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Health States

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Health States are a Game Mechanic exclusive to Survivors Survivors}} in Dead by Daylight Dead by Daylight}}.


Overview[edit | edit source]

Survivors have 4 Health States: Healthy, Injured, Deep Wound, and Dying.

Health states can affect a Survivor's prowess at surviving and also inhibit certain interactions.


Healthy State[edit | edit source]

IconHelp healthy.png

This is the default Health State of Survivors, they start the trial in this Health State, with the exception of Survivors using the Perk No Mither No Mither}}.

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

Damage[edit | edit source]

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

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

Double Damage[edit | edit source]

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

Add-ons[edit | edit source]

Perks[edit | edit source]

Powers[edit | edit source]

Status Effects[edit | edit source]


Injured State[edit | edit source]

IconHelp injured.png

This is the default Health State of Survivors using the Perk No Mither No Mither}}.

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

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

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

Survivors can reduce or stop the grunting by using No Mither No Mither}}, Iron Will Iron Will}}, or Off the Record Off the Record}}.

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


Deep Wound State[edit | edit source]

Refer to the Status Effect

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

While Deep Wounded, Survivors are on a bleed-out timer (shown as an orange bar on the HUD) until they either mend themselves, are mended by another survivor or the timer runs out.

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

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

As a unique side-effect of Madness Madness}} Survivors cannot mend themselves if they are on Madness Tier III, but can still be mended by other Survivors that are not on that Tier.


Dying State[edit | edit source]

IconHelp dying.png

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

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

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

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

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

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



Healing[edit | edit source]

Healing can put Survivors back into higher Health States.

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


Mending[edit | edit source]

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

  • Self-Mending takes 12 seconds to complete.
  • Altruistic Mending takes 8 seconds to complete.
  • Partial Mending progress is saved.