Dead by Daylight

Dead by Daylight

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Comprehensive Killer Guide (Version 1.7.1)
By Croquedead and 1 collaborators
This guide is all about what it is to play as killer in Dead by Daylight. We cover strategy, deep analysis of every killer, perk, add-on, map and more. This is the guide on how to become a successful killer and finally start having fun slaughtering people!
   
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Introduction
Have you ever asked yourself: "Wow, playing killer sure is hard!" or "How do you play this killer?" or even "What build should I use for this killer?", well this guide is for you! We gathered our knowledge of over 1K hours players with more than half as killer in order to make this. We have a lot of sections that are about a bunch of different topics. The biggest part of this guide, however, are the killers sections, which are split into different parts:

Overview
You'll get to know who is that killer and what is its power. We'll tell what is good about it and what is bad. So it's going to be split in two parts. We first talk about the killer in general, but also how the community generally feels about him or her: is he strong? Weak? Do people generally enjoy this killer? Keep in mind that every killer can be fun, yes, even the Trapper, for both you and the survivors.

Second, we'll list a few positive points and a few negative points. You'll be able to guess if the killer is strong by looking at how many positives there are compared to negatives. Don't let that discourage you, however, as we do defend weaker killers.

Tips&Tricks
These short sections tells you about a couple things about strategy as this specific killer. Use this section to try different things and practice them to get better and scarier. It's a work-in-progress, this section is going to grow bigger eventually.

Perks
The most important section of the guide. This is a list of the 10 most recommended perks for this specific killer. This doesn't mean you shouldn't use any other perk than these 8, but you're sure to have an at least decent build if you use 4 perks out of those.

You'll notice things like this: [P2] after the perk's name. These are called priority perks. The higher the number, the more recommended this perk is. Here's the priority chart:

P1: This perk is a good suggestion on this specific killer. You can use it if you want, it's pretty good, but if you don't feel like it, be creative!
P2: This perk is recommended. I feel like if you use this perk on that killer, you'll be doing really good. However, it can be replaced by another perk if you want.
P3: This perk is very recommended on this killer. I highly suggest you use it to your advantage or at least try it out. You can still perform without it, but you should really check it out.
P4: This perk is mandatory on this killer. If you don't use it, you're gonna struggle a bit on some aspects of the game or loose some big opportunites.

We will never recommend NOED (Hex: No One Escapes Death). This perk is pretty cheap, boring and not very fun. You will never need NOED with enough practice and a good build as you will be able to kill them all before all generators are done (at least 3 survivors are gonna be dead, the last one might get the hatch, which is fine, at this point you did great).

Add-ons
This is a simple list of all of the add-ons in this killer's rooster. I will comment on every single one of them, telling you if I think it's worth using or not and why. This will help you make a choice of add-ons to use, but also which ones you want to get in your bloodwebs.

With all of that said, thanks for reading in advance and let's start with our first killer!

Note : We might sometimes call the Shape Micheal Myers and call The Cannibal Leatherface, their movie names are often well known but in the game they are only refered as the Shape and The Cannibal
Basic statistics about the killers
Before going any further, let's talk numbers shall we? The survivors run at a speed of 4 meters per second, what about the killer? Well it actually depend on what killer you are talking about. Most of them run at 4,6 meters per second, so about 15 percent faster than those pesky survivors you want to kill. All killers do not share this movespeed though, so here is a list of the speeds of both survivors and killers.

Movespeed
  • Survivors (running) : 4 m/s 100%
  • Survivor sprint (sprint burst/lithe/balanced landing/dead hard/adrenaline) : 6 m/s 150 %
  • Trapper : 4,6 m/s 115%
  • Wraith : uncloaked 4,6 m/s 115% | Cloaked 5,04 m/s 126 %
  • Billy : 4,6 m/s 115% | chainsaw charge 9,2 m/s 230 %
  • Nurse : 3,85 m/s 96,25% | blink 13,33 m/s 333%
  • Shape : EW1 4,2 m/s 105% | EW2&3 4,6 m/s 115%
  • Hag : 4,4 m/s 110%
  • Doctor : Punishement 4,6 m/s 115% | Treatment 4,4 m/s 110%
  • Huntress : 4,4 m/s 110%
  • Cannibal : 4,6 m/s 115% | Bubba's chainsaw TBD
  • Nightmare : 4,6 m/s 115%
  • Pig : 4,6 m/s 115% | Crouching 3.68 m/s 92 % | Dashing 6.4 m/s 160 %
  • Clown : 4,6 m/s 115%
  • Spirit : 4,4 m/s 110% | Crouching 7,04 m/s 176 % |

Bloodlust
Bloodlust adds to your base movespeed in a non-cumulative way (bloodlust 1 do not stack with bloodlust 2).
  • Bloodlust 1 : +0,2 m/s after 15 seconds of chasing
  • Bloodlust 2 : +0,4 m/s after 30 seconds of chasing
  • Bloodlust 3 : +0,6 m/s after 45 seconds of chasing
Terror radius
But what about the terror radius of each killer? Don't you worry I got you covered on that as well.
  • Trapper : 32 m
  • Wraith : uncloaked 32 m / cloaked none
  • Billy : 32 m
  • Nurse : 32 m
  • Shape : EW1 6 m / EW2 16 m / EW3 32 m
  • Hag : 24 m
  • Doctor : 32 m
  • Huntress : 20 m / humming 45 m (the humming is not considered part of the terror radius and can't be altered by perks)
  • Cannibal : 32 m
  • Nightmare : 24 m humming/ 24 m terror radius while in the dream world
  • Pig : 28 m
  • Clown : 32 m
  • Spirit : 24 m

Those values are for the baseline stats when there is no addons or perks affecting them, in the future more might be added to this section.

Trivia
  • Nurse is the slowest killer by walking, but her power makes her move the fastest.
  • Hillbilly is the fastest killer as his chainsaw sprint speed is consistent unlike the Nurse's blinks who are stopped by her stuns.
  • The Shape has the smallest terror radius (not counting cloaked Wraith who has none). On EW1 combined with Monitor & Abuse, he has no terror radius.
  • The Hag has the same terror radius as A Nurse's Calling range (at tier 2), making that perk even better on her.
  • Huntress' humming makes her the easiest killer to detect and thus to hide from.
Tier List
This is the current Tier List for killers. I made this based on my experience as well as a few others that I analysed myself. I do think this is mostly accurate and be aware the it will be updated over time. You may have a different opinion and I would be more than happy to discuss it with you, but this is my opinion and it might help new people make a choice for a main killer if they are into the more competitive side of this game.

















S Rank
Killers in this rank are giving more than satisfying results and are truly the rulers of the metagame, even the strongest of the survivors fear these killers. This is mostly due the combination of huge map control, great chasing capabilities, extremely good power that has a lot of uses and a high skill cap that can climb higher and higher the more you play them. They are so good, in fact, they are undisputed as the best killers in Dead by Daylight, killers in lower ranks shuffle a lot depending on people's experience, but these killers, no. Everyone considers them as the rulers of the metagame.

Nurse
Hillbilly
Hag

A Rank
Killers in this rank are giving satisfying results on higher ranks. They are truly a treat and survivors need to know how to counter them because of their amazing power. They do, however, respect most game mechanics and can be juked by using more classic ways than the killers in S Rank.

Wraith
Pig
Doctor

B Rank
This tier is also called the "Borderline Tier", which stands for killers that are viable, but will struggle a lot more than killers above them. They will most likely waste time in one way or another and will need to find a way to snowball in order to catch up with gen progress.

Shape
Huntress

C Rank
Killers in this rank can perform well, but they will need a lot of perks/add-ons to do so. They rely more on the support you give them. It's not impossible to do well with them, but there are way better killers out there.

Nightmare
Spirit

D Rank
Killers in this rank have a power that is almost literally useless for a reason or another and are in a need of some serious buffs.

Trapper
Cannibal
Clown
Explaining the killers ranking
We'll explain quickly why the killers are ranked like this:

Nurse (S)
Best killer in the game due to her ignoring game mechanics, being extremely insane in a chase and having almost no counterplay other than gen rush. Pro Nurse players rule the kill metagame.

Hillbilly (S)
Hillbilly's has a one-shot down ability and he has pretty insane add-ons .But his true strength is actually his amazing map control, the best in the game in fact. Hillbilly can travel the entire map in seconds and his overall omnipresence is what makes him one of the scariest killers to face. In fact, he is so good he finally caught up with the Nurse, which did suffer from a lot of killer nerfs in general, which allowed Billy to catch up.

Hag (S)
If you run in to the Hag's traps in the chase, she is pretty much the same as the Nurse. So, while limited, her chasing ability is almost as good as the Nurse. Her map control is absolutely insane and her trapping speed is brutal. The counterplay against The Hag is either non-existent or very hard to pull off depending on the situation. As a killer that rewards the skill of the player put into her and not having to rely on survivors mistakes nearly as much as lower tier killers, The Hag is now part of the Top Tier.

Wraith (A)
Times are looking good for The Wraith. His latest buff really mattered and truly made him a strong killer. After two years of not being viable, The Wraith can finally be considered a truly viable killer at all ranks, his power allows him to apply great map pressure, can be used to shorten chases, as a sneaking tool. Finally, the wailing bell can be considered a pretty good power in general with outstanding add-ons to back it up. Feels good to be a Wraith Main at the moment.

Pig (A)
The Pig is a pretty good killer that excels at gaining more time by forcing survivors to pull off reversed bear traps from their heads. This gives her enough time to secure kills and remove important pallets from the map. While loopable, The Pig excels at mind games due to her short height and her dash. Lastly, The Pig can also sneak up easily on survivors using her crouch ability and can go as far as grabbing people from generators, totems, etc. All of these are great tools that make this killer pretty good despite her major weakness to pallet loop.

Doctor (A)
His shock therapy makes survivors unable to drop pallets for 2.5 seconds, which is usually a free hit if the pallet isn't dropped early. The Doctor is also the best killer at finding survivors. It isn't generally hard to find them, but it is still a great tool nonetheless. Also, madness 3 wastes a lot of time for survivors. An advantage of the static field is that there is generally little counterplay to it other than lockes...and we all know how good lockers are.

Shape (B)
The Shape, aka Michael Myers isn't the best of all killers, but he still has a few tricks up his sleeves. He can get some surprise hits and does have a one-shot ability, but it is quite situational and requires a lot of set-up. Good survivors will spot Myers stalking early on and may give him trouble to gain tier 2 of Evil Within, which is a problem for early-game. However, Myers does have a ridiculously high vaulting speed and has a lowered terror radius, While he has clear weaknesses, he still has some valuable tools.

Huntress (B)
The Huntress both excels in some situations and can turn into the worst killer in the game in others. It is pretty hard to judge her for that reason. While strong in open fields, The Huntress is going to have a really bad time in enclosed areas such as jungle gyms, buildings, etc. Due to her speed and no way to catch up other than running, she can turn into the most loopable killer in the entier game. The fact that there are safe spots against this killer completely negates her the top tier potential that most people seem to see. This doesn't make her a bad killer however, despite being very weak against stealth due to her horrible patrol and the huge directional lullaby radius, stealth isn't exactly in the current meta and she can be extremely deadly at close range and in the basement.

Nightmare (C)
Freddy is an interesting killer, he can find survivors easily and keep track of them just as good. He is very good at gaining information and abusing it to his advantage. On top of that, he can also slow the game down to make the entire map unsafe by breaking all the pallets around. However, he does have some major flaws. Obviously, he can't interact with survivors without putting them to sleep, which at base takes 7 seconds. He has also no chasing or patrol tools, which do waste a lot of time. He can mindgame better due to his short size, but that's literally all he has going for him. His endgame can be strong, but it asks for some serious management and preparation. Playing Freddy is a challenge, not because his power is hard to use, but because he asks for a lot of analyze of what is going on and what the optimal play would be considering how much information he can get.

Spirit (C)
Another interesting killer with a lot of potential. With her phase walk, she can have a great patrol, has a lot of mindgame potential in chase and can even sneak up on survivors. This sounds like a very powerful and versatile power, but the problem comes from her stats. It takes 15 seconds to recharge, which is pretty long and during that cooldown, she has a movement speed of 110%. Also, she can't see survivors while phase walking, meaning she is very high risk/reward killer. The cooldown really limits her abilities, this sadly hinders her too much.

Trapper (D)
What a fall from grace. The Trapper was considered the strongest killer at the game's release because he was the only killer able to soft counter infinites. When the Nurse came into the fog, they both shared the spot for the strongest killer as the Trapper had his infamous traps under the hooks. However, the meta changed quite a bit and he can no longer trap under hooks. The Trapper is now only a normal killer with a very weak power that requires way too much set-up. Unlike Hag, the Trapper needs to pickup his traps and they are even weaker due to possible RNG and bad placements. Bear traps are easy to disarm and can even be destroyed. Sorry Trapper, but you are weak.

Cannibal (D)
The Cannibal is almost the exact opposite of Hillbilly. while Hillbilly is fast and dangerous, leatherface seems to be meant to be a slow moving wall of death....that fails to be a wall of death. His chainsaw doesn't give him a sprint but can hit multiple survivors, he has to slow down to charge his chainsaw so he can't catch up without add-ons and he has nothing else to back those up. While he indeed is very good to punish stupid saves, his best strenght relies on the survivors making mistakes, and on top of that he has zero map pressure given his normal movement speed. As a matter of fact, we consider his power to be the one of the worst in the game currently, not doing anything significative at all unless the survivors make a lot of mistakes, but by this point any killer would get good results anyway, this doesn't make Leatherface feel any special, even with the best punish in the game. No add-on can save this guy and Tinkerer being gone, he has lost everything and is in a serious need of rework.

Clown (D)
To be completely honest, The Clown's power is useless. It literally has no purpose unless you are using Flask of Bleach. The reason for that is the fact The Clown slows himself down by the same amount as the gas slows the survivors while he is throwing a bottle. This makes the gas completely pointless and will not help hit people. Any treath he poses to pallet looping can be stopped by standing in the pallet and waiting for The Clown to come close for dropping it. The bottles will also sometimes break in his hands or have very awkward hitboxes.
Perk Tier List
A second tier list for all the killer perks in the game. I would like to remind you that this is my opinion and it comes from my experience and my experience alone. Feel free to comment below if you want to discuss a certain perk's placement.

S Rank
(dominant)
A Nurse's Calling is the best perk we have against Self-Care which works great on, not only every killer in the game, but also as a pure sniping perk that downs the most unexpected survivor. It more than deserves to be above all the rest.




A Rank
(extremely useful)
These perks are basically useful on almost every killer. They counter a certain playstyle from the survivors or a certain perk that is meta and can be used effectively by every killer in the game.




B Rank
(very good)
These perks are very good. They serve a purpose in a loadout and fits it very well.



C Rank
(good)
These perks are good. They have a certain use on a few killers and are indeed powerful in the right situations. NOED's here. We know we don't recommend it, but we have to acknowledge its power at some point.








D Rank
(situational)
These perks are a bit situational. They can be good sometimes, but there are games they will be completely useless.








E Rank
(outclassed)
These perks are outclassed by other perks available most of the time. There are no reason to use these perks over other ones. While some of them are not terrible, you should consider moving on a perk that does the same job better.




F Rank
(mediocre)
These perks fail at what they're supposed to do. They don't even seem to be useful in any way. Their effect is hardly noticeable and some even encourage bad playstyles.




G Rank
(useless)
For the longest time, Monstrous Shrine was worthy of its own tier. Times have changed and we got Beast of Prey, which, to be fair, doesn't really do anything either. When did you think: "Oh, if only I had Beast of Prey"? Never! You never did! Why? Because this perk is horrible! Both of those perks are pointless in a build, you're better off leaving them blank so nobody dares to ask you: "Why do you use this perk?!" because they also know, by using logic, that these perks are horrible. Oh yeah and there's Surveillance...which doesn't really do anything.
An overview of each killers
Before going in details about each killer, lets have an overview of what is each killer strenghts and weaknesses. This section will rate on a scale to 1 to 5 how each killers perform in many areas.
the areas covered are :

  • Chase: The ability of the killer to run down survivors and catch them.
  • Map control : the ability of the killer to move around the map, protect the generators and react to the survivors moves before it is to late.
  • Patrol : The ability of the killer to find people or to force them out of hiding.
  • Momentum : how fast is the killer able to play at his peak efficiency and to maintain it.
  • Punish : The ability of the killer to punish bad plays from survivors (ex : diving the hook for a save)
  • Ambush : The capacity of the killer to attack the survivor by surprise using their power or perks like monitor and abuse and nurse's calling (how good they are at using said perks to create a surprise attack)

As for the scaling here what each number mean
1 : the killer has a serious handicap in this area that will hinder your performances greatly.
2 : the killer can perform in this area but is bellow average by a good margin
3 : the killer is decent in this area, he is not bad at it but not a master of it either
4 : the killer is strong in this area
5 : The killer is a master at this skill and should be taken very seriously when he does such task

Trapper
-Chase : 3 ( Decent chasing ability, the survivors must watch for traps or risk a certain end of the chase)
-Map control : 4 ( the trapper traps are a serious treath once they are in place)
-Patrol : 3 (the trapper is slow and has no tool to force the survivors out of hiding but his traps might gives him some free catches)
-Momentum : 1 ( the trapper is pretty slow to start his game since he must collect and place his traps, on top of that he will have to do it again at some point of the game)
-Punish : 3 ( given that he has set up traps to punish bad play in advance, he can do some nice punish, sadly, he depends on thinking those punishing traps before the survivors try the bad play in question and his amount of trap is limited by his momentum)
-Ambush : 2 (he has no tool to do a good ambush even tho he can use perks to do one one survivor that don't expect him to know their location)

Wraith
-Chase : 3 ( The Wraith's cloak can be used in a variety of ways depending on the addons the wraith uses. In certain situations the uncloack might gives you a free hit that will make your chase shorter)
-Map control : 4,5 ( the wraith has an impressive speed when cloaked so he will cover a lot of ground very fast)
-Patrol : 4 ( the fast speed of the wraith and the fact that he has no hearbeat when cloaked means he has no problem finding survivors)
-Momentum : 5 ( the wraith start the game at peak efficiency since he can start hinting right away and since its very easy to find people he can just keep finding new chases)
-Punish : 2 ( the wraith has no ability to punish bad plays aside from the methods availible to all killers and this will make you suffer from very bold survivors. The only reasons he has a 2 and not a 1 is because his cloak kinda counter borrowed time shenanigans.)
-Ambush : 5 (The wraith can take survivors by suprise since they won't even know you are comming for them before its too late, he need some aura reading perks to create ambush oppotunities tho)

Billy
-Chase : 4 ( in the hands of a skilled players, billy's chainsaw is a fear inducing weapon that can end your chases and put to dust any pallets in its way, sadly billy suffer from being a killer that can be pallet looped so this does affect his abilities to catch people)
-Map control : 5 (billy is very fast and can get where he needs to in an instant making him pretty much negate any distance given that there is no big obstacles that prevent him from using chainsaw sprint to get there)
-Patrol : 4 (billy arrival is sudent and will leave very few time for survivors to hide)
-momentum : 5 (billy can start chasing right away and will be on the surivors very fast given his speed and will be just as fast to find new ones after a hook)
-Punish : 4 ( The chainsaw will make the survivors think twice before doing something stupid and if they don't they will pay the price by getting down by one swing of your deaded weapon)
-Ambush : 4 (billy can suprise unsuspecting survivor that don't have a clue he has perks like barbecue and chili or nurse's calling)

Nurse
-Chase : 5 ( A good nurse is not to be ♥♥♥♥♥♥ with in a chase or she will make you have a bad day)
-Map control : 4 ( The nurse can blink fast from one area to the other)
-Patrol : 3 (the nurse arrive in a sudent way, the only thing limiting her is that its easy to tell when she arrives and the fact that her stun prevent her from having a good vision when reaching a gen)
-momentum : 4 ( The Nurse can start chasing right away and won't have that much problem finding new survivors after a hook given her alright patrol and good map control)
-Punish : 3 (Given her blink that allow her to travel small distances very fast and her very strong chase, the nurse can usually punish in a decent way stupid plays)
-Ambush : 4 (The nurse can do swift ambush with perk that gives an aura reading capability)

Shape
-Chase : 3/4 (Myers has a very avarage in stage 2, his only advantages he has in EW2 compared to other killers is the faster vault speed. In EW 3 myers is a very dangerous chaser that can down you in one hit and that has both a very long lunge and insane vaulting speed, sadly like billy he is indered by pallet looping)
-map control : 2 (Myers has no way to cover a lot of ground quickly but he does cause some paranoia given his almost non existant terror radius)
-patrol : 4 (myers gives no warning of his comming since he has no terror radius, thus it is pretty easy to find people as him)
-momentum : 3 (myers has a slow early game but won't loose momentum once he is able to enter EW2)
-Punish : 4 ( Survivors that let him stlak will pay for it or even worse make their friends pay for them. he will also punish survivors that do stupid save in a very harsh way given his EW3)
-Ambush : 5 ( In EW 1 and 2, the Shape is a master of ambush because of his very low terror radius and extreme synergy with monitor and abuse, sadly he need to use an aura reading perk or he will loose some opportunites)

Hag
-chase 4 (given the right trap set up, the hag will make the survivors life painfull with the camera locking and his insta attacks after the trap detonation)
-map control : 4 (when an area is filled with traps, the area becomes a mine field for the survivors, she has to choose an area to protect tho since she can't take the time to trap all over the map when playing vs good survivors)
-patrol : 4 ( given the huge area that traps can cover and the fact that she can pose 10, she won't have any trouble to catch some survivors)
-momentum : 2 (the hag must take some precious time to set up her traps and will have to set up more during the course of the game)
-Punish : 4 (the hag can punish stupid plays and given that she always has acces to her traps its not a problem to place one on the spot. She also also is very good at basement parties)
-Ambush : 4 ( letting survivors go just for them to walk into one of your clever trap and giving you a free hit can create some nice ambush opportunities)


An overview of each killers Part 2
Doctor
-Chase : 3 (The doctor can shock people to prevent them from using pallets or windows, but aside from that, he has nothing else going for him in chases)
-Map control : 4 ( while the doctor himself has no way to move quickly, he has a 32 m range on his static field that will reveal survivors, making it dangerous for them to stay in the 32 m range)
-Patrol : 5 (the static field has no counter aside from lockers and cover 32 m, needless to say he has a very easy time to force peope out of hiding)
-Momentum : 5 ( the doctor can start chasing right away and use his static field to reveal the survivors right away and can so the same after a hook)
-Punish : 3 (The doctor can use his shock to punish bad plays to some extend but nothing that will make you jump out of your seat. The only time his punish will be strong (as in really strong) is when survivors dive for the hook as he can prevent the unhooking altogether using the shock.)
-Ambush 2 (the doctor has no tool to create ambush unless you take a very specific build)

Huntress
-chase : 4 (the huntress chase is deadly given her long range attacks, the only thing keeping her from being a 5 is her slow movespeed and the fact that in loopable spots that she can't shoot over she has a pretty bad time)
-map control : 3 (the huntress is slow to move around, her saving grace is that she can snipe people on gens and start chases from very far away)
-patrol : 2 (the huntress has no mechanic that help her find the survivors and she gives away her position in a 45 m range because of her humming. The only thing that might help her in the patrol departement is the fact that some survivors may underestimate how safe they are because they won't consider the distance she can start a chase at)
-momentum : 3 (the huntress can start chasing right away but will have to go to lockers from time to time to get some more hatchets once she has thrown all 5, on top of that she will have some trouble finding new people given her pretty bad patrol making her loose momentum if they know how to hide)
-punish : 4 ( she can punish people from a distance, can punish stupid saves and even borrowed time in many situations. She can even use the survivors's pallet droping and window vaulting animation to get some free hatchets hits)
-Ambush 3 ( Aura reading perks can create free hits opportunities with the hatchets)

Cannibal
-chase : 3 (Leatherface can use his chainsaw to put survivors to the ground in one hit....and that is about it, the reason he has such a bad stat is because he can be looped and the chainsaw itself has a pretty low range and a bad acceleration)
-Map control : 1 (Leatherface has no way to do any map control period)
-Patrol : 1 (Leatherface arrives slowly with a normal terror radius and has no mechanic to force people out of hiding)
-Momentum : 3 (Leatherface can start chasing right away, but he is pretty bad a finding new people after a hook given his terrible patrol and non existant map control)
-Punish : 5 (if you do some bad play, Leatherface can totally destroy you. his ability makes him punish both the saving survivor and the saved survivor if a save happens while he is close and it will be even worse if its a basement party)
-Ambush : 2 (The cannibal has no tool in his base kit to create ambush and even with perks won't be very good at it)

Nightmare
-Chase : 2,5 (Freddy has no tool in chase, given your innate aura reading its better most of the time to just give the first hit and try to ambush for the second one. Even tho he has nothing going for him stat wise, his akward attack animation and small stature might give him hits that an other killer might not have been able to get.)
-Map control : 3 (The nightmare has no way to cover a lot of ground rapidly but can slow the gen progress by putting people in the dream world)
-Patrol : 4 (Its not hard for the nightmare to find people as he is totally invisible and his lullaby is a 2 D sound that only tell the distance and gives no information regarding the direction he is comming from)
-Momentum : 2 (Freddy stong suit is the end game since its easy to keep people in the dream world there, sadly his early game is quite weak and he must work hard to keep all survivors in the dream world in the mid game)
-Punish : 1 ( The nightmare cannot punish stupid moves like hook diving by any mean, he has the worst punish in the game by a fair margin)
-Ambush : 3.5 (Since the nerf, the 24 m terror radius is a bit too much to do any good ambush, its sad since it was the best thing about him, using monitor and abuse can help to give back a flicker of his old ambush glory. )

Pig
-Chase : 3,5 (The pig chase is pretty average as she can be looped and her ambush attack is far from the most useful power in a chase. She has a few things going for her tho, she is small (shorter than most survivors when crouching) and can use that to surprise survivors. While her ambush attack is not the best tool in chase, it is still a tool that can be used to mind game pallet loops ).
-Map control : 4 ( The pig has acces to the "muzzles of death" and those can really help her out when trying to slow the gens. When used correctly, the reverse bear traps can slow the game to a crawl by forcing the survivors to search for the good key. Sadly, you have a finite number of traps, they are a bit RNG dependant because they might find the key on their first jigsaw box and your ability to slow the game down depend on your ability to down people.)
-Patrol : 4 ( The pig is hard to see because of how small she is while crouching on top of having a small terror radius that you can negate using your ambush stance, needless to say she don't have much difficulty finding new players for her sick games. )
-Momentum : 5 ( The pig can start searching for survivors right away and can chain chases since her patrol is pretty good. On top of that, when someone is looking for the key for his trap, you know exactly where they are heading most of the time. And if all of this was not enough, the pig's end game is one of the best out there meaning that she can put pressure all game long on the survivors. )
-Punish : 2 (The pig can't do much to punish mistakes aside from doing regular hits. Her ambush stance allow her to ignore borrowed time but she can't grab people in ambush stance.)
-Ambush : 5 ( The pig is a master of ambush for a few reason, first she can use perks like nurse's calling to get free hits on unsuspecting survivors, second she can abuse the lack of awareness of some survivors and last be not least, she can go to jigsaw boxes to ambush survivors trying to remove their traps. )
An overview of each killers part 3
The clown
-chase: 4 (The clown can use his tonic to slow survivors mid loop so he can catch them before they catch the pallet. This can counter certain loop or force them to go elsewhere. The projectile itself is pretty easy to dodge in the open and its weird throwing arc can make it difficult to use at long range. The tonics have bigger area of effect when thrown at a roof indoor, so it is very helpfull in buildings While the clown’s fart in a jar is a good tool in chase, it won’t close chases fast enough to rival the best chase killers but it is a helpfull chase tool nontheless.)
-Map control : 1.5 (The clown has no good to do any map control with his base kit. The only that might help is throw a bottle at a generator that has progress so the survivors can’t go back to repair it for a while without alerting you.)
-Patrol : 1 (The clown arrives slowly with a normal terror radius and has no mechanic to force people out of hiding. )
-Momentum : 2 (The clown can start chasing right away, but he is pretty bad a finding new people after a hook given his terrible patrol and lackluster map control. On top of that, he might have to give up some precious time after a hook to reload his bottles)
-Punish : 2 (The only way the clown can punish your mistakes are with a basic attack….something pretty much any killer can do. He could also slow you and follow up with a basic attack….but this will wield the same result.)
-Ambush : 2 (The clown has no tool in his base kit to create ambush and even with perks won't be very good at it)

The Spirit
-chase: 3 (The spirit can force survivors to guess what she will do in chases when she uses her phase walk. her ability can be used in a lot of ways to give her an edge in chases. sadly, while her ability is good, the cooldown combined with her bad base stats makes her weak in chase when her ability is not ready. It is also to note that her ability is hard to use but also hard to play against.)
-Map control : 3.5 ( phase walking gives you the ability to cover a lot of ground very fast and allow you to go where you need to go with no delay. The reason she's not a queen in map control is because if you are wrong and you went the wrong place...you'll have to wait for the cooldown and that can impose her some bad downtimes that forces her to walk with her 4.4 m/s)
-Patrol : 3.5 (the fact that she can't be seen and goes very fast makes it very difficult for survivors to hide from her. what makes her not really a master of this category is the fact that her phase walk has an audio cue and that the Spirit has to rely only on sounds and scratch marsk to find survivors in phase walk as she can't see them.)
-Momentum : 3 (The spirit can start to look for survivors right away. If it was not for the cooldown of her ability she'd have a great momentum during the game, but the cooldown forces a lot of downtimes.)
-Punish : 2.5 ( The spirit can't do much to punish survivors other than a regular hit. The reason she has 2.5 and not 2 is because she can grab survivors on gens if they try to stay for a little too long.)
-Ambush : 4 (Phase walk is a great ability to ambush survivors in most situations.)
Trapper
Overview
As his name suggests, the Trapper's power is to place bear traps around the map in order to catch survivors in them. This power is very precise and can be quite risky due to the fact that bear traps can be destroyed by survivors with the right tools, but it is very efficient at completely screwing the survivors over when they fall into them.

