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Hints

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Hints is a compendium of Tips & Tricks for playing the game Dead by Daylight

Tips for Survivors[edit | edit source]

General[edit | edit source]

  • You vault silently if you walk up to a Window/Pallet instead of running.
  • You can enter a Locker fairly silently if you are not running (the squeaking of the Locker doors can still be heard by the Killer, so be careful. Use ambient noises to mask the sound).
  • You can free a fellow Survivor from the Killer's grasp by stunning them with a Pallet or blinding them with a Flashlight.
  • The Hatch will automatically unlock when you are the last remaining Survivor in the trial and you have finished at least 2 Generators.
  • The Hatch makes a distinct hingelike sound to those nearby when opened, and a sustained, choirlike ambient sound after.
  • The Hatch also has a chance to spawn near or in the landmarks of the Legacy Maps:
  • You can crawl and escape through the Exit Gates and the Hatch while in dying state.
  • The Killer can pull you out of the Hatch mid-animation, so be careful.
  • Skill Checks will make a sound before they trigger.
  • If a Skill Check is failed, the Generator explodes, losing 10% of its progress and the Killer will get a notification, knowing where you are.
    • This also applies to failed Sabotage and Healing Skill Checks.
  • You don't need a Med-Kit to heal another Survivor.
  • Up to two Survivors can heal an injured Survivor, at a much faster recovery rate.
  • If you use a Flashlight on the Killer, they become blinded for some time.
  • You can use a Flashlight on the Killer while they are breaking a Pallet for a reliable blind for escape. You must aim for their head, but their head stays relatively still while in the animation of breaking the pallet.
  • You can use a Flashlight on a cloaked Wraith, aiming anywhere on his body. If it's successful, the Wraith will be stunned for a few seconds (Lightburn), giving you plenty of time to run.
  • Up to 4 Survivors can work on a Generator as long as it's not obstructed.
    • This is not advised as the more Survivors repair a Generator at the same time, the less is their individual repair speed. 2 groups of 2 Survivors repairing each a Generator is much more sensible and also faster in overall progress.
  • Repairing a Generator creates distinct noises which the Killer can hear that through walls and obstacles.
  • The two Exit Gates will always spawn randomly on the boundary walls of the Map.
    • They can both be on the same stretch of wall or on opposite sides of the Map.
  • A common tactic is to let one Survivor open the door while the rest of their team mates hide. If the Killer approaches they'll only see that one Survivor while the rest of their team mates are safe. Don't group up at the exit door!
    • Experienced Killers won't fall for that though and know that there are most likely other Survivors around the gate.
  • Try not to run too much, as running leaves trails of red, glowing scratch marks, that are only visible to the Killer and allow them to track you down.
  • Try running into a Locker without hiding in it, and then walk in a different direction to shake the Killer off of you. Or use Quick & Quiet to quick vault into one silently.
    • This can backfire against experienced Killers as they'll start to check the Lockers if you seemingly vanish into thin air.
  • If a Killer knows you are hiding in a Locker and you have full health, run out of it. You may get injured, but you will not have to struggle. Keep in mind that Killers can pull you out of the animation for leaving the Locker.
  • Scratch marks stay visible for roughly 7 seconds without any Perks affecting them.
  • Struggling on Hooks to free yourself grants 3 escape attempts, with a small chance (4% without Luck affecting Perks and/or Offerings) to free yourself without any Perk assistance. Failing to escape a Hook will greatly deplete the Character's health.
    • Slippery Meat grants up to 1/2/3 extra escape attempts on the hook.
  • Vaulting speed is dependent on the Survivor's momentum and angle at which they approach the Prop.
  • If you just finished sprinting, wait for a brief moment for the Survivor to catch some breath and then hide in a Locker. The sound of heavy breathing is still heard after you enter a Locker quickly and might give you away.
  • Heartbeat and music can be used as a sensor to detect the Killer. It is in your best interest to keep your game volume on, as your vision can only help so much.
    • The volume of the Survivor's heartbeat is affected by the Killer's Terror Radius, which indicates their presence.
    • The closer you are to the Killer, the louder the Heartbeat and the music will be.
    • The Heartbeat sound always starts before the music starts. The thrilling music only starts when the Killer is really close-by.
    • Pay attention to your hearing as you will need to stay alert most of the time.
  • Each Survivor can be hooked up to 3 times, the third being an instant kill. The first time you can try to attempt to escape off the hook. Keep in mind that a failed escape attempt will increase the entity progression. If the Survivor has managed to escape off the hook or be saved by one of the fellow survivors and gets hooked again, the Entity will try to kill the player and to survive the player will need to spam the space bar. Only a fellow Survivor can save him at this point.
