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'''{{PAGENAME}}''' lists a compendium of all [[Killer]] Powers featured in ''[[Dead by Daylight]]''.
 
'''{{PAGENAME}}''' lists a compendium of all [[Killer]] Powers featured in ''[[Dead by Daylight]]''.
   
Each Killer has a very unique Power which creates their distinct and unique playstyles.
+
Each Killer has a unique Power, creating their distinct and unique play-styles.
   
   
==The [[Trapper]]==
+
== The {{IconLink|Trapper}}==
===Bear Trap===
+
=== Bear Trap ===
  +
{{Bear Trap}}
[[File:FulliconPowers trap.png|right|frameless|130px]]
 
''{{clr|9|A large foothold trap made of steel.}}''
 
   
The '''Bear Trap''' is The Trapper's main Power and also his secondary weapon: Bear Traps are found lying around the map. They can be picked up and set down mostly anywhere, though not below [[Hooks]]. Traps are not armed until picked up and placed. The Trapper starts the game with a single trap in his hands, and can only carry one at once unless with the use of [[Add-ons#Trapper|Add-ons]].
 
   
  +
== The {{IconLink|Wraith}}==
After pressing alternate attack (default: M2), The Trapper bends down and sets the Trap, looking downwards, which allows nearby Survivors to walk around him unseen. If a Survivor walks over an armed Bear Trap, it will spring and catch one of their legs, whereupon they will be trapped in place until either they manage to free themselves or get freed by another Survivor or are either downed or picked up by The Trapper and hoisted onto his shoulder. A trapped Survivor produces a noise indicator, showing The Trapper and the other Survivors the exact location of the trapped Survivor until they are freed from it.
 
  +
=== Wailing Bell ===
  +
{{Wailing Bell}}
   
Survivors can disarm the Bear Trap by walking up to it and pressing the primary action key (default: M1). They need to stand still for the prompt to appear. Disarming the Trap will usually take '''3.5 seconds'''.
 
   
  +
== The {{IconLink|Hillbilly}}==
Survivors can also sabotage a Bear Trap with either the use of {{IconLink|Saboteur}} or using a {{IconLink|Toolbox}}.
 
  +
=== Chainsaw ===
  +
{{Chainsaw}}
   
* Immobilises and injures trapped Survivors.
 
* Starts match with '''{{clr|2|1}}''' Bear Trap.
 
* '''{{clr|6|5}}''' Bear Traps are available randomly placed throughout the Map.
 
* Sabotaged Bear Traps respawn after '''{{clr|8|3 minutes}}'''.
 
   
  +
== The [[Teacher]] (unused) ==
====Trivia====
 
  +
=== Detention ===
*The '''Bear Traps''' are also considered as [[Props]], similar to The Pig's {{IconLink|Jigsaw Boxes|IconHelp|jigsawBoxes}}.
 
  +
[[File:FulliconPowers detention.png|right|frameless|130px]]
   
  +
'''Detention''' is an unused Killer Power for an unused Killer. This Power's icon, along with those of the Item {{IconLink|Trapple}} and the Perk {{IconLink|Underperform}} were added sometime in July or August 2016, before The Nurse's release, which fuelled speculations about the then upcoming new Killer.
==The [[Wraith]]==
 
  +
{{-}}
===Wailing Bell===
 
[[File:FulliconPowers bell.png|right|frameless|130px]]
 
''{{clr|9|A heavy cast iron bell imbued with ancient powers.}}''
 
   
The '''Wailing Bell''' is The Wraith's main Power: the Wailing Bell holds ancient powers, both with good and bad consequences. It allows its user to enter and walk the [[Spirit World]] when rung. When cloaked, The Wraith has no [[Terror Radius]], meaning that Survivors do not hear a Heartbeat, and The Wraith's [[Stain]] is also gone. The Wraith walks moderately faster when cloaked, making up for his inability to attack while in this state. The sound of the Bell is very loud, but can only be heard at a close distance and is accompanied by the *Woosh* that can be heard farther. The Bell's sound can be made to be non-directional ({{{IconLink|Bone Clapper}}) or completely silent ({{IconLink|Coxcombed Clapper}}).
 
   
  +
== The {{IconLink|Nurse}}==
Whilst cloaked, The Wraith cannot attack Survivors and has to uncloak first. It takes 2 seconds to cloak and 3 seconds to uncloak without the use of Add-ons, and during this time, The Wraith's movement speed is reduced.
 
  +
=== Spencer's Last Breath ===
  +
{{Spencer's Last Breath}}
   
Walking the spirit world has one big drawback: it makes The Wraith very vulnerable to [[Flashlights]] triggering the [[Lightburn]] mechanic unless he shields himself with obstacles or uses ''"Blind Warrior"'' Add-ons.
 
   
  +
== The {{IconLink|Shape}} ==
* Grants near total '''invisibility'''.
 
  +
=== Evil Within ===
** Total invisibility while standing still.
 
  +
{{Evil Within}}
* '''Faster''' movement speed when invisible.
 
* No [[Terror Radius]] while invisible.
 
* Cannot attack while invisible, but can interact with objects.
 
* Grants a '''1 second''' burst of speed upon reappearing.
 
* Exposure to '''bright light''' can burn the user out of the Spirit World.
 
* The '''Wailing Bell''' can be heard up to a distance of '''{{clr|2|24 metres}}'''.
 
   
==The [[Hillbilly]]==
 
===Chainsaw===
 
[[File:FulliconPowers chainsaw.png|right|frameless|130px]]
 
''{{clr|9|A hulking and deadly chainsaw of terrifying strength. Grinds through flesh, bone and soul.}}''
 
   
  +
== The {{IconLink|Hag}} ==
The '''Chainsaw''' is The Hillbilly's main Power and also his secondary weapon: Once revved up, it sends its user into a violent frenzy, running at high speed across the map. The noise can be heard across the whole map. It can also be muffled with the use of [[Add-ons#Hillbilly|Add-ons]]. It takes 2.5 seconds to charge the Chainsaw and is done by pressing alternate attack (default: M2).
 
  +
=== Blackened Catalyst ===
  +
{{Blackened Catalyst}}
   
Whilst revving up the Chainsaw, The Hillbilly's movement speed is reduced to the same speed as a running Survivor and he will still gain [[Bloodlust]].
 
   
  +
== The {{IconLink|Doctor}}==
* Break into a Chainsaw Sprint on charge activation.
 
  +
=== Carter's Spark ===
* Limited steering capabilities while sprinting.
 
  +
{{Carter's Spark}}
* Automatically puts Survivors into the {{IconLink|Dying State}} on a successful hit.
 