Many people despise the Trapper as he is often played by tryhards, or more commonly known as people who will camp hooked persons and tunnel (always go after them until they die) them. However, anyone can make this killer fun, much like all the others. All you need, is to have a good strategy.

Even after his buff, The Trapper feels weak. If only he didn't suffer from a huge list of options to counter him.

Positives
+The bear traps completely stop anyone who steps in them. This means it stops entirely the chase and gives you the survivor for free.
+The Trapper has many bear traps around the map and can even get more by using add-ons.
+A bear trap can nullify any juking spot that may annoy you during a chase.

Negatives
-The bear traps can be destroyed by a toolbox or the Saboteur perk and take 3 whole minutes to respawn, which is WAY too long.
-All survivors need to do when they aren't in chase is walk carefully to easily close the traps you placed.
-The set-up time for bear traps is huge. Survivors are most likely going to be able to do a generator until you're done placing them.
-The bear traps have a terrible hitbox that need perfect placement to even trigger in juking spots.
-The Trapper is sadly outclassed by The Hag, which starts with all her traps, has more of them, have a huge area that triggers them and they do much MUCH more than the bear traps which are only used to catch people walking in them.

Tips&Tricks
->Place your traps in grass, behind windows and pallets. This is great in chases. Try to think as a survivor, where do you think they will go?
->Lure them into your traps. When you are chasing a survivor, try to lure them to a trapped spot by running in an angle that makes them move away from you to enter the death place.

Perks
Here is a list of perks I recommend on the Trapper:

A Nurse's Calling [P2]
A Nurse's Calling is useful on every single killer in the game for the very reason that almost all survivors do run Self-Care and being able to pressure and even punish their healing is god-like in the game. Whoever you choose, no matter how high your skill level is, A Nurse's Calling will always be a good choice.

Agitation [P1]
Because the shack is a nice spot for your traps, you might want to get people to the basement if it is located there. Agitation helps you achieve that and makes you able to do the "House of Fun" trick explained in the advanced section for the Trapper.

Bamboozle [P2]
There is an interesting strategy with Bamboozle on Trapper. Using bear traps to shut down windows is a classic, but very predictable move. If you can count on Bamboozle instead for those windows and use your traps on more unpredictable spots, that might help you making a strategy.

Brutal Strength [P2]
Destroying pallets faster is a massive time saver in chases. Very good perk on The Trapper.



Enduring [P2]
Combine Enduring with Brutal Strength to face pallet loop more easily. You can just go straight at the pallet, take the stun, destroy it fast and keep going. It's a nice combo that I recommend on a lot of killers and the Trapper is one of them.

Hangman's Trick [P2]
This perk has a nice niche on the Trapper as it reduces the time for sabotaged bear traps to respawn by 60 seconds. It is also pretty good if you are using a 3 gens strat and often using the same hook so you don't waste any hook by sacrificing survivors in your territory.

Hex:Devour Hope [P2]
The Trapper can use a bear trap to protect the totem. On top of that, you can catch people easily with your traps, meaning that hooking some people and getting tokens from them can be very easy. People will probably not notice that you have Devour Hope until it's too late.

Hex:Ruin [P3]
Probably the perk I recommend the most on Trapper. Ruin makes people do generators much slower until they destroy the totem. The thing about it is that a lot of survivors are going to be obsessed with the totem and try to find it. Because the Trapper can protect totems more easily than other killers and the fact that you really do need time for your set-up time of bear traps, this perk is a massive time saver.

Hex:Thrill of the Hunt [P4, with both Devour Hope and Ruin, don't use otherwise]
Because I did recommend a few hex perks, I do recommend Thrill of the Hunt as well. If you think your totems are too easy to destroy and you want help protecting them, this is the perk for you as it makes the destruction take longer and gives you a notification when someone tries to destroy it. The devs did nerf this one a lot recently, but it's not completely useless at least, just not nearly as good as it once was.

Overcharge [P2]
Overcharge is pretty good on the Trapper. As you patrol an area and can't find survivors lurking around a generator, you can bash the generator, leave and hope they miss that skill check due to it's high difficulty. It will slow down progress even more and may even help you find them.

Pop Goes The Weasel [P2]
You need all the time you can get and having a three gens strat with this perk can be pretty strong. It's especially good on a build with only perks to slow the game down like Ruin or Sloppy Butcher

Whispers [P2]
Lastly, Whispers does help you find people, sure, but more importantly: you will know when no is there, which means no one is going to see you place a trap and thus, won't get destroyed easily. It does come in handy with any killer in the game, but the Trapper is one of the better users.
Trapper (Add-ons)
Add-ons
Faster trapping (Trapper gloves, Trap setters and setting tools): Placing down your traps faster is extremely useful and these are some The Trapper’s best add-ons. You waste less time placing them overall, but it should be noted that the difference between those add-ons is very small and that the basic Trapper gloves will get the job done most of the time.

More difficult to escape the bear traps (strong coil spring and 4-coil spring kit): The effect of these add-ons is laughable. They barely make any difference. The escape chance is reduced by a pathetic 2.5% on the strong coil spring and the rescue time is only increased by 12%, which is also extremely bad. Worse, they increase the setting time of the bear traps. Don’t use these add-ons no matter what.

Anti-sabotage (Wax brick, secondary coil, Oily coil and Fastening Tools): These add-ons are not terrible, but they are not fantastic either. The secondary coil and the Oily Coil are probably the best ones as they both increase the sabotage time and have no downside, unlike Fastening Tools which increases the setting time, which you definitely don’t want. The Wax Brick isn’t very good as it only affects the skill checks zones, which are still very easy to do.

More traps on-hand (Trapper Bag and stitched Bag): These are literally The Trapper’s best add-ons. They give him more traps, but also allows him to carry more of them. Every time you see them in your bloodweb, get them, they are making The Trapper much less of a headache to play.

Darker Bear Traps (Logwood Dye and Tar Bottle): Not amazing, but pretty decent add-ons. The Tar Bottle works very well on Macmillan Estate Maps. They work very well to hide your traps in the grass. Also, they now stack, and they will make the traps VERY dark, which is interesting.

Inflicting status effects (serrated jaws and rusted jaws): The former inflicts heavy bleeding, which is pretty useless to be honest. The later, however, inflicts the mangled status, which means they will take longer to heal, so that’s pretty good.

Instant-Down on Bear Trap victims (Honing stone): The Instant-Down will trigger only if the survivors free themselves. It's a pretty nice add-on to use overall, but it's not too crazy as if a survivor is closer than you from the victim or you are currently busy, you will waste the survivor anyway.

Bloody Coil: The Bloody Coil is amazing. It injures survivors that disarm the traps and this will make survivors think twice before touching them. It wastes their time and makes them vulnerable. We recommend you to run A Nurse's Calling with this add-on for best results.

Iridescent stone: The best Trapper add-on hands down. Your traps will activate at random and that means two things: random survivors stuck in traps you haven't touched and you don't need to replace the traps. To be fair, this add-on alone can make The Trapper viable, if only it wasn't so rare...
Trapper (Builds)
Pallet Pop
You have the pallet pop: Enduring + Brutal Strength, so you can destroy pallets as fast as possible. For the other half, you have Remember Me and the classic Ruin. Both of these give you more time to catch survivors and because you destroy pallets fast, they will run out pretty quickly. This build allows you to use your traps in a more clever fashion than just trap pallets as they're not as much of a problem as with another build, thanks to the pallet pop. You may use Overcharge if you don't trust Ruin.

Suicide Build
A full hex build seems rather odd, but it works pretty good on the Trapper. It wastes a lot of time and because the Trapper doesn't need perks as much as other killers, time is all you need to become a treat. So no matter what happens, as long as Thrill of the Hunt is up and it isn't the last hex destroyed, you're gonna do good. Devour becomes very scary after a while and so does Lullaby. If Ruin ends up last, well you will have wasted a lot of time and probably killed a survivor or two already. It is surprisingly effective.

No One Escapes Evan
This is mostly an end-game build for the Trapper. Ruin and Overcharge help early on to reduce progress and give you time to set-up your traps and use them effectively. By the time the gens pop, you have killed at least one or two survivors. Afterward, down someone in one hit with NOED, hook them when the gates are opened and trigger Blood Warden, giving you time to down everyone else and get a 4-man. A pretty strong build that helps countering Trapper's weak status.

3 gens strat
Find 3 generators close to each other and bring as many traps as you can to that area. Trap the area and patrol it. This strategy along with those perks can be pretty strong, especially if the basement is nearby. Hangman's Trick will help against sabotage and keep the hooks in your territory available, Brutal strength is great to get rid of all the pallets in the area and also bash generators slightly faster, Pop Goes the Weasel is to make sure the progress of those generators you are protecting stays at zero and Overcharge helps that even further.

EndFury Madness
Enduring + Spirit Fury is our combo of choice within this build. It is made to eat as many pallets as possible. Bamboozle is great on The Trapper as it allows you to use your traps to trap other things than just building windows. The last slot can be literally any perk to slow the game down or any endgame perk such as NOED or Blood Warden.
Trapper (Advanced Section)
Playing Aggressive
After playing Trapper for a while, you will notice that the Trapper doesn't need as much perks as some other killers due to his strength being in the placement of his traps. However, having a good build makes you a complete monster. As seen previously in the Trapper section, there a couple perks that are good for him. So I'm gonna explain how I play Trapper in this guide.

Advanced players should use a build similar to this in the current meta:

Enduring




Brutal Strength




A Nurse's Calling




Overcharge





This is my current build. Enduring and Brutal Strength are the pallet destroyer combo, which murders pallet looping much quicker if you haven't trapped that specific area. A Nurse's Calling is the best perk in the game and it is just great in general to keep people under pressure. Overcharge is there to kill progress and to know when someone is back on the generator after a failed search. Very useful perk.

Types of traps
Here are the multiple types of traps I use as the Trapper. I created most of them and I assure you that they are deadly.

Window Trap
Simple, classic trap that always work as a good niche. Having grass and a window is usually a nice spot for a trap, especially on good windows (shack window, Ironworks' window...). Be warned that their purpose isn't to catch someone but to find someone as these traps are very obvious and they will probably get disarmed. This will give you a notification about where a specific survivor is. Sometimes, obvious traps are actually good, so use one or two of them per match.

Corner Trap
Having some grass at the corner of a building is amazing. Buildings are usually looping spots and having a trap in the grass at this area is unexpected and when survivor will run around the building, they will get caught. Very effective trap.





House of Fun
Name stolen from TrU3Ta1ent. The House of Fun traps are very dangerous and involve a very specific kind of map RNG. Basically, if the basement is in the shack, this is glorious for the Trapper. Trap the window even if it is obvious and one of the entrances (the one without the pallet is usually the better one). Leave, but keep an eye on the shack. Come back when the survivor gets rescued with a trap and trap the last entrance. They are now trapped with you and you will get two survivors for one. Very very deadly. They can disarm one of the traps to enter, but that's going to warn you that the survivor is about to be saved so unless they got Borrowed Time, that survivor is dead.

Jungle Trap
Blue Arrow: Shorter Path (shorter, usually taken)
Red Arrow: Alternate Path (longer, usually avoided)
Jungle gyms are annoying to deal with. They usually have windows and pallets, right? But they also have grass. If you can find a spot with grass between the gym and a tree, trap there! If a pallet is next to this, you're pretty much guaranteed to get the survivor as who will run all around the tree? If they do, it's gonna take so long that you will catch them anyway.

Looping Trap
You know these pallet looping spots with small objects like hay in farm maps? Yeah there are annoying. Place a trap in the grass right next to the objects. That prevents them from pallet looping. If they don't pallet loop, destroy the trap with your combo. It's very powerful.

Feng sees the pallet and is about to loop it.









While looping, Feng attempts to turn around the object on the right of the pallet.









Little does she know...this spot was trapped! That should teach her from pallet looping.








Feng tries to loop the other way the same pallet from the other example.









There was a trap in the way, so she got screwed!









Hiding Trap
This trap is very dangerous. Trap in the grass behind trees that are placed close to a generator. When you will come back and someone is hiding next to that generator, he might step on it!

Feng is trying to hide behind the tree. She will go to the right to stay out of the Trapper's sight.








There was a trap in the grass and Feng got stuck in it while trying to hide!








Random Trap
Ah, the random trap. Everyone knows about it. It is placed in an awkward spot in grass or in the corn between generators, but quite far away from them. Use these traps rarely as they are situational, but they are quite effective on traps that lack looping spots and have a lot of corn like Rotten Fields, for example.



Mind Game Trap
My beauty, the trap I am the most proud of. You know these spots with rocks and trees with a pallet behind them? Yeah, they're annoying as they can be looped very easily and there's no specific object to trap unlike the Looping Trap. The Mind Game Trap is placed in the grass next to one object on the looping spots. Now listen carefully. When the survivor drops the pallet while you are chasing him, it is very important that you don't destroy it right away. If the survivor keeps sliding on it, use bloodlust or mind games to get him. If he loops, however, here's what you do: if you placed the trap next to an object left of the pallet, turn right and do the opposite if you placed it on the other side. What does that do? If you go right, the survivor will go left of the pallet and step on the trap. If you go left, the survivor will go right and if the trap was on the left, you won't get him. It is quite difficult to explain, the best is to test it by yourself.

Feng is about to loop by using this pallet.









She dropped it, forcing the Trapper to break or using bloodlust to hit her. Luckily, there is a trap on the left side.







Because the trap is on the left side, the Trapper will follow the red arrow and go to the right. Feng, watching the killer carefully can either slide back on the pallet, risking getting mind gamed and hit in the process or process to loop more by following the blue arrow.




Feng decided to loop more and got stuck in a trap in the process!








Did you get all that?
Remember that I give Trapper tutorials in Kill Your Friends. All you need to do is message on my profile and send a friend request. It'll be my pleasure to show you how these traps work and what traps are good on which map. Be warned that the only map I can't do ♥♥♥♥♥♥♥♥♥ except Window Traps is Lery's Memorial Institute (the worst map in the game) because there's no grass anywhere.
Wraith
Overview
The Wraith is one of the three original killers. While Trapper used to be the MVP and Hillbilly the middle guy, Wraith has been the underdog for a long time. This lastest for about two years and while The Trapper fell into the abyss and Hillbilly rose to Tope Tier, Wraith has slowly but surely made his place and since his latest buff, he can finally be considered viable.

The Wraith is a killer all about speed, you move fast, you find survivors fast, there is no time to catch your breath when you play Wraith, you are always in a chase. If you dislike times where you have nothing to do but searching for survivors, like to ambush and love to chase with mindgames, you may very well like The Wraith. And now that he's viable, there's no better time than now to finally play this guy.

Positives
+You can approach survivors very easily.
+You go faster while invisible.
+The cloaked speed can be used in chase to catch up and bodyblock survivors while uncloaking to prevent them from reaching a pallet or a window.
+Amazing add-ons at all rarities.

Negatives
-The bell is fairly loud and directional at base.
-You are not fully invisible and thus need to approach without them having a line of sight on you.
-Flashlights can burn you after 2,5 seconds.

Tips&Tricks
->Try to bodyblock your prey while turning visible in order to get a free hit.
->Destroy pallets. All of them. You won't regret it as it is the biggest problem as the Wraith.
->If you can't catch someone within 2 minutes, give up. Go find someone else, you don't want to waste time and the Wraith is really good at being quick all around the map, finding people, stopping what they're doing, etc.

Perks
For the Wraith, you clearly want to improve your chasing skills. So look at these to help you out:

A Nurse's Calling [P2]
If you lose someone, turn invisible. They might start healing after a short while and you will see them. Bodyblock them and get that second hit to down them. Pretty effective, don't you think?

Bamboozle [P3]
A very good perk on The Wraith, Bamboozle can be used to prevent survivors looping the same building three times in a row, it can also help in jungle gyms and multiple other locations. It is a great perk to increase his chasing ability, which is lacking at base.

Barbecue & Chili [P2]
This perk allows you to see all the other survivors if they are far from the hooked person for a few seconds each time you hook someone. It's a very nice perk on Wraith as you can just hook someone, turn invisible and go straight to the survivor's aura to start chasing him.

Brutal Strength [P2]
Used to be a must, this perk is still great on Wraith, just not as necessary as it used to be. That is because the base breaking pallet speed was buffed.


Enduring [P2]
An excellent perk on The Wraith. Reduces the stun from pallets, Decisive and hinders bodyblocking mistakes when survivors are still able to drop the pallet or your head.


Hex: Ruin [P2]
Even the Wraith appreciates the extra time from Ruin. You can also patrol your totem more easily as you move faster while invisible. Yeah it's a pretty nice perk to have on any killer and the Wraith is no exception to this rule.

Make Your Choice [P3]
Great perk on the Wraith. Finding people? Easy. Downing them? Well with a one-shot on the unhooker, easy! The Wraith can come back fast for the unhooker, all he need is a hit and he can snowball from that very first hook for the entire game.

Overcharge [P2]
Since the Wraith "Cube", you can kick generators while invisible. This means Overcharge became viable on him and is now worth running to slow down progress. It's a pretty nice pick if you don't wanna rely on RNG with Hex: Ruin.

Play With Your Food [P2]
If you find your obsession, go invisible and you'll gain one token immediately, helping you chasing anyone on your path. The Wraith is really good at grinding tokens and because these make you move faster, it might help you a lot in a chase.

Pop Goes The Weasel [P2]
As The Wraith, once you hook someone you will ususally go straight back into stealth, which will allow you to move faster and thus access a specific generator that you want to kick. This is where this perk comes in and allows The Wraith to slow the game down effectively after every hook.

Sloppy Butcher [P2]
The Wraith has an in-built Bloodhound while cloaked so he can see the blood better. Combine that with the bleeding from this perk and you can track survivors you injured very easily. What makes this perk a great option now is the added mangled effect, which will increase every heal in the match, giving you more time overall.

Spirit Fury [P4 with Enduring only]
If you are big fan of Enduring on Wraith, you will love this perk. Once it's ready to use, getting stunned is basically turned into a free hit.
Wraith (Add-ons)
Add-ons
The serpent: Interesting add-on. It can be used effectively in combo with other add-ons to surprise survivors since they wouldn't think you are uncloaked without them hearing the bell.

The Hound: It's...decent. If you like Bloodhound but don't want to give up a perk slot, you might want to try it, but it's not that good really, especially since you already see blood better while cloaked.

The Ghost: Amazing add-on. It's especially strong with the Bone Clapper so the survivors don't know if you are coming after them or not. You might even get a gen grab!

The Beast: There have been rumors of a meme build to make the opposite Wraith by combining it with The Ghost, but it's nothing too crazy, really.

Bone Clapper: One of the best add-ons for The Wraith. It confuses the survivors a lot, it's very fun to use and scary for the survivors.

Cloaking faster ("Blink"-Mud, "Blink"-White): Not very good, cloaking speed is already very fast at base.

Increasing movement speed while cloaked ("Windstorm"-Mud, "Windstorm"-White, "Winstorm"-Blood): Arguably the best add-ons for The Wraith as they give him a huge patrol speed and even better chase.

Uncloaking faster ("Swift Hunt"-Mud, "Swift Hunt"-White, "Swift Hunt"-Blood): Uncloaking faster is very useful to prevent survivors from going too far and making more use of the 1 second speed boost after uncloaking.

Status effects ("Blind Warrior"-Mud, "Blind Warrior"-White): The Mud version inflicts blindness, which isn't very useful. The White version, however, inflicts heavy bleeding and mangled, which is very useful. Get the White one, ignore the Mud one.

Faster actions while cloaked ("Shadow Dance"-White, "Shadow Dance"-Blood): Very good add-ons, especially if you combine them with Bamboozle for the vaulting speed.

Aura reading while cloaked ("All Seeing"-Blood, "All Seeing"-Spirit): The first one reveals survivors close to you, which is decent and can help ambushing them. The second one, however, gives total map information as you will know where the survivors are working on generators and is extremely good combined with Pop Goes The Weasel.

Coxcombed Clapper: No sound comes from the Wailing Bell. Needless to say this add-on leads to jumpscares and is flat-out amazing with "The Ghost" add-on.
Wraith (Builds)
Ding Dong Pallet Pop
The pallet pop really helps the Wraith in a chase. Tho I believe Enduring can work by itself so you may try Play With Your Food or BBQ instead of Brutal Strength. A Nurse's Calling helps the Wraith get surprise hits quite a lot and catch survivors in a bad spot. Ruin is, you know, Ruin, you need time. Overcharge may be used over Ruin if you don't trust it as you can ring your bell once (staying cloaked), let the survivor use Sprint Burst, smash the generator and go find the survivor a little further, wasting Sprint Burst effectively.

Revenge of the Wraith
Devour Hope and BBQ is a very scary combo that allows you to gain tokens fast and become a huge treat. Basically, this build is to show how much you hate survivors mocking the Wraith and show some real brute force. But the real power comes from Make Your Choice as you can down the unhooker in one hit and get a token from him as well for your Devour Hope. Yeah, people will die very fast if your Devour Hope stays hidden until you get 3 tokens.

Ding Dong ! Pop Goes The Weasel ! Ding Dong ! Gen Regressed !
Other than having a very long name, this build is a bit of fresh air for The Wraith, which is getting more and more indirect buffs with the newer perks. Bamboozle is great on Wraith so you can stop these ridiculously long loops. Pop Goes The Weasel is our gen stopper perk, which works very well on The Wraith due to his higher movement speed while cloaked. The other two perks are classics. Barbecue seems necessary to gain momentum and is very useful to find a good gen to kick for Pop Goes The Weasel. Make Your Choice is the final perk as it is a great perk on The Wraith, but you can replace it with any other perk that you want too, like Brutal strength or Hex:Ruin!
Wraith (Advanced Section)
Bodyblocking: The key to victory
The way to succeed as The Wraith is to make use of bodyblocking + that sweet fast movement speed while cloaked. You will go in front of survivors and try to stop them in their track by running into them while uncloaking. Another way you can do this is by predicting where they will go and block a specific window or pallet. Bamboozle is great at this.

How to use the Wailing Bell
When you find someone, try to start uncloaking out of sight so the bell is the first information they get about your whereabouts. Try to predict where they will run to and try to lunge at them using the speed boost after fully uncloaking.

Once you got a hit (or not), cloak again, you want to use that movement speed and try to get a bodyblock so you can get the second hit.

They can see you slightly even while cloaked, so it's best to try to make them lose sight of you so they have no idea where you will strike next or even if you are still after them.

Once you got someone on a hook, cloak and repeat. You want to always be in a chase and with The Wraith, it's completely possible.

Counterplay
If they have sprint burst, do not fully uncloak and catch up with your fast movement speed and then bodyblock while uncloaking.

If they try to flashlight you, try to move around or stop uncloaking if you are only at the beginning of the animation. Make them waste their battery.
Hillbilly
Overview
The Hillbilly, the chainsaw monster. He is a terrifying killer and is seen as one of the most powerful killers in the game. This is because of his incredible speed and power while using the chainsaw, a deadly weapon which inflicts dying state on hit. Hillbilly also got the best rooster of add-ons in the entire game, making him a complete monster when using a couple of them.

He is not flawless, however, there a couple of problems with him, like the fact he almost can't turn while using the chainsaw. He is still a very strong and deadly killer to face.

Positives
+The chainsaw is an amazing tool to patrol the entire map quickly.
+You inflict dying state upon a chainsaw hit and can destroy pallets very quickly while charging with it.
+You also have an hammer, which makes you versatile and adapt to any chasing situation because you have two weapons, unlike the other killers.
+His add-ons, man, they are insane.

Negatives
-Difficult to control the chainsaw
-When you miss, or worse, hit an object with the chainsaw, you get stunned and it's really not good at all.

Tips&Tricks
->You can charge your chainsaw and keep the bar close to the edge if you have to turn around a corner before hitting a survivor, so you can use a couple mind games with it.
->You are very loud and this is both good and bad. It's good because you are terrifying and survivors may stop the gens if you are too close. So yes, they will be harder to find, but they're progress will be delayed, keep that in mind when you patrol an area.

Perks
Just like the Nurse, stealth is key against the Hillbilly, which means detection perks are helpful. Let's what I recommend this time:

A Nurse's Calling [P3]
You lost someone? No problem! Charge with the chainsaw around the map and if the survivor you lost tries to heal, you'll see his or her aura. Very powerful finding tool for Hillbilly.

Barbecue & Chili [P4]
OK so when I first came accross Barbecue & Chili, my first thought was that this perk was going to be amazing. My next thought was like: "OMG, Hillbilly. Hillbily's gonna be a monster with that perk." Pretty much the same kind of thought I had about Monitor & Abuse on Myers. So yeah, go ahead, hook someone, see the aura of someone else and sprint towards him. It's pretty much a god-like combo and should be in the build of every Hillbilly that can afford it. It's that good, seriously.

Bamboozle [P3]
Tired of window loops? This is for you! Bamboozle shuts down most of the annoying loops where you chainsaw doesn't do much.


Blood Warden [P2]
Huge map control, aura reading to know which gate to go, instant-down, turns the exit gates into a dead-end...yes, there will be blood.


Brutal Strength [P2]
Yes, this perk again. Even if the chainsaw can destroy pallets quickly, just kicking them is faster if you don't have add-ons that make the chainsaw charge faster. Use Brutal Strength if that's not the case.

Deerstalker [P3]
Your chainsaw does inflict dying state, right? Well if you find more than one person and the first one got easily downed by it, you should chase the second one to cause complete chaos and stop progress with generators at maximum. With this perk, you won't lose the sight of your downed victims.

Enduring [P2]
You might want to test survivor's skills with pallet dropping timing by ramming with the chainsaw. If they manage to hit you with it, Enduring will reduce the stun quite a lot, which allows you to be more aggressive.

Hex:Ruin [P2]
Hex:Ruin just gives you enough time to chase people down and use the chainsaw to travel everywhere. You can also check on the totem more easily with your huge speed. Speaking of Ruin, here's another perk that might do well with it...

Hex:Thrill of the Hunt [P2, if you use Hex:Ruin only]
You can also use Thrill of the Hunt if you want as Hillbilly is pretty much guaranteed to protect any totem he wants due to his amazing map control. Hillbilly is one of the best users of Thrill of the hunt alon with Huntress so make sure to check it out.

Knock Out [P2, use with Deerstalker]
Hillbilly is a good slug user. You can leave people on the ground and still keep up with them with Deerstalker. Now that the Cannibal came with a new tool, Knock Out, slug is even better than before. Use the two in combo to slug people and let the survivors run along the map to find their friends.

Pop Goes the Weasel [P3]
This is a great perk on Hillbilly, because he can move around so fast and bash every gen he wants before the timer runs out. This allows you to keep any generator that you want unrepaired.

Whispers [P3]
While patrolling with the Hillbilly, you may want to know when to stop as you won't really hear the generators while charging. This is why Whispers is really good here as you will know when to stop and start looking for survivors nearby.
Hillbilly (Add-ons)
Add-ons
Reducing the cooldown (Vegetable Oil, shop lubricant, The Thompson’s Mix and Carburetor Tuning Guide): While useful, reducing the cooldown of the chainsaw isn’t the most important factor to consider. It is pretty overall to have these add-ons, but you want to prioritize the charge time.

Reducing the charge time (spark plug, Power Bulb, The Thompson’s Mix and Carburetor Tuning Guide): These are literally Hillbilly’s best add-ons. Reducing the time it takes to charge the chainsaw is extremely useful and can also make you unpredictable in a chase as survivors don’t know the charge time of your chainsaw when they first encounter you in a match, so you may get some surprise hits.

Reducing the noise made by the chainsaw (Chainsaw File and Homemade Muffler): The sound doesn’t get lowered too much by these add-ons. They don’t hurt your performance, but you probably won’t notice the difference.

Increasing the steering during the chainsaw sprint (spikes boots and Thompson’s Moonshine): These add-ons are incredibly powerful in the right hands as they allow you to make turns you wouldn’t be able to make otherwise. Beware, however, the moonshine gives and extra time penalty if you bump into objects, so make sure you know how to control the chainsaw sprint well before using it.

The status effects (Grisly Chains, Rusty Chains and Begrimed Chains): These add-ons can be very nice time wasters and since trials in Dead by Daylight tend to end pretty fast, they are very useful to have.

Reducing the stun after bumping with objects (Depth Gauge Rake and Light Chassis): You can combine these to make the “Bumping Billy” build, which is very fun and make the chainsaw recover faster by bumping into objects instead of stomping the sprint. They are not extremely useful, but they can be pretty good and are fun to mess around with. Keep in mind that the Light Chassis does reduce the reach of the chainsaw, so putting a long guide bar may not be a bad idea.

Increasing the speed of the chainsaw sprint (Death Engravings and Doom Engravings): The normal speed of the sprint is 230% (9.2 m/s), with the Death Engravings you gain 265%, with the Doom Engravings it goes to 275% and having both gives you a whopping 310% speed. Both of them do increase the charge time so it’s up to you to decide if it’s worth it for having to use another add-on to prevent a slower charge speed in order to move significantly faster of not. We personally don’t like using these add-ons too much, but some people do like them.

