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Health States are a Game Mechanic exclusive to Survivors IconHelpLoading survivor.png in Dead by Daylight IconHelp DBDlogo.png.


Overview[]

Survivors have 3 main Health States: Healthy State, Injured State, and Dying State.

There is a special fourth Health State: Deep Wound IconStatusEffects deepWound.png, which is also a Status Effect IconHelp statusEffects.png.

Health States may affect a Survivor's prowess at surviving and also inhibit certain interactions.


Healthy State[]

IconHelp healthy.png

This is the default Health State of Survivors, they start the Trial in this Health State, with the exception of Survivors using the Perk No Mither IconPerks noMither.png.

Healthy Survivors can perform all interactions and move at their default Movement Speed. They don't make excessive noises other than heavy breathing after running.

Damage[]

Receiving damage from a Killer's Weapon puts Healthy Survivors into the Injured State.

Receiving damage while already in the Injured or in the Deep Wound State puts them into the Dying State.

Double Damage[]

Receiving double damage from a Killer's Power, or a Killer's Weapon puts Healthy Survivors directly into the Dying State.

Add-ons[]

Perks[]

Dragon's Grip Dragon's Grip After kicking a Generator IconHelpLoading generators.png, for the next 30 seconds, the first Survivor interacting with it will scream, revealing their location for 4 seconds, and suffers from the Exposed IconStatusEffects exposed.png Status Effect for 60 seconds.
Dragon's Grip has a cool-down of 120/100/80 seconds.
"Such potential in this compound... even the slightest trace causes unnatural effects." — Journal of Talbot Grimes
Hex: Devour Hope Hex: Devour Hope A Hex rooting its power on hope.
The false hope of Survivors ignites your hunger.
Each time a Survivor IconHelpLoading survivor.png is rescued from a Hook when you are at least 24 metres away, Hex: Devour Hope recieves 1 Token:
  • 2 Tokens: 10 seconds after hooking a Survivor, gain a 3/4/5 % Haste IconStatusEffects haste.png Status Effect for the next 10 seconds.
  • 3 Tokens: Survivors suffer permanently from the Exposed IconStatusEffects exposed.png Status Effect.
  • 5 Tokens: You are granted the ability to kill all Survivors by your own hand.

The Hex effects persist as long as the related Hex Totem IconHelpLoading totem.png is standing.
"If you do nothing, you have their blood on your hands. If you save them, her hunger grows."

Hex: Haunted Ground Hex: Haunted Ground Two trapped Hex Totems IconHelpLoading totem.png will spawn in the Trial Grounds.
  • When either Hex Totem is cleansed, all Survivors IconHelpLoading survivor.png suffer from the Exposed IconStatusEffects exposed.png Status Effect for 40/50/60 seconds.
  • The second Hex Totem will immediately turn into a Dull Totem.

"Her home become profane."

Hex: No One Escapes Death Hex: No One Escapes Death A Hex rooting its power on hope.
You are animated by the power of your Hex Totem when the Survivors are on the verge of escaping.

Once the Exit Gates IconHelp exitGates.png are powered and there is at least one Dull Totem IconHelpLoading totem.png remaining in the environment, Hex: No One Escapes Death activates and lights its Totem:

  • Increases your Movement speed by 2/3/4 %.
  • Survivors suffer from a permanent Exposed IconStatusEffects exposed.png Status Effect.

Hex: No One Escapes Death remains inactive if no Dull Totems are available.
The Hex effects persist as long as the related Hex Totem IconHelpLoading totem.png is standing.

"And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back."

Iron Maiden Iron Maiden You open Lockers IconHelp lockers.png 30/40/50 % faster.
Survivor's who exit Lockers suffer from the Exposed IconStatusEffects exposed.png Status Effect for 30 seconds and their location is revealed to you for 4 seconds.
"This is no place for cowards." — The Legion
Make Your Choice Make Your Choice Each time a Survivor is rescued from a Hook when you are at least 32 metres away, Make Your Choice activates:
  • The Rescuer suffers from the Exposed IconStatusEffects exposed.png Status Effect for the next 40/50/60 seconds.

Make Your Choice has a cooldown of 40/50/60 seconds.
"You'd be surprised what tools can save a life." — Amanda Young

Rancor Rancor You become obsessed with one Survivor.
Each time a Generator IconHelpLoading generators.png is completed:
  • Your Aura IconHelp auras.png is revealed to the Obsession IconHelp obsession.png for 5/4/3 seconds.
  • All Survivors' locations are revealed to you for 3 seconds.