   
   
==The [[Nurse]]==
+
== The {{IconLink|Huntress}}==
===Spencer's Last Breath===
+
=== Hunting Hatchets ===
  +
{{Hunting Hatchets}}
[[File:FulliconPowers breath.png|right|frameless|130px]]
 
''{{clr|9|A powerful and violent last breath snatched from [[Crotus Prenn Asylum]] Warden [[Patrick Spencer]].}}''
 
   
'''Spencer's Last Breath''' is The Nurse's main Power: channelling its energy allows The Nurse to pierce and jump through the [[Spirit World]] in a Blink multiple times in a row. Doing so leaves her in a state of fatigue as blinking is quite painful to her, hence also why she shrieks after each Blink.
 
   
  +
== The {{IconLink|Cannibal}}==
Holding alternate attack (default: M2) will charge up a Blink, the range depending on how long you charge the Blink, with the maximum range reached when she clenches her fist and exhales and the number of orbs floating in her hand indicating the remaining Blinks.
 
  +
=== Bubba's Chainsaw ===
  +
{{Bubba's Chainsaw}}
   
After blinking, there is a short window of opportunity (called the ''"Chainblink Window"'') in which The Nurse can choose to either attack or Blink again (if she has Blinks remaining), after which she will enter the fatigue or if the Chainblink Window closes. By default, The Nurse has 1 Chainblink. The fatigue will stun The Nurse and prevent her from interacting until she leaves the fatigue. The stun duration scales with the number of Blinks used. Also, the stun will be longer if she misses or successfully lands the post-blink attack.
 
   
  +
== The {{IconLink|Nightmare}}==
The Nurse can chain multiple blinks together before attacking. To prevent herself from being stunned even longer, the Nurse can elect to not use her extra Blinks, by simply letting the Chainblink window run out while charging a Chainblink. She can also decide to forgo an attack, as attacking will delay the onset of the stun by about 1.5-2 seconds and might not the strategically best thing to do under certain circumstances.
 
 
Akin to The Wraith, The Nurse too is vulnerable to [[Flashlights]] triggering the [[Lightburn]] mechanic thanks to her ability to interact with the spirit world and unlike him, can't shield herself from its drawbacks.
 
 
* Blink up to '''{{clr|2|20 metres}}''' on charge activation.
 
** Chain-blinks have only half the maximum Blink distance (up to '''{{clr|6|12 metres}}''')
 
* Can blink '''{{clr|8|twice}}''' before becoming fatigued.
 
* Can perform a Lethal Blink Attack after blinking.
 
 
==The [[Shape]]==
 
===Evil Within===
 
[[File:FulliconPowers stalker1.png|right|frameless|130px]]
 
''{{clr|9|The darkness inside feeds his determination to take the life of his prey.}}''
 
 
'''Evil Within''' is The Shape's main Power: activating Evil Within allows him to see his prey clearly and build up evil by stalking them.
 
 
'''Evil Within''' is a Tier-based Power and comes with 3 Tiers, each having its own advantages and disadvantages:
 
 
{| class="wikitable"
 
! Tier !! Description !! Audio Cues
 
|-
 
![[File:FulliconPowers stalker1.png|center|130px]]
 
|
 
*'''Tremendously reduced''' [[Terror Radius]] (6 metres).
 
*'''Slightly reduced''' [[Movement Speed]] (105 %).
 
*'''Slightly reduced''' [[Lunge]].
 
*Normal Vaulting Speed (1.7 seconds)
 
*Grants '''immunity''' to detection Perks.
 
|<center>Evil Within Tier-up Warning (no longer used)</center>
 
[[File:Shape_EvilWithin_Tierup_Warning.ogg]]
 
|-
 
![[File:FulliconPowers stalker2.png|center|130px]]
 
|
 
*'''Moderately reduced''' Terror Radius (16 metres).
 
*Normal Movement Speed (115 %).
 
*Normal Lunge.
 
*'''Slightly increased''' Vaulting Speed (1.5 seconds).
 
|<center>Evil Within II Theme</center>
 
[[File:Shape_EWII_Theme.ogg]]
 
|-
 
![[File:FulliconPowers stalker3.png|center|130px]]
 
|
 
*Normal Terror Radius (32 metres).
 
*Normal Movement Speed.
 
*'''Slightly increased''' Lunge.
 
**Attacks deal '''double damage'''.
 
***Lasts for 60 seconds (default).
 
*'''Moderately increased''' Vaulting Speed (1.3 seconds).
 
|<center>Evil Within III Theme</center>
 
[[File:Shape_EWIII_Theme.ogg]]
 
<center>Evil Within III Tier-down</center>
 
[[File:Shape_EWIII_Tierdown.ogg]]
 
|}
 
 
Upon reaching '''Tier II''', The Shape can never fall back to '''Tier I'''. The colour of a Survivor's Aura determines how much evil is left in them (ranging from white/full to red/empty).
 
 
==The [[Hag]]==
 
===Blackened Catalyst===
 
[[File:FulliconPowers blackenedCatalyst.png|right|frameless|130px]]
 
''{{clr|9|Source of The Hag's power, a blackened finger used as a catalyst for her terrible power.}}''
 
 
The '''Blackened Catalyst''' is The Hag's main Power: she bends and shapes mud to her will. With simple ritualistic drawings, she creates deceitful duplicates of herself made from mud and decay which she can use for various effects.
 
 
Drawing a Phantasm Trap works very similar to setting down a Bear Trap. She can have up to 10 Traps at once distributed across the map, with each subsequently set Trap removing the oldest one.
 
 
Her Phantasm Traps also allow to instantly travel up to 40 metres but are vulnerable to [[Flashlights]] as they will burn a Phantasm Trap away and thus destroy it.
 
 
* Grants the ability to create and maintain '''{{clr|2|10}}''' Phantasm Traps.
 
* Grants the ability to instantly travel to triggered Phantasms when within '''{{clr|6|40 metres}}''' of range.
 
* Survivors who enter the trap area trigger a Phantasm of The Hag to appear and disorient the Survivor.
 
 
 
==The [[Doctor]]==
 
===Carter's Spark===
 
[[File:FulliconPowers cartersSpark.png|right|frameless|130px]]
 
''{{clr|9|Is it a gift, or a curse?}}''
 
 
'''Carter's Spark''' is The Doctor's main Power: The [[Entity]] has ignited a corrupted and inexhaustible spark in his heart, which allows him to generate electro-convulsive power at will.
 
 
His insidious treatment corrupts the minds of those it touches. Victims shocked by the corrupt spark begin to lose their grip on reality and, with repeated exposure, inevitably succumb to madness.
 
 
*Switch Stance: Punishment mode is used to injure Survivors. Treatment mode grants the abilities ''Static Field'' and ''Shock Therapy''.
 
**Static Field: While in Treatment mode, generate a ''Static Field'' equal to your Terror Radius which increases Survivors' Madness based on proximity to the Doctor.
 