Other add-ons (speed limiter and Long Guide Bar): The speed limiter is terrible and removes the chainsaw’s instant-down power, which is a complete waste. The Long Guide Bar is OK, but not too amazing, you’ll most likely notice it by hitting through windows. You can also keep it to combine it with Light Chassis.
Hillbilly (Builds)
Dead by Chainsaw
Use BBQ when you play Hillbilly, it is way too good to not use it. Enduring is good in chases, but you may use Brutal strength over it if you prefer. Nurse's Calling is good on Hillbilly as it allows you to see people healing while zooming around the map with your chainsaw. Whispers is a good perk on Hillbilly because you know when to stop sprinting and start looking around for a survivor nearby. Use Ruin if you really need more time.

Slug Billy
The only build without BBQ because this one doesn't hook anybody until every survivor is down. So we are using Deerstalker instead to keep track of them. Knock Out is a necessary perk for a slug build as it makes survivors having to search for their teamates. Nurse's Calling is great on a slug build so you see when they are getting picked up by their friends. Thanatophobia is great because you use this build with Rusty Chains and Begrimed Chains add-ons so healing survivors takes forever and Thanatophobia just makes it even worse for them. You may use Ruin over Deerstalker if you feel like this perk isn't necessary with Nurse's Calling in your loadout.

Basement Billy
Ruin and BBQ are understandable for Hillbilly. Agitation is to get people to the basement and Territorial will tell you when you need to sprint back to the basement. And since Hillbilly is pretty strong in the basement...yeah, it's quite deadly. Use a Carburetor Tuning guide and a Doom Engravings and you may use Tinkerer instead of Agitation if you plan on only keeping the gens close to the basement to make you go really fast while sprinting. Use Overcharge over Ruin if you don't like the RNG Ruin involves.
Nurse
Overview
The first DLC killer ever introduced, the Nurse is a very interesting killer. She has the ability to blink, which makes her able to go through pretty much anything. She may move slow, but her blink ability completely cancels that and makes her the most feared killer in the entire game. She is difficult to master, but she is definitely worth it as she is the strongest killer in the game, her power having low counterplay.

The developpers did change her blink mechanic over time, giving her more control in elevation and distance by looking up or down, making her more devastating. They traded that amazing control by reducing her lunge after blinking. It is harder to hit people as the Nurse, yes, but she is still kicking ass and the undisputed best killer in the game.

Sure, survivors can try different stuff against a Nurse, but it's always mind games and if the Nurse outsmarts them, she wins. That's basically how it works. Stealth is key against her as when she sees a survivor, that person is usually dead unless the Nurse player makes mistakes. So let's look at what perk do work well on this very specific killer as well as her add-ons.

Positives
+The blink ability has very low counterplay.
+She has a chain blink to help her catch survivors and can get even more blinks by add-ons.
+Her patrol is very good despite her low speed.
+She is highly unpredictable in a chase.
+Once mastered, there's almost nothing that can stop you.
+Her control has been increased over time, this made her a complete monster in buildings.

Negatives
-Blinks are hard to master and are very unforgiving due to her stun after them.
-Half of her add-ons are terrible.
-The Nurse used to be immune to pallet stuns while blinking. This is no longer the case, which means you will have to use mind games or blink elsewhere to avoid them.

Tips&Tricks
->Try to use the Plaid Flannel add-on in Kill Your Friends mode to adjust yourself to how the blink mechanic works if you are a beginner.
->Practicing is the only way you'll ever get good as the Nurse.
->Survivors can try some mind games on you. Try to recognize those mind games and learn on how to counter them.
->If you missclicked and just raised your left hand for charging a blink, you can do a hit instantly to cancel it, but only for an extremely short period of time. Once your hand if fully up on the screen, you can't cancel the blink.

Perks
So the Nurse won't need Brutal Strength (the only killer that I won't recommend that perk actually). So what should you use? Let's take a look:

A Nurse's Calling [P3]
Once you injured a survivor, the stun may make you lose him or her. Thankfully, A Nurse's Calling puts pressure on the survivor on when to heal or not, making it delay. If they heal, you will be able to punish them by blinking straight to their aura and slam them to the ground very easily.

Barbecue & Chili [P3]
The Nurse is another good user of Barbecue & Chili. With it, she is able to know which direction she should blink after hooking someone. This helps her finding people a lot so she can down them faster and thus, kill them faster.

Blood Warden [P2]
Tired of gen rush? This perk is for you! If you play the Nurse on higher rank, you will notice how quick the games go and how quickly the gens get done. Blood Warden can save the game by allowing you to trap the remaining survivors with you as you hook someone after an exit as been opened. This is just pure evil.

Bloodhound [P2]
Bloodhound is a pretty nice tracking perk if the stun after you blink gives you issues. Have you ever been in a situation where you hit a survivor after a blink and when the fatigue is over you lost them? No worries, this perk is for you. You will track their blood and find them again.

Deerstalker [P1]
This perk is decent on a slug build in order to track your victims and ambush the rescuers easier.


Hex:Ruin [P2]
Hex:Ruin is always a good perk to have, it just gives you a lot of time. You can try it with Thrill of the Hunt if you want, but the Nurse isn't the best user of it due to her stun. Still, having Ruin in your build just makes the trials longer and more stress-free.

Knock Out [P2]
While the Nurse doesn't have a one-shor ability, she does, however, have a very easy time at downing survivors when mastered. This makes her strong at using the slug meta to her advantage, making Knock Out an effective way to down every survivor in the long run. Make sure you run it along with Nurse's Calling or Deerstalker.

Make Your Choice [P3]
If you use Make Your Choice on Nurse, you can consider yourself evil. It is absolutely disgusting to one-shot the unhooker as you blink straight back at him. Your great mobility combined with your unpredictability makes this combo devastating.

Pop Goes The Weasel [P2]
Her ability to move around the map fast helps The Nurse make use of this perk and apply more pressure on the generators.


Sloppy Butcher [P2]
If you like to use Bloodhound on The Nurse, consider this perk as a good combo to use on her. The bleeding along with the increased time to heal makes it a good choice on The Nurse overall.

Stridor [P2]
This perk is a great detection perk on the Nurse. Stridor makes you hear survivors more easily and, trust me, it is kinda insane how good it is on her. Basically, the Nurse is all about the line of sight to know where to blink, right? Well with this perk, you kinda sort of guess where the survivors are due to their breathing, crazy right? So you can pretty much blink to them without even seeing them and that is very powerful.

Whispers [P3]
The main challenge as the Nurse is to find people. Well this perk helps you find people a lot. You will know when to look around and you probably find the survivor corresponding to the Whispers call and be able to down him or her. Very strong perk on Nurse.
Nurse (Add-ons)
Add-ons
Increasing the max range of the blink (Wodden Horse, Catatonic Boy’s Treasure and Ataxic Respiration): These add-ons are very powerful if you get used to them as they give The Nurse a lot more map control, especially if you combine the two rarest versions. The loss of accuracy isn’t noticeable in the slightest, so don’t even worry about that. They are also very useful to counter the negative effects of other add-ons.

Increasing the blink movement speed (White Nit Comb, Dull Bracelet, Anxious Gasp and Jenner’s Last Breath): Increasing the blink’s movement speed is extremely powerful as they make the Nurse a lot more difficult to react to. They do, however, reduce the charge speed of the blink (except the White Nit Comb), so you want to combine them with an add-on that will counter this. Keep in mind that Jenner’s Last Breath takes away a blink and isn’t very worth it in our eyes, you're better off with the Anxious Gasp with a Bad Man Keepsake.

Adding extra chain blinks (Torn Bookmark, Dark Cincture, Fragile Wheeze and Campbell’s Last Breath): These add-ons are very powerful, especially the rarest versions. The Torn Bookmark has too many negatives to be considered useful. The Dark Cincture reduces the charge speed, so make sure you use a Metal spoon to counter this. Fragile Wheeze has no downside and is a straight up free extra blink, which is just great. The Campbell’s Last Breath gives two extra blinks at the cost of range, which can be easily overcome with a Wooden Horse.

Increasing the charge speed of the blink (Metal spoon, Bad Man Keepsake, spasmodic breath and Bad Man’s Last Breath): These add-ons are only really used to counter the effects of add-ons reducing the charge speed. If you look at what the reduces are, only the Metal spoon and the Bad Man Keepsake should be used, meaning that the rarer versions are pretty useless and will mess up with your muscle memory, which is crucial for every Nurse player. Bad Man’s Last Breath also removes a blink, which you definitely DON’T want.

Increasing the chain blink window (Matchbox, Heavy Panting and Kavanagh’s Last Breath): These add-ons are pretty much useless. The Matchbox has no downside, but having a longer time before the stun after your first blink isn’t always positive. Kavanagh’s Last Breath is also an awful add-on overall and would clearly make the top 5 for worst add-ons in the entire game.

Pocket Watch: A great add-on, it is the only one that reduces the time of the stun, which helps a lot. It should be noted that it does reduces the charge time, so slap a Metal spoon on with it. As a final bit of knowledge, the Pocket Watch reduces the stun a lot more if you don’t swing after the blink, so it will mostly help as you travel around the map.

Plaid Flannel: For a very rare add-on, this add-on is pretty terrible. It shows the place where you are going to land while charging a blink, which is great for beginners, right? Well the problem is that its rarity will prevent beginners to find it in their bloodweb and the aura will just mess with your vision after playing The Nurse for a while. Our advice? Use it in a Kill Your Friend match before you start playing The Nurse for the first time so you get an idea of how the mechanic works and then go play real games without this.
Nurse (Builds)
Take your medicines
Very classic. This build is what Nurse mains used to run in the past. Even tho the meta did change, this build is still viable to this day. Deerstalker tracks downed survivors, which is very helpful as the Nurse, it may be outclassed by Barbecue & Chili today, but it's still good enough to mention it. The good old Shadowborn will always be good on the Nurse to get as much vision as possible. A Nurse's Calling is a must, the Nurse can punish healing in her terror radius way too well. The last perk goes to a dection perk. Stridor used to be an amazing perk on Nurse. With latest testings, you might wanna pass if the sound bugs do bother your tracking. Whispers is a very nice alternative and isn't affected by the sound bugs.

I've made my choice
This is a more modern build. Barbecue & Chili is downright amazing on Nurse, her high mobility makes her the second best user of th perk right behind Hillbilly. Make Your Choice is evil on Nurse. No seriously, it really is disgusting. Once again, Nurse is the second best user of the perk, right behind the Hag this time. A Nurse's Calling is a must, the punish is way too good to pass by. Hex:Ruin is your typical anti-gen rush perk. You may use Overcharge instead if you don't feel like using a totem. If you are very evil, however, you can go for NOED. Tho...prepare yourself for a lot of salt, as NOED on Nurse...come on, are you really that evil? xD It is fine to use it, however, no problem with that.

Full Hex Build
A full hex build works great on Nurse because that gives her the ability to waste time passively. The totems are meant to be a distraction and to force the survivors at not doing generators. What makes the Nurse good at this is how fast she can down people and how much pressure she can apply. Now, we're using Third Seal instead of Huntress Lullaby because the Nurse can slug very well and that perk really helps her. If this perk is the only one remaining, it gives you a strong and reliable option to slug the remaining survivors.

Tracking Nurse
Using only tracking perks, this build is made to fix The Nurse's biggest weakness: stealth. Barbecue is great for snowballing and gives more points, shadowborn is good on The Nurse, especially while fatigued. Nurse's Calling is your punish tool and Rancor is another tracking perk that can help you get back into the chase if you are having a hard time finding anyone.
Nurse (Advanced Section)
A hard killer to master
On your first game as the Nurse, you probably noticed how difficult it is to play as her. You need to predict where you are going to land based on how long you charge your blink and quickly react to the survivor's movements in order to get a hit or correct the first blink by a shorter, more accurate, second blink. The Nurse is a very difficult killer to handle and a lot of frustration can be felt on your first games as her.

With the latest changes, keep in mind you have to avoid looking at the ground to get max distance on the blinks. However, you can now blink upward and downward at an angle, just play around with the camera, with practice, you'll get the trick right.

If you have practiced enough to be decent as her, this section is for you. I suggest you play as her for quite a bit so you know how the blink works and how to really play as her, because this next section is for more advanced players. Go practice if needed so you get better.

The types of blinks
OK so you know how the blink works and you feel like you still struggle sometimes? In this section, we will cover about what survivors do against the Nurse and how to counterattack. However, I need you to have some basics first. Now I know you have quite the knowledge with the Nurse if you played her quite a bit, but there are terms I'm going to use later on and I want to make sure you understand what I am saying.

There are multiple types of blinks, the short blink and the long blink being the first one we're going to look at. Looks simple on paper, but it really isn't. A short blink travels a short distance, a long blink travels a longer distance. Now I can see you cringe at how obvious this is. The thing is when is a blink considered long and when a blink is considered short.

So the long blink, charge your blink all the way to the maximum, used only to travel on the map from point A to point B and to catch up to a survivor from afar. Now the first use is simple, the second is more difficult to understand. A survivor is considered afar when he is barely visible on your screen, that means not too close, because we're going to see later on that long blinks are risky in a chase and you should stick to short blinks.

The short blink is much more interesting and much more difficult to achieve. This is where you need to juge when you should release the blink and stop charging it. By practice, you will get to know more and more about where you will land. Aim at the survivor's location, not at a specific part of the map, unlike a long blink. In a chase, you should use short blinks the most. Charge just enough to go through walls and objects to release a short, accurate blink.

Other types of blinks include the curved blink, the fake blink & the blind blink. The first out of those, the curved blink, is a manipulation mid-blink animation. Basically, while you blink, change your camera angle to face your prey and your blink will curve and not go as far as it would. It's especially useful when you charge a long blink, but go over a survivor by accident. You can correct this mistake by curving your long blink and use a short blink to catch up.

The fake blink is simple to use, but difficult to know when to use it. It only works on chain blinks, so after a blink, you can charge a second one, but you can decide to not release it and get the stun. A fake blink is especially strong against locker jukes and backtracking jukes, that we will cover below. The use of a fake blink is to make the survivor come closer to you in order to, after the stun, get a hit with a short blink or to get a shorter stun in case of a locker juke.

Finally, the blind blink, the most difficult blink to use and by far the strongest one. Let's say a survivor goes inside a building and you lose sight of him, you can guess where he's going to go and blink towards that location. If your prediction is right you will either be close enough to get a hit or use a short blink to catch up. It's very difficult to predict with a blind blink and it is extremely risky as you might end up losing the survivor. I recommend using this only late-game as you will know how the survivor plays. In the meantime, have line of sight before you blink, you move only slightly slower than survivors, they won't go away too fast.

Juking the Nurse
Some survivors actually adapted to the Nurse, especially Nurse mains that are playing survivor, actually. They developed techniques, but with the type of blinks I just teached you, this shouldn't be an issue anymore.

Locker Jukes
Simple, but powerful, survivors may jump inside lockers will you are blinking at them. Because you can't search lockers before the stun, they are immune to your hits and can jump out while you are stunned. There are two ways to deal with this. First way is to use a fake blink. Don't use your second blink and accept the stun. Your stun will be short enough so you can still hit them, especially with the Pocket Watch add-on. Second way is to just use a short blink to catch them after they jump out. Not too hard and if they jump into another locker, don't use a second blink and you should be good.

Backtracking Jukes
When you are charging a long blink, survivors may charge at you because you can't hit them while charging a blink and you can't cancel a blink. This is exactly why I told you to use short blinks in a chase and not long blinks. If you see a survivor backtracking at you, next time you are trying to blink at them, release the blink early and let them do the rest of the distance for you and hit them. A survivor that backtrack jukes shouldn't be dealt with a blind blink as they will fake turning corners when you lose sight of them.

With the latest changes to the Nurse, however, you can now look straight at the ground to stay in place as you blink. It is recommended to do so if the survivor is backtracking your first blink, but avoid doing that with a chain blink as you can just go straight to the fatigue to regain control faster.

Vault Jukes
The last type of jukes. Survivors may use pallet and window to avoid a blink attack, especially if you are at your last chain blink. This is where mind games come in. You can just charge a blink, but release it immediately to stay on the same side of the vaultable object. If done correctly, the survivor may vault towards you, allowing you to hit him.

Did you get all that?
As always, you can ask questions in the comments section below and I'll be happy to answer.
Shape
Overview
The Shape, more commonly known as Michael Myers is a stealth-type killer much like the Wraith. However, he has shown better results with the fact that he plays on the terror radius. Myers has a much smaller terror radius than all the killers (except on Evil Within 3). He plays around with that to catch survivors off guard.

His power is to stalk to gain Evil Within levels. At level 1 he is very stealthy and has almost no terror radius. At level 2 he plays like normal, but has half the regular terror radius and at level 3 he can, for the time it will last, one-shot people while having an insane lunge but a normal terror radius. When level 3 is over, he goes back to level 2.

His power is probably the most creative in the game and his role in Dead by Daylight is very healthy for the game as he brings back the horror aspect. He is critized by beginner people calling him OP because they don't quite understand how he exactly works. But with enough knowledge, anyone can understand that Myers isn't OP, but just a regular good killer.

Positives
+Smaller terror radius allows Myers to get free hits and surprise survivors.
+He decides when he changes level, so the player can play strategically.
+He is very dangerous at Evil Within 3.
+He can be very unpredictable as his playstyle can change with his add-ons.

Negatives
-He doesn't excel at chases. His lunge may be good at Evil Within 3, but he's not that great.
-Once you go at level 2, your theme plays and everyone knows you are Myers and are on their toes, the surprise is kinda gone at this point.
-It can be hard to gain level 2 on some maps or against some kind of survivors and being stuck at level 1 kinda suck as you are really slow and your lunge is horrible.

Tips&Tricks
->At the start of the match, go on the sides of the maps and try to cover most of your body with an object while stalking a survivor doing a generator to gain level 2 easily.
->A classic strategy is to keep your Evil Within at the merge of turning into level 3. Once you find someone else, pop the level 3 and down the survivor instantly.

Perks
Myers can be very versatile, actually. He can use both detection and chase perks:

A Nurse's Calling [P3]
Because you have a lower terror radius, you are the best user of A Nurse's Calling as survivors may heal themselves, thinking they're safe due to the lack of an heartbeat, but they actually reveal themselves to you.

Barbecue&Chili [P2]
Pretty good perk to find someone else after hooking a survivor. This is especially good if you are on Tier 3 so you can benefit the one-shot even more.


Bamboozle [P3]
Myers is the only killer that naturally vaults faster. Adding Bamboozle to the mix makes him not only vault even faster but also countering certain loops (the shack comes to mind). It is definitely an amazing perk on him.

Brutal Strength [P2]
Yet again, destroying pallets as fast as possible is definitely something you want in a chase. Myers is no exception in the fact that he does need a bit of support in a chase and the pallets being the biggest obstacle, it's just logical that Brutal Strength is great on him.

Deerstalker [P2]
Because your Evil Within 3 is a one-shot, you might one to leave survivors on the ground if you find more than once. You can down them all and then hook them all. Deerstalker will prevent you from losing the bodies.

Enduring [P2]
Good perk to help in chase, helps against Decisive, Myers doesn't want to respect pallets and this perk is great to help you with that.


Hex:Ruin [P3]
Because you start off slow as Myers, you can give yourself more time by equiping Ruin. It's pretty effective and allows you to gain EW2 before a generator gets done, which is great. It's definitely a good perk to use as a late game killer like Myers.

Knock Out [P3]
Knock Out is great on Myers because he is a pretty good slugger. It's especially useful when you have someone hooked, you find someone else, use EW3 to instant down them and then plan going back to the hook, leaving them on the ground. It can lead to some serious snowball momentum.

Monitor & Abuse [P4]
Best perk on Myers by far. Having an even lower terror radius allows you to simply grab survivors from generators when you turn around a corner as they will not expect you at all. It's funny, but so good. At level 2, you will also have a terror radius similar to regular level 1 which is insane to think about. Obviously a great perk for Myers.

Overcharge [P2]
This perk is mostly there to slow down progress and give yourself more time to stalk survivors and chase them down. It's a pretty powerful perk on most killers and Myers doesn't make exception on that rule.

Spirit Fury [P4 with Enduring]
If you combine this perk with Enduring, you will gain free hits every once in a while and get rid of a pallet in the process too!


Whispers [P2]
Lastly, Whispers, yet again. Knowing when there are survivors on the next generator can allow you to prepare a hiding spot to stalk them and it is quite effective early on to reach level 2 quickly. It is also a great tool to find people in general so there's nothing wrong with it.

*One should note that a few add-ons are going to require Play With Your Food to be effective.
Shape (Add-ons)
Add-ons
Add-ons that increases movement speed while stalking (Tacky earring, jewellery, jewellery box): being faster while stalking can be useful for survivors that try to absolutely get a vision blocker between you and them as you stalk.

Boyfriend’s memos: if you are planning to stay in EW 1 for longer than usual, then this add-on is a must. This add-on pairs well with the scratched mirror.

Add-ons that increase the duration of EW 3 ( blond hair, hair brush, hair bow, lock of hair , fragrant tuff of hair): Making you EW3 longer can be good, but you got to make it count and snowball with it as you’ll get less possible EW3. The hair brush is just better than the blond hair in every single way, use it instead of it. For the hair bow, the lock of hair and the fragrant tuff of hair, you should consider an add-on that increase the rate at which you gain evil within as it will help to make their drawback less of a problem. The Fragrant tuff of hair make EW3 infinite, so focus on getting there and you should be good, pair it with a J.Myers memorial for maximum efficiency.

Add-on that reveal the aura of the survivors when you stalk (reflective fragment, mirror shard): those won’t hurt you…but they won’t do much for you either as their effects are pretty limited.

Add-ons that increase the rate at which you gain evil within (memorial flowers, J.Myers memorial): These add-ons will save you time….and time is your most precious ressource when you play the killer. Those add-ons will make your life much easier regardless if you use them alone, or to compensate for add-ons that increase the time it take to reach you EW3.

Dead Rabbit: the dead rabbit will help you get ambush attacks on survivors as it reduce by 4 meters your terror radius (for a total of 12 m terror radius). Just remember that this add-on is percentage base, it reduce your terror radius by 25 %, so if you use monitor and abuse, you’ll only get 2 m of reduction out of it.

Judith’s Journal: this add-on will give you a lot of EW progress for stalking your obsession. Given the fact that you might or might not find your obsession…this add-on can have a lot of value or very little depending on your luck. See it as a risk/reward version of the J.Myers memorial.

Scratched Mirror: the scratched mirror can make for some fun games as you will be in EW1 all game and will try to ambush people with your 32 m wallhack. It works better in maps that are not very open as they won’t see you coming from afar. You could burn an offering for Lery’s or some other close quarter map if you plan to play this add-on.

Vanity Mirror: this add-on is pretty much like the scratched mirror…but in EW2 with a 16 m wallhack. It’s not as funny….but you could go for it if you don’t want to risk having the walk speed of EW1.

Add-ons that let you mori survivors in EW3 (Tombstone Piece and Judith’s Tombstone): those add-ons let you grab people to mori them in EW3. Instant-killing survivors is of course pretty good, even more if you never hooked the survivor you mori (those add-ons ignores the 1 hook rule for mori). The tombstone piece is better in our opinion as you won’t really need to mori the whole team to turn the tides in your favour and this one does not come with a slowdown of you walk speed.
Shape (Builds)
Sneaky Myers
Myers does need a little bit more time than most killers so Ruin is great on him. Monitor & Abuse is amazing on Myers as it allows you to get a smaller terror radius and be really sneaky. Nurse's Calling is great on Myers because he can see survivors healing without them having the heartbeat to warn them. Enduring is your general pallet loop helper. It is chosen over Brutal Strength because EW3 Myers likes to lunge through pallets (also helps giving the middle finger to Laurie's Decisive Strike if you like lore).

Infinite EW3
As the name suggest, use this build with the Fragrant Tuft of Hair and a J.Myers Memorial. Bamboozle helps a lot in chases. Ruin will give you time to reach tier 3 before it's too late. Once you have your infinite tier 3, BBQ and Enduring will both help get people fast to the ground. It's a pretty powerful build, but you need the add-ons for it.

Creepy Stalker
Use this with the Scratched Mirror add-on. This add-on will allow you to see survivors through wall in a 32 meters range at the cost of having to stay at EW1. Monitor & Abuse gives you zero terror radius, helping for this jumpscare build. Play With Your Food is to counter the very low speed you will have with this build. Ruin helps giving you more time and Whispers is there so you know when you can see the aura of someone by stalking.

Michael likes to watch you crawl
This build uses the full power of Knock Out to slug survivors and waste their time, but also to win. Having a survivor on a hook, use Barbecue to locate survivors that are nearby to each other and pop your EW3. Now, down both of them and if the last one isn't going back to the hook, use the power of Knock Out to hook one of your slugs in order for Barbecue to reveal them as they won't see the aura being picked up and have no idea of what you are doing. Bamboozle is a great chasing tool on Myers and Nurse's Calling helps with your slugs but also in Tier 2 as your terror radius is smaller, allowing you to punish healing easily.
Shape (Advanced Section)
Evil Within
Let's cover every tier of Evil Within and how a regular Myers player can gain the most out of each tier. Myers is a killer that changes a lot during the game and you will need to adapt to almost every situation. You are a very scary killer that can turn the tables around very fast, use that to your advantage, survivors are scared of you, use their fear against them.

Evil Within 1
  • 6m terror radius
  • 102% movement speed (100% being survivor's running speed)
  • Reduced lunge
  • Immune to detection perks, which are any survivor aura reading perk for the killer as well as Premonition and Spine Chill.


You start the match in this state. You are very, very weak, moving around very slowly, having a ridiculously short lunge. However, you probably noticed how stealthy you are. You absolutely need to use this to your advantage. There is no reason to stay in this mode longer than you should. You need to hide your body and stay as far away as possible when you finally find your first survivor to stalk. If you are skilled enough and the survivor has no way to tell you are coming and you know they are working on a specific generator, totem or searching a chest, take this opportunity to try to grab them. Getting a free hook early on is VERY beneficial, even if that means staying in tier 1 for longer.

The further you are, the less chances the survivors will see, or even more importantly: hear you. You do have a very recognizable breathing and experienced survivors will hear you before even seeing you. Your white mask is also very easy to see from far away. A good way to hide yourself is to find objects that won't obstruct your line of sight while covering most of your body. Try using trees for this, they work amazingly well and will give you Tier 2 easily.

Being immune to detection perks can also throw survivors off as there are survivors that rely on these perks to tell the killer is coming, usually newer players (hence the common term "noob stomper" that Myers gets). Don't count on this as you will not know which survivor relies on Premonition, for example. Just try to hide every time while stalking.

If the survivor noticed you before you got the chance to get Evil Within 2, don't panic. Just try to cut them off by covering their line of sight. They have a thir person view, which makes them able to look behind the objects they are hiding. Use this to your advantage by going approaching from a place they won't expect, maybe get a free hit and finally reach tier 2.

Evil Within 2
  • 16m terror radius
  • 115% movement speed (normal speed)
  • Regular lunge
  • No longer immune to detection perks


You will be in tier two for most of the trail. In this mode, you are considered by many as a normal killer, while it's not exact. For one, you have a much smaller terror radius, 16m, being half the regular terror radius. Using this, combined with Monitor & Abuse can lead to multiple jumpscares for the survivors, reducing it down to 8m, very close to the regular Evil Within 1 terror radius. As you can see, if you are using this perk, you won't lose much of your stealth by moving up a tier. The thing that will hurt the most is that detection perks will now work against you. Perks like Premonition are now very strong against you. Thankfully, this perk is rarely used by high-level players and shouldn't be considered a treat, especially since Myers isn't the most played killer at high rank, you won't usually be expected, unlike Hillbilly, Huntress or Nurse, which are all very common at high rank.

Use the surprise factor to your advantage by coming from corners where there is no line of sight or any way to tell you are coming. Just like in Evil Within 1, you want to cover your body. This time, however, you will approach them instead of stalking them from far away. The stalk will be in chases, most of the time, as a punish for looping, you can use a few seconds to put your Evil Within level (the red bar) on the top of your Evil Within 2 icon, putting you very close to Evil Within 3. This is a very well-known and effective strategy as you will gain the control of when exactly you will unleash the pain of EW3.

Being in Tier 2, you won't have the amazing vault speed from Tier 3, but your vaulting is still faster than normal, making you strong against windows, unlike most killers. Pallets are your main weakness here. However, by using mind games effectively (which are best learned as The Wraith, due to his absolute lack of any tool for chases and mind games), you can shorten the chases. Another way to deal with them is to fake losing the survivor and find them again, ambushing them with your small terror radius. This works great if you can break line of sight and you have Nurse's Calling.

Once you have someone on a hook and are close to Evil Within 3, you are close to a potential victory, believe it or not. One EW3 can change the entire game...

Evil Within 3
  • 32m terror radius
  • Increased lunge
  • Increased vaulting speed
  • Attacks put survivors into the dying state
  • Lasts 60 seconds, before returning to Tier 2

To use Evil Within 3, it's pretty simple really, hit every remaining survivor before the time runs out. It's more about when to unleash it that is complicated. If you have done your role as EW2 Myers correctly, you should have one survivor hooked and be on the merge of Tier 3, less than a second of stalking to unleash your true power. You can use it on the next survivor you find, but really, it's more about how you are doing so far and what perks you are using.

If you use Barbecue & Chili, you can use it to detect if more than one survivors are working on a specific generator after your first hook. If that is the case, head there and once you find them, go into Evil Within 3, down both of them, hook one of them, leave the other on the ground and go see the last survivor before the time runs out. If the time does indeed run out, it's no big deal as long as you can find the last victim as you will sooner or later down them and win. The time management is crucial. You need to analyze the situation fast and find the perfect opportunity to go into Evil Within 3. The situation I just described was perfect, but what if they are all spread out? Do you unleash your power? That might be better to save it, right?

