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Powers lists a compendium of all Killer Powers featured in Dead by Daylight.

Each Killer has a unique Power, creating their distinct and unique play-styles.


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Bear Trap

FulliconPowers trap
Quotes left A large foothold trap made of steel. Bear Traps are found lying around throughout the Trial Grounds, waiting to be picked up and set anywhere. Quotes right


BEAR TRAP:
The Trapper starts the Trial with 2 Bear Traps equipped.
An additional 8 disarmed Bear Traps spawn in random locations in the environment.

The AurasIconHelp auras of placed Bear Traps are revealed to The Trapper at all times.


SPECIAL INTERACTION: COLLECTING TRAPS
Press the Interaction button while standing near or on a Bear Trap to collect it.
The Trapper can only carry up to 2 Bear Traps at a time.


SPECIAL INTERACTION: SETTING TRAPS Atl Hud PB IconResetBearTrap
Press and hold the Power button to set and arm a Bear Trap from The Trapper's inventory in a valid location in front of him:

  • An armed Bear Trap will trap and immobilise any Survivor who steps into it.
    If the Survivor was healthy, they will be put into the Injured StateIconHelp injured.
  • An armed Bear Trap will also trap The Trapper, if he steps into it.
    This temporarily immobilises him while he frees his foot and resets the Bear Trap.
    If he was carrying a Survivor, that Survivor will escape from his shoulder.
  • A trapped Survivor can attempt to free themselves from the Bear Trap or wait for another Survivor to free them from it.
  • Setting a Bear Trap grants The Trapper a +7.5 % HasteIconStatusEffects haste Status Effect for 5 seconds.


SPECIAL INTERACTION: RESETTING TRAPS Atl Hud PB IconResetBearTrap
Press the Power button while standing near or on a disarmed Bear Trap to reset it, arming it in the process.


SPECIAL INTERACTION: CATCHING SURVIVORS StatusIcon trap
Press the Interaction button on a trapped Survivor to lift them out of the Bear Trap and onto The Trapper's shoulder, immediately allowing you to carry them.


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Wailing Bell

FulliconPowers bell
Quotes left A heavy cast iron bell imbued with ancient powers. Allows the user to enter and walk the Spirit World when rung. Quotes right


The Wraith starts the Trial Cloaked, which has the following effects:

  • Grants the UndetectableIconStatusEffects undetectable Status Effect.
  • Increases his Movement speed (6.0 m/s).
  • The Wraith is partially invisible as a shimmering form to Survivors who are within 20 metres of him and fully invisible to Survivors who are farther away.
  • The Wraith becomes fully invisible when standing still for a second, including for himself, and for as long as he remains stationary.
  • The Wraith is unable to attack Survivors or interact with them, but can still interact with environmental objects.


SPECIAL ABILITY: CLOAK / UNCLOAK Atl Hud PB IconInvisibilityBell 02
The Wraith must Uncloak in order to attack Survivors.
Press and hold the Power button at any time to ring the Wailing Bell and Uncloak, leaving the Spirit World.

  • Grants a short speed burst for 1 second to increase his Lunge range and compensate for his slowed Movement speed while Uncloaking.

The Wraith can Cloak and re-enter the Spirit World at any time by pressing and holding the Power button again to ring the Wailing Bell.


SPECIAL OBJECT: WAILING BELL IconPowers bell
The Wailing Bell's toll is heard up to 24 metres away.
The accompanying *Wooosh* noise of The Wraith entering and exiting the Spirit World is heard up to 40 metres away.


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Chainsaw

FulliconPowers chainsaw
Quotes left A hulking and deadly Chainsaw of terrifying strength. Grinds through flesh, bone, and soul. Once revved up, sends its user into a violent frenzy. Quotes right


SPECIAL ABILITY: CHAINSAW
Press and hold the Power button to charge the Chainsaw and break into a Chainsaw Sprint.

  • Survivors hit with the Chainsaw during a Chainsaw Sprint are automatically put into the Dying StateIconHelp dying.


SPECIAL LOCOMOTION: CHAINSAW SPRINT

  • Increases your Movement speed to 10.12 m/s at the cost of reduced manoeuvrability.