**Shock Therapy: Treatment mode grants the ability to charge and release a ''Shock Therapy'' attack that greatly increases Survivors' Madness.
 
*Madness Tier I:
 
**Causes Survivors to scream, revealing their position to The Doctor.
 
*Madness Tier II:
 
**All effects of Tier I.
 
**Causes Survivors to experience shared ''Doctor Hallucinations''.
 
*Madness Tier III:
 
**All effects of Tier II.
 
**Shared ''Doctor Hallucinations'' intensify, allowing the Doctor to read their Auras.
 
**Survivors regularly scream, revealing their position to the Doctor via an [[Auras|Aura]].
 
**Survivors cannot heal, repair, sabotage, search or cleanse until they ''Snap Out of It''.
 
**Survivors cannot use any {{IconLink|Flashlight}} or {{IconLink|Map|IconItems|map}} until they ''Snap Out of It''.
 
***Survivors cannot channel a {{IconLink|Key|IconItems|key}}, though they may still use a key to open the {{IconLink|Hatch|IconHelpLoading|hatch}}
 
*More Afflictions are available with [[Add-ons]].
 
 
 
==The [[Huntress]]==
 
===Hunting Hatchets===
 
[[File:FulliconPowers_huntingHatchets.png|frameless|right|130px]]
 
''{{clr|9|A skill taught by her mother and mastered in the wild. The Huntress can throw Hatchets with deadly precision.}}'
 
 
'''Hunting Hatchets''' are The Huntress' main Power and also her secondary weapons: charging up her Hatchets allows her to throw them at great speed at fleeing Survivors or use them as ranged weapons to snipe Survivors from afar. The more she charges them, the faster they will travel through the air with a *ding* sound indicating a fully charged Hatchet.
 
 
*Start the trial with '''{{clr|2|5}}''' Hatchets.
 
*Charge throw for maximum throwing speed.
 
*Can cancel Hatchet throw.
 
*Hatchets are consumed on use.
 
*Refill Hatchets at [[Lockers]].
 
*The Huntress hums from '''{{clr|2|45-20 metres}}''', her Terror Radius starts at '''{{clr|2|20 metres}}'''.
 
*Slightly decreased movement speed (110% | 4.4 m/s).
 
 
 
==The [[Cannibal]]==
 
===Bubba's Chainsaw===
 
[[File:FulliconPowers_bubbasChainsaw.png|frameless|right|130px]]
 
'''Bubba's Chainsaw''' is The Cannibal's main Power and also his secondary weapon, very similar to the [[Hillbilly]]'s {{IconLink|Chainsaw|IconHelpLoading|hillbilly}}: once the Chainsaw is revved up, The Cannibal enters a crazed attack mode where he swings his Chainsaw from side to side in a wide angle as he gains momentum, putting Survivors into the {{IconLink|Dying State}} upon hit.
 
 
*Start a '''timed''' sweeping attack on activation.
 
*Can hit '''multiple''' targets in one Chainsaw charge.
 
*Running into an objects forces The Cannibal into a '''Tantrum''', this attack damages anyone around him.
 
*Automatically puts victims in the '''dying state''' on a successful hit.
 
 
 
==The [[Nightmare]]==
 
 
=== Dream Demon ===
 
=== Dream Demon ===
  +
{{Dream Demon}}
[[File:FulliconPowers dreamDemon.png|right|frameless|130x130px]]
 
''{{clr|9|"You have nothing to worry about. This won't hurt one... little... bit." — Freddy Krueger}}''
 
   
'''Dream Demon''' is The Nightmare's main Power: activating Dream Demon allows him to pull his victims into the [[Dream World]] and attack them.
 
   
  +
== The {{IconLink|Pig}}==
Death won't accept him and thus he remains, a calamity, indisputable master of his victims' nightmares. Dream Demon allows The Nightmare to pull Survivors into the Dream World.
 
 
*Survivors who are awake do not see or hear The Nightmare.
 
*Once targeted by The Nightmare power, Survivors enter the '''Dream Transition''' for '''{{clr|2|7 seconds}}'''.
 
*During the Dream Transition they can see The Nightmare intermittently.
 
*When the '''Dream Transition''' lapses, the Survivor is pulled into the '''Dream World'''.
 
 
Once in the '''Dream World''':
 
*Survivors' Auras are revealed to The Nightmare when they are outside of his Terror Radius.
 
*Survivors suffer an action speed penalty of '''{{clr|2|50 %}}'''.
 
*To exit the '''Dream World''', Survivors can find other non-sleeping Survivors to perform a wake up action
 
*Some failed actions can wake up the Survivor.
 
*Getting hooked wakes up the Survivor.
 
*Getting healed up from the {{IconLink|Dying State}} wakes up the Survivor.
 
*[[Adrenaline]] wakes up the Survivor once triggered.
 
 
 
==The [[Pig]]==
 
 
=== Jigsaw's Baptism ===
 
=== Jigsaw's Baptism ===
  +
{{Jigsaw's Baptism}}
[[File:FulliconPowers jigsawsBaptism.png|right|frameless|130x130px]]
 
''{{clr|9|"You will give everything to me, every cell in your body. The marks on your arms, they're from another life. We'll leave that life behind. When you walk down that corridor there is no turning back. Do you understand that?" — Jigsaw's Baptism}}''
 
 
Forever devoted to her master's cause, she punished the ungrateful and the guilty with slyness and murderous puzzles. '''The Pig''' can move stealthily, dash in ambush attacks and put deadly Reverse Bear Traps on Survivors' heads.
 
 
Use the ''Secondary Power'' interaction to assume a crouching position. While crouching:
 
 
'''The Pig''' has no [[Terror Radius]].
 
Activate the ''attack interaction'' to dash and perform an ambush attack.
 
Start the trial with '''{{clr|2|4}}''' Reverse Bear Traps:
 
 
*Reverse Bear Traps are put on ''{{IconLink|Dying}}'' Survivors.
 
*Reverse Bear Traps automatically sacrifice the Survivor when they trigger.
 
*Reverse Bear Traps trigger automatically beyond the {{IconLink|Exit Gates}}.
 
*Reverse Bear Traps trigger once their timers expire.
 
*Reverse Bear Traps timers start when a {{IconLink|Generator}} is completed.
 
*Survivors can free themselves from Reverse Bear Traps by searching {{IconLink|Jigsaw Boxes|IconHelp|jigsawBoxes}} found around the Map to find the correct Key.
 
   
   
==The [[Clown]]==
+
== The {{IconLink|Clown}}==
 
=== The Afterpiece Tonic ===
 
=== The Afterpiece Tonic ===
  +
{{The Afterpiece Tonic}}
[[File:FulliconPowers gasBomb.png|right|frameless|130x130px]]
 
Throughout his years experimenting with anaesthetics and muscle relaxants, The Clown developed several effective concoctions and formulas. His favourite, The Afterpiece Tonic, he has used to great effect, intoxicating and capturing many unwilling victims.
 
