state and aura-reading addons and perks.
Endurance
  • The Survivor is hardened, and can resist a hit.
  • This effect is now cancelled by Conspicuous actions.
  • This effect does NOT prevent a survivor from entering the dying state if they are inflicted with Deep Wound.
Exposed
The Survivor is in peril and can be downed in one hit.
Haemorrhage
The Survivor gushes blood, making them easier to track and healing progression regresses when not healing.
Hindered
The character's movement speed is decreased.
Mangled
The Survivor is heavily injured and requires more time to be fully healed.
Broken
The survivor cannot be healed.
Deep Wound
The survivor is on a bleed-out timer until healed or mended.
Oblivious
The survivor is unable to hear the Killer's Terror Radius and is not affected by any effects that are conditional to being inside of a Terror Radius.
Undetectable
The Killer's Terror Radius is removed, The Killer's Red Stain is removed, The Killer will not have their Aura revealed, The Killer does not trigger the jump-scare sound effect and The Killer will see the smoky screen visual effect.

Proficiency Indicators

Icon
Status
Info
Healing
Healing speed increase/decrease.
Sabotage
Sabotage speed increase/decrease.
Repairing
Repair speed increase/decrease.
Efficiency
Increased/decreased item consumption efficiency.
Cleansing
Cleansing speed increase/decrease.
Progression Speed
Progression action speed increase/decrease.
Skill Check Difficulty
Indicates if skill checks are easier or more difficult to hit.
Skill Check Probability
Indicates if skill checks occur more often or less often.
Luck/Chance
The survivor has a better or worse chance at succeeding the current action.

Timing
Generator Repair Time
There is a repair speed penalty (15%) for every additional survivor working on the same generator.
Number of Survivors
Time to Repair Generator
1
90
2
53
3
43
4
41

Hook Time
  • Total time on hook without escape attempts: 120 seconds
  • Stage 1 hook time: 60 seconds
  • Stage 2 hook time: 60 seconds
  • Time lost on failed self-unhook attempt: 20 seconds

Other Events

Event
Time in seconds
Survivor Speed Boost when hit
1.8
Totem Cleanse
14 (resets on interrupt)
Chest Search
10
Hook Sabotage
2.5
Hook Sabotage Respawn
30
Trapper Trap Disarm
3.5
Snap Out of it
12
Open Exit Gate
20
Self Mend
12
Teammate Mend
8
Teammate Heal
16
Wiggle out
16
First Wake Up
??
Destroy Pallet/Wall
2.34
Kick a generator
1.8
Successful hit cooldown
2.7
Redeemable Codes
Redeemable Codes can be used to grant the account with a variety of rewards, such as charms and bloodpoints.

To redeem a code, click on the store tab on the main menu:























Then, when on the store screen, click "REDEEM CODE" on the top-right of the screen/underneath your account level/name, grade, bloodpoints, etc:















Current Active Codes:

Code
Reward
Expiry Date
CAWCAW
Feathers of Pride Charm
Currently understood not to expire
PRIDE2022
Rainbow Flag Charm
Progress Flag Charm
Currently understood not to expire
WARRIORPUPPERS
Warrior Puppers Charm
Currently understood not to expire
Fun Facts
  • The Shape cannot body block you while stalking
  • The Shapes non-knife hand is open when using the Tombstone piece in Tier 3
  • Using an emote while being hit prevents the slower back-flip animation
  • All killers lunge at the same speed
  • While Yamaoka's Wrath is active the Oni can hit multiple targets in one swing [needs confirmation]
  • 'Upon unhooking a teammate' perks do not activate on Pyramid Head cage saves
  • The decaying horse is named Maurice
  • The bird on Dead Dawg Saloon is named WingyMcFlapFlaps
  • The medical bed cow is named Mr. MooMoo
[Legacy] Survivors (Overview)
Here is a basic overview of the available survivors:

DWIGHT FAIRFIELD: Dwight specialises in team play. Dwight's perks allow him to "buff" allies, as well as himself, when he is within range of teammates.


CLAUDETTE MORRELL: Claudette specialises in healing. Claudette's perks allow her to heal without a medkit, heal more efficiently, and detect injured allies.


MEG THOMAS : Meg specialises in sprinting. Meg's perks allow her sprint quickly at the start of sprinting, heal/sprint when the last generator is fixed, and can make less noise when vaulting or using lockers.