As you can see, it all depends on the situation. It mostly depends on the survivors locations, playstyles and the number of generators remaining. We already covered the locations, as having two survivors (or more) at the same place is a free EW3 opportunity to gain a massive advantage. The playstyles will mostly depend on how they react to everything that is going on in the trial. If someone is hooked and is saved very fast, it is safe to assume they are altruistic. You can use this to your advantage by guessing their locations and future actions. You can also fake going away from the hook and you very small terror radius will help you a lot faking that you are gone once you break line of sight, then unleash Tier 3, down the rescuer in one hit and go after the other survivor.

The number of generators remaining is also a good indicator. Do not waste time staying in Tier 2 if there is only one generator left. Deal as much damage as possible. But if you are confident with the amount of generators left, you can delay the Evil Within 3, try mostly to get one survivor killed. 3 survivors is MUCH more manageable than 4, especially as Myers due to his extreme snowball potential on Evil Within 3. If played right, you won't waste too much time stalking and get the win with only one Tier 3. You will learn when to unleash EW3 over time.
Shape (Advanced Section) Add-ons Analysis
Looking at Myers' add-ons, we can see that he has very interesting purple and pink add-ons. We'll cover the most viable options:

Fragrant Tuft of Hair
This ultra rare add-on makes Evil Within 3 Infinite. There is no longer a time limit for it's duration. The catch is that you will need to stalk a lot more to reach Tier 3. It is highly recommended that you use J. Myers Memorial along with it in order to reduce this penalty. The strategy is fairly simple: stalk as much as you can and reach tier 3 as soon as possible to unleash the pain. Nothing too complicated here, you can profit from that infinite tier 3 as much as you can. Refer to the previous section to know how to gain stalk more easily.

For the perks, you have many options, really. Any regular Myers build is viable here, though Monitor & Abuse is less recommended as you won't really be sneaky. Here are a couple of good options:





Do not use:





Despite what people say, this perk makes almost no difference, even for EW3 Myers' vaulting speed. Just use anything else, really, this is a waste of a perk slot.

Scratched Mirror
This add-on is very interesting, yet no very good on most maps. It is highly recommended to use an offering for either the Treatment Theatre or The Game as they have a lot of walls and line of sight blockers, allowing you to use this jumpscare add-on. You don't chase with this perk, you don't try to stalk either. All you do is sneak on survivors using the aura reading you gain from this add-on and jumpscare them twice to down them. Hit them, disappear and ambush them again to get your hits. Using a Boyfriend Memo is recommended with this add-on to have a better lunge as you can't leave Tier 1.

The perks are more different than usual. Monitor&Abuse is a very important option, especially to get that sweet 0 terror radius.




Tombstone Piece
The Tombstone Piece (NOT Judith's Tombstone, which makes you move as slow as a slug) allows you to grab a survivor in Tier 3 to instantly mori them at the cost of an instant drop to tier 2 right after it and more stalk being needed to reach tier 3. If you manage your stalk right and mori a survivor that has little to no stalk left, you can actually get two moris with this add-on, which is really good. Again, to counter the stalk penalty, a J. Myers Memorial is recommended. You don't have to change how you play too much with this add-on, really. Get your stalk meter close to Tier 3 and unleash the pain when needed, except that now you will kill someone instantly, which can really turn the game in your favor. Three survivors are WAY more manageable than four.

For perks, you can use any recommended perk for regular Myers, except that this time, you can actually run obsession perks that ask you to kill the obsession, so it varies a little bit and is one of the very rare times that Dying Light might actually be worth something:

Hag
Overview
So, the Hag, this is hands down the most underrated killer in the game. She has the bad reputation of being a camper by trapping hooks and generators, while good Hags discovered the art of placing traps at the most unexpected places in order to catch survivors of guard and smack them with an instant-teleport hit.

Good Hags are actually terrifying on the field and they are actually really really powerful and good in chases. As opposed to the general belief, Hag is a very powerful killer in the right hands that does require precise trap placements and quite a good amount of skills. Basically, trap juking spots and experience by yourself. The Hag a very fun killer to experience and discover more and more trap placements to help you catch survivors.

Positives
+She can instantly hit you after teleporting if skilled enough. That itself makes running into a trap in a chase a death cause.
+The Hag is very good at controling a specific area by trapping all the juke spots, similar to the Trapper.
+You are shorter along with a smaller terror radius, so you are harder to notice from survivors and thus to hide from.
+She is the least played killer, so expect to make people jump as not a lot of people knows how to play against Hag.
+Her power has little to no counterplay in a chase when used effectively, it all comes down to your skill, similar to The Nurse.

Negatives
-Hag moves slower than most killers, making you having to rely on your traps.
-Flashlights and We'll Make It both hurt the momentum you gain from hooks.

Tips&Tricks
->Place your traps in jungle gyms, behind key windows, juking spots for survivors just to mess around with them during chases. It's a lot more unpredictable and effective than...trapping generators and hooks only.
->Lure survivors to your traps, like with the Trapper. Teleport when needed and you can get a free hit easily.
->Place traps in corner to make use of the camera spin when the trap pops out, making them smash into walls.

Perks
If you want the basic build while you are learning her, The Hag needs three perks (every perk that has a P4). The 4th perk is a bonus:

A Nurse's Calling [P4]
The Hag is easily one of the best users of this perk due to her smaller terror radius. It is absolutely insane how strong this perk can be in some situations. It is great for a hit and run tactic if you combine it with Monitor & Abuse. Extremely important perk.

Agitation [P1]
Because the Hag is a bit slow to hook people, she might lose her chance at hooking them. Having Agitation really helps her out at securing her hooks and even better: get people to the basement where she shines.

Brutal Strength [P2]
The Hag wanting chase support, she does make good use of this perk to destroy pallets quickly. I mean, you should know the deal by now, if you read all the previous killers sections. Chase, break pallets faster, keep chasing, it's just a good perk in general.

Enduring [P3]
Very nice perk for chases, especially if you are beginner Hag as you might mess up with your trap placements and have to take the pallet stun. Enduring also helps against Decisive, which is always welcome. It's a pretty powerful perk overall and is a great choice for your loadout.

Hex:Devour Hope [P2]
OK so a great strategy with this perk on the Hag is to get someone on the hook, put a trap (you never know) and leave. Get the unhook token and if they trigger the trap, teleport. If not, just go to them. Get the survivor who unhooked, not the one you hooked first. Hook him or her, get another token until you have 3 and you are a beast at this point because you can one-shot. Just hope your totem is in a good spot and you'll be good.

Hex:Haunted Ground [P4 with Devour Hope or Ruin]
Hag can't really protect totems, she doesn't have the time to do that, making it a little more dangerous to survivors is very strong and turns every trap they trigger a death cause.


Hex:Ruin [P4]
Just like the Trapper, the Hag does need set-up time. Having this perk makes the survivors do the generators much slower or even just focus on the totem if they are obsessed by it. It's just really good to have in general and gives you time to set-up your traps. This perk is pretty necessary (like with most killers).

Make Your Choice [P4]
At first, it may not seem like it, but it allows The Hag to become a complete monster at snowballing through survivors. Get someone on a hook, put a trap near the hook, leave. If the trap is triggered, punish the survivor. If they unhook before, you can come back as they crouch away slowly, making it really easy to get that unhooker down in one hit. It's seriously a deadly perk on Hag and should truly be considered in your build it is that good.

Monitor & Abuse [P4]
Reducing Hag's terror radius is phenomenal. It has always been great, but with her new 24m terror radius, you can now reduce it down to 16m, which is amazing especially for an already short and hard killer to see, makes her great at ambushing survivors (pretty much as good as Myers is without M&A).

Overcharge [P1]
Hag likes to bash generators and having Overcharge slows the progress down and also helps Hag finding people. Especially since that Urban Evasion perk, this is the perk you might need on her. It's better than most people think, it really is.

Save The Best For Last [P3]
Having a smaller cooldown after you hit survivors is immensly helpful for The Hag as you will most likely encounter situations where you want to teleport very fast after a hit and this will make you able to act faster. Also, it's great in the basement, which The Hag already excels at.

Sloppy Butcher [P2]
If you have the chance during a chase to go after someone else that triggered a trap, this perk will give you the ability to maximize the damage spread by slowing the game down in the process.
Hag (Add-ons)
Add-ons
Faster trapping (Rope Necklet, Cypress Necklet and swamp orchid necklet): They used to be her best add-ons and are still really good to this day, they are just no mandatory anymore.

Increasing the phantasm duration time (Powdered Eggshell, Half Eggshell and Cracked Turtle Egg): The add-ons rework really helped these ones. You can now use them to make the phantasm stay for a while, which is great for both mind games and the times you are busy doing something and then having the time to still teleport is really nice.

Increasing the teleport range (Dead Fly Mud, Dragonfly Wings and Dried Cicada): Great add-ons, they give a lot more map control. And now they have no downside, so that makes Dried Cicada the best Hag add-on, hands down. They are the new best category of add-ons.

Increasing the effective trap range (Bog Water, Bloodied Water and Bloodied Mud): Increasing the effective trap range can be very useful to make traps harder to avoid and the camera swing even more powerful. Bloodied Mud is now usable too, since it no longer has any downside, which makes this catoegory more viable.

Aura reading (♥♥♥♥♥ Willow Catkins and Willow Wreath): Having a wall hack after your traps are tripped sound good, but personally, you should ignore them. The aura reading doesn’t last long and isn't exactly "useful".

Scarred Hand and Waterlogged Shoe: Hum…please ignore these add-ons, let’s pretend they don’t exist. Even after the rework, just no. They remove the ability to teleport, which should NEVER be allowed.

Rusty Shackles: They sound good, but their cost is high. They actually have a very heavy downside that isn’t clear for non-experienced Hags: it removes the phantasm and thus the camera swing, which tremendously reduces your options for trap placements as a lot of the types of traps do use this mechanic. Use at your own risks, they can be fun add-ons to use, but they do limit your options a lot.

Grandma’s Heart: A pretty good add-on, but you can’t really control it. If you use the Grandma’s Heart, use it with Cracked Turtle Egg and play like normal, you probably won’t notice the difference. It can lead to some jumpscares, but the fact that you can’t control when it will take effect really hurts it.

Disfigured Ear: Only use this add-on if one of your worst enemies is in your lobby. No seriously, it is extremely annoying to go up against. This add-on is basically a meme.

Mint Rag: This add-on sounds good as well especially since the patch that made it possible to choose which key you use to teleport. It’s pretty good, but the problem is that you might get an addiction from it and have a hard time play Hag normally as this is an ultra rare add-on, you won’t have it every game. Also, beware of that 15 seconds cooldown, it might screw you over.
Hag (Builds)
The Swamp Creature
This is a pretty good build. Ruin gives you more time to set-up your traps. Monitor & Abuse is great on Hag especially with Nurse's Calling as these perks will allow you to sneak up on survivors, especially when they are healing. The Hag has a terror radius of 16 meters with Monitor & Abuse, so she is quite sneaky, especially with her short height. Enduring is a good looping perk, but it can be swapped around with quite a lot of perks. Try switching it for one of the following: Brutal Strength, Agitation, Overcharge, Remember Me, Franklin's Demise, Tinkerer or Stridor.

Hag Devours Hope
The Hag hates hope, so we are going to use Devour Hope. Make Your Choice is the key to victory here. Get someone on a hook, put a trap at the hook, leave and then come ack when they get the save, using the teleport if they trigger the trap. You can now down the unhooker in one hit and get a token from him as well. If Devour Hope stays hidden until you get 3 tokens, it's pretty much gg. You can try BBQ & Chili if you feel like it as it is strong with Devour Hope, but the Hag is not the best user of that perk due to her slow movement speed.

You are in my territory now
The Hag can make the game quite long if you are doing a 3 gens strat. Basically, trap every pallet and window in a certain location to make this specific part of the map a pure hell for survivors and wait for them to try powering your generators. Thanatophobia and Ruin are great to slow down progress when they are together. Overcharge is a mandatory perk for a 3 generators strategy as it does help quite a lot. The last perk is Remember Me so you don't get totally screwed if they ever power those generators.

The Hagger's Build
"Hi, I'm Croquedead and I main Hag. This is my main build and I will update it everytime I switch a perk around. Agitation is great on The Hag in order to spend less time hooking and gives me a bigger window to teleport. Make Your Choice on Hag is absolutely devastating so of course you want to use that. It makes it so you can one-shot survivors right after they unhooked, especially if one of them chooses to run away and trigger my trap. I like using Rancor to know if a survivor is going for the save or is hiding nearby inside by web. Finally, my dear Save The Best For Last is back in action! I really enjoy use this perk as it makes my attack cooldowns feel a lot more smooth and allows me to act faster, it's really great. I hope this build can help you become a better Hag player! :3" -Croquedead, Hag Main
Hag (Advanced Section)
How do the traps work?
When a survivor triggers a phantasm trap, here's what happens:

1-The trap is triggered and a phantasm comes off the ground
2-The phantasm does a scream-like animation
3-The phantasm spins around while staying still in order to always face the survivor who triggered it (this phase can be shorter or longer depending on add-ons)
4-The phantasm stops spinning and disappears

At any point, from phase 1 to phase 4, The Hag can teleport to the trap. This means that a skilled Hag can spam their teleport key before the trap is triggered to teleport extremely fast, even before the survivor goes through the phantasm, if it is their desire. When the trap is triggered, the survivor’s camera will flip to always face the phantasm, which messes with their direction. A skilled Hag can use this for multiple effects, depending on the trap’s location and the environment.

Let's look at one very important tactic...

Instant Teleport Hit (ITH)
The instant teleport hit refers to an advanced technique for the Hag, which consists of hiting a survivor as soon as he pops a trap in a chase. This is done by spamming space bar as the survivor approaches the trap and spinning the camera in the right direction if necessary before going for a quick hit.

While chasing a survivor, spam space bar as he/she approaches the trap. This will teleport you very quickly to the phantasm, giving no time for the survivor to react. You also need to predict where the survivor will be depending on his/her position:

  • If the survivor is in front of the trap, no camera swing is needed and you just need to hit the survivor.
  • If the survivor is on the left of the trap, you will have to spin the camera right after teleporting and as soon as you see the survivor, hit him/her. Like if the survivor is on the right of the trap, you spin the camera left. This is done in less than a second, so you need to be extremely quick at spinning your camera and hitting the survivor instantly.

Here's an example of an ITH. Here, Quentin was in front of the trap so no camera spin was needed:


Key binding for ITH
With latest changes, you can now choose the key used to teleport for the Hag, which is the same key you use to crouch with the Pig. Choose a key you are comfortable with so you can have access to it fast and able to spam with when a survivor is about to pop a trap in a chase so you can get that sweet ITH.

What does a Hag game look like?
Playing the Hag is fairly different than your typical killer. As Hag you do NOT search for survivors, at least not straight away. Instead, as you are moving around the map, looking at generators, you want to place traps at juking spots. Place your traps next to pallets (try to place them at an angle as well to disorient the survivors) and do the same for windows. As Hag, you wanna have at least half your traps placed before chasing anyone.

Also, once you find someone, lead him/her to your traps, which means, run at an angle so you he/she doesn't get to a pallet or a window that you DON'T want him/her to take, forcing him/her to go towards the trapped objects.

As Hag, you have to analyse A LOT during your game. Is it better to ITH here or should you mind game and let the survivor slide back the pallet towards you, tricking him into thinking you were going to teleport. As Hag, you also wanna know when to trap and when not to trap. For example, as a Hag main, I highly suggest that you trap the shack's window and not the pallet. Why? The window is WAY more used than the pallet when a survivor wants to loop you there. Also, the window can be used three times in a row, while the pallet is only once per game for all survivors. The pallet at the shack is precious and survivors know it, they will go for the window and set off your trap.

The best way to tell where you should/shouldn't trap is by experience. It's by playing Hag that you will know all of that.
Hag (Advanced Section) The Types of Traps
This is the most important part of this section about becoming a pro Hag player: the trap placements. Now when you want to be good with the Hag, you have to learn to not place traps at generators and hooks only. Use your traps for looping spots so they get used in a chase.

The types of traps can be split in 4 parts:
1-Defensive traps, which are obvious, but made to slow survivors down and punish bad plays.
2-ITH traps, where you teleport extremely fast to gain their effect using the ITH trick we covered in the previous section.
3-Camera flick traps, where you use the camera flick from the triggered traps for different effects.
4-Fear traps, made specifically to make survivors panic and make mistakes.

Now, the very first lesson...

Defensive Traps
Hook Trap


You place ONE trap at the hook. Only one. Not two. Not three. Not eight. One. One trap does this exact same work as eight would do: slow down the rescue and give you a reliable way to punish survivors rushing in and away from the hook. Also helps you catch up to the unhooker, which is great for the perk Make Your Choice.

As a side note, for the basement, you can trap both the hook downstairs and on the top of the stairs. Two traps are more than enough to make a basement rescue very difficult.

Totem Trap


As we keep going into the basic stuff, we have the totems. The Hag can somewhat protect her totem(s) by placing a trap close to it. This is especially useful early-game when the survivors don't know you're the Hag yet. Place it a little bit further to make them having to crouch from far away. Don't expect this trap to really work once you have been revealed, however. Don't bother placing it again once it has been set off.

*Most of the next traps will have a video as an example. We are not the owners of these videos, the name of The Hag that plays is in the name of the video. Huge thanks to Spectrobyss, Soren and Michi for the videos!

ITH Traps
Looping Trap
A simple trap where The Hag traps one point on a specific loop that allows her to teleport directly to it, catch up with the survivor and get a hit before the survivor can reach safety.


Bodyblock Trap
If a trap is placed in a doorway or any small corridor in which a killer and a survivor can’t both go through if the killer is standing right in the middle of it can act as a bodyblock trap. To use these, simply teleport extremely fast so you bodyblock the survivor due to you being already there before they go through the phantasm. This is very effective to prevent survivors entering buildings, which are usually big loops.


Stun Trap
This trap is placed at the bottom of a drop, which allows you to catch up with the survivor instantly and get a hit.

Camera Flick Traps
Antelope Trap
This trap is placed 3m away from a loop. As the survivor goes around the loop, the trap will pull them away from the loop, stopping the loop completely and giving The Hag a free hit. This trap is best used while already chasing a survivor and trapping the loop mid-chase.


Wallpull Trap
The Wallpull Traps use the camera flick to its maximum power. By placing a trap close to a wall or, even better, in a corner, you make survivors get pulled towards the wall, slowing them down considerably or even pulling them inside a corner or a dead-end, with nowhere to go. These traps allow you to catch up easily and are almost always free hits. It is worth noting that the traps in corners can be placed in two different ways. The first of which is by facing the corner and the second is by going inside the corner and facing away from it. The first way puts the trap a little bit further from the corner, making it easier to be triggered. The second way puts the trap closer to the corner, the camera flick is thus stronger as the further you are from the trap when it is triggered, the strongest the camera flick is. This makes add-ons that increase the effective trap range very deadly with this type of trap. These traps should be the ones you use the most as the possibilities are near endless.


Another Path Trap
The Another Path traps are very clever and will prevent a survivor from going towards a pallet or a window by using the camera flick to your advantage. Try placing a trap to the side of pallets and windows, survivors might get pulled away so far that they simply won’t be able to use the pallet/window, giving you a free hit. You can also use Another Path traps to make the survivors take unsafe pallets and windows, which can be mind gamed to get a free hit.


Fear Traps
Mind Game Trap
As seen in the video, you can use a trap to make the survivor that has dropped a pallet slide back towards you, thinking you are going to teleport. When a phantasm pops right next to them, they have to make the choice to either slide back on the pallet or run away. The Hag can thus react to the survivor and either let them slide back towards her or teleport to catch up to them fast if they choose to run away.


Fake Trap
Other than the faking to place a trap trick, The Hag can also make survivors think there are traps. For example, by placing a trap next to a generator, you can make survivors think you will trap all generators, which will slow the game down by making them crouching in order to even work on said generators. This trick can also be used for the basement, by placing a trap upstairs, making them think there are traps all the way to the basement. This trick is useful to gain a considerable amount of time, which always helps. Also, try to be as unpredictable as possible and always change your tactic. Make survivors think there are traps were there are none and trap in the most unexpected places.

For more information
Check out this guide to get deeper into The Hag. We believe she has enough sections here.
https://steamcommunity.com/sharedfiles/filedetails/?id=1536445874
Doctor
Overview
At his release, the Doctor turned out to be a pretty disappointing killer. He was very weak overall and his madness mechanic, while cool, wasn't doing much. Thankfully, this all changed when he got buffed.

Since then, he became a very scary killer as he messes up with progress more than any other. He slowly climbed the Tier List from the very bottom all the way to the A Rank, which puts him in 4th place overall. A very respectable rank for a killer that started this low.

His shock threapy also gained a few buffs which made the Doctor pretty decent in a chase. He can shock a survivor to make him unable to drop a pallet for 2.5 seconds. More than enough to switch stance and hit him in punishment mode. This leads to mind games, which are mostly good for killers as seen with the Nurse, for example. Sure, he can't punish as much as Nurse, Hag or Trapper with his power and he doesn't have the map control Hillbilly has, but he is still a lot more powerful than his initial state.

His best asset however remains the madness field, anyone that stand inside it will gain madness and reveal their location to you. The only way to not gain madness while in his terror radius is to hop in a locker....and lockers are not always great. Because of this, the doctor patrol and map control is ridiculous.

Positives
+Stealth is almost impossible against the Doctor.
+Madness 3 really messes up the progress of survivors, so he's good at slowing games down.
+His add-ons can mess up survivors really badly, especially the Order one, due to the appearance of fake pallets.
+His shock therapy can guarantee a free hit at a pallet if the survivor doesn't drop it right away. A very nice punish and counter to pallet looping.

Negatives
-He is slow in treatment mode.
-Without add-ons, the range of his shock therapy is awful.
-He can slow the game down, but he needs a lot of set-up to do so, meaning that he is much better late-game, which is risky as gen rush may screw him over.

Tips&Tricks
->Use Shock Therapy to punish survivors on pallets and windows.
->Don't be scared leaving survivors alone when you shocked them, you'll find them again quickly. Destroy progress, it's your main goal.
->Try to get everyone to madness 2 so you can very easily put them back to 3 within seconds when you find them again, wasting more of their time.

Perks
The Doctor does need a couple perks to be more effective. He's not as much in need as he once was, but still, a little help isn't something to pass by.

A Nurse's Calling [P4]
With his buffs, the Snap out of It action now counts as healing, which means...you guessed it, A Nurse's Calling will show you the aura of survivors trying to snap out of madness 3. This is absolutely huge and was the turning point for this perk to get it's own tier, above all the rest. The Doctor makes tremendously good use of this perk, especially with his shock therapy being able to stop healing actions through walls.

Brutal Strength [P3]
Just like the Wraith, every Doctor should have this. It just helps them so much in a chase, not wasting time breaking pallets and get to the survivor as soon as possible.


Coulrophobia [P4, with Distressing only]
Have you ever thought about unleashing some real pain? Look no further than Coulrophobia on Doctor! Using this with Distressing will make any form of healing take forever. You can also abuse it with A Nurse's Calling to find people healing, shock them to stop them, put them into madness 3 so they also have to snap out of it, it is a complete nightmare to go up against.

Distressing [P3]
Not going to lie: Distressing is actually good on the Doctor. It makes the madness go up much faster on the survivors when you are moving around in treatment mode, so you might want to use that.

Hex:Huntress Lullaby [P2]
I like to think of the Doctor as the skill checks master. Huntress Lullaby along with random location for skill checks, along with Distressing+Unnerving Presence is a terrifying approach that makes survivors mess up everywhere. It may also help with snap out of it due to it now having skill checks and along with Nurse's Calling to locate them.

Hex: Ruin [P2]
How to be even more cancerous towards survivors? Easy! Use Hex: Ruin and make their life miserable. Trying to find a totem with a mad Doctor building up madness everywhere is very hard and wastes a lot of time. This perk is a great choice for every Doctor.

Make Your Choice [P2]
A pretty powerful perk on The Doctor as it makes good use of the madness 1 trigger to find the unhooker while also shortening the chase drastically.


Overcharge [P3]
You might bash generators a lot. Overcharge will mess with the progress even more as the perk says in it's description: you hate progress. Just keep going between the generators you're protecting and bash generators. Down people if you can.

Pop Goes The Weasel [P3]
If you don't like the uncertainity of Overcharge, look no further than Pop Goes The Weasel! This perk will instantly regress generators, but you will need to hook people to abuse it's power. The choice is yours really, but both Overcharge and Pop Goes The Weasel work very well at reducing progress as The Doctor. You may even use both if you really want to slow the game down.

Save The Best For Last [P2]
By making the animation for swiping faster, you can go back into shocking faster and make gain a better punish. An overall pretty good perk on Doc.


Unnerving Presence [P4, with Distressing only]
Now that Unnerving Presence has been buffed, combine it with Distressing and enjoy survivor messing up every skill check within your terror radius. This combo is now very powerful, but it really shines on Doctor of all killers due to him messing up further with skill checks.

Whispers [P3]
Whispers is indeed useful despite the fact that the Doctor finds people easily. The main use of it is to know when you are inflicting madness in Treatment mode. So start the game in Punishement mode and switch in Treatment when Whispers triggers so you can find the survivor no matter where he is. If his madness doesn't go up, he's in a locker!
Doctor (Add-ons)
Add-ons
Range add-ons (moldy electrode, polished electrode, high stimulus electrode): Those add-ons are pretty good at making the shock easier to use as long as you adapt to the new charge time. The high stimulus one adds a lot of charge time, so it is better used to spread madness around than to prevent pallet dropping or window jumping with it.

Maple knight: This add-on is good to use the first few game as the Doc to understand the cone of the zap, you pretty much won’t use it afterward.

Order: The Order procedure (regardless of its rarity) helps with progressing madness with your terror radius, so it is good with Distressing as you will spread it further away. It also spawns illusions to make survivors believe there is still a pallet at certain spots. Those illusions can be sometimes useful in a chase as the survivor will head for that pallet only to realize it’s not really there, often giving you a free hit (this is mostly useful when a lot of pallets are gone, but that should not be a problem as Doc is good at stalling the game).

Calm: Those add-ons are good if you plan to do a sneaky punishment build via monitor and abuse as few will expect such a build. It could also be used with Distressing to make your terror radius bigger in treatment. The random terror radius on it is not that good…but it’s more of a bonus than anything else.

Scrapped Tape: Don’t even bother with this scrap. If we were to make a top 10 worst add-on in the game, this thing would be on it.

Interview Tape: The interview tape make the beam longer but way narrower. It can be used to make some sort of sniper build with one of the range add-on. Such combo is very good at protecting totems with Thrill of the Hunt as the shock interrupts the cleansing process.

Restraint: The Restraint add-ons reveal the aura of survivors as madness increase….this is useless. Where this add-on really shine is its other effect, you’ll be able to see the illusions of the doctor that the survivors see when in madness 2. This mean that once everyone is in madness 2, you have a map wide radar to find survivors. This add-on is awesome for tracking and is almost as if you had a built-in Barbecue and Chilli.

Discipline: The Discipline procedure is useful if you want to spread madness faster by shocking. Its other effect is not really good, so if you take it, take it for the increased madness on your shock.

Obedience: Oddly enough, this can only be found in very rare rarity, but it sure is a good procedure. It will make snap out of it take 2 seconds longer, which is great if you have Nurse's Calling and it will also make it so Madness 3 survivors are Exhausted, which completely avoids Dead Hard and can prevent the other sprint perks. A very good add-on to have.

Iridescent King: This add-on takes all the secondary madness effect of The Doctor’s other add-ons and puts them all in the same little sweet package. Needless to say, this thing is amazing if you count on spreading madness around….something you should do anyway.
Doctor (Builds)
It's time for your treatment!
Use this build with a "Calm" add-on so you get a smaller terror radius in punishment mode, which, combined with Monitor & Abuse, makes you surprisingly sneaky. Brutal Strength is great if you combine "Calm" with "Order" so you get those fake pallets faster. A Nurse's Calling is a great perk for the Doctor as he can see survivors trying to snap out of madness. Ruin is there so you have more time to build up the madness.

Screw your skill checks!
The complete opposite of the previous build: this Doctor is all about the massive terror radius he can use for treatment mode. Distressing and Unnerving Presence is a deadly combo for skill checks and the Doctor is by far the best user of it. Lullaby is a good perk on the Doctor as he already messes around with skill checks by putting them in random locations, this perk makes them even deadlier. Overcharge is the ice on the cake as it makes progress virtually impossible.

Interview Tape
Using the Interview Tape add-on, you get a very long beam for your shock therapy. This is great for Thrill of the Hunt as you can shock survivors from far away, stopping them from breaking your totems. BBQ is to always keep survivors occupied and far from the totems so you know if someone is nearby one of them. Nurse's Calling is great on the Doctor as it allows you to find people trying to snap out of madness. You may use Whispers over BBQ if you want to know when it is worth your time going into treatment mode.

You can't hide from me!
Huge thanks to Doc Октябрь for this one. He's the one that came up with this build. This build is all about knowledge of the survivors whereabouts. Barbecue & Chili is your typical snowball machine that lets you go straight to another victim upon hooking someone. Brutal Strength helps you chasing them while A Nurse's Calling is great to find survivors trying to heal or snap out of madness. The last perk goes to Shadowborn, which, combined with a "Restraint" affliction makes hiding even harder. A Doctor with this build will give the stealthy survivors a hard time. Another viable option is go for "Calm" affliction (maybe even two of them) so you can sneak up on them.

This is madness!!!
This is a variation of the previous Distressing build. With this one, we're using Coulrophobia to make healing near impossible, especially with A Nurse's Calling so you can see them. It makes the game a complete pain for the survivors and if that wasn't enough, we have Pop Goes The Weasel to reduce progress even further everytime someone is hooked. Damn, this build is nasty. Sloppy Butcher may replace Pop Goes The Weasel if you want even slower heals.
Huntress
Overview
Deep in the woods, survivors have been starting to hear a strange melody. It sounds like a lullaby and it is often described as enchanting and even creepy. That's the Huntress! Her lullaby is her warning for survivors so they know who they are dealing with. She has been released in the Lullaby of the Dark free chapter. She came with a deadly power: her hachets.

