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IconHelp killerVision Quotes left Every Killer has their own individual powers to learn and master.
Each Killer has a different way to track and kill their prey.
Try them all and experiment with different combinations of Perks and Add-ons.
Quotes right
~ Killer Powers, Killer Tutorial

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.
Additional information can be found in the Power Trivia section on each Killer's article page.


Bear Trap

IconPowers trap
"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."


SPECIAL TRAP: BEAR TRAP
The Trapper starts the Trial with 2 Bear Traps equipped.
Additionally, 8 Disarmed Bear Traps spawn in random locations throughout the environment.

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

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

SPECIAL INTERACTION: SETTING TRAPSAtl Hud PB IconResetBearTrap
Press and hold the Power button to set and arm a carried Bear Trap:

  • Grants a +7.5 % HasteIconStatusEffects haste Status Effect for 5 seconds.
  • Armed Bear Traps trap and immobilise any Survivor stepping into them.
    • This will also injure healthy Survivors.
    • Trapped Survivors can try to free themselves from it, which may take several attempts, or wait for another Survivor to rescue them.
  • Armed Bear Traps also temporarily trap and immobilise The Trapper stepping into them, until he frees his foot and resets it.
    • This will cause any carried Survivor to escape from his shoulder.

SPECIAL INTERACTION: RESETTING TRAPSAtl Hud PB IconResetBearTrap
Press and hold the Power button while standing above a Disarmed Bear Trap to reset and arm it.

SPECIAL INTERACTION: CATCHING SURVIVORSStatusIcon trap
Press the Interaction button while standing near a Trapped Survivor to lift them out of the Bear Trap and onto The Trapper's shoulder, immediately allowing him to carry them.

Wailing Bell

IconPowers bell
"A heavy cast iron bell imbued with ancient powers.
Allows the user to enter and walk the Spirit World when rung."


SPECIAL OBJECT: WAILING BELLIconPowers bell
The Wraith starts the Trial in the Cloaked State, which has the following effects:
  • Grants the UndetectableIconStatusEffects undetectable Status Effect.
  • Increases his Movement speed to 6 m/s.
  • Fully invisible to Survivors who are farther than 20 metres away from him.
  • Partially invisible to Survivors who are within 20 metres of him.
  • Fully transparent while stationary for a moment and for as long as he remains unmoving.
  • Removes the ability to attack or interact with Survivors.
    • The Wraith is still able to interact with Props.


Ringing the Wailing Bell can be heard by Survivors throughout the Trial within the following ranges:

  • The bell toll has a range of 24 metres.
  • The accompanying *Wooosh* noise during the transition phase has a range of 40 metres.


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

  • Boosts his Movement speed to 150 % for 1 second.
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.

Chainsaw

IconPowers chainsaw
"A hulking and deadly Chainsaw of terrifying strength.
Grinds through flesh, bone, and soul.
Once revved up, it sends its user into a violent frenzy."


SPECIAL WEAPON: CHAINSAW
Press and hold the Power button to charge the Chainsaw and break into a Chainsaw Sprint:
  • Hitting Survivors with the Chainsaw inflicts double damage.


SPECIAL LOCOMOTION: CHAINSAW SPRINT
During a Chainsaw Sprint, The Hillbilly benefits from the following effects:

  • Increases his Movement speed to 10.12 m/s.
  • Reduces his manoeuvrability.


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

Once the meter is full, the Chainsaw is enhanced and benefits from the following effects for 20 seconds:

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

Spencer's Last Breath

IconPowers breath
"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."


SPECIAL ABILITY: SPENCER'S LAST BREATH
The Nurse starts the Trial with 2 Tokens.
Press and hold the Power button to charge a Blink.
Release the Power button to initiate a Blink.

Using Spencer's Last Breath consumes 1 Token.

SPECIAL LOCOMOTION: BLINK
A Blink allows The Nurse to pierce the Realm of the Entity and teleport through obstacles and walls in a straight line:

  • Grants the ability to teleport for up to 20 metres.
    • The Nurse can adjust the Teleportation distance by aiming at any point closer to her.
    • The Nurse can teleport to other floors by aiming at the ceiling or floor of a room that has another one above or below it.

SPECIAL LOCOMOTION: CHAIN BLINK
After the first Blink, if there is at least 1 Token available, the Chain Blink Window automatically opens for 1.5 seconds, during which The Nurse can initate a Chain Blink:
  • Grants the ability to teleport for up to 12 metres.
    • The Nurse can adjust the Teleportation distance by aiming at any point closer to her.
    • The Nurse can teleport to other floors by aiming at the ceiling or floor of a room that has another one above or below it.

