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The following is a list of all the Killers' Powers used in Dead by Daylight. Each Killer has a unique Power that dictates the way to play them.

The Trapper

Bear Trap

FulliconPowers trap

A large foothold trap made of steel.

The Bear Trap is the Trapper's main Power and also his secondary weapon: Bear Traps are found lying around the map. They can be picked up and set down mostly anywhere. Traps are not armed until picked up and placed. The Trapper starts the game with a single trap in his hands, and can only carry one at once unless using the Trapper's Bag Add-on.

After pressing alternate attack, the Trapper bends down and sets the trap, looking directly downwards allowing nearby Survivors to run around him unseen. If a Survivor walks over an armed trap however, the trap will spring and catch one of their legs, whereupon they will be trapped in place until either they manage to free themselves, a fellow Survivor comes to free them, or the Trapper returns to hoist them onto his shoulder. A trapped Survivor will make a lot of noise, alerting the Trapper, and be visible to him as an Aura.

  • Immobilises and injures trapped victim.


The Wraith

Wailing Bell

FulliconPowers bell

A heavy cast iron bell imbued with ancient powers.

The Wailing Bell is the Wraith's main Power: the wailing bell holds ancient powers, both with good and bad things. Allows its user to enter and walk the spirit world when rung. When invisible, Survivors do not hear their heartbeat, and the Wraith's stain is also gone. The Wraith walks slightly faster when cloaked. The sound of the bell is very loud, and Survivors can hear it regardless of their distance from the Wraith; however the audio volume will indicate the Wraith's distance from the player. The volume of the bell can be reduced with Add-ons.

The direction of the Wraith can not be tracked by the Survivors when at far distances, but when he's is nearby one, the Survivor can hear the bell and eventually track the Wraith. Whilst cloaked, the Wraith cannot attack; break pallets; or perform other interactions. It takes about 2 seconds to cloak and decloak, and during this time the Wraith's movement speed is dramatically reduced.

  • Grants near total invisibility.
  • Faster movement speed when invisible.
  • Cannot attack or interact while invisible.


The Hillbilly

Chainsaw

FulliconPowers chainsaw

A hulking and deadly chainsaw of terrifying strength. Grinds through flesh, bone and soul.

The Chainsaw is the Hillbilly's main Power and also secondary weapon: Once revved up, sends its user into a violent frenzy, running at high speed across the map. The noise can be heard across the whole map, similar to the Wraith's Wailing Bell. It too can be muffled with Add-ons.

  • Break into a crazed Chainsaw Sprint upon activation.
  • Automatically triggers dying state on a successful hit.

Trivia

  • The Chainsaw takes 2.5 seconds to charge by default.

The Nurse

Spencer's Last Breath

FulliconPowers breath

A powerful and violent last breath snatched from Crotus Prenn Asylum warden Patrick Spencer.

Spencer's Last Breath is the Nurse's main Power: channelling its energy allows the Nurse to pierce and jump through the spirit world in a blink multiple times in a row. Doing so leaves her in a state of fatigue.

Holding alternate attack will charge up a blink, the range depending on how long you charge the Breath. After blinking, there is a short period of a little over a second in which the Nurse can attack, or blink again. By default, the Nurse can blink 1 more time (2 times total). After at least 1 blink, the Nurse will become stunned following a short period of not blinking or following an attack. The stun duration scales with the number of blinks used.

The Nurse can chain multiple blinks together before attacking. To prevent herself from being stunned even longer, the Nurse can elect to not use her extra blinks. She can also elect to not attack, as attacking will delay the onset of the stun by about 1.5-2 seconds. The Nurse will clench her fist when her first blink is fully charged. The "floating dots" in the Nurse's palm indicate how many blinks she has left.

  • Grants the Blink.
  • Grants 1 additional chain Blink.


The Shape

Evil Within

FulliconPowers stalker1

The darkness inside feeds his determination to take the life of his prey.

Evil Within is the Shape's main Power: activating Evil Within allows him to see his prey clearly and build up more evil power by stalking them.