Using her power, the Huntress is able to throw hachets in the air, following a straight trajectory before landing on whatever surface...or flesh they may encounter on their track. She has been made as a strong chasing killer due to her being able to use pallets and windows to her advantage. She sounds like the Nurse right now, so how powerful is she?

Actually, the Huntress does have more problems than the Nurse and she also suffers from a slighty worse power. I mean, who can even top the power to blink through walls? The Huntress is a pretty terrifying killer in the right hands as she is pretty difficult to play as, but oh so satisfying.

Positives
+Very good chasing potential, which is a god-like feature for a killer in Dead by Daylight
+Despite her humming being wider than any terror radius, her real terror radius is the second smallest in the game (right behind Myers), with only 20 meters, which plays in her favor with a few perks that we will cover below
+She can hit survivors from very far away and I mean VERY far away, making her a danger even outside her terror radius

Negatives
-She is as slow as the Hag without any map control to back it up. This is by far her biggest weakness
-Her humming can be heard from 45 meters away, which hurts her tracking potential quite a bit
-Her hachets can't be thrown right away and make her move slower while winding them up, which means that she isn't immune to pallet loop at all and that she instead often relies on animations (pallet drops, window vaulting, etc.) to hit survivors

Tips&Tricks
->Use your hachets mostly during animations. Vaulting is the one you're going to abuse the most by far
->Try to trick survivors with your humming. They will know which way you will come, so can guess which way they are going to hide
->You can try to hit a survivor far away with a hachet by aiming at a generator. Even if it doesn't hit, survivors might be scared away from it, giving you more time
->Hills and balconies are your friends, abuse them A LOT

Perks
Just like the other killers, I'm going to recommend a few perks for the Huntress as well as giving the priority of each perks so you know where to focus.

A Nurse's Calling [P4]
A Nurse's Calling is beyond amazing on the Huntress, she is easily one of the best users of this perk. As a metter of fact, there are two ways survivors are going to react to this perk. First of, they will heal in your humming radius without paying attention to the fact that your terror radius is smaller than Nurse's Calling's radius by 8 meters, meaning that you will see them without them hearing your heartbeat, similar to the Shape. Second, some survivors will notice that you have this perk or won't take any chance and will wait that you move away, even with the humming. The humming is so big that they will waste time waiting for you to leave so they can heal. Use this time to search for them and bash generators. Very very good perk, highly recommended on Huntress.

Agitation [P1]
In a similar fashion to The Hag, The Huntress does like having a better time getting someone to a hook due to her lower movement speed. This is a pretty nice perk to try in your loadout.


Barbecue & Chili [P3]
After hooking someone, look for survivors auras. If you see any doing a generator, you can now try to hit them from extremely far away by throwing a hatchet. It will sure make them jump and allow you to catch them more easily. It's also even more worth it if you after them just after the hit and see their aura with Nurse's Calling.

Bitter Murmur [P2]
As you can tell, aura reading is very useful on Huntress for long range throws and Bitter Murmur makes no exception.


Blood Warden [P1]
A decent end-game perk that may save the game, a good pick overall.



Deerstalker [P2]
A skilled Huntress may down people from very far away and Deerstalker helps you finding them a lot more easily. You clearly want this in your arsenal if you are skilled enough to snipe survivors from far away.

Hex:Ruin [P3]
You can also abuse Thrill of the Hunt with Hex:Ruin, which gives it even better results. It may sound odd to equip a couple Hex perks, but on Huntress it is usually worth it as she is really good at defending them and it gives you free hits.

Hex:Thrill of the Hunt [P3]
You can use any other hex perk you want combined with this one that isn't NOED (I suggest Hex: Ruin), but Thrill of the Hunt alone is a bait that survivors will always fall for. The reason Thrill of the Hunt is this good on Huntress is the fact that the notification you get gives you a precise target to aim for: the totem. A skilled Huntress will be able to snipe the survivor trying to cleanse the totem and get a free hit. It's very helpful and it might help finding survivors quite a lot. Especially if the totem is in a very obvious location so survivors are tempted to destroy it.

Overcharge [P2]
You are weak against stealth, Overcharge will not only help you with gen rush, but also help you find survivors as well, which is a good combo overall with your great chasing potential. You can also try to use a hatchet from afar when you hear the explosion, you might get a lucky hit.

Remember Me [P2]
Once the generators are done, a great way to snipe survivors is to aim at the exit gates' aura. Remember Me gives more time for the doors to be opened, so it makes it so there's more chance a survivor is trying to open the gate you are aiming at. What's better? Hatchet hits do give Remember Me tokens, so they are easy to grind!

Sloppy Butcher [P2]
This perk will increase the healing time, which does help and it is also affect by hatchets, so that's great. It is best used along with Nurse's Calling.


Whispers [P3]
Whispers is recommended for the Huntress due to the fact that her tracking is the worst in the game. Having a perk that does this job amazingly really helps the Huntress in searching areas to find survivors. And like I said in the tips section: use your humming to know which direction survivor may be hiding from you. Whispers tells you when to start looking for them and it is just a great tool in general.
Huntress (Add-ons)
Add-ons
Hemorrhage status (Coarse stone and Fine stone): Making the victims bleed more isn’t particularly useful, unless you are running Bloodhound, which isn’t that good on Huntress anyway. We suggest you give these ones a pass.

Exhaustion status (Berus Toxin and Venomous Concoction): If you are really good at long hatchet throws, you can snipe people on generators and prevent the potential sprint burst. These add-ons also completely counter Dead Hard. These add-ons are pretty good.

Reducing the cooldown between hatchet throws (Bandaged Haft and Oak Haft): These add-ons are decent. Reducing the cooldown isn’t exactly that important as it is already pretty low at base, but there is no negative in these add-ons, better than nothing.

Blindness status (Amanita Toxin): Pretty terrible add-on in general, especially considering it only lasts for 30 seconds. If you use it, you won’t notice the difference.

Hindred status (Yew seed brew and Yew seed concoction): Adding a slow to the survivors is pretty useful, especially in cases you are throwing them a close range hatchet and then try to follow them for a fast hit with your axe.

Shiny Pin: It increases your movement speed while holding a hatchet. Not a bad add-on, but not too great either.

Reducing the wind up time (Mana Grass Braid and Flower Babushka): These two are literally The Huntress’ best add-ons. The wind up time at base is one of her biggest weaknesses and those add-ons fix everything. You may become reliant on them, but they are seriously worth it.

Extra Hatchets (Leather Loop and Infantry Belt): They increase your max capacity of hatchets by one and two respectively, which is very useful as you don’t have to go into lockers as often and it’s less risky in chases.

Deerskin Gloves: Reducing the time it takes to search into lockers for new hatchets is pretty good. The animation at base isn’t that long, but this is a nice bonus.

Mangled status (Rusty Head and Begrimed Head): Both of these will make survivors take longer to heal (and also repair in the case of the Begrimed Head), which is very very useful in general. Having more time is crucial and these add-ons are especially useful if you use A Nurse’s Calling.

Pungent Fiale: We are not sure what the utility is in this one as when you run out of hatchets, lockers’ aura are already revealed to you and lockers are not even hard to find on first place so we suggest you pass on this one.

Glowing Concoction: While having a wallhack after hitting them can be sometimes useful, it’s not a very good add-on either, especially at this rarity. It’s mostly disappointing, actually.

Iridescent Head: This add-on used to be OP…it is still extremely powerful, but here’s the thing: you have to be very good at aiming hatchets and not screw up because otherwise, you may face some trouble, especially since you have to choose between having only one hatchet or the usual very slow wind up and neither of which are good. Only for more advanced Huntresses that can deal with the slow wind up.
Huntress (Builds)
Sniper Build
You like crossmap hatchets? You will love this build. Both Barbecue and Bitter Murmur give you aura reading and you will be able to use it to snipe people from afar. Nurse's Calling is pretty much mandatory on Huntress and gives you another snipe opportunity. Whispers is a great tracking tool on Huntress. It helps finding people early on in the game, but also in the end game.

Thrill of the Hunt
Use Thrill of the Hunt to give you a point to aim at from far away to stop survivors from breaking your totems, keeping Ruin up for as long as you can. You may switch victims quite a lot due to this so using sloppy butcher isn't a bad idea, especially combined with Ruin. Nurse's Calling is pretty much necessary on the Huntress due to how good it is.

A lullaby for slug
The classic slug build does work good on Huntress. Especially with the Rusty Head and Begrimed Head add-ons If you are using those add-ons, however, swap sloppy butcher for another perk, maybe Third seal, because Mangled doesn't stack. Deerstalker lets you keep track of people on the ground, Nurse's Calling helps you know when you can snipe someone from far away. Knock Out is necessary on any slug build.
Cannibal
Overview
Better known as Leatherface, the Cannibal turned out as an unexpected killer that came out of nowhere. Some people liked the idea of having him in the game, others saw him more as a Hillbilly clone. However, he turned out to be very different and having his own playstyle. Leatherface focused more on consecutive chainsaw hits rather than a sprint.

This is a major flaw, however, this made Leatherface actually weaker than Hillbilly in every single way as the sprint is what really makes Hillbilly such a powerful and fearsome killer. Leatherface can get the job done, but he's always going to be in the shadow of the killer that was actually inspired by him. Thankfully, he got amazing perks!

Positives
+Leatherface punishes cancerous saves survivors tend to do by unhooking in your face by being able to hit multiple targets at once.
+His chainsaw triggers the dying state, like Hillbilly and is very hard to avoid due to it being immune to 360s.
+Basement parties. This guy is a complete monster in the basement.

Negatives
-No sprint means terrible patrol for Leatherface, giving him one of the worst map controls in the game.
-He has to slow down while charging his chainsaw, this is terrible as survivors will go away most of the time and be too far to be actually hit.
-He is outclassed by Hillbilly in every single way.
-His stun is terrible, like very very bad. He needs to finish his animations and when he hits an object, we lose almost every control.
-On a side note, another chainsaw killer with almost exactly the same add-ons...really? That's not very appealing...

Tips&Tricks
->Just like Hillbilly, try to get close to the survivor before charging the chainsaw.
->Try the chainsaw in open areas so you can go berserk and hit everyone around you.
->If you can hook someone in the basement, do it. This is going to make your life a lot easier as saving someone from the basement against Leatherface is very unlikely, especially if you camp or have a perk we're gonna talk about later.

Perks
What does Leatherface use well as perks? Approach and let me tell you...

A Nurse's Calling [P2]
That shouldn't come as a surprise. A Nurse's Calling is, like Hex: Ruin, recommended for every killer in the game. The Cannibal isn't an exception as this counters Self-Care and makes you able to destroy injured survivors quickly. You know the deal by now, even thought he's not one of the best users of this perk, I still recommend to try it out.

Agitation [P3]
So remember what I said about the basement? Yeah, this perk should help you put someone in there. This strategy is going to do wonders with a perk below that I think will surprise a lot of people as this is not a perk I thought I would recommend, but I actually will! So yeah, get someone, drag him in the basement fast with Agitation, profit.

Bamboozle [P3]
A very very important perk for Leatherface. This will lock down windows and can help getting a chainsaw hit. It's an overall amazing chasing tool and we highly recommend you to try it.

Deerstalker [P2]
I guess because your chainsaw triggers the dying state, it is pretty helpful to run Deerstalker so you don't lose them. It's actually a good perk to use combined with Knock Out, which we'll cover below. So if you can't put them in the basement, you can slug them!

Enduring [P2]
Leatherface needs all the help he can get in chase, this perk shall not be forgotten.



Hex:Ruin [P3]
Ruin is a time saver, so having it is always useful. If you hate gen rush and want to do something about it so you get more time for your basement strategy, go for it. Ruin's your friend!

Knock Out [P2]
So if you combine Knock Out with Deerstalker, not only will you be able to not lose the downed survivors, but his allies will have a hard time seeing the aura of their downed friend. Pretty strong combo for slugging if the basement is too far away.

Monitor&Abuse [P2]
Leatherface is bad at pretty much almost everything. Having Monitor & Abuse shall help you approach the survivors by giving yourself a smaller terror radius. Why not, right? Might as well take all the help you can to find survivors in bad spots so you can chainsaw them.

Overcharge [P1]
Not as useful as the other perks I recommend on him, but you can still try out Overcharge to give yourself a notification when a survivor starts working on a gen you damaged. It's especially good if you protect gens near the basement, a strategy that might work well on Leatherface.

Spirit Fury [P4 with Enduring]
When combined with Enduring, this perk gives a few free hits every match.



Territorial Imperative [P3]
Oh yes, I'm serious. I never thought I would recommend Territorial Imperative, like ever, but you know what? For this guy, I'll do it as he's so ♥♥♥♥♥♥♥♥ strong in the basement that if you manage to put someone down there, it helps you going a bit further away so you can bash gens with Overcharge or something and then you will know when the survivor is about to get saved so you can head back and slice both of them down. Very good perk on the Cannibal, surprisingly.

Whispers [P2]
Whispers is just a good tracking perk in general and having it is always a good thing. It's especially good late game when you need to find stealthy remaining survivors and against the trap door.
Cannibal (Add-ons)
Add-ons
Long guide bar: Having more reach is always useful and can’t hurt you. It has a fair price for what you get.

Reducing the cooldown (Vegetable Oil, shop lubricant, The Grease and Carburetor Tuning Guide): While useful, reducing the cooldown of the chainsaw isn’t the most important thing in the world. It is pretty good overall to have these add-ons, but they won’t make that much of an impact on your performance as you should rarely miss your chainsaw hits with Leatherface

Reducing the charge time (spark plug, Power Bulb, The grease and Carburetor Tuning Guide): reducing the charge time is very good as survivors will have less time to reach a window or a pallet

Reducing the noise made by the chainsaw (Chainsaw File and Homemade Muffler): The sound doesn’t get lowered too much by these add-ons. They don’t hurt your performance, but you probably won’t notice the difference.

Increasing the acceleration of the chainsaw (chili and award-winning chili): Sadly, those chillies are nowhere as useful as barbecue and chilli. The acceleration bonus they give is minimal for what you pay for. Even if there are better add-ons, those are better than nothing at all, just don’t expect too much out of those 2.

The status effects (Grisly Chains, Rusty Chains and Begrimed Chains): These add-ons can be very nice time wasters and since trials in Dead by Daylight tend to end pretty fast, they are very useful to have.

Reducing the stun after bumping with objects (Depth Gauge Rake and Light Chassis): You should not bump into objects as Leatherface unless someone try to locker juke you (it does not work against Leatherface so any good survivor won’t do it). So taking those along will probably not have much value if at all.

Increasing the speed of bubba’s chainsaw (knifes scratches and the beast’s marks): Those 2 are you best bet to gain ground faster as Leatherface, combine them with an add-on that reduce charge time and you got what is probably Leatherface’s best combo.
Cannibal (Builds)
Bubba's Basement!
Territorial Imperative really does shine on Leatherface as he is extremely powerful in the basement (pretty much his only strength). Bamboozle helps in chases tremendously. Agitation helps get someone into the basement. Once that's done move far enough for Territorial to trigger, but not too far so you can go back fast enough to get both of them down. This build is very dirty and fun to use as no one will escape your basement alive if done right.

-rep camper
Leatherface is not a good killer so why not doing what he does best? Camping in the basement is probably his biggest strength. Now, I didn't want to recommend this build, but this is probably the best way to fully maximze his potential in punish, since this is Leatherface's biggest strength. So you have Agitation and Territorial which work like last build, but this time we have Insidious. Now, I wouldn't camp the first survivor so they don't know yet that you have Insidious. Do it when you feel like the time has come. Iron Grasp is overkill since you have Agitation and no it doesn't help that much, but if that tiny bit is what you need to get someone in the basement, why not.
Nightmare
Overview
That's right, The Nightmare, more commonly known as Freddy Krueger is in Dead by Daylight! He came as the third licensed killer along with his unique power and perks. Freddy has been speculated for a long time and then the rumors came true. The Entity was able to get Freddy into it's Realm by getting possession of Freddy's Dream World. Now, like the other killers, Freddy needs to serve the Entity...

Freddy has the power to put the survivors to sleep in order to get them to the Dream World. A twisted and foggy version of the real world where their actions' speed is reduced by 50% and allows Freddy to see their aura outside of his terror radius. When a survivor isn't in the Dream World, Freddy is completely invisible and thus very hard to hide from. This allows Freddy to find survivors very easily as well as keeping track of them and slowing down the progress all at once.

Unfortunately, Freddy does have a couple weaknesses. First of which is that it takes a simple missed skill check for the survivors to wake up or them finding someone who's awake. They also wake up if you hook them. Second, Freddy doesn't have anything to help him out in a chase, which results in pallet looping fiesta.

Moreover, Freddy got a big nerf because rank 20 survivors couldn't adapt to play against him. This means he has bigger terror radius than before, a bigger cooldown after using his power and it is now even easier to wake up. He's very hard to get results with and asks a lot of work from the player.

Positives
+Humming radius of 28m when survivors are not in the Dream World without any direction of where Freddy is coming from (unlike the Huntress) makes him very hard to hide from.
+Freddy has a nice control over generator progression by slowing survivors down by putting them in the Dream World.
+Freddy gets stronger as the game progresses as when all generators are completed, there are much fewer ways to trigger skill checks for the survivors and the Dream World does affect the speed at which they open the gates.
+Freddy can't be bodyblocked when you aren't in the Dream World and he is also harder to blind to make him drop a survivor.

Negatives
-Freddy has no tool in a chase whatsoever.
-Even if his speed is 4,6m/s (by the likes of the Trapper), he has no ways to move around faster, which hurts him in bigger maps.
-Breaking out of the Dream World is way too easy as Self-Care, a perk used by a very large majority of the survivors can trigger skill checks quite easily. Other than that, generators also do the job and that's only if no awake teamate is close by.
-Freddy is extremely weak to hook diving because he can't hurt neither the unhooker and the unhooked survivor without putting them in the Dream World.
-Freddy's power prevents him from interacting with survivors for most of the game, which makes you more of a spectator than a killer in some cases.
-Freddy has no way to counter a downed survivor being instantly healed in his face.
-Freddy's power slows him down after putting someone to sleep, this means that, unlike the Wraith, Freddy is very unlikely to get a first free hit.
-Freddy is weak to very common survivor perks. Self Care, Object of Obsession and Adrenaline all destroy him.

Tips&Tricks
->Try to put more than one survivor into the Dream World early on, especially if the first survivor you've put to sleep goes to a juking spot.
->When all generators are done, try to get all the survivors into the Dream World as this makes the doors take longer to open and getting skill checks much harder.
->Don't try to slug even if it sounds appealing. Survivors can just heal AND wake up at the same time. Same applies to those using Unbreakable and Adrenaline.

Perks
Freddy wants a mix of looping help and gen stopping most of the time. So for the recommendations, we have:

A Nurse's Calling [P2]
This perk allows you to ambush survivors even more easily using your small terror radius and it makes it so you can put survivors that are healing into the dream state more easily as they are already vulnerable. It's pretty good in general.

Barbecue & Chili [P2]
Find more survivors to put into the Dream World after hooking someone and gives you the option to ambush survivors more easily. It's a good perk to quickly go to another prey as you try to keep as much people as possible on the dream state.

Blood Warden [P2]
Blood Warden is pretty good on Freddy because it allows you to get more than one survivor if you manage to hook someone at the right moment. Sure, you are very vulnerable to hook diving, but if you got everyone in the Dream State, you're in a good position.

Brutal Strength [P3]
Your go-to tool in chases. Better than Enduring on Freddy as you rarely get stunned as him due to his smaller terror radius, similar to The Shape. So yes, Brutal Strength is much more useful on Freddy than Enduring in general.

Coulrophobia [P2]
If you find it very annoying to have awake survivors healing up people you just downed, Coulrophobia will fix this issue! This perk is also very nasty in a slug Freddy build that we will cover below.

Enduring [P3]
Having a much shorter stun from pallets and Decisive Strike really helps Freddy against looping, which he's weak against. You can use all the tools you can have against looping as Freddy, seriously. Enduring is no exception.

Hex:Ruin [P3]
Ruin gives you more time to find survivors and put them into the dream state. Also, Freddy's not really good in a chase, this just saves a lot of time and gives some pressure to the survivors. This is definitely a great perk on Freddy.

Make Your Choice [P2]
Pretty much the only punish you might get as Freddy. Basically, you can down the unhooker in one hit, which may help you snowballing during the game. You can't camp, so why not turning this into your advantage?

Monitor & Abuse [P2]
Freddy has the same terror radius as Myers in the Dream World, meaning that Monitor & Abuse is extremely powerful on him. Not only does it boost your ambush by a lot, it makes it so that you can see survivors' aura more.

Rancor [P3]
If there is one killer that benefits from Rancor, it's Freddy. First of all, he's immune to the aura reading when the obsession isn't in the Dream World, which may prevent them from knowing he has Rancor for the entire game. A second point is the gain he has from the survivor locations: he can use this to put multiple survivors to sleep and gain a lot of time and momentum from it. The last factor: the killing factor is a nice bonus that is even better if Freddy is also running Remember Me.

Remember Me [P3]
Because it is easy to find your obsession and keep it on your sight, you can hit him or her often, giving you tokens easily. Remember Me is especially good on Freddy because he has already a hard time at the exit gates, making them take more time to open is really useful on him.

Sloppy Butcher [P2]
It slows the game down at a decent rate
Nightmare (Add-ons)
Add-ons
Decreasing skill check chances in the Dream World (Wool shirt, Green Dress and Blue Dress): These add-ons sound good on paper, but the chances are not changed too much. Wool shirt has little to no effect and so does the Blue Dress. The Green Dress does reduces the chances of skill checks considerably, but we didn’t find them incredibly useful as survivors still wake up very fast.

Reducing the dream transition time (sheep block, Cat Block, Unicorn Block, Z-Block and Red Paint Brush): These are some of Freddy’s best add-ons. Reducing the massive 7 seconds it takes to sleep is vital, bringing one of those add-ons seems almost necessary, unless you are going for some more “special” type of add-ons. The Red Paint Brush works a bit differently, it has the 2 seconds reduction the Z-Block gives, but it also reduces Freddy’s terror radius from 24m down to 16m, which is absolutely massive. Combine that with Monitor & Abuse and you have an 8m terror radius! Of course, that comes with a 0.1m/s reduce in movement speed, which is a fair trade-off.

Increasing Dream Demon’s range (Kid’s Drawing, Nancy’s sketch and Nancy’s Masterpiece): The power range being already good enough, these add-ons are not really what Freddy really needs, so they are kinda pointless in our eyes.

Increasing movement speed after putting someone in the Dream World (Garden Rake, Prototype Claws and Paint Thinner): These offer a decent buff, but they aren’t really necessary. Like the range add-ons, they are not really what Freddy needs, so they seem also pretty pointless.
Reducing survivors’ action speed in the Dream World (Outdoor Rope, swing chains and Jump Rope): 50% reduction speed is already big and survivors do wake up really fast, so unless you are going for a slug build with Coulrophobia, ignore these add-ons.

Pill Bottle: Being still invisible to the survivors during the dream transition helps getting that first hit by a lot, try to trick the survivors by going where you think they will be after 7 seconds (or what the time of the dream transition is depending on your other add-on). You can also make them think you are following them, while you are doing something else. It doesn’t seem like much, but there are a lot of cool tricks you can do with this add-on.

Class Photo: This add-on is extremely powerful. While the increase in time of the dream transition sounds bad, this add-on is actually very very good as it reveals every survivors to you while anyone is in a dream transition, which means that you can gain control of the game very, very fast. Putting everyone to sleep will slow the game down. Now, yes, survivors do wake up fast, but to do this, they need to miss a skill check, which will reduce the progress even further, so you just gain a lot of time by using this. Another great use of this add-on is that it will allow you to find the obsession fast, which can be vital for most Freddy builds that generally include perks like Remember Me or Dying Light. In the right hands, this can be the strongest Freddy add-on.

Black Box: The obsession starts in the Dream World. This means you can already track them down as soon as the trial starts, which can save a lot of time. Even if they wake up, you know where they are and you will most likely find them fast as you are invisible and thus very hard to hide from. A good add-on with perks like Remember Me or Dying Light.
Nightmare (Builds)
NOED on Freddy is fine
You could go for the build above or decide to have no shame and go for NOED because why not. Freddy is so weak, might as well, right? Barbecue is here, yet again, because Freddy makes great use out of it, snowballing through the game by putting more and more people to sleep. You should know by now why Ruin is important. Remember Me is great on Freddy, giving you more end-game time where he truly shines. NOED is really nasty with Remember Me.

Good old slug Freddy
Freddy is a pretty good slugger because of how much control he has over his slugs. Knock Out helps that even further as this is the most necessary perk for a slug build. Coulrophobia in the Dream World is very nasty and will reduce healing speed tremendously. Barbecue is a very nice perk to keep momentum and Make Your Choice is just nice on Freddy because he can't even camp anyway, so it will most likely trigger multiple times during the match and hiding from Freddy is near impossible anyway, so you'll probably get a few one-shots.

Jumpscare Freddy
Thanks to How's It Hanging for this one. Using a Red Paint Brush with this will give best results. M&A along with it give a very tiny terror radius, which helps in sneaking up on people and using the aura reading to your advantage. Make Your Choice and Barbecue are great overall perks on Freddy. Bamboozle is great for Freddy as it helps in chases, which he definitely needs.

Obsession Mindgame
The idea of this build is absolutely mindblowing. You know Remember Me is commonly used perk on Freddy, right? This build will give you an obsession, but it will also completely mindgame them. They will think you have Remember Me and thus wanting to avoid getting hit during the whole game, giving you free Save The Best For Last tokens. Barbecue and Rancor are both great to keep track of people during the entirety of the trial so you can sleep them consistently. The last perk slot is up to you. Sloppy Butcher works well, but you may also try Bamboozle, Make Your Choice or even Remember Me itself so you can gain something everytime you hit someone wether it's the obsession or not.
Pig
Overview
From the Saw franchise, Amanda, aka The Pig, is now part of the cast of killers in Dead by Daylight. Her power is called Jigsaw's Baptism, which allows her to crouch to perform an ambush attack and to put reversed bear traps on dying survivors' head. This means Amanda is mostly a stealth killer, like The Shape or The Wraith.

Being well received by the community, The Pig's viability is very controversed, even before her full release, people started to call her a bad killer or, on the opposite, a very overpowered killer. As you can see on the Tier List, we believe The Pig is actually a mid-tier killer. Her viability is very similar to The Shape.

While Amanda can ambush survivors and put traps on their head, her main strength comes from the time she gains with her traps. The timer that comes with the traps is too long to kill people most of the time, but it will give survivors a new objective, which wastes a lot of time that could have been used on generators. The Pig is still vulnerable to pallet loop and her ambush isn't as good as The Shape or even The Wraith. At least, she can secure a kill end-game with her traps as a survivor with a trap on their head can't leave via the exit gates, making her decent overall.

Positives
+Her ambush attack can help her take survivors by surprise and may give her a free hit.
+Her reversed bear traps are great timer wasters, making her very good against gen rush.
+While crouched, she has no terror radius, perfect to counter Borrowed Time.
+Her traps can secure kills at the end of the trial, preventing survivors from leaving by the gates.

Negatives
-Vulnerable to pallet loop, which really hurts her.
-Her traps have a long timer and are RNG based, so they are a little bit inconsistent, even for the time they might waste.
-Her ambush is completely ruined by a big alerting sound as soon as she starts dashing, Sprint Burst can also ruin the dash attack.
-Object of Obsession gives her a really bad time, completely negating any surprise effect. This perk isn't meta, but it is still worth mentionning.

Tips&Tricks
->Always try to pressure the survivors by having always one person with a trap on it's head. Try to keep at least one trap for the end-game to help you secure one last kill if needed.
->Crouch only when you are close to a generator you think survivors are working on to surprise them. Don't move around the map crouched as you are very slow on this state.
->Try to keep track of how many times you can still hook every survivor in the game to prevent you from trapping a victim that is dead on it's next hook.
->Don't use the ambush attack too often. You're way better off uncrouching close to the survivor and grab him/her from the generator/totem or at least get a cheap hit from it. You don't really have any reason to use the ambush attack instead of just doing this.

Perks
As a stealth killer, The Pig benefits from ambush perks, but she may also need other kinds of perks, so let's check this out, shall we?

A Nurse's Calling [P3]
This perk never gets old, isn't it? The Pig is, yet, another great user of this perk. This increases tremendously the utility of her ambush attack, especially if paired with Monitor&Abuse as her terror radius is small enough for her to see the survivors without them hearing the heartbeat. This is very similar to The Hag, except The Pig can ambush even better.

Barbecue & Chili [P2]
A great perk on The Pig. This gives her more momentum and allows her to ambush even more people, especially survivors working on generators far away. You can go over there, crouch when you come near it and ambush the survivor working on it.

Blood Warden [P2]
As previously said, The Pig has the ability to secure a kill with a trap at the end. Blood Warden helps her achieving this by locking survivors long enough for her to put traps on their head, preventing them from leaving.

Enduring [P2]
Your pretty good anti-loop perk. Also works great against Decisive. Nothing much to say here, this perk is as useful on her as for anyone weak to pallet loop.


Hex:Haunted Ground [P2]
A great perk to run in a totem build, which is a strong idea on The Pig.



Hex:Ruin [P3]
While her traps do waste a lot of time, having Ruin is even better as it makes the game last long enough for her to break all the safe pallets and then kill the survivors.