SPECIAL STATE: FATIGUE
After either the Chain Blink Window closes or the final Chain Blink elapses, The Nurse enters a state of Fatigue for 2 to 3 seconds, depending on how many Blinks she chained.

Evil Within

IconPowers stalker1
IconPowers stalker2
IconPowers stalker3
"The darkness inside feeds his determination to take the life of his prey."

SPECIAL ABILITY: EVIL WITHIN
Evil Within is a tiered Power that requires The Shape to stalk Survivors and drain evil from their shared pool to tier up.
The more he stalks them, the deadlier he becomes.

Evil Within I has the following permanent effects until a tier-up:
  • Grants a permanent UndetectableIconStatusEffects undetectable Status Effect.
  • Reduces his Movement speed to 4.2 m/s.
  • Reduces the Reach of his Lunge Attack by shortening the duration of its open time to 0.2 seconds.
  • Allows him to vault WindowsIconHelp window in the default time of 1.7 seconds.


Evil Within II has the following permanent effects until a tier-up:

  • Reduces his Terror RadiusIconHelp terrorRadius to 16 metres.
  • Increases his Movement speed to the default speed of 4.6 m/s.
  • Increases the Reach of his Lunge Attack to the default open time of 0.5 seconds.
  • Reduces the time to vault Windows to 1.48 seconds.


Evil Within III has the following effects for 60 seconds, after which it automatically regresses back to Evil Within II:

  • Causes all Survivors to suffer from the ExposedIconStatusEffects exposed Status Effect.
  • Increases his Terror RadiusIconHelp terrorRadius to the default radius of 32 metres.
  • Increases the Reach of his Lunge Attack by extending the duration of its open time to 0.6 seconds.
  • Reduces the time to vault Windows further to 1.275 seconds.


SPECIAL ABILITY: STALKING
Press and hold the Power button to stalk all visible Survivors within ~40 metres:

  • Stalked Survivors are highlighted to The Shape.
    • The colour of their highlight indicates the amount of evil left to drain from them, ranging from white (full) to red (drained).
  • Stalking Survivors fills the Power Gauge.
    • The closer to a Survivor, the quicker it fills.
    • The Shape can only drain evil from one Survivor at a time, prioritising the closest in proximity.

Blackened Catalyst

IconPowers blackenedCatalyst
"The source of The Hag's power: a blackened finger used as a catalyst for her terrible 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."


SPECIAL ABILITY: BLACKENED CATALYST
The Hag starts the Trial with 10 Phantasm Traps.
Placing additional Phantasm Traps will recycle the oldest one.

SPECIAL TRAP: PHANTASM TRAP
Press the Power button to bend down and draw a muddy sign into the ground, placing and arming a Phantasm Trap.

Survivors entering the Area of Effect, which is only visible to The Hag, will trip the trap, causing a Mud Phantasm to spawn that has the following effects:

  • Yanks the camera of the Survivor who tripped the trap towards itself, disorienting them and keeps its sight trained on them.
  • Emits a Fake Terror RadiusIconHelp terrorRadius of 8 metres.

Survivors can prevent tripping the trap by doing either of the following:

  • Crouch while inside the Area of Effect.
  • Interact with Props while inside the Area of Effect.

Survivors can safely remove a trap by wiping it away for 4 seconds when crouching above it.

SPECIAL ABILITY: TELEPORTAtl Hud AB IconTeleport
Press the Active Ability button to teleport to any currently tripped Phantasm Trap within 48 metres, taking the place of the Mud Phantasm.
In case of multiple tripped traps, a specific Mud Phantasm can be chosen by aiming at it before teleporting.

Carter's Spark

IconPowers cartersSpark
"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."


SPECIAL ABILITY: CARTER'S SPARK
Striking Survivors with his electro-convulsive abilities, The Doctor increasingly 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 current tier.

Once Madness is obtained, Survivors are unable to lose it and may only regress it by performing the Snap Out of It interaction.

Madness I has the following permanent effects until a tier-up:


Madness II has the following permanent effects until a tier-up:
  • Causes Survivors to scream once during the tier-up, revealing their location to The Doctor.
  • Skill Checks have a chance of 66 % to be Madness Skill Checks.
  • Causes Survivors to experience occasional Hallucinations in the form of Illusionary Doctors.

