Health States

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


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.


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.




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, or Off the Record IconPerks offTheRecord.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 an orange bar on the HUD) until they either mend themselves, are mended by another survivor or the timer runs out.

The bleed-out timer is paused as long as the affected Survivor is running or mending. Partial mending progress is saved if the interaction is interrupted.

If the bleed-out timer reaches zero, 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.

Dying State

IconHelp dying.png

In the Dying State, a Survivor's movement speed is limited to a slow crawl.

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 can put Survivors back into higher Health States.

  • 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 will put Survivors afflicted by Deep Wound IconStatusEffects deepWound.png back into the Injured State.
However, should the bleed-out timer run out or the affected Survivor receive damage by the Killer, they will be put into the Dying State instead.

  • Self-Mending takes 12 seconds to complete.
  • Altruistic Mending takes 8 seconds to complete.
  • 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

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

Dead State

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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

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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

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

Mad State

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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

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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

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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

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

Marked State

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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

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

Caged State

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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

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