Hex:Thrill of the Hunt [P2]
If running a totem build, you should run this too. It helps slowing the game down by a lot and The Pig can also try to grab survivor off totems with her crouch ability.


Make Your Choice [P2]
While not one of the best users of this perk, Make Your Choice is still a good choice (pun intended) for a perk slot. It works great with her ambush ability so you can one-hit down the unhooker.

Monitor & Abuse [P3]
The Pig's terror radius is 28m. This means she can use Monitor & Abuse and Nurse's Calling combo like her. The Pig, however, isn't as good as The Hag for using this combo. It is usable, but not a top priority like it is on The Hag.

Overcharge [P3]
The reversed bear traps will only start their timer when a generator is completed. This means survivors may start complete the generators at 99%. This strategy is risky as you can break them and reverse that progress. By using Overcharge, you make sure those generators won't get done by regressing them even more and giving you a notification that someone is there, perfect to ambush them. This an amazing perk to use on The Pig. Perhaps the best perk to use on her.

Pop Goes The Weasel [P3]
A great perk for Amanda, for the same reasons as Overcharge: it just helps a lot if you can remove that progress from the 99% generators. You will need hook someone to use it, but this regression is guaranteed however.

Whispers [P2]
Whispers is an overall great tool for tracking and The Pig can use this perk to give her the tip that she might wanna start crouching in order to ambush the survivor nearby. Works great with Monitor & Abuse too so you can crouch before they even start hearing your terror radius.
Pig (Add-ons)
Add-ons
Jigsaw boxes skill checks modifiers (Workshop Grease, Razor Wires and Interlocking Razor): The skill checks are very easy to succeed and adding more of them or increasing the penalty for failing them isn’t viable. We suggest you to ignore those add-ons.

Ambush-related add-ons (shattered syringe, John’s Medical File, Combat straps and Video Tape): All those add-ons are very good and boost Amanda’s ambush power in different ways. Reducing the attack miss cooldown is the least useful boost so the shattered syringe might not be as useful. However, the Video Tape is very helpful as it combines both the syringe and the medical file together. Combat straps reduce the time it takes to crouch, which is very helpful.

Reverse Bear Traps status effects (Utility Blades, Face Mask, slow-release toxin and Rusty attachements): We suggest you focus on the rare variety as both the hemorrhage and the blindness status effects are not very good. Blindness is better than hemorrhage, but because it doesn’t hide the aura from Jigsaw Boxes, we can’t recommend it. Exhaustion and Mangled, on the other hand, are very useful as they both waste time for the survivors. The Mangle effect is especially good as it will most likely force the trapped survivor to search boxes injured, which is very risky on their part.

Last Will: Gives an extra reverse bear trap. A very good add-on to use, just so you can waste the survivors time one more time during the trial.

Jigsaw’s Annotated Plan: This add-on adds more time for the survivors to search the Jigsaw Boxes, but gives you an extra box. This is meant to be a time waster, but because it gives survivors more time, the urge to search them isn’t as big, so we don’t recommend this one.

Increasing the time it takes to search Jigsaw Boxes (Bag of Gears and Crate of Gears): These add-ons got fixed and work decently. The time they add isn't huge, but they are better than nothing.

Tampered Timer: The timer of the reverse bear traps is reduced by 30 seconds. This is one of Amanda’s best add-ons, it effectively forces survivors to search the boxes very fast and can effectively lead to some kills.

Jigsaw’s sketch: Adds an extra box to search for the survivors. This is great combined with Tampered Timer. It is RNG-dependant, but it’s a great add-on nonetheless.
Rules set No.2: For an ultra rare add-on, this one isn’t too great, but the effect isn’t too shabby either. Because survivors won’t see the aura of the boxes before the timer starts, it may force them to do a generator before searching them, putting them in a dangerous situation.

Amanda’s secret and Amanda’s Letter: Amanda’s Letter is just very bad, you don’t need the aura reading for the mind games with the ambush if you know what you’re doing and having less traps and boxes is just plain terrible. We don’t see the point of Amanda’s secret either, not being able to see the aura of the boxes yourself sounds too big of a downside, especially with how laughable the positive you gain is. Avoid both of these at all cost.
Pig (Builds)
You won't see me coming
Whispers is the core of this build. When it triggers, crouch so you can surprise the survivor in your radius. Monitor & Abuse is there simply as a surprise tool so you can crouch without them noticing and use Nurse's Calling without them knowing. Overcharge is your tool to prevent 99% of generators and also helps with the ambush attack and Whispers letting you know that someone is still there, waiting for you to leave.

Full Hex Build
The Pig's reversed bear traps are good for wasting time. Having a full hex build on top of that makes the Pig a huge time waster and gives you A LOT of time to break pallets and make the entire map unsafe. Allow your totems to get destroyed if you can hook a survivor easily. Hooking them is more important than protecting your totems. The main use of this build is to waste time, always remember that. It works great on the Pig.

Mean Piggy
This build is a classic jack of all trades, but has also higher chase proprieties than other builds. Barbecue and Ruin are classic good killer perks while Enduring and Bamboozle both help in chase a whole lot.
Pig (Advanced Section)
An introduction to Jigsaw’s Baptism
Jigsaw’s Baptism is The Pig’s power. It is unique in the fact that it gives access to two different abilities, unlike the other killers. This means we’re going to focus on both parts of this power in separate sections.

The first part of the power allows Amanda to crouch, reducing her terror radius down to zero, from which Amanda can either uncrouch and move and act for a few seconds without any heartbeat or charge an ambush attack which sends her at very fast running speed and her weapon straight up in front of her for a short time. During the dash, The Pig can move freely except for backwards. Pressing the “W” key will make her gain maximum movement speed from it. We will cover the ambush below.

The second part of the power is to put reversed bear traps (RBT) on survivors’ head while in the dying state. You have only 4 at base and can only have a maximum of 5 with the Last Will add-on. This power is all about time management. It gives The Pig more time overall and can very rarely lead to some kills. The RBTs are NOT meant to kill the survivors, but to stall the game, forcing them to do something else instead of generators, so we do NOT recommend Pig players to go after survivors with a RBT on their head as the real treat are the ones doing the generators.

Now with all that covered, let’s look at the first part out of three of this deep analysis of The Pig’s power: the crouch ability.

How to use the crouch ability
As The Pig, you want to try to sneak up on survivors. Do not crouch right away when you start the match as it makes you move very slowly, you want to go straight to a generator that is fairly far away from you first. As you approach the generator, crouch. You don’t want survivors to hear your heartbeat, you will know by practice the distance at which survivors can hear you. The Pig has a terror radius of 28m.

Assuming the generator you were going to has a survivor working on it, you do not want the survivor to notice you, so stay out of the line of sight, it is better done in jungle gyms and buildings. When you are about to enter the line of sight of the survivor, uncrouch and go straight at them, try to get a grab. This may catch them off guard. As stated above, you can move around with no heartbeat for a few seconds after uncrouching, so abuse this to sneak up instead of the ambush. Now does that make the ambush pointless? It seems like it at first, but we’ll see in the next section that this isn’t the case.

Other than that, crouching is basically just how you should try to sneak up on people. Try to get a grab, if the survivor gets off the generator in time, you can just get a free hit anyway, so there is no reason to not try it. You can fake losing a survivor, crouch and sneak up on them, which sometimes works in buildings.

How to use the dash
This is the longest and most tactical part of Pig (Advanced). Basically, the ambush attack being pointless to sneak up on people should be used somewhere else. This dash is actually pretty useful in chases and allows The Pig to perform some mind games.

This is a very simple bootleg pic that we’re going to use to show where the basic mind game of the ambush comes from. Basically, you have this survivor that is ready to loop this pallet no matter which way you will go. You can start a mind game here. Crouch in the middle right there and face one direction. Charge the ambush attack and as soon as the dash starts, turn around and go the other way. A lot of survivors will fall for this. Once the survivors knows your pattern, start going the same way you are facing and don’t turn around, surprise them. This position is a little bit risky as you can also take control of the pallet first and then start this little mind game, but with enough practice, we found out that it is usually better to just give up the pallet and make the survivors drop it on the wrong side as they try to guess which way you will dash. No matter what, you will most likely force a drop and stop the loop.

The good thing about the dash is that it can be used on shorter loops. The longer ones, however, are going to be annoying. If you can force a pallet drop, that would save you a lot of time. You can use the same mind game for windows, it works great on all jungle gyms except Coldwind Farm where you can see through the walls…

One last trick you can use with the ambush attack is to fake an upcoming dash. You do this by crouching and not going for the dash. This works great in late-game when survivors get used to your mind games and if they like to run away from loops when you crouch. Crouch, making them leave the loop and uncrouch to catch up to them before they get to safety. Only use this strategy with the Combat straps add-on so you don’t lose too much distance doing this little mind game.

How to use RBTs
The reversed bear traps are great to slow the game down. This is their main purpose and you should never go after people with a RBT on their head on purpose. They are best used spaced from each other during the game instead of putting them on the first 4 survivors you down or keeping them all for the endgame. If you do not use Hex:Ruin on Pig, we recommend you put one on the first downed survivor anyway as keeping the pressure on 4 survivors doing generators is really difficult. That early pressure is crucial to get good results as Amanda. If you do, however, use Hex:Ruin, you can wait until the hex is destroyed to put RBTs or for one or two generators to be repaired if Ruin stays active.

Another tip we can give you is with the perk Barbecue & Chili, one of the best perks you can use on The Pig if not the best. The information you get from this perk is crucial as this is how you will know which generators are being worked on, allowing you to sneak up on them and stopping the survivors working on generators, not the ones busy with their RBT. The momentum is best gained like this as Amanda and it also slows the game down even further, which is always good.

Conclusion
The Pig isn’t exactly an easy killer to play as at first as she asks for a lot of decision making whether it is from the dash in chases or the RBTs. It is by playing killer more that you get to know how to make the right decisions at the right times. Do not give up on her if she doesn’t give you the results that you’ve been hoping for, they will eventually come at you. With all that said, it’s time to play a little game, right?
Clown
Overview
After a two years, Dead by Daylight got blessed with it's own clown killer, a true classic for horror movie slashers. The Clown came as an unexpected face that nobody really saw coming. The devs wanted to make a killer able to counter pallet looping with the design of his power.

The Afterpiece Tonic, The Clown's power, takes the form a throwable bottles which release a gas that slows down the survivors that enter in contact with it. Indeed, it sounds like a good counter to pallet looping as it can allow you to catch up to the survivor faster and thus avoid the big loops that can take forever to complete.

But did this power succeed to make a strong killer overall? It's hard to say. While The Clown has a pretty good chasing potential, he falls very far behind in every single other aspect. He has no map control, he can't find survivors very effectively, his punish is nothing special, he seems to lack utility. For these reasons, he fell behind and ended up at B, as he is completely outclassed by another killer: The Doctor.

Positives
+A good chasing potential is a very good point, it should not be underestimated
+The Clown can recharge his bottles by himself, no need to go in lockers like The Huntress
+His add-ons and high skill cap do give him some potential in future analysis

Negatives
-No map control
-Normal terror radius with no way to move faster
-Recharging bottles needs to be done often and is a very long process
-Very low momentum and snowball potential
-The aim of his bottles is a bit off
-A smart survivor will leave the current loop and go on the next one a couple meters away as The Clown is trying to set-up his gas.

Tips&Tricks
->Try to aim by looking slighlty on the ground as the aim is a bit awkward and the bottle will just go over the survivors' head.

Perks
The Clown needs utility perks to help in the categories he lacks in:

A Nurse's Calling [P2]
As always, this is a great killer perk in general. It does help The Clown gain some form of punish and this is especially useful if you are using an add-on to give the Mangled status effect. The Clown is certainly not the best user of this perk, but it is good nonetheless.

Bamboozle [P2]
Bamboozle is a good chasing perk in general and despite The Clown's decent ability to chase people, we believe adding this to the mix can really help into making him strong in chases. The shack is especially amazing for The Clown if you are using this perk as combine this with a gas that can cover most of the inside of the shack and you have a pretty strong anti-loop combo.

Barbecue & Chili [P2]
The almost non-existent snowball effect of The Clown can be fixed mostly by this perk, which is just a great perk overall, isn't it? You gain momentum, you waste less time trying to find people and you gain more bloodpoints, what's not to love?

Brutal Strength [P3]
This is a great perk for The Clown. You destroy pallets faster, which speeds up the chases a lot. We recommend this perk more than Enduring because you will rarely have to get stunned to get a hit in with The Clown.

Enduring [P2]
You want to end chases fast as The Clown, this perk shall help you disrespecting pallets and reduce Decisive's stun time.


Hex:Devour Hope [P2]
If you are feeling lucky, Devour Hope might be a very fun perk to use. If it survives for long enough, you can get a one-shot clown which is nothing to laugh at.


Hex:Ruin [P3]
If you read all the other killers' sections you should know why this perk is literally recommended on everyone: generators get done too fast, Clown doesn't make exception to that rule, use a gen stopper perk, we recommend Ruin as it is instantly applied from the start.

Make Your Choice [P2]
A strong perk overall, Make Your Choice may give you a couple instant-downs, which is a huge help. Clown may not be the best user of it, but never underestimate the power of Make Your Choice.

Monitor&Abuse [P2]
Reducing your terror radius can be pretty helpful to sneak around in general. It's not especially great on The Clown, but it doesn't hurt to try it.


Pop Goes The Weasel [P3]
A great perk to fight the generator progress, it helps The Clown a lot because he has a hard time in stalling the game, having no tool for it. This is a huge help for him.


Save The Best For Last [P4]
This perk is pretty much mandatory for any serious Clown build, it reduces the slowdown time from the wiping animation, giving you more time to react, a WAY better punish ability, better chase, more time, it just helps the Clown so much it's kinda crazy. A must have.

Spirit Fury [P4 with Enduring]
Combined with Enduring, it may give some free hits, which are more than welcome.
Clown (Add-ons)
Add-ons
Increasing movement speed while reloading bottles (smelly inner soles and Vhs porn): While not very useful, these add-ons don’t hurt your performance. They are still underwhelming.

Decreasing cooldown between bottles throws (Robin Feather and starling feather): The cooldown at base isn’t very long, but reducing it doesn’t hurt either. Not the best add-ons, but not bad either.

Decreasing reload time (Fingerless Parade Gloves and Thick Cork stopper): Both are very useful as you will reload a lot during each trial. We recommend these add-ons, they are cheap and effective.

Increasing the intoxication duration (Ether 5 Vol%, Ether 10 Vol% and Ether 15 Vol%): The intoxication duration at base is already pretty good, but increasing it doesn’t hurt either. These are decent add-ons.

Extra bottles (sticky soda bottle and Cheap Grin Bottle): Both are very useful to have as you may not have to reload your bottles after every chases, which does save some time.

Exhaustion status (solvent jug): Pretty useful as a skilled Clown can counter sprint burst with this. It can also get rid of Dead Hard once the survivor is injured. Very good add-on.

Blindness status (Kerosene Can): Pretty useless to be honest. The duration is a pathetic 30 seconds, so it won’t have any effect.

Mangled status (sulphuric acid vial): This add-on is decent, it will most likely give you some extra time and it is especially useful with A Nurse’s Calling.

Extra Hindred status (Flask of Bleach): Easily one of The Clown’s best add-ons, it gives an extra slow to the survivors and it is very noticeable. We recommend this one.

Expanding the gas area (Bottle of Chloroform, Garish Make-up Kit and Cigar Box): These add-ons are all pretty good as having a bigger AOE can make it easier to counter some loops. The Garish Make-up Kit is especially good because it also makes the gas stay for longer. The Cigar Box isn’t as good as the previous two as it trades the moderately increase for a slightly increase of the gas area and adding a longer blurred vision, which isn’t very useful. The Make-up Kit is one of The Clown’s best add-ons, abuse it when you can.

Tatto’s Middle Finger: Reveals the aura of intoxicated survivors for 6 seconds…which is not useful at all. It doesn’t hurt, of course, but for an Ultra Rare, it is very very underwhelming.

Redhead’s Pinky Finger: A skilled Clown will make good use of this one. If you can get around the awkward aim of The Clown and hit the survivors directly with the bottle at the right time so you can one-shot them, you can use this add-on effectively and become a very very scary killer. Very strong add-on, but only in the right hands.
Clown (Builds)
This is not a balloon?!
This is a very generic build that does work pretty well on most killers. Barbecue helps with the momentum, Make Your Choice gives a few instant-downs during the match, A Nurse's Calling is just an amazing perk and can give The Clown some punish and Ruin is just Ruin, you need a perk for the gen rush.

Absolute Unit
Thanks to Techn0 for this build! Save The Best For Last is extremely good on The Clown as it helps him in almost every category, so it is a must. Brutal Strength is also very helpful as it helps The Clown chasing faster and waste less time looking at his foot. Pop Goes The Weasel and Hex:Ruin are the two perks to stall the game as The Clown as no tool whatsoever to help against generator progress at base, so using two perk slots for that isn't too much. If you wonder which add-ons you should use, at least have Flask of Bleach, this add-on alone makes The Clown scary.
Spirit
Overview
The community got a tease of a Japanese-themed killer, talking about the stories of vengeful spirits of women that got tortured. Rumors ended up being true as Dead by Daylight got gifted of its next killer: The Spirit.

This killer is able to move to another place without being seen through phase walking. Her power: Yamaoka's Haunting needs to be charged, then it makes The Spirit separate from her body, leaving behind a decoy called "The Husk". At any point, the phase walking can be stopped and needs to be recharged after use.

This is an interesting power as it allows this killer to move around the map very fast, completely invisible and then strike out of invisibility. This could potentially be a very powerful power, but of course, it does have its flaws...

Positives
+Phase walking gives her a massive patrol
+Great potential for mindgames
+Has a great ambush potential, even with the audio cue

Negatives
-The cooldown is pretty long and hurts her in every way, by far her biggest weakness
-Phase walking makes her lose sight of survivors, making her very risky to play
-When she has to wait for the cooldown, or worse, lose a survivor, she moves at 110% movement speed, which is slow and makes her horribly loopable
-While she phase walks, there is a very loud audio cue that is also directional telling the survivors she is coming
-The start-up time is pretty long and may screw her over sometimes

Tips&Tricks
->You can fake the phase walk by standing still, survivors may come back at what they think is the husk, giving you a free hit.
->Use the sound to track while phase walking, it's extremely important.

Perks
Here's our list of recommendations for this killer:

A Nurse's Calling [P2]
With a terror radius of 24m, you can see a survivor healing and phase walk to them without them hearing you. You will lose the sight of the aura, but they won't really move during this time, so you already know where to go.

Barbecue & Chili [P3]
Knowing exactly where to go for to ambush survivors is very useful, especially with that speed that allows you to get to them without them moving too much from that current location. This is especially deadly on generators where you can try to go for a grab.

Hex:Devour Hope [P2]
One-shots are deadly on this killer and being able to safely fake the totem being actually dangerous because most survivors may think you have Haunted Ground, so they might leave the totem alone.

Hex:Haunted Ground [P4 with Devour Hope or Ruin]
This perk may save your other totem, never use it alone on her, people will probably expect it because it's her perk.


Hex:Thrill of the Hunt [P2]
A totem build is very much viable on this killer due to her ability. You can protect totems easily with it and maybe even go for grabs. Just watch out for that cooldown...


Hex:Ruin [P3]
Ruin is there because...yeah...slow the game down "just a little bit" like Monto would say. The survivors do generators fast and it affects every killer.


Monitor&Abuse [P2]
Reducing the terror radius down to 16m is pretty good to ambush as you can go closer to them without them noticing, reducing the time in phase walk, their reaction time and also the cooldown.


Make Your Choice [P3]
Being able to go straight back to the hook fast and without being seen makes Make Your Choice absolutely deadly and gives her some momentum.


Pop Goes The Weasel [P2]
Because she can move around fast while phase walking, she can go to an important generator and kick it back in progress while waiting for her cooldown. It's pretty nice perk to slow the game down on her and make up for the time she has to wait for her power to come back.

Predator [P2]
It's pretty surprising, but Predator is actually pretty good on this killer because it tells her the exact direction the survivors went without you seeing them. Of course, it's better to rely on sound in most cases, but this is still a nice bonus, especially if you struggle with tracking.

Sloppy Butcher [P2]
A pretty good perk to slow down the game. Pretty good paired with Nurse's Calling to help with the punish.


Stridor [P4]
This perk is almost mandatory for optimal tracking on this killer. It increases the breathing and especially the pain sounds. Also, your number one counter is now gone: Iron Will.
Spirit (Add-ons)
Increasing phase walking movement speed (Zori, Muddy sports day cap, Dirty Uwabaki, Yakuyoke Amulet, Mother-Daugther Ring): Very great add-ons as they increase your patrol and overall ability to catch up on people. Be warned that the Mother-Daugther Ring removes scratch marks, which may screw you over.

Increasing phase walking duration time (shiawase amulet, Kaiun Talisman, Katsumori Talisman, Yakuyoke Amulet): These add-ons are decent, but not the best ones you could use. They don't hurt you.

Reducing the cooldown (Origami Crane, Rin's Broken Watch, Rusty Flute, Yakuyoke Amulet): Considering the cooldown being her fatal flaw, reducing it is an amazing, even mandatory, idea.

Reducing the activation time (Gifted Bamboo Comb, White Hair Ribbon, Bloody Hair Brooch): Another very important stat to decrease. This makes her power stronger in chases and wastes less time overall.

Increasing the passive phasing (Juniper Bonsai, Dried Cherry Blossom): They sound cool and do make your movement confusing, but they don't really serve much of a purpose.

Increasing reapparition duration and movement speed after reappearing (Katana Tsuba, Wakizashi saya): These add-ons are decent and do increase your lunge post-phase walking.

Reducing the sound cue of the phase walking (Prayer Beads Bracelet): This sounds nice, but really, its probably her worst add-on as the sound still exists and just isn't ear-raping like it normally is.

Blood being visible while phase walking (Father's Glasses): Great for tracking, but if you have no trouble tracking already, you shouldn't really need this. To us, this should be baseline, but sadly it isn't.
Spirit (Builds)
Yamaoka's Classic Slaughter Scroll




Barbecue and Make Your Choice are typical perks that do work well on this killer. They help you snowballing, basically. You have Stridor, which helps The Spirit's tracking while phase walking tremendously. Pop Goes The Weasel is our choice to slow the generator progress, but you can also try Ruin or even NOED, it's your decision.
The Basement
Let's talk about the basement, shall we? This is a place that you probably already know about where you can hook all survivors and gain a huge advantage due to it having only one exit. It is a very dangerous place for survivors and you should put them down there anytime you can. However, some killers are stronger in the basement than others and the strategy may change a little bit.

But first, let's look at what perks can be linked to the basement:

Victims transportation to the basement




Notification when someone enters the basement




It's much easier to hide in the basement (not recommended, but can be fun)




Gain tokens much easier and faster by using the basement




How killers can take advantage from the basement
We'll go from the killer that benefits from the basement the most to the one that benefits the least from it:

Complete Monsters
These killers are insanely powerful in the basement:

Leatherface is the basement king. No other killer even comes close. If a survivor is hooked in Bubba's basement, no one is getting out. His chainsaw can allow him to hit multiple survivors at once, so both the unhooked survivor and the rescuer are at risk at once. The lockers in the basement may be annoying, be if you press M1 fast enough, you will grab them as they jump out of the locker after a chainsaw charge. Being mostly good at camping, nobody even comes close to Leatherface for basement parties.



The Hag can benefit great from the basement as you can trap the hook downstairs and put a trap at the top of the stairs. Not only will the survivor be extremely hard to save, the trap upstairs will make the survivor crouch all the way down even without any trap on the route. This kind of set-up slows the saves down and gives you a tremendous amount of time. Also, once they make the save, they both have to slowly crawl out and, let's be honest, they won't both get out alive, someone will go back down there, unless you're on the opposite side of the map, which you shouldn't.


The Huntress is a beast in the basement. As the survivors come back up the stairs in front of you, simply throw them an hatchet and without any swiping animation, you can simply press M1 to down them. To this multiple times to get everybody down. If they run past you, they won't go very far and will usually be susceptible to a hatchet throw.






Potential Threats
These killers have the potential to cause total destruction in the basement, to a lesser extent from above, nonetheless.

The Hillbilly can come back very fast to the basement and one-shot the unhooker with his chainsaw. This makes any basement save against the Hillbilly a potential death sentence. Unless The Hillbilly is busy, he has the power to come back and deal some serious damage as dodging the chainsaw in the basement is very difficult.






If his stalk meter is close to Tier 3, Myers can unleash the pain and one-shot the unhooker, just like The Hillbilly. He may not come as fast, but his smaller terror radius can hide his proximity and make the unhooker feel safe to go down save their friend.







By aiming down, you can blink into the basement and then by aiming up, you can go straight back up. This makes any escape from the basement against a competent Nurse a very difficult task.








The Trapper can snowball easily from a survivor hooked in the basement using his bear traps to block all the entrances. He can easily prevent any save by getting alert by a bear trap being disarmed.








Gains little from the basement
These killers can use the basement effectively, but the gain is significantly lower than the killers above.

The Pig can use her ambush attack to attack anyone in the basement. The problem is that it has no one-shot propriety. The Pig can stay close to the basement crouched, faking her presence, but she can't effectively stop a basement save and will, at best, only make the sacrifice faster if she catches the same survivor as they try to leave. It is possible to block survivors inside the basement with a reverse bear trap on their head and wait for it to pop, but it may be a bannable offense in the future as there are a lot of complains about this.



The Doctor doesn't gain much from the basement. He has to be very far downstairs to use his shock therapy to prevent a unhook and it is only really worth it if the survivor is hooked on the back hook. He can accumulate madness faster, due to how hard it can be to dodge the shock downstairs, but that's about it.






The Clown, like The Doctor, doesn't gain much from the basement. He can slow down the escape from happening, but he needs to throw most if not all his bottles and that can be a complete waste and leave powerless in a next possible chase. Hooking them in the basement isn't a bad thing, but it isn't The Clown's speciality to abuse of it.






The Spirit can use the basement to get a hit easily due to narrow stairs and the fact people like to heal down there, but she doesn't gain much else and does suffer from her cooldown afterward.









The Wraith can prevent Borrowed Time from triggering, but it really isn't much. The Wraith can hide his presence like The Pig, but, again, he has no one-shot ability with his base kit, so camping the basement may not be the best strategy here, it may be better to use The Wraith's faster speed while cloaked to get back to the basement if necessary.






Freddy
There is nothing to gain from the basement as Freddy. Really, the only benefit is having no hook being destroyed if that hook is for a sacrifice.
How to slug
What is "slugging"?
The term "slugging" refers to leaving one or more survivors on the ground for multiple possible reasons. The most common one is due to another, easy to catch, survivor being very close to the recently downed survivor. This playstyle is becoming more popular recently because of the emblem system, which slugging has proven to be the best playstyle in order to get better emblems as killer.

Not only that, but slugging can also be used as a way to slow the game down, by forcing survivors to pick each other up. It is a very effective strategy, especially on some specific killers and when at least one survivor has been killed.

Why should I slug?
  • To slow the game down by forcing survivors to get away from generators and pick each other up
  • To get better emblems by giving yourself more chases (Chaser), more hits (Malicious) and more time (Gatekeeper). It can also help getting more kills in some situations (Devout).
  • To find the remaining survivor and avoid them getting the hatch.
  • To keep control on the generators.
  • To prevent a survivor from using Decisive.
  • To see them crawl :)

How do I slug?
It's more about WHEN it is the time to slug than how. It is not recommended to slug the very first survivor you down. If you, however, down another survivor fast and the first survivor is still on the hook, you can take advantage of this by going back to the hook to find another survivor going for the save. It's mostly about map pressure, don't slug all the time, do it when you feel like it's necessary.

Oh and don't slug survivors with No Mither...xD

Good perks for slugging
A Nurse's Calling
You know by now that this perk is just amazing in every aspect. For slugging, it works great because you will be able to see when survivors are picking each other up and punish them more easily. Highly recommended perk.

Barbecue & Chili
Your first victim will be hooked, most likely. That said, you can find someone else fast and down them fast too. If done correctly, you will be able to slug them and go back to the hook. This strategy is greatly helped with this perk, which removes the "searching for next victim" part. It also helps finding your slugs at the end when you hook them all.

Deerstalker
Obvious, but it shouldn't be forgotten. Deerstalker is still, after all this time, a pretty decent perk. It helps tracking down your slugs and is especially helpful on Nurse and Hillbilly. This perk is very killer-dependant as there are killers like Doctor or Freddy that don't need Deerstalker at all to find their slugs.

Hex:The Third Seal
This is a fairly underrated perk to be fair. It is a Hex perk, sure. But after testing it out, it doesn't seem too terrible. The complete lack of aura reading is pretty crazy and it can be devastating combined with Knock Out. However, you need a killer that can spread those hits fast, so I would only truly recommend it on Nurse.

Knock Out
This perk is pretty much necessary for a slug build. You can slug without it, but it is far less effective. It is countered by Bond, Empathy and survive with friends, but the former two are not meta perks and the last one counters everything already, so it's nothing new. Also, it is much safer than the former hex perk, while being far less powerful.

Make Your Choice
With a high mobility killer (or The Hag), you can travel back fast to the hook, down one of the two survivors in one hit (the injured unhooked one or the unhooker using MYC) and down the second survivor fairly fast. This allows you to slug one and hook the other. It is a great perk to get a slug fast.

Thanatophobia
While pretty weak, Thanatophobia does have that psychological effect on the survivors: they really hate to see that red bar when they are repairing generators, this will encourage them to go pick their teamates up, wasting time. It is also pretty good with Nurse's Calling so you get more time to see their aura and react.