JAKE PARK : Jake specialises in sabotaging. Jake's perks allow him to sabotage traps and hooks without a toolbox, whimper quietly when injured by staying still, and has a chance to not disturb crows.

NEA KARLSSON : Nea specialises in movement. Nea's perks allow her to move faster while crouching, stagger less when falling, and reduce item consumption rate.


LAURIE STRODE : Laurie specialises in obsession and surviving. Laurie's perks reduce the killers reading aura range, allow her to escape the killers grasp, and view the killer from afar.


ACE VISCONTI : Ace specialises in luck. His perks allow him to obtain better items from chests, increases his chances of unhooking and untrapping himself, and can improve his aura reading abilities.

WILLIAM "BILL" OVERBECK : Bill specialises in doing what is generally impossible. His perks allow him to pick himself up from the dying state, delay damage to a teammate after unhooking them, and can gain a repair speed bonus if he is all alone.

FENG MIN: Feng Min specialises in solo play. Her perks allow her to gain a distance from the killer after vaulting a window or pallet during a chase, produce less noise while repairing a generator alone and view the killer's aura when they damage a generator or pallet.

DAVID KING: David King specialises in being injured. His perks allow him to sprint and avoid incoming damage while injured, reduce noise, produce no blood pools, pick himself up from dying state an infinite number of times and increase his amount of bloodpoints at the end of the trial.

QUENTIN SMITH: Quentin Smith specialises in Surviving and helping teammates. His perks allow him to open exit gates faster and reveal his aura to others while doing so, search through chests faster and recover from certain status effects faster.

DAVID TAPP: David Tapp specialises in reaching his goal. His perks allow him to crawl faster and recover in dying state at the same time, reveal auras of generators, chests and totems in a radius around him after completing a generator and causes good skill checks to become great skill checks.

KATE DENSON: Kate Denson specialises in creating a gap between herself and the killer. Her perks allow her to leave no scratch marks for a few seconds, reveal nearby pallets and vaults and increase stuggling effects against the killer while reducing their hook aura reading ability.

ADAM FRANCIS : Adam Francis specialises in adapting and developing strategies. His perks allow him to cause a distraction by throwing a pebble, producing an audible cue to the killer, have a guaranteed hook escape after safely unhooking someone else and gain healing speed increases when succeeding healing skill checks, up to a maximum.

JEFFREY JOHANSEN: Jeffrey Johansen specialises in gaining observational advantages and hide his presence from the killer. His perks to break hooks after being unhooked, revealing the aura of the killer, being able to see survivors' auras that he's interacted with and removing the killer's ability to view his aura and scratch marks.

JANE ROMERO:
Jane Romero specialises in helping other survivors and herself escaping dangerous situations. Her perks allow her to heal survivors and herself at the same time, removes her ability to create scratch marks for a short duration and stun the killer when performing a rushed action to leave a locker.

ASH WILLIAMS:
Ash Williams specialises in resisting pain and helping survivors in dangerous situations.
His perks allow him to convert his downed recovery progression into wiggle progression, the ability to view a survivor's recovery progression based on the intensity of their aura and being able to ignore an attack by the killer.

NANCY WHEELER: Nancy Wheeler specialises in making acute observations and gaining insights that others miss. Her perks allows her to reveal auras of generators to others that she's repairing, the ability to see her own scratch marks and heal while in a locker.

STEVE HARRINGTON: Steve Harrington specialises in protecting and supporting other survivors. His perks allow him to remove a recently unhooked survivors scratch marks and blood trail, pause the hook struggle phase progression and heal after healing another survivor.

More specific information can be found elsewhere. This is an overview.
https://www.deadbydaylight.com/en/game/informations/survivors#the-survivors
[Legacy] Survivor (Strategy)
Here are some basic tips and tricks for being a survivor.

General
  • Never quick-enter a locker, unless avoiding a melee or chainsaw hit
  • If trying to hide near the killer, do not quick-vault over pallets or through windows
  • Do not drop pallets randomly. Not only does stunning the killer with a pallet drop give you massive blood points, it also prevents the killer from freely destroying pallets in the early game. If you have no pallets left, the late game becomes more difficult
  • Do not use the flashlight, besides blinding the killer when they break a pallet (stall tactic), or to make them drop a teammate (you cannot stun them during pickup or hooking animations)
  • Be aware of your breathing, the killer can hear your breathing, especially if you have recently sprinted
  • Sprinting leaves massive tracks for a long time. Consider if the killer saw your tracks
  • Always pre-plan your escape routes
  • Killers can cancel most of their animations, sometimes being reactive is better than proactive
  • The killer has a red light (red stain) that shines in the direction they are facing for a short distance. You can often see this around corners and incomplete walls, and attempt to guess their movement. Be careful as many killers will spin quickly to fake you out or moonwalk to hide their light