   
*Tap or hold and release the Power button to launch a bottle of The Afterpiece Tonic. On contact, the bottle will break, emitting a gas cloud that will intoxicate any Survivors within the area of effect.
 
*Intoxicated Survivors will suffer from impaired vision, reduced movement speed ('''{{clr|2|-15 %}}''') and involuntary coughing for '''{{clr|6|2 seconds}}''' after leaving the Gas Cloud.
 
   
  +
== The {{IconLink|Spirit}}==
Press and hold the ''Secondary Power button'' to replenish your bottles of The Afterpiece Tonic.
 
 
 
== The [[Spirit]] ==
 
 
=== Yamaoka's Haunting ===
 
=== Yamaoka's Haunting ===
  +
{{Yamaoka's Haunting}}
[[File:FulliconPowers yamaokasHaunting.png|frameless|right|130px]]
 
'''The Spirit''' can use her Power, '''Yamaoka's Haunting''', to enter an ethereal plane and reappear at a new location.
 
* Tap and hold the Power button to charge. The Spirit will depart her physical body, leaving behind a stationary ''"Husk"''.
 
   
While '''Yamaoka's Haunting''' is active:
 
* The Spirit may traverse freely to a new location, moving at a faster rate for a short duration ('''{{clr|2|5 seconds}}'''). She is still confined to movement within the physical environments and surroundings.
 
* The Spirit leaves the physical plane, losing sight of all Survivors. She can, however, still sense the Scratch Marks they leave in the environment.
 
* The Spirit will produce an audible cue at her current location.
 
* Once the Power has ended, The Spirit retains her speed boost for a brief moment and her Husk fades away.
 
   
  +
== The {{IconLink|Legion}}==
Using '''Yamaoka's Haunting''' depletes The Spirit's Power bar. The Power bar will automatically replenish over time ('''{{clr|6|15 seconds}}'''). The Power bar must be fully replenished before it can be triggered again.
 
  +
=== Feral Frenzy ===
  +
{{Feral Frenzy}}
   
   
== The [[Legion]] ==
+
== The {{IconLink|Plague}}==
=== Feral Frenzy ===
+
=== Vile Purge ===
  +
{{Vile Purge}}
[[File:FulliconPowers feralFrenzy.png|frameless|right|130px]]
 
The '''Legion''' has a Frenzy '''power gauge''' that builds up over time. The power, Feral Frenzy, can be activated by '''tapping the Power button'''. While active, the power gauge drains rapidly and the pwoer ends when the gauge is empty, triggering an '''extended recovery cool-down''' ('''{{clr|2|3 seconds}}''').
 
   
When activating Feral Frenzy, The '''Legion''' enters a deadly rage. While the power is '''active''':
 
* The '''Legion''' '''sprints faster''' than base movement speed.
 
* The '''Legion''' can '''vault Pallets''', but cannot break them.
 
* Survivors' Scratch Marks are hidden from The '''Legion''''s view.
 
* Missed attack have a reduced '''cool-down'''.
 
   
  +
== The {{IconLink|Ghost Face}}==
While Feral Frenzy is active, hitting a Survivor who is not currently afflicted with the '''''Deep Wound''''' '''Status Effect''':
 
  +
=== Night Shroud ===
* Applies the '''''{{IconLink|Deep Wound}}''''' '''Status Effect'''.
 
  +
{{Night Shroud}}
* '''Injures''' the Survivor, if they are not already injured.
 
* '''Refills''' The '''Legion''''s entire power gauge.
 
* Triggers ''"Killer Instinct"'', '''revealing the location''' of all Survivors who do not have the '''''Deep Wound''''' '''Status Effect''' applied and are within The '''Legion''''s Terror Radius.
 
   
While Feral Frenzy is active, hitting a Survivor is currently afflicted with the '''''Deep Wound''''' '''Status Effect''':
 
* '''Reduces''' a portion of the Survivor's ''Deep Wound'' bleed-out timer.
 
* '''Depletes''' The '''Legion''''s entire power gauge and ends the power immediately.
 
   
  +
== The {{IconLink|Demogorgon}}==
''NOTE: Hitting a Survivor with a basic attack while Feral Frenzy is '''{{clr|8|not}}''' active will deplete the entire power gauge.''
 
  +
=== Of the Abyss ===
  +
{{Of the Abyss}}
   
   
== The [[Plague]] ==
+
== The {{IconLink|Oni}}==
=== Vile Purge ===
+
=== Yamaoka's Wrath ===
  +
{{Yamaoka's Wrath}}
[[File:FulliconPowers vilePurge.png|frameless|right|130px]]
 
   
Hold down the Power Button to charge '''Vile Purge'''. Releasing the button unleashes a stream of infectious bile.
 
   
  +
== The {{IconLink|Deathslinger}}==
A Survivor hit by the stream becomes infected. A Survivor accumulates an amount of infection by being hit by the stream, running, or performing interactions. Environmental objects also become infected for a short duration when hit by the stream.
 
  +
=== The Redeemer ===
  +
{{The Redeemer}}
   
If the Survivor's infection indicator is completely filled, they are forced to vomit, and continue to do so at random intervals; they become injured, if they are not already, and gain the ''{{IconLink|Broken}}'' '''Status Effect'''; and they pass on their infection to other Survivors, as well as environmental objects that they interact with.
 
   
  +
== The {{IconLink|Executioner}}==
Infected Survivors can remove all infection by interacting with a '''[[Pool of Devotion]]'''. This blocks it from further use by other Survivors. If the Survivor is injured, they become healthy. If all '''Pools of Devotion''' are corrupted at the same time, all '''Pools of Devotion''' revert to their clean state and The '''Plague''' automatically gains '''Corrupt Purge'''.
 
  +
=== Rites of Judgement ===
  +
{{Rites of Judgement}}
   
The '''Plague''' may consume the corruption at a '''Pool of Devotion''' that has previously been used by a Survivor. This removes the corruption from the '''Pool''' and transforms '''Vile Purge''' into '''Corrupt Purge'''. '''Corrupt Purge''' instantly damages any Survivors hit by the stream, but does not apply infection. This effect only lasts for a short duration.
 
   
  +
== The {{IconLink|Blight}}==
  +
=== Blighted Corruption ===
  +
{{Blighted Corruption}}
   
==The [[Teacher]] (unused)==
 
===Detention===
 
[[File:FulliconPowers detention.png|right|frameless|130px]]
 
   
  +
== The {{IconLink|Twins}}==
'''Detention''' is an unused Killer Power for an unknown Killer (potentially a Teacher). It is suspected to have been put into the game files alongside the [[Trapple]] and the Perk [[Underperform]] to fuel speculations about a new Killer back in August 2016.
 