  • Standing still for a long period of time or remaining in the same area for too long without performing any interactions will make you get Stillness Crows, which will eventually alert the Killer to your exact location.
  • Keep in mind that when the Survivor's sacrifice health drops to about 50%, the Hook will go to Stage 2, if the Survivor is then rescued and hooked again they will be instantly killed.
    • Unless your chances to escape off the Hook have been increased by Luck or no Survivor is coming to save you, it is not advised to attempt to escape off the Hook by yourself. Chances are that you won't escape and you will only die quicker, screwing over your team mates.
  • Be careful if the Killer puts a Survivor down and the wiggle progress is somewhere about 80%, it could be a trap set by the Killer to lure other Survivors in. When a Survivor is healed to injured state, the wiggle progress will be automatically reset if the Survivor goes into dying state again, allowing the Killer to carry them almost twice the distance without the use of helping Perks.
    • Use that chance to recover if possible and other Survivors must try to lure the Killer away to buy time for other Survivors to heal their allies in dying state.
  • If a Killer is hard camping, some Survivors will let themselves get hit on purpose and then rescue their fellow Survivor during the attack cooldown or by rushing in on the hook with the on-hit Sprint Burst granted by the hit, a move that is not advised against The Trapper or The Hag as they may have placed Traps around the Hook.
  • A common mistake, mostly done by newbie Survivors, is to run away from a blown up Generator, scared it might attract the Killer. In many cases, the Killer is busy elsewhere and Survivors should remain calm and listen for an indication that the Killer might come or not. More often than not, you can continue repairing that Generator without any sorrows. Empathy and Bond can help you considerably to monitor your team mates' activities if they are either being chased by the Killers or if your allies sense the Killer is approaching whether they are on injured state or healthy.
  • A Survivor in dying state can try to find some safety in the area of an undropped pallet. If the Killer picks them up, another Survivor can try to drop the pallet and thus free them from the Killer's grasp.
    • This does not work if the pallet is dropped too early or too late.
  • Another common mistake, done even by experienced Survivors, is to let yourself get baited by the Killer into dropping a Pallet prematurely.
  • A fatal mistake done even by the most experienced survivors is to take a chance to rescue Survivor once the Exit Gates open, which sometimes ends in all Survivors being sacrificed instead some Survivors having escaped. If the Killer's sense and defences are airtight, you better escape to survive rather than risk yourself to rescue your hooked allies.
  • You will not be able to see who the Killer is until you enter the trial and encounter them or hear them use their abilities. Here are some tips for that:
    • Trapper: Will be busy setting down Traps in one area of the Map, meaning that you likely won't hear his Terror Radius for quite some time, you can also potentially see an unset Bear Trap.
    • Wraith: Will start off invisible and sneak up to you. His snarl tends to give him away and you can see a shimmer when he walks around the map. The *woooosh* sound accompanying a cloak/decloak is also heard across the whole Map.
    • Hillbilly: Usually will give himself away with the sound of his Chainsaw or rapid increase on Heartbeat when Hillbilly is approaching you by sprinting.
    • Nurse: Will give herself away with her shrieks after a Blink.
    • Shape: The stealthiest Killer, it's likely that you won't notice him until he's right behind you. His breathing will give him away if you listen carefully. Evil Within tier-ups will also give a piano global sound cue.
    • Hag: Will usually give herself away with an exploding Phantasm Trap or when she teleports to one.
    • Doctor: Will usually give himself away with his Static Field causing Survivors to scream on a Madness tier-up.
    • Huntress: Will give herself away by humming her Lullaby.
    • Cannibal: Will give himself away with chainsaw and normal approach speed when using chainsaw.
    • The Terror Radius is a general warning sign of an approaching Killer, but not a reliable way to identify them.
  • Your escape will be guaranteed if you locate the Hatch only if you are on full health since a hit will put you into injured state but it will not happened if the Killer has Perks or traps that can immobilize or putting you to dying state that can give the Killer enough time to grab you out.
  • Using Keys, you can manually open a spawned but still locked Hatch and escape prematurely.
    • This can earn the Survivors the Achievement "Where did they go?!?" when all Survivors have escaped together through the Hatch.
    • Keep in mind that a Hatch opened by a Key will only stay open for 30 seconds.
  • Wiggling free takes 16 seconds to succeed. If the Killer has Iron Grasp on Tier III - it takes 17.92 seconds to wiggle free.
  • Split your survivors to do respective jobs to increase the efficiency and chance to escape. When one allies is hooked, one should try to rescue allies while others are going to repair the generator that can give the killer hard time to catch all survivors.
    • If coordinated correctly, The Killers will have tough time to catch all survivors.