Evil Within's 3 Tiers of power come with different benefits.

  • Evil Within I:
    • Tremendously decreased Terror Radius.
    • Grants immunity to detection perks.
    • Slightly decreased movement speed.
    • Slightly decreased lunge range.
  • Evil Within II:
    • Moderately decreased Terror Radius.
    • Normal movement speed.
    • Normal lunge range.
  • Evil Within III:
    • Normal Terror Radius.
    • Attacks do double damage, putting Survivors into dying state upon hit.
    • Lasts for 60 seconds without any Add-ons.
    • Increased vaulting speed.
    • Increased lunge range.
Quotes left I met him, fifteen years ago; I was told there was nothing left; no reason, no conscience, no understanding; and even the most rudimentary sense of life or death, of good or evil, right or wrong. I met this six-year-old child, with this blank, pale, emotionless face, and the blackest eyes... the devil's eyes. I spent eight years trying to reach him, and then another seven trying to keep him locked up because I realized that what was living behind that boy's eyes was purely and simply... evil. Quotes right
~ Dr. Sam Loomis

The Hag

Blackened Catalyst

FulliconPowers blackenedCatalyst

Source of The Hag's power, a blackened finger used as a catalyst for her terrible power.

The Blackened Catalyst is the Hag's main Power: she bends and shapes mud to her will. With simple ritualistic drawings, she creates deceitful duplicates of herself made from mud and decay which she can use for various effects.

Drawing a Phantasm trap works very similar to setting down a Bear Trap.

  • Grants the ability to create and maintain 10 Phantasm traps.
  • Grants the ability to instantly travel to triggered Phantasm traps when within a 32 meter range. Range can be extended with Add-ons.

The Doctor

Carter's Spark

FulliconPowers cartersSpark

Is it a gift, or a curse?

Carter's Spark is the Doctor's main Power: the Entity has ignited a corrupted and inexhaustible spark in the Doctor's heart which allows him to generate electro-convulsive power at will.

His insidious treatment corrupts the minds of those it touches. Victims shocked by the corrupt spark begin to lose their grip on reality and, with repeated exposure, inevitably succumb to madness.

  • Switch Stance: Punishment mode is used to injure Survivors. Treatment mode grants the abilities Static Field and Shock Therapy.
    • Static Field: While in Treatment mode, generate a Static Field equal to your Terror Radius which increases Survivors' Madness based on proximity to the Doctor.
    • Shock Therapy: Treatment mode grants the ability to charge and release a Shock Therapy attack that greatly increases Survivors' Madness.
  • Madness Tier I:
    • Causes Survivors to scream, revealing their position to The Doctor.
  • Madness Tier II:
    • All effects of Tier I.
    • Causes Survivors to experience shared Doctor Hallucinations.
  • Madness Tier III:
    • All effects of Tier II.
    • Shared Doctor Hallucinations intensify, allowing the Doctor to read their Auras.
    • Survivors regularly scream, revealing their position to the Doctor via an Aura.
    • Survivors cannot heal, repair, sabotage, search or cleanse until they Snap Out of It.
  • More afflictions are available with Add-ons.

The Huntress

Hunting Hatchets

A skill taught by her mother and mastered in the wild. The Huntress can throw Hatchets with deadly precision.'

Hunting Hatchets are the Huntress' main Power and also secondary weapons: charging up her Hatchets allows her to throw them at great speed at fleeing Survivors or use it as a ranged weapon to snipe Survivors from afar.

  • Start the trial with 5 Hatchets.
  • Charge throw for maximum throwing speed.
  • Can cancel Hatchet throw.
  • Hatchets are consumed on use.
  • Refill Hatchets at Lockers.
  • The Huntress hums from 45m to 20m, Terror Radius starts from 20m.
  • Slightly decreased movement speed.

Unused Powers

Detention

FulliconPowers detention

Detention is an unused Killer Power for an unknown Killer (potentially a teacher). It is suspected to have been put into the game files alongside the Trapple and the Perk Underperform to fuel speculations about a new Killer back in August 2016.

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