Generators
  • Fixing a generator gives the killer an indicator and removes the generator from their HUD (heads up display)
  • Try to fix generators that are spread out. If the last 3 generators are close to one another, they are easy for the killer to guard
  • Try to work on generators alone or with one other survivor. Working in groups of 3+ runs the risk of all survivors being found and running from the killer simultaneously (aka not doing objectives)
  • It is better to have a good skill check rather than fail one. Always try to hit the region between "good" and "great"
  • Removing totems can be beneficial but be aware of "Hex: Haunted Ground."
  • Generators can be damaged by the killer, causing their repair progress to decay over time. It is best to stop this decay when possible by repairing some of the generator, even if just passing by. The exception is when the killer is using Pop Goes the Weasel and nearby

Understanding Your Opponent
Knowing which killer you are up against can be invaluable. Look for signs of the killer you are against such as bear traps or their global sounds (chainsaw, nurse warp, wraith bell, etc).

Hooked / Hooked teammates
  • Sadly, it is usually more beneficial to let your teammate die if they get hooked (continue working on generators). Only save your teammates if the save seems easy (killer leaves the hook by a large margin or chases someone else)
  • In general, if you are hooked do not attempt to escape. Remain on the hook and struggle the entire struggle duration. Although this won't save you, its the best "team" play, as it buys your team time. The killer will likely camp you
  • Do not stop unhooking a teammate. Stopping mid animation can kill the hooked player

Trapper
  • Walk more often against a trapper, searching areas for bear traps before repairing
  • Search escape routes and commonly trapped windows for traps
  • Use saboteur perk or toolbox to remove traps
  • Disarming a bear trap warns the killer, be wary

Hillbilly
  • Avoid open areas
  • Look at the Hillbilly when he is revving the chainsaw, try to use obstacles or juke his sprint. He can turn freely before sprinting, but once he has chosen a direction he cannot turn much while running
  • The chainsaw can instantly break dropped pallet

Wraith
  • Do not freak out when you hear the bell. Find the wraith and use an obstacle in the opposite direction
  • The wraith growls, you can hear this when he is close

The Nurse
  • The nurse is excellent at landing hits, but suffers in move speed and vision. Use cover to avoid being spotted and escape when she is stunned after teleporting
  • Do not get spotted by the nurse

The Shape
  • Avoid line of sight

The Hag
  • Burn traps when possible with a flashlight
  • Crouching past a trap will not set it off
  • Repair generator on side opposite trap

The Doctor
  • Avoid staying within his terror radius.
  • Keep moving. Do not stay in the same area for too long.
  • Don't stand by pallets waiting for the Doctor to walk up to it. His shock can stop you from interacting with everything, which means you can't drop the pallet and he can freely hit you.

The Huntress
  • Since the Huntress has to precisely aim her hatchet to hit you, moving unpredictably will make you a harder target to hit.
  • You can duck behind a dropped pallet, and because of the hatchet's hitbox, it will mostly hit the pallet instead.

The Cannibal
  • When the Cannibal is using his ability, running around objects may cause him to hit them. Stopping him in his tracks.
  • Try to stay away from other survivors while he using his ability since he is able to down multiple survivors in one charge.

The Nightmare
  • Be wary to the fact that he can teleport to a generator even in a chase, so watch out for him using his power to teleport in front of you.
  • While awake, you aren't affected by his dream snares and you can't see dream pallets, staying awake will be helpful when being chased by him.

The Pig
  • If a Reverse Bear Trap is placed on you, remove it as soon as possible.
  • Be wary for an ambush attack.
  • Reverse Bear Traps will trigger if you pass the exit gate, remove it before exiting.

The Clown
  • Avoid the cloud of gas he creates.

The Spirit
  • Be careful to not be fooled by the killer faking to use their power. Run away from them when they're standing still.

The Legion
  • Having the Legion hit you during Frenzy while you're injured is actually beneficial to you. As if their Frenzy runs out, this means they can put you into dying state straight after.

The Plague
  • Be cautious when cleansing as doing so gives the Plague "Corrupt Purge" which allows her to down you from range.