SPECIAL STATE: OVERDRIVE
Revving the Chainsaw and sprinting with it charges the Overdrive Meter.
It decharges whenever the Chainsaw is not in use.

Once the meter is full, the Chainsaw goes into Overdrive.
While in Overdrive, the Chainsaw is enhanced and the following effects apply for 20 seconds:

  • Increases the Chainsaw Sprint Movement speed to 13 m/s.
  • Increases the Charge speed of the Chainsaw by +5 %.
  • Reduces the Cool-down duration of the Chainsaw by -10 %.


The Teacher (unused)

Detention

FulliconPowers detention

Detention is an unused Killer Power for an unused Killer. This Power's icon, along with those of the Item Template:IconLink and the Perk Template:IconLink were added sometime in July or August 2016, before The Nurse's release, which fuelled speculations about the then upcoming new Killer.


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Spencer's Last Breath

FulliconPowers breath
Quotes left A powerful and violent last breath snatched from Crotus Prenn Asylum Warden Patrick Spencer.
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.
Quotes right


SPENCER'S LAST BREATH:
Press and hold the Power button to charge a Blink:

  • Blink for up to 20 metres upon activation.
    • During the ensuing Chain Blink Window, charge again to initiate a Chain Blink of up to 12 metres upon activation.
    • After either the Chain Blink Window closed or the final Chain Blink elapsed, enter a state of Fatigue (2-3 seconds*).
  • Grants 1 Chain Blink.


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Evil Within

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Blackened Catalyst

FulliconPowers blackenedCatalyst
Quotes left The Source of The Hag's power, a blackened finger used as a catalyst for her terrible power.
The Hag 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.
Quotes right


BLACKENED CATALYST:
Press the Power button to bend down and draw a muddy Phantasm Trap sign:

  • The Hag can maintain up to 10 Phantasm Traps.
    • Each subsequently drawn Phantasm Trap will replace the oldest one.


Phantasm Traps:
Survivors entering the Phantasm Trap's Area of Effect will trip the trap, spawning a Mud Phantasm:

  • The Mud Phantasm will yank the Survivor's camera towards it, disorienting them.
  • The Mud Phantasm will emit a fake, short-ranged Terror RadiusIconHelp terrorRadius and keep its sight trained on the Survivor disappearing.

Survivors can prevent tripping a Phantasm Trap by either crouching around or interacting with Props within its Area of Effect.
Crouching over a Phantasm Trap gives Survivors the option to wipe it away, neutralising the trap.


SPECIAL ABILITY: Teleport Atl Hud AB IconTeleport
Press the Active Ability button to teleport to a tripped Phantasm Trap located within a range of 48 metres, taking the place of the Mud Phantasm.


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Carter's Spark

FulliconPowers cartersSpark
Quotes left Is it a gift, or a curse?
The Entity has ignited a corrupted and inexhaustible spark in The Doctor's heart which allows him to generate electroconvulsive 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.
Quotes right


CARTER'S SPARK:
Successfully striking Survivors with either of The Doctor's electro-convulsive abilities causes them to suffer from the tiered MadnessIconStatusEffects madness Status Effect.


SPECIAL AFFLICTION: MADNESS
Madness causes increasingly potent afflictions in the affected Survivors depending on its Tier.

Once the Madness Status Effect is obtained, Survivors are unable to lose it and may only regress back to Madness I by performing the Snap Out of It interaction after reaching Madness III.


Madness I:

  • Causes Survivors to scream once during the tier-up, revealing their location to The Doctor.
  • Causes Skill ChecksIconHelp skillChecks to have a 33 % chance to be Madness Skill Checks.


Madness II:

  • Causes Survivors to scream once during the tier-up, revealing their location to The Doctor.
  • Causes Skill Checks to have a 66 % chance to be Madness Skill Checks.
  • Causes Survivors to experience occasional hallucinations in the form of Illusionary Doctors.


Madness III:

  • Causes Survivors to scream once during the tier-up, revealing their location to The Doctor, then intermittently every few seconds.
  • Causes Skill Checks to have a 100 % chance to be Madness Skill Checks.
  • Causes Survivors to experience occasional hallucinations in the form of Illusionary Doctors and allows The Doctor to read the AurasIconHelp auras of the Illusionary Doctors.
  • Suppresses the ability of Survivors to use their ItemsIconHelp items.
  • Suppresses the ability of Survivors to interact both with other Survivors and certain Props.