The Trapper[edit | edit source]

  • Think like the Trapper. Where would you set your traps if you wanted to catch a survivor? Avoid tall grass if you think he has been near it. This reduces the possibility of you being trapped greatly!
  • Small Game perk can help you to hear any traps nearby when an auditory signal is sent every 15, 12 or 10 seconds (depending on the Perk's Tier).
  • If you see the Trapper from afar setting a trap, disarm it once he leaves. You may know where it is, but your fellow survivors may not.
  • The Trapper can hear the sound of the trap snapping, even if it didn't catch anything.
  • If you are at the Backwater Swamp, look for traps inside the tall grass, as survivors often hide there.
  • If you are about to save someone, stay near the expected hook spot. Then when the Trapper hooks the survivor and starts to put his trap down, quickly run and unhook the survivor, while the Trapper is still arming Its trap.
  • You can try stalking the Trapper and disable freshly set traps. Though be careful as this could trigger his attention.
  • if sneaking by the trapper or trying to get a survivor that was hooked always be looking down or move slowly to find bear traps

The Hillbilly[edit | edit source]

  • The Hillbilly must take a moment to rev up his chainsaw.
  • He can only slightly change the direction of his charge. If you can't outrun him, side step out of the way!
  • If the Hillbilly runs into an object in the environment while chainsaw sprinting, he will be stunned for a couple seconds.
  • If you cannot use barricades or windows to escape the chainsaw sprint, you can try looping around trees or rocks.
  • The chainsaw instantly puts you into the dying state if it hits you, unless the Killer has the Speed Limiter add-on.
  • Listen carefully to the sound of the chainsaw. It tells you the direction and distance of the Killer if he's close enough.
  • It also tells you that he might be chasing one of your team mates; that is: distracted. take advantage of that free opportunity.
  • One of the techniques of the Hillbilly may be to rev up the chainsaw in an attempt to scare survivors hiding nearby to run away, revealing yourself to the killer. Be wary of the killer's tactics and only move from your hiding place if you are in danger or your heartbeat increases.
  • The most distinguishable difference between The Hillbilly and The Cannibal early-trial is that their Chainsaw make different sounds. The Hillbilly's chainsaw is louder and old-fashioned, whereas The Cannibal's is quieter and more modern.
  • The hillbilly has the easiest-to-dodge power as long as you are not in any hallways/straight paths since all you need to do is just wait until he gets close then move out the way

The Wraith[edit | edit source]

  • Every time the Wraith activates his invisibility on or off, you should hear a bell ringing and a rush of wind. The rush of wind means that he actually did toggle, as sometimes a Wraith can just ring it to scare survivors.
  • When cloaked, the Wraith can still be seen very slightly as a blurred invisible image. He also audibly snarls.
  • The sound of the rush of wind every time the bell is activated is slightly different when cloaking and uncloaking. Uncloaking is lower pitched whereas cloaking is higher pitched.
  • If you stun the Wraith with a pallet while he is invisible, he will be stunned much longer than other Killers.
  • When the Wraith is uncloaking he can't attack and is very slow. Try to use this moment to run around a corner and try to lose him.
  • Perks such as Spine Chill can easily warn you if the Wraith is nearby when cloaked.
  • Instead of the head, the flashlight can be used anywhere on the Wraiths body for a long stun if they are cloaked.
    • If you hear the Wraith uncloaking close to you, you can easily flashlight stun him as the uncloaking process reduces his movement speed.

The Nurse[edit | edit source]

  • After ending her blink sequence, The Nurse will be stunned for a few seconds, use that to your advantage and get out of her vision.
  • The Nurse can cover very long distances with her blink, keep that in mind.
    • You can roughly guess how long the blink is going to be by how long The Nurse channels it.
  • The Nurse is able to attack straight away after blinking.
    • It is possible and quite easy to dodge these attacks by timing sharp strafes.
  • The blink can be used consecutively multiple times for shorter distances, which means that if she doesn't get it right the first time, she has a couple more tries to correct it.
  • Be wary of the screeching sound The Nurse makes when she blinks, it can tell you how many times she has blinked and how far away she is, similar to Hillbilly.
  • The Nurse makes a faint wheezing sound when she starts charging a blink.
  • Since The Nurse can travel long distances, popping a generator may easily reveal your location for The Nurse to find and catch you.
  • Nurse can be easily juked especially when you understand how Nurse blink mechanism works.
  • Use pallets when the Nurse carrying a survivor since pallets are useless against Nurse due to her blink, it can be handy to rescue survivor aside of using flashlight.
  • Try to gain some distance before healing yourself or other Survivors. Many Nurses run A Nurse's Calling and will immediately blink on top of you.
  • When The Nurse blinks run back the other way to gain some distance

The Shape[edit | edit source]

  • Try to keep out of line of sight with The Shape; he can stalk you more easily if he keeps an eye on you.
    • The perk, Spine Chill, can help you sense if The Shape is staring in your direction or stalking you, but only if he has entered Evil Within Tier 2
    • Even though Premonition "trumps all stealth abilities" of the Killer it still doesn't trigger during Evil Within Tier 1.
  • Do not try to camp around barricades since the Shape can utilize this opportunity to increase his Evil Within Tier.
  • Corn fields block The Shape's stalking ability; it is also applied at Tall grass.
  • Lure The Shape to where he may think he can stalk you easily. Then try to stun him with a barricade. use this opportunity to break his visual on you.
    • By doing this, his stalk can be obstructed temporarily, giving you enough time to escape from his sight.
  • If The Shape can see of any part of your body, including arms or hair while stalking, it will still count.
  • You will eventually become immune to being stalked by The Shape if you are being stalked excessively, possibly no more than 15 to 20 seconds being stalked total. This also means the number of times Evil Within Tier 3 can be reached is limited.
  • Do not forget that in Evil Within Tier 1 the terror radius of the Shape is VERY small. If you haven't heard the audio cue for his stage progression be very wary of your surroundings.
  • Some Shapes make builds around Evil Within Tier 1, making them hard to detect because of their tiny terror radius. On the bright side this makes them slower and gives them a short lunge attack, so look around and use your speed to your advantage.
  • Quickly distance yourself as far as you can especially if The Shape chases you. Try to break line of sight as often as possible by running behind any obstacles.
    • This situation can happen if the Shape reaches Evil Within Tier 3, since he can instantly trigger dying state regardless of health upon a successful hit. It is a common, yet unpopular tactic for a Killer playing as The Shape to focus on downing all survivors.
  • If The Shape reaches evil within 2 quickly look around you he may be watching you

The Hag[edit | edit source]