Once all Generators are completed:

  • The Obsession suffers from a permanent Exposed IconStatusEffects exposed.png Status Effect.
  • You are granted the ability to kill the Obsession by your own hand.

You can only be obsessed with one Survivor at a time.

Starstruck Starstruck Your unmatched showmanship dazzles all.
When carrying a Survivor, Starstruck activates:
  • Survivors suffer from the Exposed IconStatusEffects exposed.png Status Effect while in your Terror Radius IconHelp terrorRadius.png.
  • The Status Effect lingers for 26/28/30 seconds after leaving your Terror Radius.

After hooking or dropping the carried Survivor, Starstruck deactivates:

  • The Status Effect persists for 26/28/30 seconds for any Survivor inside your Terror Radius at that moment.

Starstruck has a cool-down of 60 seconds once the Survivor is no longer being carried.
"Enjoy this moment, few get so close." — Ji-Woon Hak

Powers[]

Status Effects[]


Injured State[]

IconHelp injured.png

This is the default Health State of Survivors using the Perk No Mither IconPerks noMither.png.

While Injured, Survivors will bleed and grunt in pain, making them easier to track. Though an injured Survivor limps, their Movement Speed is unaffected and the same as when Healthy.

Receiving damage from a Killer's Power or Weapon puts Injured Survivors into the Dying State.

Survivors that were grabbed during an interaction with a Prop are also put into the Dying State.

Survivors can reduce or stop the grunting by using No Mither IconPerks noMither.png, Iron Will IconPerks ironWill.png, Off the Record IconPerks offTheRecord.png, Self-Preservation IconPerks self-Preservation.png or Bite the Bullet IconPerks biteTheBullet.png.

Survivors can also ignore being put from the Injured State into the Dying State once should Mettle of Man IconPerks mettleOfMan.png activate.


Deep Wound State[]

Refer to the Status Effect

This Health State is also a Status Effect inflicted by various Unlockables.

While Deep Wounded, Survivors are on a bleed-out timer (shown as a yellow bar on the HUD) until they either Mend themselves, are Mended by other Survivors, or the timer runs out.

The bleed-out timer is paused whenever the affected Survivor is either running or Mending.
Partial Mending progress is saved, if the interaction is interrupted.

If the bleed-out timer runs out, the Survivor will fall into the Dying State.

As a unique side-effect of Madness IconStatusEffects madness.png, Survivors cannot Mend themselves, if they are on Madness Tier III, but can still be Mended by other Survivors that are not on that Tier.

Add-ons[]

Perks[]

Borrowed Time Borrowed Time You are fuelled with an unexpected energy when saving an Ally from a Hook.
For 10/15/20 seconds after unhooking a Survivor, the unhooked Survivor is protected by the Endurance IconStatusEffects endurance.png Status Effect.
  • Any damage taken that would put the Survivor into the Dying State IconHelp dying.png will instead trigger the Deep Wound IconStatusEffects deepWound.png Status Effect, after which the Survivor has 20 seconds to Mend themselves.
  • Taking damage while under the effect of Deep Wound or if its timer runs out will put the Survivor into the Dying State.

"Probably stings like hell, but it ain't gonna kill ya. Up and at 'em soldier. Time to move!" — Bill Overbeck

Inner Healing Inner Healing You look inwards and trust your instincts when you feel lost and alone.
Each time you cleanse a Totem IconHelpLoading totem.png, Inner Healing activates:
  • You are automatically healed 1 Health State when hiding inside a Locker IconHelp lockers.png for 10/9/8 seconds while injured or suffering from the Deep Wound IconStatusEffects deepWound.png Status Effect.

Inner Healing does not activate if you currently suffer from the Broken IconStatusEffects broken.png Status Effect.

Inner Strength Inner Strength THIS PERK HAS BEEN RETIRED.

You look inwards and trust your instincts when you feel lost and alone.
Each time you cleanse a Totem IconHelpLoading totem.png, Inner Strength activates:

  • You are automatically healed 1 Health State when hiding inside a Locker IconHelp lockers.png for 10/9/8 seconds while injured or suffering from the Deep Wound IconStatusEffects deepWound.png Status Effect.