SPECIAL ABILITY: SHOCK THERAPY Atl Hud AB IconShockTherapy
Press and hold the Power button to perform a Shock Therapy Attack, unleashing a cone-shaped, ranged shock attack on the ground in front of The Doctor.

Shock Therapy has a range of 12 metres and detonates with a delay of 0.8 seconds.

Survivors struck by Shock Therapy suffer from the following afflictions:

  • Increases their Madness by +0.5 Tiers.
    • If this coincides with a Tier-up, afflicted Survivors will scream once, revealing their location to The Doctor.
  • Interrupts any interaction they are performing at the moment of impact.
  • Suppresses their ability to perform any interactions for the next 2.5 seconds, including vaulting WindowsIconHelp window and dropping PalletsIconHelp pullDown.

Shock Therapy negates the ObliviousIconStatusEffects oblivious Status Effect, shocking Survivors suffering from it.


SPECIAL ABILITY: STATIC BLAST
If the Power gauge is full, press and hold the Active Ability button to perform a Static Blast, unleashing a shock attack that propagates outwards from The Doctor through the air and covers his entire Terror RadiusIconHelp terrorRadius.

Survivors struck by Static Blast suffer from the following afflictions:

  • Increases their Madness by +1 Tier, causing all afflicted Survivors to scream once, revealing their location to The Doctor.
  • Interrupts any interaction they are performing at the moment of impact.

Static Blast negates the Oblivious Status Effect, shocking Survivors suffering from it.

Static Blast has a cool-down of 60 seconds.


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Hunting Hatchets

FulliconPowers huntingHatchets
Quotes left A skill taught by her mother and mastered in the wild. The Huntress can throw Hatchets with deadly precision. Quotes right


HUNTING HATCHETS:
Press and hold the Power button to wind up a Hunting Hatchet.
Release the Power button to initiate a Hatchet Throw.

  • Start the Trial with 7 Hunting Hatchets.
  • The Hatchet Throw can be charged for maximum Throwing speed.
  • The Hatchet Throw can be cancelled mid-charge.
  • Hunting Hatchets are consumed on use and can be refilled at LockersIconHelp lockers.


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Bubba's Chainsaw

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Dream Demon

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Jigsaw's Baptism

FulliconPowers jigsawsBaptism
Quotes left Forever devoted to her master's cause, she punished the ungrateful and the guilty with slyness and murderous puzzles.
The Pig can move stealthily, dash in Ambush Attacks and put deadly Reverse Bear Traps on Survivors' heads.
Quotes right


JIGSAW'S BAPTISM:
The Pig starts the Trial with 4 Reverse Bear Traps in her inventory, which cannot be replenished once used.

Additionally, 5 Jigsaw Boxes spawn in random locations in the environment.


SPECIAL MOBILITY: CROUCHING
Press the Active Ability button to transition into the Crouched State:

  • Reduces your Movement speed to 3.8 m/s.
  • Grants the UndetectableIconStatusEffects undetectable Status Effect.

Press the Active Ability button again to transition out of the Crouched State.


SPECIAL ATTACK: AMBUSH DASH Atl Hud AB IconAmbush
When in the Crouched State, press and hold the Attack button to charge and perform an Ambush Dash Attack:

  • Increases your Movement speed to 6.9 m/s for 2.3 seconds while attacking.
  • Automatically causes you to leave the Crouched State.


SPECIAL ABILITY: REVERSE BEAR TRAPS IconPowers jigsawsBaptism
Press the Power button while standing over a downed Survivor to attach an unarmed Inactive Reverse Bear Trap to their head.

Whenever a GeneratorIconHelpLoading generators is completed, all currently Inactive Reverse Bear Trap become activated.

Active Reverse Bear Traps are armed and on a Death Timer of 150 seconds, which is displayed on the Survivor's Status Icon.
Once the Death Timer elapses, the Active Reverse Bear Traps snaps open and kills the Trapped Survivor.