  +
=== Blood Bond ===
{{-}}
 
  +
{{Blood Bond}}
   
   
  +
[[Category: Powers]]
{{Props}}
 
   
 
[[es:Poderes]]
 
[[es:Poderes]]
[[Category: Powers]]
+
[[it:Poteri]]
[[Category: Props]]
+
[[pl:Moce]]
  +
[[pt:Poderes]]
  +
[[zh:力量]]

Revision as of 11:42, 11 November 2020

Powers lists a compendium of all Killer Powers featured in Dead by Daylight.

Each Killer has a unique Power, creating their distinct and unique play-styles.


The Template:IconLink

Bear Trap

FulliconPowers trap
Quotes left A large foothold trap made of steel. Bear Traps are found lying around throughout the Trial Grounds, waiting to be picked up and set anywhere. Quotes right


BEAR TRAP:
The Trapper starts the Trial with 2 Bear Traps equipped.
An additional 8 disarmed Bear Traps spawn in random locations in the environment.

The AurasIconHelp auras of placed Bear Traps are revealed to The Trapper at all times.


SPECIAL INTERACTION: COLLECTING TRAPS
Press the Interaction button while standing near or on a Bear Trap to collect it.
The Trapper can only carry up to 2 Bear Traps at a time.


SPECIAL INTERACTION: SETTING TRAPS Atl Hud PB IconResetBearTrap
Press and hold the Power button to set and arm a Bear Trap from The Trapper's inventory in a valid location in front of him:

  • An armed Bear Trap will trap and immobilise any Survivor who steps into it.
    If the Survivor was healthy, they will be put into the Injured StateIconHelp injured.
  • An armed Bear Trap will also trap The Trapper, if he steps into it.
    This temporarily immobilises him while he frees his foot and resets the Bear Trap.
    If he was carrying a Survivor, that Survivor will escape from his shoulder.
  • A trapped Survivor can attempt to free themselves from the Bear Trap or wait for another Survivor to free them from it.
  • Setting a Bear Trap grants The Trapper a +7.5 % HasteIconStatusEffects haste Status Effect for 5 seconds.


SPECIAL INTERACTION: RESETTING TRAPS Atl Hud PB IconResetBearTrap
Press the Power button while standing near or on a disarmed Bear Trap to reset it, arming it in the process.


SPECIAL INTERACTION: CATCHING SURVIVORS StatusIcon trap
Press the Interaction button on a trapped Survivor to lift them out of the Bear Trap and onto The Trapper's shoulder, immediately allowing you to carry them.


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Wailing Bell

FulliconPowers bell
Quotes left A heavy cast iron bell imbued with ancient powers. Allows the user to enter and walk the Spirit World when rung. Quotes right


The Wraith starts the Trial Cloaked, which has the following effects:

  • Grants the UndetectableIconStatusEffects undetectable Status Effect.
  • Increases his Movement speed (6.0 m/s).
  • The Wraith is partially invisible as a shimmering form to Survivors who are within 20 metres of him and fully invisible to Survivors who are farther away.
  • The Wraith becomes fully invisible when standing still for a second, including for himself, and for as long as he remains stationary.
  • The Wraith is unable to attack Survivors or interact with them, but can still interact with environmental objects.


SPECIAL ABILITY: CLOAK / UNCLOAK Atl Hud PB IconInvisibilityBell 02
The Wraith must Uncloak in order to attack Survivors.
Press and hold the Power button at any time to ring the Wailing Bell and Uncloak, leaving the Spirit World.

  • Grants a short speed burst for 1 second to increase his Lunge range and compensate for his slowed Movement speed while Uncloaking.

The Wraith can Cloak and re-enter the Spirit World at any time by pressing and holding the Power button again to ring the Wailing Bell.


SPECIAL OBJECT: WAILING BELL IconPowers bell
The Wailing Bell's toll is heard up to 24 metres away.
The accompanying *Wooosh* noise of The Wraith entering and exiting the Spirit World is heard up to 40 metres away.


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Chainsaw

FulliconPowers chainsaw
Quotes left A hulking and deadly Chainsaw of terrifying strength. Grinds through flesh, bone, and soul. Once revved up, sends its user into a violent frenzy. Quotes right


SPECIAL ABILITY: CHAINSAW
Press and hold the Power button to charge the Chainsaw and break into a Chainsaw Sprint.

  • Survivors hit with the Chainsaw during a Chainsaw Sprint are automatically put into the Dying StateIconHelp dying.


SPECIAL LOCOMOTION: CHAINSAW SPRINT

  • Increases your Movement speed to 10.12 m/s at the cost of reduced manoeuvrability.


SPECIAL STATE: OVERDRIVE
Revving the Chainsaw and sprinting with it charges the Overdrive Meter.
It decharges whenever the Chainsaw is not in use.

Once the meter is full, the Chainsaw goes into Overdrive.
While in Overdrive, the Chainsaw is enhanced and the following effects apply for 20 seconds:

  • Increases the Chainsaw Sprint Movement speed to 13 m/s.
  • Increases the Charge speed of the Chainsaw by +5 %.
  • Reduces the Cool-down duration of the Chainsaw by -10 %.


The Teacher (unused)

Detention

FulliconPowers detention

Detention is an unused Killer Power for an unused Killer. This Power's icon, along with those of the Item Template:IconLink and the Perk Template:IconLink were added sometime in July or August 2016, before The Nurse's release, which fuelled speculations about the then upcoming new Killer.


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Spencer's Last Breath

FulliconPowers breath
Quotes left A powerful and violent last breath snatched from Crotus Prenn Asylum Warden Patrick Spencer.
Channelling its energy allows The Nurse to pierce and jump through the Spirit World in a blink multiple times in a row. Doing so leaves her in a state of fatigue.
Quotes right


SPENCER'S LAST BREATH:
Press and hold the Power button to charge a Blink:

  • Blink for up to 20 metres upon activation.
    • During the ensuing Chain Blink Window, charge again to initiate a Chain Blink of up to 12 metres upon activation.
    • After either the Chain Blink Window closed or the final Chain Blink elapsed, enter a state of Fatigue (2-3 seconds*).
  • Grants 1 Chain Blink.


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Evil Within

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Blackened Catalyst

FulliconPowers blackenedCatalyst
Quotes left The Source of The Hag's power, a blackened finger used as a catalyst for her terrible power.
The Hag bends and shapes mud to her will. With simple ritualistic drawings, she creates deceitful duplicates of herself, made from mud and decay, which she can use for various effects.
Quotes right


BLACKENED CATALYST:
Press the Power button to bend down and draw a muddy Phantasm Trap sign:

  • The Hag can maintain up to 10 Phantasm Traps.
    • Each subsequently drawn Phantasm Trap will replace the oldest one.