Madness III has the following permanent effects until Survivors Snap Out of It:
  • Causes Survivors to scream during the tier-up and then intermittently every few seconds, revealing their location to The Doctor.
  • Skill Checks are 100 % Madness Skill Checks.
  • Causes Survivors to experience occasional Hallucinations in the form of Illusionary Doctors.
    • The AurasIconHelp auras of Illusionary Doctors are revealed to The Doctor.
  • Suppresses the ability of Survivors to use their ItemsIconHelp items.
  • Suppresses the ability of Survivors to interact both with other Survivors and certain environmental objects.

SPECIAL INTERACTION: SNAP OUT OF IT
Survivors having reached Madness III can perform the Snap Out of It interaction for 12 seconds:
  • Succeeding the interaction regresses them back to Madness I.
  • Failing the interaction causes them to scream and reveal their location to The Doctor.

SPECIAL ABILITY: SHOCK THERAPYAtl 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 with a Shock Therapy Attack suffer from the following effects:
  • Increases their Madness by +0.5 Tiers, causing them to scream and reveal their location, if it coincides with a tier-up.
  • Interrupts any on-going interaction at the moment of impact.
  • Suppresses their ability to perform any interactions, including with PalletsIconHelp pullDown and WindowsIconHelp window.
Survivors suffering from the ObliviousIconStatusEffects oblivious Status Effect when struck by Shock Therapy have it removed immediately.

SPECIAL ABILITY: STATIC BLAST
Press and hold the Active Ability button, once the Power Gauge is full, to perform a Static Blast Attack, unleashing a ranged shock attack that propagates through the air from The Doctor, covering his entire Terror RadiusIconHelp terrorRadius.

Survivors struck with a Static Blast Attack suffer from the following effects:

  • Increases their Madness by +1 Tier, causing them to scream and reveal their location, if it coincides with a tier-up.
  • Interrupts any on-going interaction at the moment of impact.
Survivors can prevent being struck by Static Blast by hiding inside a LockerIconHelp lockers.

Survivors suffering from the ObliviousIconStatusEffects oblivious Status Effect when struck by Static Blast have it removed immediately.

Static Blast has a Cool-down of 60 seconds.

Hunting Hatchets

IconPowers huntingHatchets
"A skill taught by her mother and mastered in the wild.
The Huntress can throw hatchets with deadly precision."


SPECIAL WEAPON: HUNTING HATCHETS
The Huntress stars the Trial with 7 Hunting Hatchets equipped.

Press and hold the Power button to wind up and charge a Hunting Hatchet.
Release the Power button to throw the Hunting Hatchet or press the Attack button to cancel the throw:

  • Releasing at minimum charge throws them at 25 m/s.
  • Releasing at maximum charge throws them at 40 m/s.
Hunting Hatchets can be replenished at LockersIconHelp lockers.
The AurasIconHelp auras of Hunting Hatchets inside Lockers are automatically revealed to The Huntress within 36 metres, when she is out of them.

Bubba's Chainsaw

IconPowers bubbasChainsaw
IconPowers bubbasChainsaw tantrum
"An incredibly powerful and heavy Chainsaw which sank its teeth into countless victims.
A suitable birthday gift for The Cannibal."


SPECIAL WEAPON: BUBBA'S CHAINSAW
The Cannibal starts the Trial with 3 Tokens.
Tokens automatically recharge at a rate of 0.25 c/s while the Chainsaw is not in use.

SPECIAL ABILITY: CHAINSAW SWEEP
Press and hold the Power button to charge the Chainsaw and break into a Chainsaw Sweep for 2 seconds:
  • Hitting Survivors with the Chainsaw inflicts double damage.
    • The Chainsaw can hit multiple targets in one sweep.

Using Bubba's Chainsaw consumes 1 Token.

SPECIAL ABILITY: CHAINSAW DASH
Press the Power button again during an on-going Chainsaw Sweep to chain a Chainsaw Dash:

  • Resets the Power Gauge timer, extending the Chainsaw Sweep.
  • Increases the Cool-down time of the Chainsaw by +1 second per consumed Token.


SPECIAL STATE: TANTRUM
Revving the Chainsaw fills the Tantrum Meter by +20 % per second, with it discharging at the same rate when stopping to rev.
Once the meter is full, or after hitting an obstacle during a Chainsaw Sweep, The Cannibal unleashes a Tantrum for a minimum of 5 seconds, wildly slashing out and damaging any Survivors in close proximity, dealing double damage:

  • Increases the Tantrum duration by 1 second per consumed Token.
  • Removes any remaining Tokens.
  • Reduces his Movement speed by -90 %.