The Ghost Face
  • Keeping constant vigilance when repairing generators and traversing the map is key against Ghost Face as this stops him from exposing you when you see him.
  • Keep in mind that the y-axis is included for the centre of your screen. So you must look at him dead centre of your screen to cancel his stalking mechanic.
  • Stunning The Ghost Face with any stun while he is in Night Shroud will disable his power.

The Demogorgon
  • The Demogorgon will create a map-wide audio warning when it uses its portals, keep an eye on nearby portals.
  • Removing portals as soon as possible to reduce The Demogorgon's map presence is key in escaping. (Be wary however, you are oblivious while sealing a portal.)
  • The Demogorgon is able to gain a large distance with his lunge attack, try put debris between yourself and it.
  • The Demogorgon retains its stealth after using a portal for a couple of seconds, be wary of his whereabouts.
[Legacy] Killer (Strategy)
This is an overview of killer strategy. Many other community members have made Killer specific guides, this guide however is intended to summarize killer game-play strategies.

General
Start of match
  • Roam the map, listening for generators, hooks, etc.
  • Determine three clustered generators that may be defend-able.
  • You can cancel your melee recovery animation if you hit the survivor and an object (example, swing and hit survivor and the tree behind them in one hit)
  • You can damage generators to slow survivor progression and determine which generators they are focusing on
Mid Match
  • Lunge attacking is usually better than regular attacking (Hold M1)
  • Break pallets if the survivor uses them as cover after dropping them
  • Avoid infinite juke spots, go after someone else
  • Do not strictly camp a hook, scout the area outward looking for other players. If the person is unhooked you can return quite easily
  • Most survivors will double-back when running, always watch their pathing
  • Survivors breathe quite loud, listen for breathing when you know a survivor is nearby/ in a locker. The same goes for injured survivors whimpering
Late game
  • Guard the three clustered generators if necessary
  • Secure kills if the doors are open

Trapper
  • Place traps in brush randomly near generators and pallets
  • At the start of a match place 1-2 traps before checking generators
  • Trapping infinite or common juke spots can be helpful, but it is expected by experience players and usually gets sabotaged. It is still recommended regardless
  • When a trap is disarmed, you may be able to tell which one using your HUD. Look for an upright trap that you remember setting
  • When chasing people, you can push them towards your traps

Hillbilly
  • Only use the chainsaw to cross open maps or when there is a clear shot of a survivor. Revving the chainsaw too often slows you down
  • Use the chainsaw to down unhooking survivors (this is the hillbilly camp mechanic)
  • Chainsaw can break pallets but is unreliable
  • Chainsaw can be used as a scare tactic to force survivors to move

Wraith
  • While uncloaking, try to body block survivors. You can either pin them to a generator or block their intended exit path (windows etc)
  • Uncloaking behind walls can also be beneficial, confusing the survivor of your location
  • When sweeping the map while cloaked, do a mix of mid-map and edge-of-map searches. Most survivors move towards the edge when you uncloak

The Nurse
  • Use crows as indicators of survivors to track them down
  • If you teleport past a survivor, try to teleport back on them for a hit
  • Once stunned, assume the path the survivor will take or where they would hide
  • You can teleport up and down elevations by teleporting the appropriate distance
  • The white smoke on the edge of your screen indicates how close you are to being stunned

The Shape
  • In tier 1, stalk survivors from a distance to quickly enter tier 2
  • in tier 2, stalk survivors up to 99% and once near a survivor enter tier 3 to quickly down them
  • Myers has a reduced terror radius in tier 1 and 2. Use this to your advantage

The Hag
  • Survivors are able to crouch past your traps without triggering them. Place traps nearby but not directly next to generators and pallets.
  • There is no longer a stun after teleporting to a phantasm meaning you can hit a survivor instantly.

The Doctor
  • While searching for survivors, enter Treatment mode. When survivors gain madness, it will reveal their location to you.
  • Before puting the survivors into dying state, try to increase their madness to tier 3 so they can no longer do interactions.

The Huntress
  • While in melee range, you can charge and throw your axe at the survivors, and then quickly hit them afterwards.
  • You are not obliged to throw your hatchet once charged, you can cancel it and carry on chasing.

The Cannibal
  • Since his ability allows him to hit multiple targets in one charge, this can be devastating to the survivors if used in narrow areas.
  • Since you walk slower when charging the chainsaw, it's recommened that you walk close to the survivors before activating it.