Phantasm Traps:
Survivors entering the Phantasm Trap's Area of Effect will trip the trap, spawning a Mud Phantasm:

  • The Mud Phantasm will yank the Survivor's camera towards it, disorienting them.
  • The Mud Phantasm will emit a fake, short-ranged Terror RadiusIconHelp terrorRadius and keep its sight trained on the Survivor disappearing.

Survivors can prevent tripping a Phantasm Trap by either crouching around or interacting with Props within its Area of Effect.
Crouching over a Phantasm Trap gives Survivors the option to wipe it away, neutralising the trap.


SPECIAL ABILITY: Teleport Atl Hud AB IconTeleport
Press the Active Ability button to teleport to a tripped Phantasm Trap located within a range of 48 metres, taking the place of the Mud Phantasm.


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Carter's Spark

FulliconPowers cartersSpark
Quotes left Is it a gift, or a curse?
The Entity has ignited a corrupted and inexhaustible spark in The Doctor's heart which allows him to generate electroconvulsive power at will.
His insidious treatment corrupts the minds of those it touches.
Victims shocked by the corrupt spark begin to lose their grip on reality and, with repeated exposure, inevitably succumb to madness.
Quotes right


CARTER'S SPARK:
Successfully striking Survivors with either of The Doctor's electro-convulsive abilities causes them to suffer from the tiered MadnessIconStatusEffects madness Status Effect.


SPECIAL AFFLICTION: MADNESS
Madness causes increasingly potent afflictions in the affected Survivors depending on its Tier.

Once the Madness Status Effect is obtained, Survivors are unable to lose it and may only regress back to Madness I by performing the Snap Out of It interaction after reaching Madness III.


Madness I:

  • Causes Survivors to scream once during the tier-up, revealing their location to The Doctor.
  • Causes Skill ChecksIconHelp skillChecks to have a 33 % chance to be Madness Skill Checks.


Madness II:

  • Causes Survivors to scream once during the tier-up, revealing their location to The Doctor.
  • Causes Skill Checks to have a 66 % chance to be Madness Skill Checks.
  • Causes Survivors to experience occasional hallucinations in the form of Illusionary Doctors.


Madness III:

  • Causes Survivors to scream once during the tier-up, revealing their location to The Doctor, then intermittently every few seconds.
  • Causes Skill Checks to have a 100 % chance to be Madness Skill Checks.
  • Causes Survivors to experience occasional hallucinations in the form of Illusionary Doctors and allows The Doctor to read the AurasIconHelp auras of the Illusionary Doctors.
  • Suppresses the ability of Survivors to use their ItemsIconHelp items.
  • Suppresses the ability of Survivors to interact both with other Survivors and certain Props.


SPECIAL ABILITY: SHOCK THERAPY Atl Hud AB IconShockTherapy
Press and hold the Power button to perform a Shock Therapy Attack, unleashing a cone-shaped, ranged shock attack on the ground in front of The Doctor.

Shock Therapy has a range of 12 metres and detonates with a delay of 0.8 seconds.

Survivors struck by Shock Therapy suffer from the following afflictions:

  • Increases their Madness by +0.5 Tiers.
    • If this coincides with a Tier-up, afflicted Survivors will scream once, revealing their location to The Doctor.
  • Interrupts any interaction they are performing at the moment of impact.
  • Suppresses their ability to perform any interactions for the next 2.5 seconds, including vaulting WindowsIconHelp window and dropping PalletsIconHelp pullDown.

Shock Therapy negates the ObliviousIconStatusEffects oblivious Status Effect, shocking Survivors suffering from it.


SPECIAL ABILITY: STATIC BLAST
If the Power gauge is full, press and hold the Active Ability button to perform a Static Blast, unleashing a shock attack that propagates outwards from The Doctor through the air and covers his entire Terror RadiusIconHelp terrorRadius.

Survivors struck by Static Blast suffer from the following afflictions:

  • Increases their Madness by +1 Tier, causing all afflicted Survivors to scream once, revealing their location to The Doctor.
  • Interrupts any interaction they are performing at the moment of impact.

Static Blast negates the Oblivious Status Effect, shocking Survivors suffering from it.

Static Blast has a cool-down of 60 seconds.


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Hunting Hatchets

FulliconPowers huntingHatchets
Quotes left A skill taught by her mother and mastered in the wild. The Huntress can throw Hatchets with deadly precision. Quotes right


HUNTING HATCHETS:
Press and hold the Power button to wind up a Hunting Hatchet.
Release the Power button to initiate a Hatchet Throw.

  • Start the Trial with 7 Hunting Hatchets.
  • The Hatchet Throw can be charged for maximum Throwing speed.
  • The Hatchet Throw can be cancelled mid-charge.
  • Hunting Hatchets are consumed on use and can be refilled at LockersIconHelp lockers.


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Bubba's Chainsaw

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Dream Demon

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Jigsaw's Baptism

FulliconPowers jigsawsBaptism
Quotes left Forever devoted to her master's cause, she punished the ungrateful and the guilty with slyness and murderous puzzles.
The Pig can move stealthily, dash in Ambush Attacks and put deadly Reverse Bear Traps on Survivors' heads.
Quotes right


JIGSAW'S BAPTISM:
The Pig starts the Trial with 4 Reverse Bear Traps in her inventory, which cannot be replenished once used.

Additionally, 5 Jigsaw Boxes spawn in random locations in the environment.


SPECIAL MOBILITY: CROUCHING
Press the Active Ability button to transition into the Crouched State:

  • Reduces your Movement speed to 3.8 m/s.
  • Grants the UndetectableIconStatusEffects undetectable Status Effect.

Press the Active Ability button again to transition out of the Crouched State.


SPECIAL ATTACK: AMBUSH DASH Atl Hud AB IconAmbush
When in the Crouched State, press and hold the Attack button to charge and perform an Ambush Dash Attack:

  • Increases your Movement speed to 6.9 m/s for 2.3 seconds while attacking.
  • Automatically causes you to leave the Crouched State.


SPECIAL ABILITY: REVERSE BEAR TRAPS IconPowers jigsawsBaptism
Press the Power button while standing over a downed Survivor to attach an unarmed Inactive Reverse Bear Trap to their head.

Whenever a GeneratorIconHelpLoading generators is completed, all currently Inactive Reverse Bear Trap become activated.

Active Reverse Bear Traps are armed and on a Death Timer of 150 seconds, which is displayed on the Survivor's Status Icon.
Once the Death Timer elapses, the Active Reverse Bear Traps snaps open and kills the Trapped Survivor.

The Death Timer of an Active Reverse Bear Trap is paused whenever its Survivor is either downed, hooked, or being chased by The Pig.


