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Bond : find your team, heal your team, get healed by your team, break 3 gens, get into position to FL save or that a hit to buy a tunnelled team mate time
Sprint Burst : cross the map wide for an unhook, one-time use get away from a stealth killer
WoO : see what lies beyond what you seen of the map so far and know where pallet are up, down or dropped, knowing what resources are left when the game has gone through multiple chases can make the killer waste much more time than he would otherwise. Can replace with open-handed to make Kindred and Bond even better if you plan on avoiding the killer
Guardian : Unhook and point your very speedy team mate where to run
We'll make it : Because a lot of people do not function well when injured and normal healing speed will get them killed against most killers as they snap back to hook immediately
also
built to last
flashbang
background player
deja vu
(to make sure to avoid 3 genning yourself mostly but can also be immensly timesaving in indoor maps especially since it gives a minor repair boost now too)
hyperfocus
sabotage
(mostly beause current overuse of scourge hooks)
also i believe smash hit is underrated
youd look at its raw data, and on comp level its probably as bad as it looks
but in pub you underestimate its emotional damage
seeing your pray zoom into the distance while getting stunned and having to break the pallet can easily get a killer to drop chase especially if it happens after some time looping already happenned
also you can combo it with DS
(if youre feeling extra spicy you might even add a flashbang topping)
and destroys enduring+spiritfury or hubris on some killers
Gives you free aura reads on any potential 3 gens, and bonus repair to those grouped up gens. There's really no reason not to use it.
Off the record: self-explanatory
Adrenaline: the best endgame pressure reset perk
Sprint Burst: extremely great chase and tile connecting value if used properly
Decisive Strike: Extremely valuable and underrated perk when used in the right hands