Inner Strength does not activate if you currently suffer from the Broken IconStatusEffects broken.png Status Effect.
"All this time I've been trying so hard to pretend like everything's fine, but it's not." — Nancy Wheeler

Soul Guard Soul Guard You have been through immense hardship and you're stronger for it.
After being healed from or having recovered from the Dying State IconHelp dying.png, Soul Guard grants you the Endurance IconStatusEffects endurance.png Status Effect for the next 4/6/8 seconds.
  • Any damage taken that would put you into the Dying State will instead trigger the Deep Wound IconStatusEffects deepWound.png Status Effect, after which you have 20 seconds to Mend yourself.
  • Taking any damage while under the effect of Deep Wound or if its timer runs out will put you into the Dying State.

Soul Guard allows you to completely recover from the Dying State when you are affected by the Cursed IconStatusEffects cursed.png Status Effect.
Soul Guard has a cool-down of 30 seconds.

Powers[]

Status Effects[]


Dying State[]

IconHelp dying.png

In the Dying State, a Survivor's Movement speed is limited to a slow crawl and they are unable to use any of their Items IconHelp items.png.

A crawling Survivor has two options: recover as much health as they can (at maximum 95 % at a rate of 50 % of the normal Healing speed, which equates to recovery taking 30.4 seconds), or crawl away to find help. Without the aid of certain Perks IconHelp perks.png, a Survivor cannot fully recover by themselves; they will need another Survivor to finish healing them. A crawling Survivor can be picked up by the Killer and brought to a sacrificial Hooks IconHelpLoading hook.png.

While in the Dying State, Survivors slowly bleed out till death (after 240 seconds). The bleed-out progress can be seen below the Survivor's Status Icon in the HUD.

Healing from the Dying State puts a Survivor into the Injured State.

Dying Survivors can see the Auras IconHelp auras.png of their teammates and vice versa. Dying Survivors can use their teammates' locations to determine whether they should move or attempt to recover.

  • It takes 240 seconds (4 minutes) for a Dying Survivor to bleed out and die.
  • A Killer can see the Aura of a nearby Dying Survivor if they have the Perk Deerstalker IconPerks deerstalker.png.
  • Tenacity IconPerks tenacity.png allows Survivors in the Dying State, to recover and crawl at the same time.
  • Unbreakable IconPerks unbreakable.png, No Mither IconPerks noMither.png, and Soul Guard IconPerks soulGuard.png allow a Survivor to fully recover from the Dying State.
  • Adrenaline IconPerks adrenaline.png instantly recovers a Survivor one full Health State when the Exit Gates become powered.
  • A Killer using Knock Out IconPerks knockOut.png will prevent the other Survivors from seeing the Dying Survivor's Aura outside of a certain range, similar to a reverse Deerstalker IconPerks deerstalker.png.
  • Survivors can reduce the grunting by using No Mither IconPerks noMither.png.


Healing[]

Healing can put Survivors back into higher Health States.
It is considered a Healing action and affected by various Unlockables.

  • It is possible to heal oneself back to Healthy with either a Med-Kit IconItems firstAidKit.png, Self-Care IconPerks self-Care.png, or being healed by other Survivors.
    • The exceptions are Survivors affected by the Broken IconStatusEffects broken.png Status Effect. Any afflicted Survivor cannot be healed past the Injured State.
  • Healing one Health State requires 16 Charges. Since Survivors heal at a default Healing speed of 1 c/s, this causes the action to take 16 seconds by default.
    • Some Unlockables can either increase or decrease the Healing speed, but the required Charges remain the same.
    • Up to two Survivors may heal a third Survivor, doubling the combined Healing speed to 2 c/s, effectively halving the required Healing time.
  • A Killer can see the Auras of a Survivor being healed or healing themselves with the Perk A Nurse's Calling IconPerks aNursesCalling.png.

Mending[]

Mending will put Survivors afflicted by Deep Wound IconStatusEffects deepWound.png back into the Injured State.
It is not considered a Healing action and therefore remains unaffected by Unlockables, with the exception of Killer Power Add-ons that affect its duration.
Should the bleed-out timer run out or the affected Survivor receive damage by the Killer, they will be put into the Dying State.

  • Self-Mending takes 12 seconds to complete.
  • Altruistic Mending takes 8 seconds to complete.
    • Up to two Survivors may Mend a third Survivor.
      However, this incurs a Mending Speed penalty of -25 %
  • Partial Mending progress is saved.