Dream Demon

IconPowers dreamDemon
"Death won't accept him and thus he remains, a calamity, indisputable master of his victims' nightmares."

SPECIAL ABILITY: DREAM DEMON
The Nightmare is cloaked from awake Survivors.
While they can hear his Terror RadiusIconHelp terrorRadius, he is not always visible to them:
  • The Nightmare is invisible to Survivors farther than 32 metres away.
  • The Nightmare is intermittently visible to Survivors from 16 to 32 metres away.
  • The Nightmare is fully visible to Survivors closer than 16 metres.


SPECIAL STATE: MICROSLEEP
The mere presence of The Nightmare induces Microsleep in awake Survivors, causing them to passively fall asleep over 60 seconds.
Survivors who woke up with an Alarm Clock are protected from Microsleep for 30 seconds.

SPECIAL STATE: ASLEEP
Survivors who fall asleep automatically enter the Dream World and suffer from the following effects while inside it:

  • Causes them to be susceptible to Dream Traps.
  • Causes them to suffer from the ObliviousIconStatusEffects oblivious Status Effect.
    • Causes them to hear a non-directional Lullaby instead.

Hitting Survivors with a Basic Attack immediately pulls them into the Dream World, unless they are still protected from Microsleep.

SPECIAL INTERACTION: WAKING UP
Survivors have several ways to leave the Dream World and wake up:

  • Fail a Skill CheckIconHelp skillChecks.
  • Awake Survivors perform the Wake Up interaction on an asleep Survivor for 3 seconds.
    • From the second time onwards, this interaction time is doubled to 6 seconds.
  • Interact with their personal Alarm Clock for 3 seconds.



SPECIAL TRAP: DREAM SNARESAtl Hud PB DreamSnare
Press and hold the Power button to see the outline of a Dream Snare in front of The Nightmare.
Release the Power button to place the trap:

  • Causes Survivors who enter its Area of Effect to suffer from a -15 % HinderedIconStatusEffects hindered Status Effect for as long as they remain inside it.
    • This effect lingers for 3 seconds.
  • Notifies The Nightmare when tripped.


SPECIAL TRAP: DREAM PALLETSAtl Hud PB DreamPallet
This trap is only available when using one of 3 specific Add-onsIconHelp addons.

Press the Power button when near a valid Spawn point for PalletsIconHelp pullDown to place a Dream Pallet there:

  • Dream Pallets are unable to stun The Nightmare and break immediately when dropped.
  • Notify The Nightmare when dropped.

SPECIAL LOCOMOTION: DREAM PROJECTIONAtl Hud AB DreamProjection
Press and hold the Active Ability button, once the Power Gauge is full, to perform a Dream Projection.
Release the Active Ability button prematurely to cancel the interaction:
  • Grants the ability to teleport to any incomplete GeneratorIconHelpLoading generators.
    • Causes blood to spew from the selected Generator during the interaction.
  • Reduces the Cool-down duration of Dream Projection by a stack-able -15 % for each asleep Survivor, up to a maximum of -60 %.
Dream Projection has a Cool-down of 45 seconds.

"You have nothing to worry about. This won't hurt one... little... bit." — Freddy Krueger

Jigsaw's Baptism

IconPowers jigsawsBaptism
"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."


SPECIAL ABILITY: JIGSAW'S BAPTISM
The Pig starts the Trial with 4 Reverse Bear Traps equipped, which cannot be replenished once used.
Additionally, 5 Jigsaw Boxes spawn in random locations in the environment.

SPECIAL LOCOMOTION: CROUCHING
Press the Active Ability button to transition into the Crouched State:
  • Grants the UndetectableIconStatusEffects undetectable Status Effect.
  • Reduces her Movement speed to 3.8 m/s.

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

SPECIAL ABILITY: AMBUSH DASH
Press and hold the Attack button while in the Crouched State to charge and perform an Ambush Dash Attack.:

  • Increases her Movement speed to 6.9 m/s for 2.3 seconds while attacking.
  • Causes The Pig to automatically exit the Crouched State.


SPECIAL TRAP: REVERSE BEAR TRAPSIconPowers jigsawsBaptism
Press the Power button while standing above 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 Traps are 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 trap snaps open and kills the Trapped Survivor.
The Death Timer is paused whenever that Survivor is downed, hooked, or actively being chased by The Pig.