  • The Hag can set up 10 traps at a time. Every additionally set trap will recycle the oldest one.
  • The traps have the appearance of a triangle scraped into the dirt. Keep your eyes to the ground and avoid them at all costs.
  • The traps can be disarmed or destroyed by lighting the trap with Flashlight. If you spot one use Flashlight to the trap from distances and the triangle mark trap will have vanished.
  • The Hag trap can be used as a sensor to detect survivors, once a Mud Phantasm pops out, try to hide or run away before the Hag teleports to it.
    • The Mud Phantasm will track the Survivor who triggered it which means that the Hag will be looking in the direction of the Survivor when she teleports to the trap.
  • If you crouch over a trap, it won't trigger. This is very useful if you don't have a Flashlight with you and try to go for a hook rescue with a trap below it, which makes a hook rescue a risky manoeuvre, especially if the hooked Survivor does not know this little trick and triggers the trap upon unhook.
    • It is not advised to do so, but if you are near the hook with another Survivor, you can try triggering the Phantasm trap and potentially lure the Hag away. However, experienced Hags usually won't fall for this.
    • The Hag has a maximum distance for her teleport. If you see a fellow survivor hanging from a hook and know that the Hag is far away, you can take a risk and try to rescue your friend.
  • You can hear a triggered trap across the whole map.
  • The traps can also be made on hardened floors that are not dirt, but are usually a lot easier to see.
  • The Hag cannot teleport to her trap when she is doing an animation. If the Hag is breaking a pallet, for example, use that moment to trigger her traps.
    • Instead, try to draw her attention away to buy time for other Survivors to repair generators. This can be especially useful if the Hag is using Hex: Ruin to slow down your progress.
  • Using teamwork, it's possible to distract The Hag by purposely triggering her illusions to bait her into chasing you. Two survivors can alternate between chases while the others work on accomplishing objectives. With any luck, the Hag will waste time chasing the two decoys and must set her traps again.

The Doctor[edit | edit source]

  • Try to avoid the Doctor's Shock Therapy attack when he is in Treatment mode. Pay attention to the floor as the area in which you'll get shocked has sparks on it.
  • If you screamed due to an increase of Madness, try to hide where he can't see you if he's nearby, instead of running off, which would only make it easier to find you.
    • Lockers prevent you from gaining Madness and you can't be shocked in them. A quick jump into one while the Doctor charges his Shock Therapy attack can be a good idea. Just don't stay in them afterwards.
    • Most Doctors will use the Doctor Illusions to locate you, so it's ill-advised to remain in an area with an Illusion for too long.
  • The Doctor can't attack if he's in Treatment mode and can be juked with a risk of getting inflicted by Madness. Beware though that an experienced Doctor might switch stances immediately after releasing a Shock Therapy attack and catching you off guard as your Survivor is pre-occupied screaming their lungs out.
  • Don't stay too close with a Survivor that already suffers from Madness III as they are easily located by the Doctor via the Doctor Illusions
  • If a Survivor is out of the Doctor's Static Field, it is best to Snap Out of It then and there and reduce Madness III to Madness II. The action takes 12 seconds to complete and if you move, you need to start it all over again.
    • Beware as the "Snap Out of It" action is considered to be a healing action and, therefore, will be revealed to the Doctor when using "A Nurse's Calling", which many experienced Doctor's will run.
    • Your allies cannot aid you if you want to Snap Out of It and you have to do it by yourself.

The Huntress[edit | edit source]

  • The Basement may become a very risky place to rescue a Survivor from, when she is equipped with Territorial Imperative. When you enter the basement, don't dawdle, just rescue any Survivors and leave as soon as possible.
  • Distract The Huntress to keep chasing you away from basement if your allies is hooked inside the basement but ensure that she kept chasing you while dodging any Hatchets that she threw on you. This could make the Huntress keep focus on you instead of checking the basement through Territorial Imperative.
  • Try to look backwards when the Huntress is about to throw her Hatchets, you might be able to dodge it.
    • But try to not run into obstacles too much.
  • The Huntress is the most unlikely Killer to check Lockers for Survivors as she'll have to go through the entire hatchet-restock animation.
    • However, it's not recommended to hide inside Locker since she will capture you first rather than replenishing the Hatchets.
  • The Huntress can throw 5 Hatchets (7 with Add-ons). Count the throws and you'll know when she has to replenish her supplies.
  • Sometimes crouching is a good way to dodge The Huntress's Hatchet attack, Because most of the time they did not adjust their aim properly.
    • But try not to do this so often out in the open as The Huntress may start to pick up on it.

The Cannibal[edit | edit source]

  • Avoid the chainsaw at any cost. The Cannibal is more lethal than Hillbilly when using Chainsaw due to able to hit multiple target in chainsaw attack.
  • Use low grade items for safety due to Frankin's demise perk that will make you drop the item you carry and reduce the capacity of usage.
  • When your allies got hooked, your position will be revealed for 4 second if Killer was equipped with Barbeque and Chili perk however you can juke him if you remain your composure.
  • Empathy perk especially on Tier 3 trumps Knock Out perk due to survivor able to monitor injured survivor and know where your allies got hit into dying state.
  • Note the difference between Hillbilly and Cannibal. If your heartbeat does not increased rapidly when using chainsaw and approaching you then it is the Cannibal but if your heartbeat increases rapidly then it is a Hillbilly.
  • Only go to save people hooked in the basement unless you are ABSOLUTELY certain that The Cannibal is far away from it. This applies to every killer but you should be even more careful against him thanks to his chainsaw being able to down multiple people in one use.
  • DO NOT try to juke him he can use the chainsaw and especially dont do the pallet troll as the chainsaw breaks the pallet quickly and he has a chance to go into a tantrum and still kill you
  • Because of The Cannibal's chainsaw he can't hear some actions all that well so you can do things like, hide in lockers, check chests, catch your breath or sometimes even be injured without him noticing.
    • Keep in mind that some noises are louder than others based on how close the Killer is, so choose your actions carefully.