Escaping the Trial Grounds with a Reverse Bear Trap:

  • Survivors trapped with an unarmed Inactive Reverse Bear Trap may escape the Trial normally and will not be harmed by it.
  • Survivors trapped with an armed Active Reverse Bear Trap may not escape through the Exit GatesIconHelp exitGates, as attempting to do so will instantly trigger the Reverse Bear Trap and kill them half-way into the Gate area.
    • They can, however, escape through the HatchIconHelp hatch.


SPECIAL INTERACTION: JIGSAW BOXES

IconHelp jigsawBoxes

Trapped Survivors see the AurasIconHelp auras of all unsearched Jigsaw Boxes in the environment at all times.

Trapped Survivors must randomly search between 1 to 4 Jigsaw Boxes in order to remove their Reverse Bear Trap:

  • If a search is successful, the Reverse Bear Trap will be removed and discarded permanently.
  • If a search is unsuccessful, the Aura of that Jigsaw Box will become hidden and the Jigsaw Puppet Billy will cackle at the unlucky Survivor.

"You will give everything to me, every cell in your body. The marks on your arms, they're from another life. We'll leave that life behind. When you walk down that corridor there is no turning back. Do you understand that?" — Jigsaw's Baptism


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The Afterpiece Tonic

FulliconPowers gasBomb
FulliconPowers gasBomb2
Quotes left Throughout his years experimenting with anaesthetics and muscle relaxants, The Clown developed several effective concoctions and formulas.
His favourite, The Afterpiece Tonic, he has used to great effect, intoxicating and capturing many unwilling victims.
The associated Afterpiece Antidote also has useful effects.
Quotes right


THE AFTERPIECE TONIC:
Start the Trial with a shared stock of 2 Bottles.
Tap the Active Ability button to switch between the Afterpiece Tonic and the Afterpiece Antidote.

Either tap or hold and release the Power button to launch a Bottle.
The maximum Throw charge is reached when a shimmer travels across the Bottle.

Press and hold the Active Ability button to replenish your Bottles at any time.


SPECIAL ABILITY: AFTERPIECE TONIC
Upon impact, the Tonic Bottle will break, releasing a purple Gas Cloud that will intoxicate Survivors upon contact and while inside it.
The Clown is immune to its effects.

Intoxicated Survivors suffer from the following effects while inside the Gas Cloud:

  • Causes impaired vision.
  • Causes involuntary coughing.
  • Suppresses the ability to Fast Vault.
  • Reduces all Movement speeds through a -15 % HinderedIconStatusEffects hindered Status Effect.

These effects linger for 2 seconds after leaving the Gas Cloud.


SPECIAL ABILITY: AFTERPIECE ANTIDOTE
Upon impact, the Antidote Bottle will break, releasing an inactive white Gas Cloud.
The Gas Cloud will turn yellow after 2 seconds and invigorate both The Clown and Survivors upon contact.

Invigorated Players benefit from the following effect:

  • Increases all Movement speeds through a +10 % HasteIconStatusEffects haste Status Effect for 6 seconds.


SPECIAL INTERACTION: NEUTRALISATION
The two types of Gas Clouds instantly neutralise each other when coming into contact with one another.

Walking from one type of Gas Cloud into the other one will instantly neutralise any lingering effects from the former and apply the latter's instead.


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Yamaoka's Haunting

FulliconPowers yamaokasHaunting
Quotes left Yamaoka is the name she carries from her ancestors, who unleashed hell on the battlefield.
The Spirit draws her power from their wrath, haunting the living as retribution for her suffering.
The Spirit can use
Yamaoka's Haunting to enter the Ethereal Plane and re-appear at a new location.
Quotes right


YAMAOKA'S HAUNTING:
Press and hold the Power button to charge Yamaoka's Haunting and initiate a Phase-Walk.
The Spirit will depart her physical body and enter the Ethereal Plane, leaving behind a stationary Husk.

Using Yamaoka's Haunting depletes The Spirit's Power gauge (5 seconds).
It will automatically replenish over time (15 seconds).
The Power gauge must be fully replenished before another Phase-Walk can be initiated.


Phase-Walk:

  • The Spirit may traverse to a new location at an increased Movement speed (7.04 m/s).
  • The Spirit loses sight of all Survivors, but still sees the Scratch MarksIconHelp scratchMarks they leave throughout the Trial Grounds.
  • The Spirit emits an audible, directional cue while Phase Walking within 24 metres of her ethereal form.
  • When ending a Phase-Walk, The Spirit retains her Movement Speed boost for a brief moment and her Husk fades away.


Husk:


Passive Phasing:

  • When not Phase-Walking and only from the Survivor's Point of View, The Spirit constantly phases in and out of view at random intervals.


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Feral Frenzy

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Vile Purge

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Night Shroud

FulliconPowers nightShroud
FulliconPowers nightShroud activated
Quotes left The Ghost Face used to study his victims for weeks, meticulously registering their habits.
When the urge to kill swelled, he'd know exactly how and where to strike.
Quotes right


NIGHT SHROUD:
When the Power gauge is full, press the Power button to activate Night Shroud.

While Night Shroud is active, The Ghost Face is granted the UndetectableIconStatusEffects undetectable Status Effect.
Performing a Basic Attack automatically deactivates Night Shroud and depletes the Power gauge for 24 seconds.


SPECIAL MOBILITY: CROUCH
Press the Active Ability button to crouch at any time.
Press it again to stand back up.
While crouched, The Ghost Face moves at a slower speed (3.8 m/s), but is more difficult to reveal and harder to spot by Survivors in general.


SPECIAL ABILITIES: STALK & LEAN

IconHUD ghostFaceLean

While Night Shroud is active, press and hold the Power button at any time to stalk Survivors.
Standing behind cover will show the LEAN prompt, allowing The Ghost Face to lean around structures and stalk Survivors at twice the rate (x2) while keeping most of his body hidden, making it harder to reveal him.


SPECIAL AFFLICTION: MARKED

IconHUD markedState

Fully stalked Survivors become Marked and suffer from the ExposedIconStatusEffects exposed Status Effect for 60 seconds.
While Exposed, they are unable to reveal The Ghost Face.


SPECIAL INTERACTION: REVEAL:
While Night Shroud is active, Survivors can attempt to reveal The Ghost Face by looking at him.
If they see enough of his body for at least 1.5 seconds, Night Shroud automatically deactivates and depletes the Power gauge.

While revealing The Ghost Face, markers point towards the direction The Ghost Face is being revealed from, informing him of that Survivor's general location and giving him the opportunity to attempt hiding his body from view before he is fully revealed.
If a Survivor manages to reveal The Ghost Face, their exact location will be betrayed for 2 seconds by Killer Instinct.