Trapped Survivors may only leave the Trial normally if their trap is inactive.
Attempting to leave through the Exit GatesIconHelp exitGates with an active trap will trigger the kill mechanism and execute the Survivor halfway into the exit area.
They may still leave through the HatchIconHelp hatch.

SPECIAL INTERACTION: JIGSAW BOXESIconHelp jigsawBoxes
Survivors can remove a Reverse Bear Trap by interacting with a Jigsaw Box and finding a key.
The AurasIconHelp auras of all unsearched Jigsaw Boxes are revealed permanently to Trapped Survivors.

Trapped Survivors must randomly search between 1 to 4 Jigsaw Boxes:

  • Succeeding the search will remove and discard the Reverse Bear Trap.
  • Failing the search will cause the Jigsaw Puppet Billy to cackle at the unfortunate Survivor and hide the Aura of the Jigsaw Box.

"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

The Afterpiece Tonic

IconPowers gasBomb
IconPowers gasBomb2
"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."


SPECIAL ABILITY: THE AFTERPIECE TONIC AND ANTIDOTE
The Clown starts the Trial with a shared stock of 6 Bottles.

Press the Active Ability button to switch between the Tonic and the Antidote.

Press the Power button to throw a Bottle.
Hold the Power button until a shimmer travels across the Bottle to throw it with maximum strength.

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

SPECIAL AFFLICTION: TONIC
Upon impact, the Tonic Bottle breaks, releasing a purple Gas Cloud that intoxicates 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 perform Fast Vaults.
  • Reduces all Movement speeds through a -15 % HinderedIconStatusEffects hindered Status Effect.
These effects linger for 2 seconds after leaving the Gas Cloud.

SPECIAL BENEFIT: ANTIDOTE
Upon impact, the Antidote Bottle breaks, releasing an inactive white Gas Cloud.
The Gas Cloud will turn yellow after 2 seconds and invigorate all Players 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 upon contact.

Walking from one type into the other one will also neutralise any lingering effects from the former and instead apply the effect(s) of the latter.

Yamaoka's Haunting

IconPowers yamaokasHaunting
"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."


SPECIAL ABILITY: YAMAOKA'S HAUNTING
Press and hold the Power button to charge Yamaoka's Haunting and initiate a Phase-Walk for up to 5 seconds:
  • Causes The Spirit to depart her physical body and enter the Ethereal Plane, leaving behind a stationary Husk.

Yamaoka's Haunting has a Cool-down of 15 seconds.

SPECIAL LOCOMOTION: PHASE-WALK
During a Phase-Walk, The Spirit experiences the following effects:

  • Increases her Movement speed to 7.04 m/s.
  • Survivors are invisible to her.
  • The Spirit emits a directional sound cue audible to all Survivors within 24 metres.
  • The Husk emits a Terror RadiusIconHelp terrorRadius of 24 metres.
The Spirit retains her speed boost for 1 second after ending a Phase-Walk.

SPECIAL ABILITY: PASSIVE-PHASING
The Spirit is constantly phasing in and out of view for Survivors whenever she is not currently in a Phase-Walk.

Feral Frenzy

IconPowers feralFrenzy
"They were a plain group of friends until Frank formed them into a Legion.
Now they draw power from the thrilling freedom of not abiding to any rule but their own."


SPECIAL ABILITY: FERAL FRENZY
Press the Power button to trigger Feral Frenzy:
  • Increases their Movement speed to 5.2 m/s.
  • Unlocks their ability to perform Feral Vaults and Feral Slashes.



SPECIAL ABILITY: FERAL VAULT
Press the Interaction button during Feral Frenzy while next to a dropped PalletIconHelp pullDown or a WindowIconHelp window to perform a Feral Vault:

  • Grants the ability to swiftly vault over them in 0.9 seconds.


SPECIAL ABILTIY: FERAL SLASH
Press the Attack button during Feral Frenzy to initiate a Feral Slash Attack
Hitting a Survivor with it applies the following effects:

  • Injures Survivors and causes them to suffer from the Deep WoundIconStatusEffects deepWound Status Effect.
  • Instantly refills the Power Gauge.
  • Triggers Killer Instinct on all Survivors inside the Terror RadiusIconHelp terrorRadius who are not currently suffering from Deep Wound.
  • Increases the Movement speed of The Legion by an additional +0.2 m/s per hit Survivor, up to a maximum of +0.8 m/s after four successful Feral Slashes.
  • Causes the fifth Feral Slash to be lethal and apply double damage.
    • This also affects Survivors already suffering from Deep Wound.
Hitting a Survivor already suffering from Deep Wound or missing a Feral Slash automatically ends Feral Frenzy.