Tips for Killers[edit | edit source]

General[edit | edit source]

  • If a survivor hides in a locker for some time, crows will perch around that locker.
  • If a survivor is downed for some time crows will circle over them, much like if they were vultures.
  • Crows will circle around a survivor if they stay in one place for a long time.
  • If a survivor has been injured, follow trails of blood left by the survivor before they heal to track and catch them.
  • If you hold down the primary attack button, you do a lunge attack. The lunge attack is helpful if a survivor is about to vault, as you can gain enough distance to hit them.
  • Sometimes it's better to read the survivors movements than to chase. Look what direction they're headed, and try to use what you see to gain distance on them or even cut them off rather than to vault or break a barricade.
  • If you lost a survivor on a chase, listen closely! If they are wounded, they will emit groans of pain. If they just finished sprinting, they will breathe heavily.
    • However. Wounded survivors that use perks like Iron Will or No Mither will have a reduced volume of groans.
  • Beware survivors who juke! There are several spots on the map where survivors can avoid you indefinitely, most within arm’s reach! It is better to leave them alone than to waste time on a wild goose chase.
  • You can catch and pull survivors onto your back mid-animation(they take no damage) when they are vaulting over obstacles like barricades and windows. This works on lockers and the exit hatch as well.
  • If you down the second-to-last survivor, don't hook them just yet! The Black Lock (or Hatch) will allow the last Survivor to escape easily but only if they are the last Survivor left.
    • The only exception for this not happening is when they have not repaired at least 2 Generators.
  • It is better to guard three generators close together than to check every generator across the map. Let the survivors have generators that are far away from your vantage point. Even better if your guarded generators are close to the basement.
  • Hitting a survivor at full health will grant them a speed boost with 150% of the normal running speed for 2 seconds, to limp away. This speed boost is CUT SHORT if the survivor vaults or pulls down a barricade. If you're chasing one in an area with many obstacles, try to wait and hit them when you are certain they are just about to perform a speed-cancelling action.
  • Although quite difficult to execute, if you manage to hit a survivor on the very end of the maximum distance your lunge can go, you won't have a hit cooldown animation.
  • Hooks outside of the basement cannot be used again, after a survivor has been sacrificed successfully.
  • Survivor's wiggle progress will be reset once the survivor is being healed to injured state and when the survivor are sent to dying state again, wiggle will be reset.
    • Killers can use it to set the survivor as a "bait" to lure the other survivors out with correct perks such as a Nurse's Calling, Deerstalker and Insidious perk altogether.
  • You can bait a Survivor into dropping a pallet if they camp it, but be careful not to get too close or you might get stunned.
  • Don't rely solely on tracking their footsteps since it could be a decoy. Experienced Survivors can use it to juke or lure you away so they can work on Generators.
  • Catching Survivors mid-action (vaulting over pallets or obstacles, repairing a Generator, rescuing hooked Survivors) or grabbing them from a Locker, will hoist them onto the Killer's shoulder and put them into dying state upon drop, even when they were on full health.
    • They will be put into injured state if survivor blind Killer with flashlight or stunning with pallets that causes survivor to struggle free.
  • Experimenting with Perks and Add-ons is always good idea to find a build that suits one best.
    • One killer's best set of perk is not always a best perk for other killers.
  • Always check the surroundings after hooking the survivor as some of them may wait for the chance for you to get away and rescue their allies.
  • Understand each abilities of the killer itself, by mastering each of killer's abilities you will be able to utilize the abilities to the maximum itself.
  • Mastering killer is more harder than mastering survivor since each killer posses different abilities.
  • Sometimes survivor will "tank" and guard a hook to buy time for their allies that was carried by you to escape from your grasp. With proper perks, it can be used as your advantage since they will be backing off and retreats once they are injured.
  • Beware of picking survivor near pallets, if there are other survivor nearby they could drop it to release their allies from your grasp once you pick the dying survivor up. Ensure that the area is clear of other survivor before picking a dying survivor up.
    • Killers also need to be aware of survivors with flashlight as some of experienced survivor are also able to utilize picking animation time as an advantage since some survivors are a marksman.
  • Survivors are often grouping together to rescue their hooked allies. Aim for the injured one first before taking care the others if they are scattered when they notice your presence after unhook their allies.
  • When damaging a generator, it will project sparks. If you leave and check up on the generator and the sparks are no longer present, it means a survivor has been working on it.
    • Try looking around the area near the generator, as they may wait for you to leave and continue working on it.
  • When an exit gate is open, don't guard the gate especially if one of the survivors was hooked as they will be most likely risking themself to save their allies rather than forsaking their allies to escape.
    • However don't guard around the hooked survivor too much since they can choose to abandon it rather than rescuing it.
  • Totem surrounding the map during trial can be used to locate survivor's position. If the survivor is cleansing the totem, quickly approach it since interrupted actions means survivor have to reset the progress all over again.