Other UI States[]

In addition to the aforementioned Health States, there are several States that are not considered such, but appear in the same location on the Status HUD:

Hooked State[]

IconHelpLoading hook.png

The Hooked State is shown whenever a Survivor is on a Hook and undergoing the Sacrifice process.

Sacrificed State[]

IconHelp Sacrificed.png

The Sacrificed State is shown after a hooked Survivor lost the battle against The Entity IconHelp entity.png and was successfully sacrificed.

Dead State[]

IconHelp BleedOutDeath.png

The Dead State is shown after a Survivor who was left in the Dying State IconHelp dying.png for too long bleeds out and dies.
It is also shown after a Killer kills a Survivor by any means.


Trapped State[]

Unknown QuestionMark.png

The Trapped State is shown whenever a Survivor got caught in a Bear Trap IconPowers trap.png of The Trapper IconHelpLoading trapper.png.

Obsessed State[]

IconHelp obsession.png

The Obsessed State is shown whenever a Survivor was chosen as The Killer's Obsession IconHelp obsession.png.

Mad State[]

Unknown QuestionMark.png
Unknown QuestionMark.png
Unknown QuestionMark.png

The Mad State is shown whenever a Survivor afflicted with Madness IconStatusEffects madness.png, induced by the Shock Attacks of The Doctor IconHelpLoading doctor.png.
The amount of static on the HUD overlay indicates the strength of Madness.

Broken State[]

IconStatusEffects broken.png

The Broken State is shown whenever a Survivor is damaged to the point that they can no longer be healed back to the Healthy State.

Sleep State[]

Unknown QuestionMark.png
Unknown QuestionMark.png

The two Sleep States are shown whenever a Survivor is under the influence of micro-sleep (a timer will be shown) or asleep and inside the Dream World of The Nightmare IconHelpLoading nightmare.png.

Trapped Timer State[]

IconHelp reverseBearTrap timerStop.png
IconHelp reverseBearTrap timerStart.png

The Trapped Timer State is shown whenever a Survivor's has a Reverse Bear Trap IconPowers jigsawsBaptism.png of The Pig IconHelpLoading pig.png attached to their head.
The former shows an inactive Reverse Bear Trap, while the latter shows one ticking down.

Sickness State[]

Unknown QuestionMark.png

The Sickness State is shown whenever a Survivor came in contact with Vile Purge by The Plague IconHelpLoading plague.png.

Marked State[]

Unknown QuestionMark.png

The Marked State is shown whenever a Survivor was successfully stalked by The Ghost Face IconHelpLoading ghost.png and is vulnerable to taking double damage.

Tormented State[]

Unknown QuestionMark.png

The Tormented State is shown whenever a Survivor came into contact with a Torment Trail by The Executioner IconHelpLoading wales.png.

Caged State[]

IconHelp cagesOfAtonement.png

The Caged State is shown whenever a Survivor was sent to a Cage of Atonement IconHelp cagesOfAtonement.png by The Executioner IconHelpLoading wales.png.

Latched-On State[]

Unknown QuestionMark.png

The Latched-On State is shown whenever Victor of The Twins IconHelpLoading twins.png successfully pounced on a Survivor's back.

Lacerated State[]

Unknown QuestionMark.png

The Lacerated State is shown whenever a Survivor gets hit by The Trickster IconHelpLoading trickster.png's Blades.
The HUD also indicates how many Blades left until the next Health State.

Contaminated State[]

Unknown QuestionMark.png

The Contaminated State is shown whenever The Nemesis Nemesis T-Type}} contaminates a Survivor with a Tentacle Strike.

Chain Hunt State[]

Unknown QuestionMark.png

The Chain Hunt State is shown whenever Lament Configuration is charging a Chain Hunt when facing The Cenobite IconHelpLoading cenobite.png.

Puzzle Solving State[]

Unknown QuestionMark.png

The Puzzle Solving State is shown whenever a Survivor has picked up the Lament Configuration when facing The Cenobite IconHelpLoading cenobite.png.
It will animate when the Survivor is starting to solve the Puzzle Box.


Change Log[]

Patch 2.3.0[]

  • Nerf: increased the Health State capacity from 12 Charges to 16 Charges.

Patch 3.4.0[]

  • Reduced the Mending times of Survivors from an unknown amount (~15 seconds) to 12 seconds for Self-Mending and 8 seconds for Altruistic Mending.
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