The Death Timer of an Active Reverse Bear Trap is paused whenever its Survivor is either downed, hooked, or being chased by The Pig.


Escaping the Trial Grounds with a Reverse Bear Trap:

  • Survivors trapped with an unarmed Inactive Reverse Bear Trap may escape the Trial normally and will not be harmed by it.
  • Survivors trapped with an armed Active Reverse Bear Trap may not escape through the Exit GatesIconHelp exitGates, as attempting to do so will instantly trigger the Reverse Bear Trap and kill them half-way into the Gate area.
    • They can, however, escape through the HatchIconHelp hatch.


SPECIAL INTERACTION: JIGSAW BOXES

IconHelp jigsawBoxes

Trapped Survivors see the AurasIconHelp auras of all unsearched Jigsaw Boxes in the environment at all times.

Trapped Survivors must randomly search between 1 to 4 Jigsaw Boxes in order to remove their Reverse Bear Trap:

  • If a search is successful, the Reverse Bear Trap will be removed and discarded permanently.
  • If a search is unsuccessful, the Aura of that Jigsaw Box will become hidden and the Jigsaw Puppet Billy will cackle at the unlucky Survivor.

"You will give everything to me, every cell in your body. The marks on your arms, they're from another life. We'll leave that life behind. When you walk down that corridor there is no turning back. Do you understand that?" — Jigsaw's Baptism


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The Afterpiece Tonic

FulliconPowers gasBomb
FulliconPowers gasBomb2
Quotes left Throughout his years experimenting with anaesthetics and muscle relaxants, The Clown developed several effective concoctions and formulas.
His favourite, The Afterpiece Tonic, he has used to great effect, intoxicating and capturing many unwilling victims.
The associated Afterpiece Antidote also has useful effects.
Quotes right


THE AFTERPIECE TONIC:
Start the Trial with a shared stock of 2 Bottles.
Tap the Active Ability button to switch between the Afterpiece Tonic and the Afterpiece Antidote.

Either tap or hold and release the Power button to launch a Bottle.
The maximum Throw charge is reached when a shimmer travels across the Bottle.

Press and hold the Active Ability button to replenish your Bottles at any time.


SPECIAL ABILITY: AFTERPIECE TONIC
Upon impact, the Tonic Bottle will break, releasing a purple Gas Cloud that will intoxicate Survivors upon contact and while inside it.
The Clown is immune to its effects.

Intoxicated Survivors suffer from the following effects while inside the Gas Cloud:

  • Causes impaired vision.
  • Causes involuntary coughing.
  • Suppresses the ability to Fast Vault.
  • Reduces all Movement speeds through a -15 % HinderedIconStatusEffects hindered Status Effect.

These effects linger for 2 seconds after leaving the Gas Cloud.


SPECIAL ABILITY: AFTERPIECE ANTIDOTE
Upon impact, the Antidote Bottle will break, releasing an inactive white Gas Cloud.
The Gas Cloud will turn yellow after 2 seconds and invigorate both The Clown and Survivors upon contact.

Invigorated Players benefit from the following effect:

  • Increases all Movement speeds through a +10 % HasteIconStatusEffects haste Status Effect for 6 seconds.


SPECIAL INTERACTION: NEUTRALISATION
The two types of Gas Clouds instantly neutralise each other when coming into contact with one another.

Walking from one type of Gas Cloud into the other one will instantly neutralise any lingering effects from the former and apply the latter's instead.


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Yamaoka's Haunting

FulliconPowers yamaokasHaunting
Quotes left Yamaoka is the name she carries from her ancestors, who unleashed hell on the battlefield.
The Spirit draws her power from their wrath, haunting the living as retribution for her suffering.
The Spirit can use
Yamaoka's Haunting to enter the Ethereal Plane and re-appear at a new location.
Quotes right


YAMAOKA'S HAUNTING:
Press and hold the Power button to charge Yamaoka's Haunting and initiate a Phase-Walk.
The Spirit will depart her physical body and enter the Ethereal Plane, leaving behind a stationary Husk.

Using Yamaoka's Haunting depletes The Spirit's Power gauge (5 seconds).
It will automatically replenish over time (15 seconds).
The Power gauge must be fully replenished before another Phase-Walk can be initiated.