The Trapper[edit | edit source]

  • You start with one trap in your inventory, you must gather and manually set the other traps yourself.
  • You can carry more than one trap with the Trapper's Bag or the Stitched Bag add-on.
  • You can be caught in your own traps and, if you are carrying a survivor, you drop them.
  • A widely used tactic is to set a trap below a hooked survivor, trapping another survivor if they attempt to rescue them.
  • Since a new update traps will trap survivors while they are freeing a survivor from the hook, cancelling the rescue. This makes the previously mentioned tactic even more powerful.
  • When the exit doors unlock. Set your traps below the power handle. Survivors usually get desperate when they can escape. You'll be surprised just how many get caught, even though the trap is in plain view of the door.
  • You can place a trap underneath a window to trap the survivors if they attempt to vault through that window.
  • Putting traps in 'juke spots' ahead of time will save you the trouble of chasing survivors indefinitely.
    • Remember that your traps aren't always available, like other killers' abilities. The traps can also be sabotaged, so maybe you don't have any traps left, but this hardly ever happens.
  • It's a good idea to place traps in areas with low visibility, as experienced Survivors usually won't fall for obvious traps that have been set behind vaults or in-between pallet spots. Grass and low-light areas are the best places to set a trap.
  • Be careful when you set traps as survivor sometimes saw you placing traps, making them easier to disarm your traps when you leave.
  • Don't forget where you've set your traps as you might accidentally walk into them yourself. If it happens while carrying a Survivor, they'll immediately struggle free.

The Hillbilly[edit | edit source]

  • Your secondary action sends you into a sprinting rage. Any successful hit instantly sends the victim into the dying state.
  • You can tap the secondary action to keep it almost full and use it exactly when you need to.
  • If you stop revving your chainsaw, it will keep making sound while the amount of rev gets depleted back to 0%.
  • Every time you rev your chainsaw, you audibly give away your position to the whole map. Use your secondary wisely.
  • Your secondary action causes you to sprint much faster than walking if you hold the secondary action button down, and when you release, you launch the chainsaw's attack.
  • The sprint can be used as long as you hold down the secondary action button until you run into a wall or object.
  • Remember to use the chainsaw sprint to move around maps quickly, or to gain distance on a survivor before using the chainsaw's attack. Keep in mind the chainsaw is loud and gives away your position while you use it.
  • The chainsaw is capable of destroying dropped barricades in half the normal time of destroying them. Beware, for this only works if you hit it dead on from a distance!
  • You don't necessarily have to use the chainsaw charge to hit survivors. It's a great way to travel quickly through the map, patrolling many generators far away from each other.
  • You'd be surprised as to how the chainsaw's sound alone can make survivors nervous, causing them to fail skill checks and generate noise.
  • You can spam revving by not letting the chainsaw sprint charge goes to full while constantly keeping hold the secondary action button several times, keeping the red bar charge on. This can be handy especially if you don't want to miss your victim's target if you want to go on sprint and send the victim to dying state. Another noticeable thing is survivors may also become more nervous since they don't know who will hit them or when you will start sprinting.

The Wraith[edit | edit source]

  • You are not fully cloaked when you use the bell. Keep your distance when stalking survivors to get the jump on them.
  • You are unable to attack when cloaking/uncloaking so be wary of using it after putting a survivor on a hook as it gives them a brief window to rescue.
  • Your terror radius is 0 when you're cloaked, so use cloak to get close without survivors hearing a heartbeat sound.
  • When approaching a generator, try to stay behind obstructions so that any survivors present cannot see your silhouette approaching.
  • Block escape routes while uncloaking nearby a survivor.
  • Get directly behind a repairing survivor while uncloaking to slow down their escape.
  • Beware flashlights! Unlike other Killers, the flashlight works on every body part when you are invisible or channelling out of invisibility. The stun is also a lot longer.
  • When distant from a survivor you just hit go invisible then sneak behind them and uncloak so you can get closer to them and get them in the dying state

The Nurse[edit | edit source]

  • Survivors can see a stripe behind you when you blink.
  • You can hit survivors before having to cool down after a blink.
  • You have a bigger ranged attack than the other Killers, this means survivors can see the Stain earlier when walking around corners.
  • The Nurse walks slightly slower than the other Killers.
  • Blinking is a very good way to gain distance on survivors.
  • When a survivor vaults through a window or pulls down a pallet, use your blink rather than jumping over the window or breaking the pallet.
  • When hanging a survivor on a hook in the basement and another survivor tries and rescue him/her, you can blink through the floor by charging the blink and aiming for the basement. This cannot be done when standing too far from the basement.
  • When playing on Coldwind Farm, you can quickly search through the cornfield by blinking through it as your FOV gets wider.
  • You can scare survivors by blinking as the scream is very loud. This can lead to failed skill checks which you can use as hints to show where the survivors are.
  • You can travel quickly from generator to generator by blinking.
  • The nurse can be easy juked
  • Pallets are not effective against nurse since she can bypass it through blink that can bring her advantage.
  • Beware that when you are about to blink, you cannot attack nor cancel it.