Whispers
Whispers is mostly good in two situations. The first: two survivors are left and the other one is very far away, so Whispers will help you find them. The second: you can't find your slugs, Whispers will help you by tellling you they are nearby so you can try to hear them.

The best killers for slugging
You can slug with any killer, but if you wonder if there are killers better than others at it, it's the case, yes. If you want to run a slug build on a specific killer, you should choose one of the following:

The Hillbilly and The Nurse are complete monsters in every single way. They move around fast, they down people fast, they get slugs fast. They are amazing at slugging people. The Hillbilly has a chainsaw that one-shots people, coupled with amazing add-ons and even add-ons to slow the healing down, making the time gain even bigger. The Nurse can also down people extremely fast, completely ignoring the looping part of this game and is the best killer to use Hex: The Third Seal, by far. Even if the next killers are also good at slugging, nothing beats these two.

The Doctor and The Nightmare can find people on the ground very easily without the use of the perk Deerstalker. They can also both prevent the pick up fairly easily. Both The Doctor and Freddy can find people easily and keep the pressure up. The Doctor, in particular, can prevent healing all together with madness 3 and even slow the game down already with his natural power. Freddy's slug game is at it's peak at the very end, when all generators get powered as without the generators, there is no way to wake any healthy survivor up once everyone is in the Dream World, giving you complete control.

Last, but not least is The Shape, Michael Myers. His Evil Within 3 allows him to one-shot survivors. The thing about this ability is how much control he has over his power. He chooses when to trigger it and everything can go downhill extremely fast. Of course, this ability is limited, but he does have an add-on that can make it permanent, which could be a devastating combo. A slugging infinite EW3 Myers? That sounds absolutely terrifying!
Hex Perks
Introduction to Totems
"Totems are bad", "Hex perks sucks", "They get destroyed too easily"...these are the most commonly seen comments about Hex Perks. Now, as you can see with this section being here, you can probably guess I disagree with those statements. It is true that totems are hidden in mostly bad spots and they are sometimes destroyed easily, but there's one thing about them most people tend to forget: they counter the gen rush. Now if you don't know what gen rush is, basically survivors only have two main objectives: do generators and save people. However, when no one is on a hook, they all do generators and they get done fast, like really really fast. Thanks to Hex Perks, you can make the game longer and less stressful. The downside is, these perks can be destroyed, this is why a strategy is something every Hex user might need.

Be warned that this section contains advanced stuff, so make sure you played enough killer to be a little bit more familiar with the basics. So in order to make this as structred as possible, I'm going to review every Hex perk in the game that isn't NOED. Now why I'm not reviewing NOED is simple: I already said that I will never recommend this perk and I will never encourage anyone to rely on it to kill people. This is why I'm going to look at every other Hex perk in the game and give some tips about how to use them more effectively.

Before we start, something you should accept when you use Hex Perks: they will get destroyed. I'm not kidding, survivors will dive into your totems to destroy them and you won't always be able to stop them. It's when the damage is already done that you can let the totem go and do something more important instead like getting someone on a hook.

Hex Perks Descriptions
Hex:Devour Hope
This totem gives you more power when someone unhooks a survivor when you are further away. When you use this perk, two things should come into your mind: it's a surprise perk, so making sure no one gets in the totem's area is pretty important, so patrol it often, but also, your goal is to get three tokens. Once you get three, you get instant-downs, which makes you tremendously powerful.

How to use this one is tricky as using this totem alone does make it more hidden as only one totem will lit, but also more vulnerable. Most of the time, I would say run only this totem as having another one would reveal to the survivors that you have Devour before you even get three tokens. Note that once you hit someone with three tokens in hand, survivors will know you run Devour Hope, at this point, the totem is in danger, but the damage has already been done, so what matters is trying to get everyone down before it gets destroyed. A common mistake is trying to run both Devour Hope and Thrill of the Hunt. I do consider this a mistake as once a survivor touches a totem, they will know you have Thrill of the Hunt and because you don't run Ruin or Lullaby, they will guess you run Devour and search for it.

So there are two kind of builds to use Devour Hope. Use Devour alone or use three totems in order to cover Devour as much as possible in sacrifice of perk slots. For example, you can run Devour, Thrill of the Hunt & Ruin/Lullaby. This set-up gives you more chance of protecting Devour and Ruin/Lullaby so it stays until the end. The only thing you don't want is for Thrill to be last, but it is RNG based, so there's no way on predicting that.

Hex:Huntress Lullaby
Lullaby is an interesting perk as it slowly removes the sound of the skill checks' warning. Like Devour Hope, you gain tokens and it reaches it maximum power at 5. Unlike Devour Hope, however, this perk is much easier to gain tokens from as you don't need someone to unhook the survivor, just hooking him gives you a token. This makes it that you can get three tokens per survivor instead of two, which is huge. However, Lullaby is a lot less powerful as it only affects skill checks and makes progress harder.

While interesting, Lullaby is a little bit weak on it's own. I wouldn't use it my only Hex perk. When you use Lullaby, you want another Hex perk to stack with it so one of the two survivres and you can further increase that by equiping Thrill of the Hunt as well. Use Huntress Lullaby in a build with Thrill of the Hunt and either Ruin or Devour. I recommend Ruin as having both Ruin and Lullaby makes the skill checks a nightmare when the survivors are trying to repair generators. One thing Lullaby does more than Ruin, however, is that it affects ALL skill checks. So healing is gonna be harder as well, making some perks like Nurse's Calling or Thanatophobia even more useful.

Hex:Ruin
If you looked at the Tier List on the top, you would know that this is the strongest Hex perk in the game and for good reasons. Once survivor notice Ruin is up, two reactions happen. Some survivors will try to complete the generators and get through Ruin, but others will go hunt the totem. This delays the progress of generators considerably and is the #1 perk to counter gen rush. The only thing about Ruin that stincks is how fragile it is.

You clearly want to protect your Ruin. While using it alone is fine, I do recommend you run another perk to help against gen rush in case Ruin gets destroyed in the first 30 seconds.The other alternative, the one I prefer anyway, is to equip other Hex perks. One of the perks you want is Thrill of the Hunt. Equiping both of them will make Ruin last a lot longer. Now I'm not saying you will keep Ruin up all game, but it will sure do it's job and delay the progress to give you time to turn the match into your favor. Use Ruin often, it's a fantastic perk and I think it is one of the strongest perks in the game.

Hex: The Third Seal
Third Seal is an underrated perk. It can be used effectively if the hex isn't found and can completely confuse the survivors as their auras go away. This perk is only viable on a slug build and only one killer seems to use it well: The Nurse. This perk isn't recommended at all as it is mostly a gimmick, but it's not complete garbage.

Hex: Thrill of the Hunt
OK so when I think of Hex Perks, I think of this one. This is the heart of Hex Perks, your biggest friend when you do Hex builds. Basically, it makes it so you know when someone works on one of your totems and makes the cleansing a lot longer. You want this perk combined with any other hex perk, really, it's that good. Sure, you can run Ruin alone and Devour Hope gives a better surprise when used alone, but it makes your perk a lot more safe. You need perk slots to do so, but to be honest, when you are starting to get good at the game, you only need like 1 or 2 perks that really make your life a lot easier. For me, it's perks like Nurse's Calling that I always equip whenever I have it.

When someone works on your totem, go defend it if it's not too far away. Some killers are stronger at protecting totems, like Hillbilly and Huntress, but you can easily find survivors and stop them in their cleansing. However, hexes don't last forever, there is a point in the game that you are going to be better off just hooking someone and let the totem go if you judge the damage has already been done. So yes, Thrill of the Hunt is very useful and one of the best Hex Perks in the game.

Did you get all that?
If you have any question about Hex perks, you can write in the comments section below. Other than that, more Hex Perks might come and they will be added to this section if that ever happens
Famous Killer Builds
In this section, we're going to look at famous killer builds. These are known by most of the community because they've been on Twitch, generally created by streamers of this game. I'm going to comment about them (well right now, there's only one, but if you know a famous killer build you want me to talk about, tell me in the comments below).

Gen Stopper Build
Creator: Tru3Ta1ent
Recommended Killers to use it: Trapper, Hillbilly & Huntress
Hex: Devour Hope




Hex: Thrill of the Hunt




Thanatophobia




Hex: Ruin




A lot of experienced players have noticed that generators are getting done way too quickly for the killer to handle it. There are perks that slows the game down, but most of the time, it's not enough. So Tru3Ta1ent created up with this amazing build that wastes the survivors' time quite a bit. The build contains three Hex totem perks as well as Thanatophobia.

How does it work?
As soon as the survivors will touch a generator, they will quickly notice that the killer has Hex:Ruin. Most of the survivors will then start looking for the totem instead of doing the gen very very slowly. They will eventually find a Hex totem. However, as soon as they touch it, they will notice that the killer has Thrill of the Hunt and that he got a notification that one of his totems is getting destroyed.

At this point you, the killer, know that this totem is getting destroyed. Depending on what you're doing, you have the choice to protect your totem and chase the survivor or continue what you're currently doing if that is important (chasing someone, carrying someone to a hook). You will have to find the right time to stop protecting the totems and get people to a hooks as the damage will be done by this point.

Now, the first totem has been destroyed. Depending on which one it is, your playstyle will change:

Hex: Devour Hope has been destroyed
Continue playing like you were doing. You can allow yourself to place traps around the hooked survivor now as being close to the unhook doesn't stop getting tokens for Devour anymore. Protect the totems, Ruin needs to stay up. This is the best scenario as survivors wasted their time on a totem without any effect at the beginning of the game.

Hex: Thrill of the Hunt has been destroyed
This isn't good, but this isn't bad either. You won,t know if survivors touch your hexes, but they still need to find them. Now the fun here is that you will get a 50/50 chance for the last totem up and both are good. If Ruin is the last totem standing, you made survivors waste so much time, it's almost a free win. If Devour is the last totem standing, you will probably be able to get the one-shot from three tokens.

Hex: Ruin has been destroyed
Worst case scenario here. You can overlook totems a little bit now as your most important one has been destroyed. Focus more on generators. Protect them and injure survivors so Thantophobia affects them. This last perk will always be there to help you, at least.

So to summarize the totem destruction, here are the six possible combinations from best case scenario to worst case scenario:

1-Devour Hope->Thrill of the Hunt->Ruin
2-Thrill of the Hunt->Devour Hope->Ruin
3-Thrill of the Hunt->Ruin->Devour Hope
4-Ruin->Thrill of the Hunt->Devour Hope
5-Devour Hope->Ruin->Thrill of the Hunt
6-Ruin->Devour Hope->Thrill of the Hunt

As you can see, Thrill if the totem you want to go down first or second. If it is the last totem standing, it's worthless. It's based on RNG however, so you can't really have control over that so protect every totem you can if you're not carrying a survivor to a hook.

The totems WILL go down eventually, but the time you gained from them gives you victory, this is the general idea of this build and it is very effective. The recommended killers are:

Trapper: Trapper can trap juke spots and end chases quickly if you know what you're doing. He can also protect the areas of his totems more effectively. Trapper also loves gaining time to set traps and this build gives a lot of time.

Hillbilly: If Thrill of the Hunt gives you a warning, you are pretty much 100% assured to being able to protect it as you move so fast with the chainsaw sprint, it's unbelievable.

Huntress: Huntress can use Thrill's notification and the totem's aura as a target to aim at from afar, sniping the survivor cleansing the totem. Huntress is better using Huntress Lullaby instead of Devour and Nurse's Calling instead of Thanatophobia however.

Pallet Stopper Combo
Recommended Killers to use it: Trapper, Wraith, Hillbilly, Shape
Brutal Strength




Enduring




This combo is to break pallets as much as possible and is very straight forward to use. There is no creator as it has been used since the release of the game and as always been effective. I do think, however, that it has never been this effective, it is very useful at the moment against pallet loop.

So what do you do? You charge at the pallet and try to hit the survivor. They may get surprised and hit or they will stun you for an extremely short time (thanks Enduring) and you will be able to break the pallet very fast.

Vault Master Myers
Add-ons: Fragrant Tuft of Hair and J.Myers Memorial
Creator: Monto

This is a build we heard of a while back and wanted to take a look into. The idea is to get to EW3, which is infinite thanks to the Tuft of Hair and abuse the vaulting speed to the maximum with Bamboozle and Fire Up. While not a bad idea, we concluded that Fire Up is simply not worth it and just using Bamboozle is enough. If you want to use Vault Master Myers, we recommend you use something against gen rush, like Hex:Ruin or Knock Out instead of the useless Fire Up.
Survivor Strategies (Part 1)
How does one counter the most commonly used survivor strategies used in a chase? Let's find out:

Pallet Looping
Pallet looping is the term used to refer of a survivor turning around a certain object with a pallet attached to it over and over again with the killer chasing him until he really needs to drop the pallet resulting in a killer stun and/or a lot of time wasted. It's very annoying, doesn't require a lot of skills and is the most commonly used strategy.

Pallet looping is an exploit as it exploits one of the game's flaws: the hitbox difference between survivor and killer with objects. Because a killer has a much bigger hitbox than a survivor, he's gonna take a lot longer to turn around an object, meaning that he will only be a slightly faster than the survivor.

So how do you counter this? There are multiple options:

Enduring+Brutal Strength
These two perks paired together do wonders against pallet looping. You get stunned? No problem. Then you can destroy the pallet faster. Sure, it doesn't stop pallet looping, but it helps quite a lot. Allows you to play more aggressively and gets rid of pallets and survivors can't pallet loop without pallets, right?

Bloodlust
Some pallets are safe, others are unsafe. Basically, you need to know how to notice which pallets are safe and which ones you can actually take advantage on. The difference is the side of the objects around the pallet. I'll give you one example for each. You know the pallets in the jungle gyms? The spots where you have walls, usually a generator, at least one window and most of the time a pallet? These are safe pallets as the walls are big enough for the survivor to loop around. Unsafe pallets are, for instance, most of Haddonfield's pallets. Basically, the pallets beside the cars on the road are completely unsafe as the killer can just walk around the trees beside to them.

Now, if the survivor goes to a rather unsafe pallet, try to change sides quickly so the survivor has to slide on the pallet over and over again, you'll gain some bloodlust and it will allow you to get a swing on the survivor eventually by him messing up due to your faster speed. Mind games can be used, but it is more safe to gain one tier or two of bloodlust before attempting a swipe.

Use your power
Some killers are actually immune to pallet looping. And you'd be surprised by how much you can do with some of them. Here are the killers immune to pallet looping when used effectively:

Trapper: Make sure you trapped a couple pallets nearby and lead the survivors to them. Can't pallet loop a trapped pallet, right?

Nurse: The Nurse completely ignores pallets. If the survivor runs into one, blink through it and smack the survivor.

Hag: You have three options, actually. All of them counter pallet looping:

  • Before chasing someone, place traps a little it further down than pallets. If the survivor goes to it, you can smack him, if he drops the pallet and goes forward, teleport and smack him.
  • Place traps beside the pallets so the survivor's camera makes him go through the phantasm instead of the pallet.
  • If he pallet loops, place a trap during the chase, making the pallet unreliable.

Doctor: If you see the survivor going to a pallet or looping you, shock him right before he drops the pallet, removing the option of doing so for 2.5 seconds, enough time to change stance and smack him.

Huntress: Use mind games so you know when the survivor will drop the pallet after a pallet loop. Right before he drops it, prepare a hatchet and throw it at him during the drop animation.

360s
A 360 is a term who refers to a survivor spinning around in two different circles in order to confuse the killer and make him/her miss. It is mostly used when there isn't any pallet or window close by and the killer is about to hit the survivor. The survivor will attempt to move in a circle using WASD in that order or the opposite: WDSA and move their mouse in a circle similar to the spinning pattern which will result in the survivor spinning in a very odd and confusing way.

360s are annoying and is mostly strong against new people, the Huntress or in the cornfield. The reason why is because new people don't know about it and what to do, the Huntress has a terrible lunge and the cornfield is difficult to see through. These situations are where 360s are most effective.

However, there are different tactics you can use and a few killers are also immune to them. Let's look at general things you can do to avoid a 360 working or what killer is currently immune to 360s.

What to do
When a survivor tries to 360s you and see you surprised by the tactic, resulting in a miss, try to expect the survivor trying it again. If that is the case, go closer to the survivor and try to not lunge and just quickly hit the survivor when he's trying to get away.

Another thing you can do is spinning your lunge on the opposite side to the survivor. Basically, if the survivor is spinning to your left, swing to the right, if he goes to the right, swing to the left, if that doesn't work, do a 180 degrees and swing behind you. You will eventually land the hit.

Keep in mind that 360s don't allow the survivor to gain much distance, so you will be able to try another hit a couple seconds later.
Survivor Strategies (Part 2)
Flashlights
Flashlights are the bane of killer's existence. They make you drop the survivor you are carrying and your pickup animation is when survivors will abuse it. They may also blind you while breaking a pallet for further annoyance. There used to be a flashlight called the "Instant Flashlight" which, as it's name says, blinded you almost instantly. It was made of the Purple Flashlight combined with the Odd Bulb and the High-End Sapphire Lens. It was truly annoying and the only OP thing in Dead by Daylight at the time. Now it has been nerfed so that is no longer the case. That doesn't mean flashlights aren't a treat however.

Avoid flashlights
While you can just dodge the lobbies with every survivor carrying a flashlight, the process is tedious and annoying over time. When you pick up a survivor, try to face a wall, making you immune to the flashlights in your animation. While you are carrying the survivor to the hook, look up, down, or side to side. Avoid fixing a certain direction so you can avoid getting blinded by the beams.

Perks effective against flashlights
Agitation
You go faster while carrying a survivor. While this won't help you avoid the blinds during animations, it does help you getting a survivor to the hook while avoiding the flashlight beams.

Brutal Strength
Works wonders against the blind at the pallets. You break the pallet faster so it is harder to blind you since the animation is shorter. Doesn't help against the blind during the pickup animation, however.

Franklin's Demise
Hit the survivors carrying flashlights to make them drop it. It also lowers the charges on the flashlights, making them waste battery faster. This is clearly one of the best perks against flashlight squads.

Knock Out
If they can't find the survivor who just got downed, they can't run towards you in order to blind you during the animation, isn't it? Knock Out makes picking up survivors a lot safer.


Lightborn
The most classic and easy to understand option. Lightborn just makes it much harder to blind you. This makes the timing to blind you at the pick up animation completely change. You also recover vision much quicker, making the blind at the pallets pointless. It's probably the strongest perk against flashlights.

Overwhelming Presence
Survivors need to be in your terror radius to blind you. With this perk, you make them waste twice as much charges as normal, making the blinds much riskier and much less common during the trial.
Map Matchups
This section is currently outdated
In this section, you can look up at all the killer vs map matchups. Each map has different characteristics and each killer is strong/weak on certain maps. This is mostly used to know which map offering you should priotize in your bloodwebs.

Macmillan Estate
The Macmillan Estate maps are known to be very dark. Most maps are pretty good for about every killer. However, Ironworks of Misery and Groaning Storehouse both have huge loops in their main building, making killers weak to looping having a hard time. The Trapper and the Hag can trap most parts of the maps and avoid the loops. The Nurse can chase just fine as with most maps and the Hillbilly doesn't have too many obstructions. You may want to avoid these maps for The Wraith and The Nightmare because they will suffer from Ironworks of Misery and Groaning Storehouse A LOT.

Autohaven Wreckers
Most Autohaven Wrecker maps have a lot of pallets, making loopable killers really weak on those maps. Avoid Autohaven at all cost with The Wraith and The Nightmare. The Pig and The Cannibal both also suffer from the absurd amount of pallets on those maps. One map, however, Azarov's Resting Place is split in two, which is pretty good for The Doctor and he can also shock pretty well to stop a bunch of looping spots, so it's not a bad choice for him. The Nurse does really good on those maps, ignoring most looping spots and the bright luminosity of the map helps her tracking a lot.

Coldwind Farm
Coldwind Farm maps are known for having a huge amount of corn on them, reducing the vision considerably. This is pretty bad for The Nurse and The Hag. The Hillbilly does incredibly well on most maps and The Wraith and The Pig aren't bad either. The former can see survivors easily and the later can ambush easily in the corn. Myers is pretty terrible in the corn as it does block his vision and preventing him from stalking.

Crotus Penn Asylum
The Asylum is a pretty big map, which is pretty bad for The Doctor. The building is a huge looping spot, but both The Trapper and The Hag can trap the Asylum and prevent most of the looping, especially The Hag as the lack of grass can hurt The Trapper. The Hillbilly can travel most of the map pretty well as it is well-opened and finally, The Huntress can throw hatchets pretty easily on this map. The Chapel map isn't very different from The Asylum as it is pretty big and has a big loopable building too. The killers matchups seem to be mostly the same here.

Lampkin Lane
Also known as Haddonfield, this map contains a lot of closed areas, which is very hard to manoeuver for both The Hillbilly and The Huntress. However, The Trapper and The Hag are extremely powerful on this as the enclosed areas as they can completely block certain areas of the map. The Nurse does have a hard time on this map, same with Leatherface. This is a pretty difficult map, so unless you are The Trapper or The Hag, you should avoid it at all cost.

Backwater Swamp
Known as some of the worst maps for killers, those maps should be completely avoided by all the killers in the game. The Hillbilly and The Wraith can travel the map pretty well and The Hag can deal with most looping spots, but otherwise, avoid those maps if you can, they are extremely hard, both of them.

Lery's Memorial Institute
A very enclosed map, Lery's is the best map for ambush killers, making Myers, Hag and Pig the best killers here. The Nurse has a hard time on this map as losing line of sight is very easy. Both The Hillbilly and The Huntress hate this map as both of their power are hard to use here.

Red Forest
This is a very big map and considered as a very difficult map for most killers. There is a lot of grass which is pretty good for The Trapper and both The Hillbilly and The Nurse can travel the map pretty well. However, avoid this map for The Doctor as this is hands down his worst maps as most of the generators are very spread out and that on a very large map makes it very hard for him specifically.

Badham Preschool
Another very difficult map for killers. The Hag may be the best killer here as she can turn the school into a huge trap. The map is known for having one of the biggest loop in the game, not the school, but the house on the side of the map.

The Game
A good map for most killers as it is pretty difficult for survivors to predict where the killer is coming from. This makes Myers and Pig very good on this map. Hillbilly and Huntress are good on the second floor, but terrible on the first floor. The best killers, however, are The Nurse and The Doctor which both gain insane map control on multiple floors.
A bit of psychology about playing the killer
If there is one thing you will notice very fast playing this game, its the toxicity of the community in general. Some people find playing killer tendious or stress inducing and for good reasons. You are alone on your team so all is on you to achieve victory, survivors will often ♥♥♥♥ talk you at the end of matches about how you camped or how they will be ♥♥♥♥♥♥♥ your mom (yes this does happen from time to time). so here are a few advices about how to deal with the toxicity of this game.

Camping in general
Camping is a strategy that consist of staying around waiting for the thing you want to happen, most the time, this strategy can be frustrating for the opposing team, in this case, survivors. But is camping always bad? No, sometimes camping is a valid strategy in a given situation. Lets say that you just hooked someone and see scratch marks all over the place, after looking around you find out that 2 survivors are diving the hook and they won't go away, in this case camping will pay off given that the survivors won't counter it by going do some gens. So how do you know when you should camp or not? Always ask yourself this : Am I doing what is more profitable to win at the moment ? If the answer is yes, then keep doing it, they won't like it, but its how life works, if the answer is no, then you should go do what is more profitable and leave the poor guy there. As much as being camped sucks, sometimes there is just no better alternative for the killer and not everybody can win this game.

End game chat
the most obvious kind of harassement happens at the end of the game. The best way to avoid the mountain of salt is just to close the chat and ignore this side of the game. If you do decide to read the chat, be ready for the ♥♥♥♥♥♥♥♥♥ that will probably be in there when you do a 4 man. The first way to deal with this when you read it is to read it to amuse yourself of all the pathetic display of internet ego that will be in this pile of salt. If such thing does not amuse you however, remember that no matter how much you try to be polite, to educate the community or to just prove a point, most people will assume they know more than you do, even if you are talking about why you did what you did. In the end, we play games to have fun, if some part of the game is not fun, its better to just ignore that part. Don't let the negativity goes to your head, many survivors will try to shame you for a variety of things that are totally normal as a killer, remember that the job of a killer....is to Kill stuff, not to be buddy with survivors.

On a final note, remember that its not because its internet, that it gives you the right to be mean to people, if you are an ♥♥♥♥♥♥♥ on internet, you an ♥♥♥♥♥♥♥ overall. If someone insult you, be better than they are, don't play their salt game.

List of ''dirty things'' that survivors complain about but are not wrongs by any means
-Camping : as listed earlier camping is sometime a valid strat
-Body blocking : survivors can body block as well, it is simply the result of the game having hitboxes and should be considered a normal part of gameplay (taking a game hostage is not ok tho)
-Using the basement and preventing people to get out of it : the basement is your playing ground, use it to its full potential.
-Using perks survivors hates : While we do not recommend perks such as NOED or insidious because of reasons we explained earlier, it is not against the rules to use them.
-Playing a killer they don't like or think is op : play who you want really, they are your victims, they can't afford to be picky
-Dodging lobbies : If you see a swf lobby with 4 toolbox or 4 flashlights, its ok to not want to play vs them. This is even more true if you don't have many good perks yet for your killer.
-Using addon's : They are part of your kit and unlike survivors items there is no way to keep them, so they will have to suck it up.
-Using offerings : If you want to drop a brightest moonlight or a Ebony memento mori its fine, they are part of the game just like their brand new parts.
-Not giving them the hatch : you can give them the hatch, but its not a right they have
-Respecting the 4 percent on unhooks : It say they have 4 percent to get off the hook, not to get away from the killer.
- Not farming with survivors when there is a bloody party streamers : Self explaining
-Not Sparing survivors if there is a D.C : having a teamate leave sucks, but the killer does not have to spare every single one of them, he might go softer or spare 1...or none, its his choice

In conclusion remember that as the killer, you are the bad guy of your own little horror story and bad guys don't care about the feelings of their victims. What ever they do you can use against them, use it and make their life hell. If they hate you for it and you won, it might be a sign you do a good job at being the bad guy.
Special Thanks
I want to give a shoutout to Michi for helping me out with the Hag's chapter. He gave me amazing tips for her. Thanks a lot!

Thanks to Katouska for the discussions we have about balance, his work on the guide and for being awesome. :D

Huge thanks to Doc Октябрь for his help in a big cleanup of the guide, some adjustements, a build for the Doctor and more!

Thanks to Peppa Pig(saw) for his help for Pig (Advanced) section!

I want to thank the people that helped me directly and indirectly in testing in the game. There was a lot to cover and they do deserve a mention.

I also want to thank all my readers, I hope you appreciate my hard work, thanks a lot for the nice comments, it means a lot to me!

For more information, we recommend you checking out the wiki : https://deadbydaylight.gamepedia.com/Dead_by_Daylight_Wiki
We are also thanking it for confirming/giving us some informations we used in this guide.
Backing your save file
THIS NO LONGER WORKS BECAUSE BHVR MADE IT SO IT IS AUTOMATICALLY SAVED INTO STEAM CLOUD. IF YOU STILL WANT A BACKUP TO FEEL SAFE HERE IS HOW YOU DO IT:

Given the fact that the game has local saves, there is an infamous bug that will make you loose all of your progress. Of course you don't want that to hapen so making a backup is pretty usefull just in case something bad happens.