Phase-Walk:

  • The Spirit may traverse to a new location at an increased Movement speed (7.04 m/s).
  • The Spirit loses sight of all Survivors, but still sees the Scratch MarksIconHelp scratchMarks they leave throughout the Trial Grounds.
  • The Spirit emits an audible, directional cue while Phase Walking within 24 metres of her ethereal form.
  • When ending a Phase-Walk, The Spirit retains her Movement Speed boost for a brief moment and her Husk fades away.


Husk:


Passive Phasing:

  • When not Phase-Walking and only from the Survivor's Point of View, The Spirit constantly phases in and out of view at random intervals.


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Feral Frenzy

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Vile Purge

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Night Shroud

FulliconPowers nightShroud
FulliconPowers nightShroud activated
Quotes left The Ghost Face used to study his victims for weeks, meticulously registering their habits.
When the urge to kill swelled, he'd know exactly how and where to strike.
Quotes right


NIGHT SHROUD:
When the Power gauge is full, press the Power button to activate Night Shroud.

While Night Shroud is active, The Ghost Face is granted the UndetectableIconStatusEffects undetectable Status Effect.
Performing a Basic Attack automatically deactivates Night Shroud and depletes the Power gauge for 24 seconds.


SPECIAL MOBILITY: CROUCH
Press the Active Ability button to crouch at any time.
Press it again to stand back up.
While crouched, The Ghost Face moves at a slower speed (3.8 m/s), but is more difficult to reveal and harder to spot by Survivors in general.


SPECIAL ABILITIES: STALK & LEAN

IconHUD ghostFaceLean

While Night Shroud is active, press and hold the Power button at any time to stalk Survivors.
Standing behind cover will show the LEAN prompt, allowing The Ghost Face to lean around structures and stalk Survivors at twice the rate (x2) while keeping most of his body hidden, making it harder to reveal him.


SPECIAL AFFLICTION: MARKED

IconHUD markedState

Fully stalked Survivors become Marked and suffer from the ExposedIconStatusEffects exposed Status Effect for 60 seconds.
While Exposed, they are unable to reveal The Ghost Face.


SPECIAL INTERACTION: REVEAL:
While Night Shroud is active, Survivors can attempt to reveal The Ghost Face by looking at him.
If they see enough of his body for at least 1.5 seconds, Night Shroud automatically deactivates and depletes the Power gauge.

While revealing The Ghost Face, markers point towards the direction The Ghost Face is being revealed from, informing him of that Survivor's general location and giving him the opportunity to attempt hiding his body from view before he is fully revealed.
If a Survivor manages to reveal The Ghost Face, their exact location will be betrayed for 2 seconds by Killer Instinct.


"Don't mind me. That's it, keep going. Perfect. That's the image I'll keep of you." — The Ghost Face


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Of the Abyss

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Yamaoka's Wrath

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The Redeemer

FulliconPowers theRedeemer
FulliconPowers theRedeemer chainBreak
Quotes left The Deathslinger's ingenuity affords him the ability to reel in bounties with a unique invention — a heavily modified, hybrid rifle that replaces conventional ammunition with a razor-sharp spear affixed to a chain. Quotes right


THE REDEEMER:
Press and hold the Power button to aim down sights.
Press the Attack button to shoot a spear that can lodge itself in a Survivor, allowing them to be reeled in towards The Deathslinger against their will.


Reel:
While a Survivor is speared by The Redeemer, press and hold the Power button to reel them in towards you.
Survivors may struggle against the chain or use the environment to pressure the chain to break.
Doing so will result in briefly stunning The Deathslinger as well as putting the Survivor in the Injured StateIconHelp injured and applying the Deep WoundIconStatusEffects deepWound Status Effect.

Using a Basic Attack while a Survivor is speared will break the chain without applying either a stun penalty to The Deathslinger or the Deep Wound Status Effect to the Survivor.

Successfully hitting a Survivor with a Basic Attack while they are speared and healthy will also apply the Deep Wound Status Effect.


Reload:
The Redeemer must be reloaded after every shot, before it may be fired again. Press and hold the Active Ability button to reload The Redeemer.

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