The Shape[edit | edit source]

  • The Shape gets more powerful with each Evil Within stage. Try to stalk survivors and get to the next stages.
  • Stage 3 of Evil Within lasts a minute but gives you a very long lunge attack and your attacks instantly down survivors when hit.
  • When you stalk a survivor he will turn red. If he is completely red you can't earn Evil Within points from him anymore.
  • Each time Evil Within stage 3 expires it will be harder to get into it again.
  • You can make a build around Evil Within stage 1. Because your terror radius is very tiny when you are in that stage you can easily ambush survivors. Sadly you also have a tiny lunge attack and you walk slower so it will be hard to catch survivors once they spot you.
  • If you are quick in stage one of Evil Within you can grab a survivor while he is repairing a generator, instantly picking him up.


The Hag[edit | edit source]

  • The Hag is smaller than the other killers, use this to your advantage. You can, for example, sneak up to survivors by using cover that is too small for other killers.
  • The Hag has a ridiculously low recovery time when someone breaks free of her grasp. Most of the time you can instantly down a survivor when he struggles free.
  • (BUG) The hag is not affected by Decisive Strike. The survivor will break free when they successfully do the strike but it will not stun for the extra time.
  • You have a maximum teleporting range when one of your traps is triggered. If you have hooked a survivor and have made a trap, try to stay relatively close and use the distance you can be from the trap to hunt survivors who are planning to save your victim.
  • Try using the Insidious perk. As the Hag is very small, and you don't have a Heartbeat, survivors might just think you're an AFK killer.
  • The Hag trap is able to jump scare survivors if the traps are put in unexpected locations; the survivor will likely instinctively flee, leaving tracks for you to follow as they do so.
  • Try not to teleport immediately when the trap was triggered in your range of teleport; the survivor may be using it to distract your attention.
  • Try to set a phantasm trap where it's not easily seen or least expected by Survivors, as they might disarm it via the use of a flashlight.

The Doctor[edit | edit source]

  • When not actively chasing a survivor, consider switching to Treatment mode. The passive madness aura will eventually force nearby survivors to scream, revealing their location.
    • Beware that some survivors could use this for advantage to juke you as they may remain calm and not leaving any footsteps.
  • The Doctor is exceptional at finding survivors but lacks any abilities that can make catching them easier. This means evasion tactics taken against you are more effective, so knowing when to cut your losses is extremely important.
    • However, you can leave the escapee with a parting gift by inflicting Madness II or III on them before leaving, both of which make finding them again later much easier.
  • Consider afflicting Madness II on survivors before actively hunting them; Madness II never decays and makes finding them easier, should they escape your sights at any point.
  • Consider using Punishment mode only if the Survivor already suffers from Madness III and only use Treatment mode if you want to find their location and re-instate their Madness Tier.
  • A Nurse's calling Perk is one of the best perk especially if the survivor suffers Madness III.

The Huntress[edit | edit source]

  • She's only supplied with 5 Hatchets (7 with Add-ons) to be thrown which can be refilled from any Locker.
    • Each Locker (visually) stores a set of 3 Hatchets, the Huntress will grab the middle one, look at it and then close the door, having replenished her supply back to full Hatchets (5 normal or 7 with add-ons).
    • Note that this animation plays whenever you look into a Locker, which costs time if the purpose was to check for a Survivor, but as of Patch 1.6.1 this is no longer the cause if the Huntress checks a locker while on max hatchets.
  • The Hatchet can help the Huntress hit a Survivor when they are on the other side of pallets or windows.
    • The Hatchet can also help The Huntress down an injured Survivor from a distance if they are caught off-guard.
  • A Nurse's Calling is second-best on the Huntress as she has a reduced terror radius of just 20m, only trumped by the Shape's Evil Within II terror radius of 16m.
  • The Hatchets' firing angle can be adjusted, making the Huntress the only Killer able to snipe Survivors from great distances undetected.
    • Huntress' hatchet can pass above obstacle if the firing angle are adjusted correctly which is least expected to survivor. Expert marksman usually know how to use this for advantage.

The Cannibal[edit | edit source]

  • Since it's more lethal than Hillbilly when using Chainsaw, utilize it to the fullest due to able to hit multiple targets in one chainsaw attack.
  • Predict where the survivor will go if equipped with Barbecue & Chill hook so you can chase them easily.
  • Be careful if you hit an object since survivors can utilize it to juke you out.
  • When the chainsaw is revved up, survivors may expect it was a Hillbilly until they make a direct contact with you.

Realm Tips[edit | edit source]

MacMillan Estate[edit | edit source]

  • Generally, spawns many forest areas. Avoid them, as they generally do not provide a lot of cover or barricades.
  • Chests and Hatches tend to spawn near or inside structures.
  • The lighting saturates the world with blue, making Survivor clothing less prominent.

Coldwind Farm[edit | edit source]

  • Using the cornfield for cover is key to winning.
  • The cornfield is so tall, sometimes it's better to crouch in it and wait for the Killer to pass by.
  • The corns wiggle as you pass through them, be wary of this as it can give your position away really easily. They also move slightly if you stand in them, which can prove troublesome.
  • Coldwind has little-saturated lighting which colours the world orange. However, it is very light and most colors will remain how they were.