The location of your save is in :
Steam Folder --> Userdata --> IDNumber --> 381210 ---> Remote --> Profilesaves

Once you found your saves, you must copy those files to a location of your choice and those will be your backup. If it ever happens that you loose your progress, you must take the files in your backup and replace the ones in "profilesaves". If steam tell you there is a conflict between your local files and the files in the cloud, choose the local files since those are your backup you just put back in there. The best way to not loose any progress is to make backups regularly.
Updates
This is a list of updates we got so far:
15th November 2018 (1.7.1)
  • Tier List update
    • Myers dropped to B as he's slightly weaker in our eyes than the rest of the A tier because of his slow start and looping weakness.
    • Huntress stayed B, but with Myers dropping to her level, this is a rise on her part.
    • Freddy and Spirit stayed on C. But with the rebirth of the D-tier, this is a rise on their part.
    • Clown dropped to D and is now in the same tier as Trapper and Leatherface.
  • Perk Tier List changes
    • Enduring rose from B to A
    • Hex:Ruin dropped from B to C
    • Hex:The Third Seal rose from E to D
    • Make Your Choice rose from B to A
    • Overcharge dropped from B to C
    • Overwhelming Presence dropped from D to E
    • Rancor rose from D to B
    • Remember Me dropped from B to C
    • Spirit Fury rose from C to B
  • Trapper has a new build
  • Wraith (Advanced) has been updated, it is pretty short but will be updated further in future updates
  • Nurse has a new build
  • Updated The Hagger's Build (I swapped Nurse's Calling for Agitation)
  • Huntress got (finally) her old Tinkerer build deleted
  • Huntress has a new build
  • Freddy has a new build
  • Pig has a new build
  • Changed a minor mistake in Tips and Tricks for The Clown

29th September 2018 (1.7.0)
  • Tier List got updated
    • Wraith moved from B to A
    • Huntress dropped from A to B
    • Cannibal dropped from B to C, at the very bottom
    • Nightmare moved at the top of C
    • Spirit is C
  • All killers have two extra recommendations!
  • Adjusted Wraith's text, Wraith (Advanced) will be updated in a future update
  • Reworked the entire Wraith (Add-ons) section
  • Adjusted some text in the Nightmare's section
  • Adjusted the Bag/Crate of Gears text in Pig (Add-ons) section
  • Updated basic statistics about the killers to add The Spirit
  • Adjusted some values in overview sections and added The Spirit
  • Added The Spirit's section
  • Added The Spirit (Add-ons) section
  • Added The Spirit (Builds) section
  • Updated The Hagger's build
  • Updated The Basement section
  • Wraith (Advanced), Map section and a few other things need updating, but those will come on the next update

28th July 2018 (1.6.1)
  • Trapper and Hag buffs + Pig (Advanced) update! The guide has been fully revised for this moment.
  • Basic statistics got an update on Myers' Tier 1 movement speed has it has been slightly increased.
  • The Tier List has been updated once again:
    • Hag moves to S, which is the top tier, congratulations Lisa!
    • The A and B+ tiers merged together as the gap between Doctor and Myers wasn't enough in our opinion anymore. Everyone is now part of the revamped A tier, which now consist of the four viable killers that are not top tier for a reason or another.
    • Pig and Huntress swapped places, we believe that both the fact that The Pig can save time, which is the most precious ressource and the newly nerf to The Huntress' add-ons as well as the removal of Tinkerer from being a viable perk made The Huntress slightly worse than The Pig.
    • Clown moved from C to B as, even if this isn't our final verdict on him, we believe it was a bit harsh to place him bottom tier right away.
    • And no, Trapper didn't moved from the bottom tier, we sadly believe that The Trapper is not any more viable than he was before. He is a little bit better, yes, but he's still very very bad.
  • Perk Tier List changes:
    • Bitter Murmur moved from F to E, as we believe it is now outclassed by Barbecue & Chili.
    • Sloppy Butcher moved from E to C, a great improvement.
    • Save The Best For Last moved from F to...B!!! It is back in action!
    • Brutal Strength and Hangman's Trick didn't move from their respective tier.
    • Predator stayed F...ugh
    • Tinkerer dropped from C to E...ouch
  • Tinkerer has been removed from recommendations and builds, it is no longer viable as the new effect isn't any good in our eyes.
  • Recommendation changes:
    • Trapper now has Hangman's Trick in his recommendations.
    • Wraith now has Sloppy Butcher in his recommendations.
    • Hillbilly now has Pop Goes The Weasel in his recommendations.
    • Nurse now has Sloppy Butcher in her recommendations.
    • Hag now has Save The Best For Last in her recommendations.
    • Huntress now has Sloppy Butcher in her recommendations.
    • Leatherface now has Bamboozle in his recommendations.
    • Clown now has Save The Best For Last in his recommendations.
  • Trapper has a new build!
  • Myers has a new build!
  • Hag's Hagger's Build has been updated.
  • Freddy has a new build!
  • Clown has a new build!
  • Pig (Advanced) section is here! Go check it out!
  • We finally fixed the bug in The Hag's (Advanced) Types of Traps sections with the videos!
  • Fixed a few spelling mistakes.

28th June 2018 (1.6.0b)
  • Reworked Hag's second advanced section so it is more comprehensive.
Old updates
25th June 2018 (1.6.0a)
  • This is Chapter VIII: Curtain Call's update
  • Changed the guide's pic to The Clown to announce the new update
  • Changed the introduction text a little to make it look more up to date
  • Added The Clown to the Killers Overviews
  • Added The Clown to the Tier List as C, the bottom tier
  • Added the new perks to the Perk Tier List:
    • Bamboozle is B
    • Coulrophobia is D
    • Pop Goes The Weasel is B
  • Blood Warden moved from D to C. We believe it isn't too situational, like most of the D-tier perks and we wanted to acknowledge it by moving it up a tier as it is a pretty darn useful perk.
  • The Add-ons sections got completely reworked for every single killer, they are now classed by category based on what they do, which looks a lot cleaner and makes a lot more sense. We believe these sections to be now much easier to read.
  • Enduring took a little beating in the recommendation as the pallet vacuum is now gone and we believe it is no longer as useful. It is still B-tier for now because of Decisive, but once that's changed, it will most likely drop.
  • Replaced Wraith's Enduring recommendation by Bamboozle
  • Replaced Wraith's Hex:Devour Hope recommendation by Pop Goes The Weasel
  • The Wraith has a new build!
  • Replaced Shape's Enduring recommendation by Bamboozle
  • The Hag has a new build!
  • Replaced Doctor's Thrill of the Hunt recommendation by Coulrophobia
  • Replaced Doctor's Shadowborn recommendation by Pop Goes The Weasel
  • The Doctor has a new build!
  • Replaced Nightmare's Dying Light recommendation by Coulrophobia
  • The Nightmare has a new build!
  • Replaced Pig's Devour Hope recommendation by Pop Goes The Weasel
  • Added The Clown section and perk recommendations
  • Added The Clown (Add-ons) section
  • Added The Clown (Builds) section
  • Added The Clown to The Basement section
  • Added a small note about the Chapel map in Crotus Penn Asylum Realm
  • Added a new famous killer build
  • Fixed a couple typos

24th May 2018 (1.5.4d)
  • Finished up Myers' advanced section
  • Added a new section for the basement

14th May 2018 (1.5.4c)
  • Removed the perk Thanatophobia from all the following killers along with the perk that replaced it:
    • Trapper:Deerstalker
    • Nurse:Bloodhound
    • Myers:Knock Out
    • Hag:Enduring
    • Huntress:Agitation
    • Leatherface:Monitor&Abuse
  • Made The Hag's section more up to date. This means, positives and negatives have been touched and the tips&tricks section has a new entry.
  • Removed unrecommended perk combos section. It only had one entry left and was just an overall old section and a poorly made one on top of that.
  • Fixed a couple of mistakes.

10th May 2018 (1.5.4b)
  • Tier List changes. Pig moved from B to B+ and Wraith moved from C to B. We underestimated Pig's ambush ability, which we will cover in a future advanced section for her. Wraith is now B because of his superior mobility over the killers in C.
  • Perk Tier List changes. Knock Out is B and Third seal is E. These two are higher due to the rise of the slug in the metagame. Lullaby and Thanatophobia are E as for outclassed by Ruin.
  • Myers now has an advanced section!

30th April 2018 (1.5.4a)
  • The slugging update! An entire section about slugging has been included to the guide.
  • Insidious dropped from D to F. We forgot about this perk for a while, but if you all remember correctly: it was D because of Borrowed Time. Now that this perk is much more manageable, it just fell back to it's original spot.
  • Hex: The Third Seal's text in the Hex perks section has been changed.

3rd April 2018 (1.5.3b)
  • Added a new section for the Hag (Advanced) section. This is about trap placements, it's finally here! :D

1st April 2018 (1.5.3a)
  • Tier List changes: both Myers and the Huntress are now B+ tier. We think the Huntress has too many weaknesses to be A tier and Myers to be too strong to be in the same tier as Leatherface.
  • The Tier List now has a picture for a more visual view of it.
  • The Nurse and The Pig now have a new build.
  • The Hag (Advanced) section now has a little more text.
  • The Pig has a new tip in her section.
  • The Map section got revamped (again). This time we have an overview of who's better and who's worse on each map. Now all maps are included!
  • Changed the pic of the guide to fit the latest suspect test.
  • Added more pictures to make the guide look less like a wall of text.

5th March 2018 (1.5.2)
  • The Wraith (Advanced) section is here! Go check it out! :D
  • A lot of cleanup in this update! We've got some help from Doc (also known as the Wiki Guy) to fix a bunch of mistakes.
  • Removed "Teachable Perks", "Tinkerer" and "stacking" sections. If you wish to get those informations back, go to the Dead by Daylight wiki, the link is in the special thanks section. We believe it to be unnecessary to have the informations here while we have the wiki.
  • Doctor has a new build!
  • Doctor's Monitor & Abuse section has been replaced by a shadowborn entry.
  • Doctor's sneak build is under testing. Use it at your own risk, but the new one might outclass it.
  • Myers's EW1 terror radius is actually 6m, not 8m.
  • Freddy's lullaby has the same range as his terror radius: 24m.
  • Removed two combos from Unrecommended Combos have been deleted as they aren't used anymore.
  • Fixed other outdated data.
  • Tier List changes: Freddy is now C rank. We believe Freddy having his own rank to be too harsh. He's still at the very bottom, however.
  • Perk Tier List changes: surveillance is G while Bloodhound is C.
  • Fixed some spelling mistakes.
  • Preparing data for more Hag (Advanced) section, this section is still unfinished. The Maps section is also unfinished, we are aware of that.

3rd March 2018 (1.5.1c)
  • Added a new build for Trapper
  • Added a new build for Nightmare
  • While NOED will never be in the recommended perks section, there is no shame in using it, so I decided to put it in two builds for those two very weak killers.

1st March 2018 (1.5.1b)
  • A little Hag update due to her little buff which did change some text, but not much. Hag is now the guide's pic until the next update.
  • Hillbilly is officially in the same tier as Nurse. This is mostly due to all the sound issues that affect Nurse much more than any other killer, making her very ahrd to play atm. Hillbilly's rise to the top was something that was going to happen eventually anyway.
  • Reviewed the Trapper's pros and cons and added a few cons to show a more modern approach to see him.
  • Hag's Monitor&Abuse section has a new description.
  • Added Pig to the Map's section. No new maps for now, but it is updated at least!

16th Feburary 2018 (1.5.1a)
  • Today we have special Nurse update! Added some text on the Nurse overview
  • Added a pro and a con in the Nurse section which are connected with her latest changes
  • Changed the Deerstalker entry for a Make Your Choice entry for the Nurse
  • Completely reworked the Nurse (builds) section so it looks like the others
  • Nurse (advanced) section now has slightly more text explaining that you can blink downward to blink in place
  • Changed the text for the Hag's Mint Rag add-on
  • Added a small section in Hag (advanced) section which advices you to use a key binding you are comfortable with to spam for ITH (instant teleport hit)
  • No Tier List change at the moment, but some are probably coming next update. We are currently suspect testing Freddy and Wraith. We are also looking into the following perks: Lightborn, Stridor and Blood Warden
Old updates
26th Januray 2018 (1.5.0)
  • The Pig is in Dead by Daylight. Added everything that came with the new chapter: new perks, new killer section, etc.
  • The Pig is B-tier. Her place is very close to Myers and their spots are debate, similar to Hag and Doctor.
  • Cannibal is B-tier. This is the result from the suspect test. It has now been established that camping is actually strong right now because of how altruistic survivors are on high rank. This makes Leatherface shine as he can effectively punish bad plays that survivors tend to make by running around the hook.
  • Added stats about The Pig like her movement speed by walking, crouching and dashing.
  • Added an analysis about the Pig, showing her strengths and weaknesses in more details.
  • The Pig has currently one build, more will come in the future.
  • Changed The Wraith's Thanatophobia's entry into a Make Your Choice entry.
  • Changed The Hag's Hex:Thrill of the Hunt entry into a Make Your Choice entry.
  • Changed The Nightmare's Thanatophobia entry for a Make Your Choice entry.
  • Make Your Choice is B tier.
  • Hangman's Trick is D tier.
  • Surveillance is F tier.
  • Spies From The Shadows is now D (previously E)
  • Beast of Prey is now G (previously F), it joins Monstrous Shrine for uselessness and the H tier is now gone.
  • Remember Me is now B (previously C)
  • Sloppy Butcher is now E (previously F)
  • Tinkerer is now C (previously D)
  • Thanatophobia is now D (previously C)
  • Fire Up is now F (previously G)
  • Unrelenting is now F (previously G)
  • Hex:The Third Seal is now F (previously G)
  • Save The Best For Last is now F (previously E)
  • Wraith's second build has Make Your Choice instead of Enduring
  • Hag's second build has Make Your Choice instead of Agitation
  • Changed the pic of the guide to match with the newest killer until next update
  • Prepared data for the next update: The Nurse rework. Because the Nurse is currently affected by a game breaking bug, we can't test her and barely play her right, so we decided to push back the Nurse update and leave her on her current state until next update. Expect the guide's pic to change to The Nurse when that happens and the version to be 1.5.1 Until then, enjoy the Pig!

7th January 2018 (1.4.3b)
  • The Hag (Advanced) section has it's first entry: the Instant Teleport Hit (ITH). More of those techniques will come. I'll try to get a video showing off every technique.

4th January 2018 (1.4.3a)
  • Every killer has a builds section now, not just the Nurse. The Nurse's build section may be changed in the future because it is slightly different from the others due to it being older. Every killer has three builds that can serve as examples of stuff you may wanna try. Freddy, however, has only one build as this is the only build that makes him viable in some kind of way due to how bad he is.

2nd January 2018 (1.4.2c)
  • Added a section for stacking add-ons, similar to the Tinkerer's section, this is due to the game lacking information on some add-ons.

26th December 2017 (1.4.2b)
  • Tier List Changes. One for the killers' tier list, one for the perks.
  • Trapper dropped from B to C, he's also below Wraith, but still above Leatherface. We believe the Trapper is extremely weak in the current meta. Time is the most important ressource and we feel like this killer takes too much of that precious ressource to be even considered viable. The reason he's below Wraith is due to the later not wasting time and no need of set-up. His power is also fairly harder to counter.
  • Shadowborn moved from D to C. This is simply due to the fact that this perk got buffed and is no longer completely outclassed by Monitor&Abuse. Even if we still think the later is the better perk, Shadowborn still gives more vision now.


17th December 2017 (1.4.2a)
  • Wraith Cube update. The Wraith stayed at the exact same spot on the tier list as the changes didn't make him any more viable sadly.
  • Changed the Wraith's description a little bit to fit with the current version of the Wraith.
  • Changed the Agitation entry for an Overcharge entry for the Wraith.
  • Changed the descriptions of Windstorm add-ons on the Wraith.
  • Changed the Franklin's Demise entry for a Barbecue&Chili entry on the Shape.
  • Changed the Hex: Huntress Lullaby entry for a Tinkerer entry on the Huntress.
  • Added the "affected by Tinkerer" in the description of the Mana Grass Braid and the Flower Babushka add-ons.
  • Updated the flashlights section in Survivor Strategies.
  • Created a new section for the Tinkerer perk so you know which perks are affected by Tinkerer, since the game doesn't always say so.

14th November 2017 (1.4.1)
  • Freddy got nerfed! His chapter has been reworked a little bit. He dropped from B all the way to D, a huge drop that even created that later tier just to express how bad Freddy is now.
  • Changed The Nightmare's terror radius in statistics.
  • Changed The Nightmare's stats in analyses of all killers.
  • Changed the Knock Out entry for a Blood Warden entry on the Nightmare.
  • Enduring has now a priority of 3 on the Nightmare.
  • Monitor & Abuse has now a priority of 2 on the Nightmare.
  • Changed the Nurse's add-ons entries for Catatonic Boy's Treasure and Ataxic Respiration. Those have been tested and the loss of accuracy doesn't seem to be noticeable, this gives the Nurse more options for add-ons.
  • Map section now counts the Asylum and Haddonfield.
  • The Nightmare is now part of the Map section.

2nd November 2017 (1.4.0)
  • Freddy came to Dead By Daylight! Known as The Nightmare in the game, you can now access to his chapter containing all the usual info!
  • The nightmare has been added to the section "An overview of each killer" along with a new ambush rating for each of the killers.
  • The nightmare has been added to the section "basic statistics about the killers".
  • Killers Tier List changes:
    • Freddy is B-tier, between Myers and Trapper.
    • Huntress dropped below Hag and Doctor. The reason is that Hag and Doctor powers have an extreme amount of uses while the Huntress still suffer from her horrible ability at finding survivors.
  • Perks Tier List changes:
    • Remember Me is C.
    • Blood Warden is D.
    • Fire Up is G.
    • Monstrous Shrine is H, instead of his old G.
    • Predator dropped from E to F.
    • Sloppy Butcher dropped from E to F.
    • Beast of Prey dropped from D to F.
    • Play With Your Food dropped from C to D.
    • Shadowborn dropped from C to D.
    • Stridor dropped from C to D.
    • Hex:Huntress Lullaby dropped from C to D.
    • Bloodhound dropped from D to E.
    • Hex:The Third Seal dropped from F to G.
    • Unrelenting dropped from F to G.
  • Changed The Nurse's Hex:Devour Hope entry into a Blood Warden entry.
  • Changed The Shape's Beast of Prey entry into an Overcharge entry.
  • Changed The Hag's Whispers entry for a Remember Me entry.
  • Changed The Huntress' Agitation entry for a Remember Me entry.
  • Fixed The Huntress' text to make it more up to date.
  • Fixed The Doctor's text to make it more up to date.
  • Changed the guide's name to fit it more of it's current state. Name suggestions are appreciated in the comments below.
  • Fixed a few typos and mistakes.
Old updates
16th October 2017 (1.3.4)
  • Killers Tier List changes:
    • The Hillbilly jumped from A to A+ due recent changes and how powerful he has become. If the devs decide to remove pallet looping for good, he will join Nurse on S rank!
    • The Doctor jumped from B+ to A due to him being a complete cancer for survivors in terms of progress. He's good now, so we've put him in a good tier.
  • Perks Tier List changes:
    • The SS rank is deleted, this made Nurse's Calling drop to S, but this isn't a real drop as perks that used to be in S are now A (except Ruin) So the changes of Nurse's Calling, BBQ & Chili, Whispers, Enduring and Brutal Strength aren't real.
    • Monitor & Abuse stayed A Rank, which is a boost due to the recent changes.
    • Hex:Ruin dropped to B due to it being pretty much wasted with RNG without Thrill.
    • Deerstalker dropped to C because it is a little bit outclassed by Nurse's Calling, just not completely to be D.
    • Save The Best For Last moved from F to E. The description is a little bit confusing, so you can actually hit multiple times with a lower cooldown during a chase, instead of one like we used to think. Does that make the perk good? No.
  • Changed the Hag's text that was not up to date.
  • Changed the Beast of Prey entry for a Hex:Thrill of the Hunt entry on Hag.
  • Changed the Play With Your Food entry for a Whispers entry on Hag.
  • Changed the Doctor's text that was not up to date.

8th October 2017 (1.3.3)
  • Killers Tier List change:
    • The Doctor is now classed as "B+". He has his own tier for now as he is currently classified as too weak to be in the same tier as Hillbilly, but too strong to be in the same tier as the Shape.
  • Changed the Nurse's Agitation entry for a Knock Out entry.
  • Map section is back and now completely rebooted!
  • Added a section about Flashlights in Survivor Strategies.
  • Fixed a few spelling mistakes

30th September 2017 (1.3.2b)
  • The Nurse's advanced section is here!
  • Changed the text for the Iridescent Head add-on (Huntress) as it got nerfed.

28th September 2017 (1.3.2a)
  • Added a section about killer's abilities, like chasing potential, map control, etc. In order to help people choose the type of killer they prefer and know their strengths and weaknesses overall.
  • Tier List change: Leatherface & Wraith switched place. Latest analysis proved that Wraith will always be in a chase, at least and not doing nothing like Leatherface does most of the match as he struggles finding people. Leatherface only punishes bad plays. Wraith will at least put some pressure by chasing survivors.
  • Changed Huntress' Franklin's Demise entry to an Overcharge entry. Franklin's Demise is no longer affected by her hatchets, making it worse than before, so Overcharge became overall a better option.
  • Changed Speed Limiter's entry for Leatherface as it got buffed.
  • Changed The Shape's longer EW add-ons as they are sligthly better than I thought.
  • Changed Chainsaw File and Muffler add-ons on Hillbilly as silent Billy is no longer silent really...
  • Added the 360s to the Survivor's Strategies topic.
  • Changed the guide's main picture to our main killers: Huntress (Croquedead) & Hillbilly (Katouska)
  • Updated the ''A bit of psychology'' section with a list of things that are ok to do but some survivors main will tell you otherwise

21st September 2017 (1.3.1)
  • Added a basic statistics section
  • Added a Hex Perks section
  • Fixed a few spelling mistakes
  • Added more text in the Wraith's chapter
  • We are getting new contributors to this guide because this is getting too big for me...xD Give them some respect and I thank them for their future work!
  • Cannibal dropped to C rank as the lastest analysis pretty much shows he's need of a buff.
  • Devour Hope dropped from B to C as it won't save a bad game, it mostly helps you win more in good situations.
  • NOED dropped from B to C as there are games it will be completely useless which isn't the case for any B rank perk.
  • Fixed a mistake in the Teachable Perks List.
  • Added a psychological section about how survivors treat killers in the game and how to keep going and not getting bothered by it.

18th September 2017 (1.3.0)
  • Leatherface is here! Added the Cannibal's chapter.
  • Adjusted the perk recommandation from 8 up to 10! You have now 10 perks that are recommended per killer! Enjoy!
  • Removed a couple perks and added a lot of others in the recommandations, make sure to read those sections again for every killer so you can try new things and see what has been removed and what is new!
  • Updated the killer's Tier List:
    • Leatherface (The Cannibal) is at the bottom of the B tier (8th place) due to him having a good number of flaws for being even viable at higher ranks. Thankfully, he does have a few strengths and you can abuse them in two strategies: the slug meta and the basement party abuse.
    • Huntress and Hag switched place. Hag dropped below Huntress because of the Urban Evasion buff, which hurts her tracking ability a lot. Thankfully, her chasing potential is still good, so she stayed A rank.
    • Trapper and Myers (The Shape) switched place. Myers moved above Trapper due to him getting more buffed from the latest patch than the Trapper did. His vaulting speed is now insane and almost as good as the survivors, which is incredible. He also benefits more from the new perks than the Trapper does.
  • Updated the Perk's Tier List:
    • Barbecue & Chili is S rank.
    • Hex:Ruin moved from A to S rank due to it being now recommended for all the killers.
    • Brutal Strength dropped from S to A due to it being nerfed and the regular breaking speed of pallets being more bearable.
    • Agitation moved from C to B due to it being now recommended to more killers than before.
    • Deerstalker moved from C to B due to it being now recommended to more killers than before.
    • Knock Out is C rank.
    • Thanatophobia dropped from B to C due to it being not as effective as Hex:Ruin and Overcharge.
    • Beast of Prey dropped from C to D due to lack of usefulness in general and being too situational.
    • Bloodhound dropped from C to D due to it's lack of usefulness and being no longer recommended on the only killer it was listed on (Nurse).
    • Franklin's Demise is D rank.
    • Territorial Imperative moved from E to D due to it now being recommended on a killer (Cannibal) and being now classed as "situational".
    • Unnerving Presence moved from F to D due to a huge buff it got and it is now useful paired with Distressing, which makes it situational.
    • Dying Light dropped from D to E due to it now classed as "outclassed" by Hex:Ruin, Overcharge and Thanatophobia.
  • The killer's add-ons are now in their own section each, which makes the guide overall look cleaner and more structured.
  • Removed the "Maps" section for further analysis. Don't worry, it's going to be back eventually. It looked too inaccurate.
  • The "Unrecommended perk combos" now no longer has Distressing+Unnerving Presence+Overwhelming Presence to it now being good on a specific killer (Doctor).
  • The Gen Stopper Build now also recommends the Huntress.
  • Fixed a few spelling mistakes.
  • Fixed a few broken links.
Old updates
Older updates:

12th September 2017 (1.2.3b)
  • Updated the Killers Tier List:
    • Huntress moved from B (5th place) to A (4th place) due to having further playing as her and being now actually good as her I definetly see her as a powerful killer. Hillbilly is better due to map control and Hag is better due to her instant-teleport hits, but she's still really good.
  • Updated the Perks Tier List:
    • Tinkerer (C->D): Tinkerer is a little bit situational compared to the other C ranked perks. D being the "situational" tier, it belongs there, despite the fact that Hillbilly is a complete monster with it.
    • Insidious (F->D): OK so for Insidious, I'm not defending Insidious camping. Despite being a terrible perk in general, Insidious is still a counter to Borrowed Time if used well (especially in the basement). That fact itself makes it situationally good, which puts it automatically in the situational tier.

1st September 2017 (1.2.3a)
  • Added a new "Advanced" section for the Trapper
  • The new section shows the kind of traps I like to use, some of them I even created myself.

20th August 2017 (1.2.2)
  • Updated the Killers Tier List:
    • The Trapper dropped from 4th place to 6th place in the B rank as the other two killers have more tools against common survivor strategies such as pallet looping and gen rush.
    • The Doctor moved from 5th place to 4th place all thanks to his ability to slow down progress easily.
    • The Huntress moved from 6th place to 5th place due to further experience with her, making her better than I usually thought.
  • Added a new section: Teachable Perks List
  • Added a new section: Survivor strategies
  • Fixed the Doctor's Order I & Order - Carter's Notes add-ons' texts

13th August 2017 (1.2.1)
  • Updated the Killers Tier List:
    • The Doctor got buffed and moved from C (8th place) to B (5th place)
  • Updated the Perks Tier List:
    • Created the SS rank due to recent changes which made the following perk hands down the best perk in the game
    • A Nurse's Calling moved from S rank to SS rank
  • Trapper: Changed the Dying Light entry for a Nurse's Calling entry
  • Trapper: Changed the Tinkerer entry for an Overcharge entry
  • Wraith: Changed the Shadowborn entry for a Thanatophobia entry
  • Doctor: Changed the Overview text
  • Doctor: Changed the Positives&Negatives section's text
  • Doctor: Changed the Enduring entry for a Nurse's Calling entry
  • Doctor: Changed the text for the Order Class I & Order -Carter's Notes add-ons
  • Added the Pallet Stopper Combo to the Famous Killer Builds section

10th August 2017 (1.2.0b)
  • Changed the Huntress' Play With Your Food entry for a Hex:Ruin entry (devs nerfed that combo on her, it doesn't work anymore)
  • Made a few changes in the Perks Tier List:
    • Hex: Huntress Lullaby (D->C)
    • Territorial Imperative (F->E)
    • Stridor (B->C)
    • Overcharge (C->B)

1st August 2017 (1.2.0)
  • Added the Huntress' chapter
  • Changed the Scarred Hand's (Hag add-on) entry. I missjuged this add-on and it a lot better than I thought
  • Replaced the Overcharge entry for a Beast of Prey entry for the Hag
  • Replaced the Play With Your Food for a Beast of Prey entry for the Shape
  • Made two changes on the killer tier list:
    • Hag moved to A rank (B->A). Thanks to Michi, Hag is even stronger than I thought she was and she can really mess up with the survivors. Her immunity to pallet loop with the right trap placements made her move up, congratulations!
    • Huntress has appeared. She's B rank at the moment. A respectable rank.
  • Added the three teachables from the Huntress to the perk's tier list:
    • Beast of Prey is C rank.
    • Territorial Imperative is F rank.
    • Hex: Huntress Lullaby is D rank.
  • Added the new map to the map's section.
  • Added a special thanks section.

22nd July 2017 (1.1.5)
  • Added a new section: Perk Tier List
  • Added a new section: Maps

16th July 2017 (1.1.4)
  • Added the new Famous Killer Builds section
  • Added the Gen Stopper Build

9th July 2017 (1.1.3)
  • Added two missing add-ons in the Doctor's chapter.
  • Added a second section to the Doctor's chapter due to Steam's limits.
  • Added a Tier List of killers

1st July 2017 (1.1.2)
  • Added the "Unrecommended Common Perk Combos" section.

30th June 2017 (1.1.1b)
  • Fixed the Doctor's "Restraint" add-ons. There was one element missing and that changed the entries quite a bit.

19th June 2017 (1.1.1a)
  • Switched the Agitation entry for the Doctor for a Whispers entry
  • Added a couple lines to make the entry feel more fair for the Doctor
  • Added an additional positive point about the Doctor

13th June 2017 (1.1)
  • Added an introduction section
  • Added an updates section
  • Added the perk priority
  • Added a part 2 to Hag's chapter, the first one is now too long
  • Changed the Agitation entry for the Doctor (the bug has been fixed)

11th June 2017 (1.0)
  • Full release of the guide
  • Added the Hag's chapter
  • Added the Doctor's chapter

10th June 2017 (0.9)
  • Created this guide
  • Added the Trapper's chapter
  • Added the Wraith's chapter
  • Added the Hillbilly's chapter
  • Added the Nurse's chapter
  • Added the Shape's chapter (split in two due to the first section being too long for Steam)
989 Comments
Hyperion May 29, 2023 @ 6:29pm 
If you +rep me on my profile and say something like good Dead By Daylight player, really good killer etc... I will do the same for you :)
Nastly Gross Tunnel Aug 3, 2020 @ 5:09pm 
Whyd don't you just give this to someone trustable to update all this? I think that maybe doc october( the dbd wiki boss) maybe knows someone
Cheesyboy Sep 20, 2019 @ 7:50pm 
Wish this guide was still updated today. I understand if you guys have better/important things to do these days but I really would want to see what this guide would say about the killers after Spirit.
Katouska  [author] Jul 28, 2019 @ 4:36pm 
@Inago I'm glad if the guide helped you in any way. You can still use it, some stuff still is up to date, just take stuff with a grain of salt...like for anything really.
inago Jul 26, 2019 @ 6:47pm 
@Katouska Just felt like saying thanks for this guide and hope your new project goes well for you.
Katouska  [author] Jul 26, 2019 @ 3:54pm 
@Dath I still follow dbd's news and everything, I just don't have much time to put into the game or the guide anymore. I'm working on a personal project of mine full time. I'm not against talking about dbd, I just don't think I'm fit anymore to talk about the in game balance as I don't play much. When you have to choose in between a guide that won't ever makes you money or work on your own game that you can make money of, its seems better to work on what can give you revenue.
Nastly Gross Tunnel Jul 26, 2019 @ 1:57pm 
Please add ghostface
Dasher Jul 25, 2019 @ 9:04pm 
@Daddy Croque hasn't updated guide in months. The co-author left. Croquedead currently has Spirit in B Tier.
talu Jul 22, 2019 @ 6:12am 
Spirit C tier?
Pegi69 Jul 3, 2019 @ 9:33am 
For anyone who's interested here's video from Croquedead about his current tier list https://www.youtube.com/watch?v=OCfMpFNMJYg