The Nightmare
  • Using your dream projection power is a powerful ability in generating pressure across the map but it can also be used in a chase against unsuspecting survivors to get an easy hit on them.
  • Dream projection can be cancelled, meaning you can trick survivors into thinking you are teleporting to the generator and will stop repairing it to run and hide.
  • Placing Dream Snares around long looping areas will help you catch up to the survivors.
  • If you're using Dream pallets, remember that double pallets don't spawn anymore. This is a dead giveaway to seasoned survivors.

The Clown
  • Throwing your afterpiece tonic within enclosed areas and exits will force survivors to pass through it, slowing them down; allowing you get an easy hit on them.
  • Spending time replenishing your bottles after downing/hooking a survivor can help you save time chasing another survivor later on.

The Spirit
  • Standing still can trick survivors into thinking you're phasing and in-turn, walk towards you.

The Legion
  • Use your power at the start of the chase for a free hit and map pressure. Afterwards, chase like a regular killer while everyone is injured.

The Plague
  • Using Vile Purge should always be used for the first hit instead of a basic m1 hit as it denies a speed boost, allowing you to usually get quickly down a survivor.
  • Remember that if a survivor repairs a generator without cleansing, you can see that they have touched a generator within the last 35 seconds.
  • Corrupt Purge is not something you should abandon generators to collect. It should only be picked up if you are coming across it.

The Ghost Face
  • Use map debris to your advantage. Crouching and leaning to a side greatly reduces your chances of being spotted by survivors.
  • Similar to The Shape, stalking survivors to 99% and walking up to a survivor to quickly expose them is a great way to down a survivor within a short period of time. (You will know when you're going to lose your power due to the audio cue.
[Legacy] Killer (Strategy)
The Demogorgon
  • Placing portals behind debris near generators and using the stealth mechanic after traversing between portals gives you a few seconds to sneak up on unaware Survivors.
  • The Demogorgon's ability allows you to destroy pallets similarly to The Hillbilly.
[Legacy] Leveling Recommendations
Survivor
Recommended Level Order
I personally recommend leveling either Nea/David first to gain their exhaustion teachable then Claudette to gain her Self-Care teachable.
Balanced Landing/Dead Hard are great perks that can greatly prolong a chase.
Self-Care allows you to heal one's self when teammates aren't nearby or you're the last survivor.

Killer
Recommended Level Order
I personally recommend leveling Leatherface first to gain his BBQ and Chili teachable, then the Nurse to gain her A Nurse's calling teachable.
BBQ and Chili offers you a great amount of bloodpoints increase and shows the auras of survivors after hooking one.
A Nurse's Calling is a great perk as Self-Care is one of the meta perks for survivors.

Leveling Tips
  • Killers are easier to farm experience on IMO
  • You can use high level characters to gain experience for lower level characters
  • Using the hatch gives more experience than the door escape
  • Camping as the killer usually gets you less experience, especially in higher level play
  • Escaping as a survivor earns you near 25%+ of your total experience (quicker matches vs farming points in one match, tends to earn more points over time)
Q & A
Q1. What are "item charges" ?
A1. Item Charges is a generic term for durability. Hypothetically, if healing a teamate takes 70 charges and your medkit has 150 charges, you could heal two full teamates.

Q2. What is aura reading ability and when does it apply ?
A2. Aura reading ability is the ability for a character to see something through walls, essentially. For killers, examples include generator outlines, trap outlines, bear trapped survivors etc. For survivors, this would include object of obsession, dark sense, bond, empathy, plunderers instinct etc.

Q3. If I go into a round with an item, Medkit or tool kit, and I die with it. Do I lose that item for good?
A3. Yes. When you die with an item, the item is "dropped" where you died in the match. You no longer have that item/addons. Your teamates can still pick up your item/addons.
Updates
19th July, 2022
Added:
Matchmaking Incentive Section

Updated:
Guide to 6.1.0,
Bloodweb information (Progression)
Some killer and survivor timings
Shrine of Secrets
Moved some information around which hopefully helps in finding specific information

12th July, 2022
Added: SBMM/MMR section, Grades Section, Redeemable Codes Section
Updated: Guide to 6.0.2, General Map Information, outdated links, some killer timings to timing section
Removed: Rank Section

29th June, 2021
Added: The Twins, The Trickster, The Nemesis

10th September, 2020
Added: The Blight
Updated: Guide to 4.2.0, some outdated information

27th August, 2020
Added: The Oni, The Deathslinger and The Executioner. Links to some video guides on killers.
Updated: Guide to 4.1.3, General Map Information

April 21, 2020
Overhaul and update - Jarvz
Set: older "suggestion" sections to "Legacy"

30th October, 2019
Added: The Archives
Updated: Guide to 3.3.1

27th September, 2019
Added: The Demogorgon, Nancy Wheeler, Steve Harrington and a brief strategy for The Demogorgon.
Updated: Guide to 3.2.1, General Map Information, Status Effects and Proficiency Indicators.
Removed: Hook images. (This is due to causing confusion).