Autohaven Wreckers[edit | edit source]

  • Usually provides plenty of barricades and cover for survivors to use.
  • On the other hand, it makes it difficult to see the Killer.
  • Use caution when running into a bus wreck. Some are dead ends.
  • The Hatch can usually be found within the ruined walls scattered across the map, AWAY from structures (opposite of the Macmillan Estate).
  • On Gas Heaven, one Generator will be always inside the garage and it's ill-advised to repair it unprepared since you will have limited choice to escape from The Killer.

Crotus Prenn Asylum[edit | edit source]

  • The Disturbed Ward map is quite large and bright, but is one of the darkest maps with a New Moon Offering.
  • The exit gates always spawn with very distinguishable layouts in front of them. After a few matches on this map, you'll easily be able to identify their location even from far away.
  • The outskirts provide good spots for escaping the Killer.
  • This world's lighting is the least saturated, as well as most of the structures being grey. This can make clothes stand out more.
  • The main building offers many good spots for out-manoeuvring the Killer, such as lots of boards and windows.
    • Both generators in the main building are very easy to repair and it's easy to escape if everything goes haywire, you can clearly see both entrances from both of them and they're the only ways the Killer can enter.
    • There is also always a chest on top of the staircase.
    • As well as that, there are many lockers. Most Killers will not take the time to check them all.
    • Huntress can use this as an advantage to replenish hatchets quickly before continue chasing survivor.

Haddonfield[edit | edit source]

  • The Lampkin Lane map is quite obstructed by Props. Use this to your advantage when playing against a Hillbilly, as the sidewalk, and sidelanes along the houses are the only parts that are not obstructed.
    • You can also use this against the Shape, as you can prevent his stalking ability by hiding against props.
  • You will see yellow generator(s) in one of the houses. This will provide you the achievement 'House of pain' when you fix one of them and then successfully escape.
  • As the basement is in one of the houses, take it to your advantage. Go to the other side of the map, and try to sabotage the other hooks. The killer has to go to the other side of the map, and this can be very difficult to do without Iron Grasp Tier 3.
  • When using Decisive Strike Tier 3, you can easily run away and hide, and maybe even in a locker. Don't sprint when using it unless you have Quick & Quiet equipped and it is active.
  • The Nurse can be tricky to use, as the many obstructions may block her blink when it isn't charged long enough.
  • There are several stairs down in houses. The killer can get tricked when you have Sole Survivor Tier 3, and you are the only survivor left, and if you are the obsession. The staircases can trick the killer in which house the Basement is.
  • Look carefully when using Sprint Burst, as there are many obstacles you can run into.
  • Meathooks can be tricky to find against the Sole Survivor perk, as the hooks are lampposts with hooks built on top of them.
  • Some Generators are inside the house. Usually Killers can spot survivors that was repairing generator by looking at the lightbulb inside the house.
    • One Generator will always spawn near stairs, allowing survivor to repair while overwatch the stairs to see if the Killer is coming or not.

Backwater Swamp[edit | edit source]

  • The Pale Rose map is the largest and also the brightest map in the game, Moonlight Offerings don't really have an effect on it.
  • Windows can be tricky to find, as some of the windows outside of The Pale Rose's wreck are cut down trees, lying on their side.
  • This map can be very tricky when playing as the killer, especially when playing as the Hag, as there is lots of tall grass for survivors, and for the Hags' vision to get obscured.
    • The Shape also will find difficulty to stalk Survivors since tall grass obstruct him from stalking.
  • In the wreck of The Pale Rose the Hag's traps are nearly impossible to see, as well as outside in the tall grass.
  • This map is probably the most common map where jump scares are performed, as you might never know where phantasm traps are when playing against the Hag because most of the field consists of mud.
  • The Trapper can maximize his trap usage here by placing traps inside tall grass as survivor may often hide there.
  • The ship will make a loud sound when the generator is repaired.
    • In addition crows will always fly away from the ship whenever someone, killer or survivor, goes near it. The noise can be heard globally.
  • Lockers are less common here, it gives disadvantage to the Huntress as she'll have a harder time restocking on hatchets.

Treatment Theatre[edit | edit source]

  • Be wary of grass patches as The Hag and The Trapper love to set up traps there and generally be careful when vaulting. A randomly placed trap can do wonders on that map.
  • The complexity of the map gives some disadvantage to certain Killers such as The Shape, The Wraith and The Hillbilly as they can't maximize their potential on it as easily as on other maps.
    • This also affects the Survivor as well with having trouble finding Generators or getting lost.
  • The Nurse and The Hag are quite strong Killers on that map:
    • The Nurse can easily bypass any obstacles with a blink, allowing her to catch up to Survivor more easily, but some spots prohibit or extremely slow down a blink when blinking diagonally. It's best advised to only blink through a wall from a 90° angle.
    • The Hag can teleport to other places and Survivors may less aware of the situation around the map itself.

Red Forest[edit | edit source]

  • Be careful if you repair in an open field, as this will make you more easily stalk-able by the Shape and susceptible to long range hatch throws from the Huntress.
    • A generator will always appear at the second floor of the lodge's open space.
  • Some killers are quite strong on this map due to the density of the forest.
    • Trapper can set traps in grass that is least expected by survivors.
    • Hag can set up mud traps almost anywhere since most areas are hard to see.
    • Wraith can surprise you because of the density of the forest.

Video Guides[edit | edit source]