"Don't mind me. That's it, keep going. Perfect. That's the image I'll keep of you." — The Ghost Face


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Of the Abyss

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Yamaoka's Wrath

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The Redeemer

FulliconPowers theRedeemer
FulliconPowers theRedeemer chainBreak
Quotes left The Deathslinger's ingenuity affords him the ability to reel in bounties with a unique invention — a heavily modified, hybrid rifle that replaces conventional ammunition with a razor-sharp spear affixed to a chain. Quotes right


THE REDEEMER:
Press and hold the Power button to aim down sights.
Press the Attack button to shoot a spear that can lodge itself in a Survivor, allowing them to be reeled in towards The Deathslinger against their will.


Reel:
While a Survivor is speared by The Redeemer, press and hold the Power button to reel them in towards you.
Survivors may struggle against the chain or use the environment to pressure the chain to break.
Doing so will result in briefly stunning The Deathslinger as well as putting the Survivor in the Injured StateIconHelp injured and applying the Deep WoundIconStatusEffects deepWound Status Effect.

Using a Basic Attack while a Survivor is speared will break the chain without applying either a stun penalty to The Deathslinger or the Deep Wound Status Effect to the Survivor.

Successfully hitting a Survivor with a Basic Attack while they are speared and healthy will also apply the Deep Wound Status Effect.


Reload:
The Redeemer must be reloaded after every shot, before it may be fired again. Press and hold the Active Ability button to reload The Redeemer.


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Rites of Judgement

FulliconPowers ritesOfJudgement
Quotes left Open the Gates of Suffering and be judged! The Great Knife splits the ground, giving rise to an infernal construct and spreading agony to all who approach. Quotes right


RITES OF JUDGEMENT:
Hold the Power button to activate, then move forwards in any direction to carve a Torment Trail into the ground.

Survivors who walk or run on the Torment Trail will trigger Killer Instinct, as well as become afflicted with Torment.
Survivors afflicted with Torment may be sent to a Cage of Atonement when they are in the Dying StateIconHelp dying.
Being rescued or rescuing another Survivor from a Cage of Atonement will remove Torment.


SPECIAL ATTACK: Punishment of the Damned Atl Hud PB punishmentOfTheDamned
Press the Attack button while Rites of Judgement is active to perform Punishment of the Damned.
This unleashes a wave of force in the form of an Attack Trail, damaging any Survivors in its path.


SPECIAL ABILITY: Cage of Atonement IconHelp cagesOfAtonement
Press the Active Ability button while standing over a dying Survivor afflicted with Torment to send them to a Cage of AtonementIconHelp cagesOfAtonement.
Survivors in a Cage of Atonement undergo the regular Sacrifice process as if they were on a HookIconHelpLoading hook.


SPECIAL ABILITY: Final Judgement Atl Loadout Icon MementoMoris
Press the Active Ability button while standing over a dying Survivor afflicted with Torment and who has reached the second Hook Stage either on a Hook or in a Cage of Atonement to execute them using a Mini-Mori.


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Blighted Corruption

FulliconPowers blightedCorruption
Quotes left Pustula serum courses through his veins, corrupting his mind and body, yet granting him unnatural physical abilities. Quotes right

BLIGHTED CORRUPTION:
The Blight starts the Trial with 5 Tokens.


SPECIAL ABILITY: RUSH
When Blighted Corruption is fully charged, press the Power button to initiate a Rush, allowing The Blight to dash forwards at great speed, consuming 1 Token in the process.

  • During a Rush, The Blight is unable to initiate an Attack.


SPECIAL INTERACTION: SLAM
A Slam is performed by rushing The Blight into obstacles or walls, which opens the Chain Rush Window.


SPECIAL ATTACK: LETHAL RUSH
During the Chain Rush Window, press the Power button again to initiate a Lethal Rush, consuming 1 Token in the process.

  • During a Lethal Rush, The Blight can initiate an Attack by pressing the Attack button.
  • Rushing into PalletsIconHelp pullDown or Breakable WallsIconHelp breakableWall while attacking will destroy them.


Fatigue:
When either the Chain Rush Window closes or the final Lethal Rush with all Tokens are consumed, The Blight enters Fatigue and begins recharging the Tokens.


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Blood Bond

FulliconPowers bloodBond Sister
FulliconPowers bloodBond LittleBrother
Quotes left Though forever bound through blood and trauma, The Twins have been granted the power to separate from their shared body. Together they hunt as brother and sister, doubling the threat to Survivors. Quotes right


SPECIAL ABILITY: BLOOD BOND Atl Hud PB UnbindVictor
As Charlotte, press and hold the Power button to unleash Victor.

  • Pressing the Ability button allows you to swap control back and forth between Charlotte Atl Hud PB SwitchToCharlotte and Victor Atl Hud PB SwitchToVictor.


SPECIAL STATE: DORMANT STATE
While controlling Victor, Charlotte falls into a Dormant State.

  • In the Dormant State, Charlotte's Terror RadiusIconHelp terrorRadius and Red Stain are hidden.
  • In the Dormant State, Charlotte temporarily retains collision, blocking a Survivor's path.


SPECIAL ABILITY: VICTOR
Victor can scour the environment at great speed in search of Survivors.

  • Victor cannot see Scratch MarksIconHelp scratchMarks.
  • Victor can see Pools of BloodIconStatusEffects bleeding left by injured Survivors in bright red.
  • Victor can search LockersIconHelp lockers for Survivors.
    If he finds one, control automatically reverts to Charlotte while he holds the Locker doors shut, trapping the Survivor for up to 10 seconds while they struggle against it.

While controlling Charlotte, Victor will trigger Killer Instinct on any walking or running Survivors within his Shriek range, revealing their outlines to Charlotte.

  • Victor will automatically dissolve and re-grow on Charlotte after 90 seconds.
  • Charlotte can voluntarily recall Victor after 30 seconds Atl Hud AB RecallVictor.


SPECIAL VICTOR INTERACTION: CRUSH
When Victor is idle, Survivors can perform the Crush action on him, crushing him in the process and forcing him to re-grow on Charlotte's after 6 seconds.


SPECIAL VICTOR ATTACK: POUNCE Atl Hud ATK Pounce
While controlling Victor, press and hold the Ability button to charge a Pounce and press the Attack button to unleash it Atl Hud AB PounceCharging.

Pouncing at a Survivor will damage them.

  • If the Survivor was at full health, Victor will latch onto them; control will swap back to Charlotte.
  • If the Survivor was already in the Injured StateIconHelp injured, they will be put into the Dying StateIconHelp dying; control will remain with Victor.

A Pounce without latching on will leave Victor vulnerable for a short time, in which nearby Survivors can crush him.
If a Pounce lands him on top of an obstacle taller than himself, Victor will automatically dissolve and re-grow on Charlotte.


SPECIAL VICTOR INTERACTION: LATCHED-ON:
When latched onto a Survivor, they suffer from various afflictions:

The afflicted Survivor can remove and crush Victor by performing the Remove action for 8 seconds.
The Exit-Gate-Blocker lingers for 5 seconds after Victor is removed.