23rd July, 2019
Added: Brief strategy for the Nightmare.
Updated: Guide to 3.1.0, overview of the Nightmare, survivor strategy against the Nightmare.

22nd July, 2019
Updated: Many old/outdated images have now been updated.

27th June, 2019
Added: The Legion, The Plague, The Ghost Face, brief strategy for The Legion, The Plague and The Ghost Face. Jeff Johansen, Jane Romero, Ash Williams
Updated: Guide to 3.0.1, General Map Information section

2nd December, 2018
Updated: All survivor pictures, The Nightmare, The Pig and The Clown pictures.

29th November, 2018
Added: Adam Francis, The Spirit
Updated: Guide to 2.3.3, General Map Information section.

7th July, 2018
Added: Kate Denson, The Clown
Updated: Guide to 2.0.1, General Map Information section, Rank section and Leveling recommendation section.

11th Feburary, 2018
Added: Quentin Smith, The Nightmare, David Tapp, The Pig.
Updated: Guide to 1.9.1, General Map Information section, The Wraith and Nurse overview information

17th September, 2017
Added: Added missing information on the Cannibal

15th September, 2017
Added: The Cannibal, brief strategy for the Cannibal
Updated: Guide to 1.7.0, Rank section

10th September, 2017
Added: David King, The Huntress, brief strategy for the Huntress.
Updated: Guide to 1.6.3. Fixed some incorrect information.

5th September, 2017
Updated:Fixed some incorrect information

24th June, 2017
Added: Added new Status Effects and Proficiency Indicators.
Updated: Guide to 1.5.2, corrected spelling and grammatical errors. Fixed some incorrect information

16th May, 2017
Added: Feng Min, The Doctor, brief strategy for Doctor. Status Effects and Proficiency Indicators section, Bloodlust section.
Updated: Guide to 1.5.1, new hook images.

January 9, 2017
Added: Q and A section.
Updated: Survivor health states picture, perk tier lists. The Shape and the Hag info. Hook images. Tier List.
Removed: "Perk Recommendation" section.

December 30, 2016
Added: Ace Visconti, The Hag, totems, brief strategy for Shape and Hag. Survivor pictures, totem pictures.
Updated: map list, perk tier lists, guide organization.

October 30, 2016
Added: Shrine
Updated: Guide to 1.2.1b. Fixed some incorrect info, reworked tier lists, leveling and perk recommendations.

September 19, 2016
Added: Nea and the Nurse (in all relevant sections), stagger/falling mechanic.
Updated: perk tier list.
121 Comments
Disgruntled Pigeon 2 Mar @ 3:46pm 
nice work dude thanks:shadeknight:
Ninja Gaijin 17 Nov, 2023 @ 3:39pm 
Code 'nice' and 'threewitches' not valid
talloyer 16 Jan, 2022 @ 4:09pm 
Thanks!
Jarvz  [author] 27 Jul, 2021 @ 7:50pm 
@vadimka Yes, feel free to translate it.
u sure? 27 Jul, 2021 @ 11:12am 
@Jarvz, can i copypaste u guide and translate to Russian language?
Jarvz  [author] 29 Jun, 2021 @ 5:28pm 
@DasCaliber I've updated the guide to include the Twins, Trickster, and Nemesis. If people find these killer summaries useful I will continue to add them.
DasCaliber 11 Jun, 2021 @ 3:28am 
The Twins are missing, I wouldn't know what other killers are missing
Jarvz  [author] 26 May, 2021 @ 6:54pm 
@Undertaker is there something you would like to see? Most of the content is still correct and relevant.
Undertaker 17 May, 2021 @ 7:58am 
can we get an update
Pyatnashka Mobik 6 May, 2021 @ 8:27am 
now make a guide about how to restore your mental health in dbd XDDD