Vile Purge

IconPowers vilePurge
"Her condition deteriorated as the black plague overtook her body:
Her toes blackened, her neck mushroomed into cysts, and her throat gagged with bloody vomit."


SPECIAL ABILITY: VILE PURGE
Press and hold the Power button to charge Vile Purge.
Release the Power button to unleash a stream of infectious bile or press the Attack button to swallow it back down:
  • Hitting Survivors with a Vomit Projectile inflicts them with Sickness.
    • Successive hits slowly fill the Sickness Meter.
  • Hitting environmental objects causes them to become infectious to Survivors for 40 seconds.


SPECIAL STATE: SICKNESS
Sickness is indicated on the Status HUD icon of affected Survivors, which also doubles as a Sickness Meter:

  • Infected Survivors with a partially filled Sickness Meter vomit at random intervals, infecting both nearby environmental objects and other Survivors.
  • Infected Survivors with a full Sickness Meter are put into the Injured StateIconHelp injured and suffer permanently from the BrokenIconStatusEffects broken Status Effect.


SPECIAL OBJECT: POOLS OF DEVOTION
Pools of DevotionIconHelp poolsOfDevotion spawn randomly throughout the environment:

  • 5 Pools of Devotion spawn in the Uncorrupted State.
  • 1 Pool of Devotion spawns in the Corrupted State.


SPECIAL INTERACTION: CLEANSING INFECTION
Survivors can approach an Uncorrupted Pool of Devotion and interact with it to cleanse themselves.
Cleansing removes all Sickness and automatically heals them back to full health, but corrupts the Pool of Devotion.

SPECIAL INTERACTION: INGESTING CORRUPTION
The Plague can approach a Corrupted Pool of Devotion and press and hold the Interaction button to ingest its corruption and empower her purge:

  • Replaces Vile Purge with Corrupt Purge for 60 seconds.
    • Resets the Pool of Devotion.

The Plague automatically receives Corrupt Purge when Survivors corrupt all available Pools of Devotion, resetting them all.

SPECIAL ATTACK: CORRUPT PURGE
Press and hold the Power button to charge Corrupt Purge
Release the Power button to unleash a stream of lethal bile or press the Attack button to swallow it back down:

  • Hitting Survivors with a Vomit Projectile inflicts them with damage, causing them to lose a Health StateIconStatusEffects healing.

Night Shroud

IconPowers nightShroud
IconPowers nightShroud activated
"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."


SPECIAL ABILITY: NIGHT SHROUD
Press the Power button to enter Stealth Mode:
  • Grants a permanent UndetectableIconStatusEffects undetectable Status Effect.
  • Unlocks the ability to Stalk Survivors.

Performing a Basic Attack automatically ends Stealth Mode and depletes the Power Gauge.

Night Shroud has a Cool-down of 24 seconds.

SPECIAL LOCOMOTION: CROUCHING
Press the Active Ability button to Crouch:

  • Reduces his Movement speed to 3.8 m/s.
  • Causes him to be harder to be spotted and revealed by Survivors.
Press the Active Ability button again to stand back upright.

SPECIAL ABILITY: STALKING
Press the Power button when in Stealth Mode to stalk Survivors within 40 metres, filling their Stalk Meter at +20 pts/s.

SPECIAL ABILITY: LEANING AND STALKING
IconHUD ghostFaceLean
Standing behind cover when in Stealth Mode shows the Lean and Stalk prompt.
Stalking Survivors while leaning doubles the rate to +40 pts/s.

SPECIAL STATE: MARKED
IconHUD markedState
Once the Stalk Meter is full at 100 Points, the affected Survivors are Marked and suffer from the following effects for 60 seconds:
  • ExposedIconStatusEffects exposed Status Effect.
  • Suppresses their ability to reveal The Ghost Face.



SPECIAL INTERACTION: REVEALING
Survivors can attempt to reveal The Ghost Face when he is in Stealth Mode, forcing him out of it and disabling his ability to continue stalking them.

Survivors must see at least 30 % of his model in the central part of their screen while he is within 32 metres in order to start revealing him over the course of 1.5 seconds:

  • Triggers markers on the HUD of The Ghost Face, betraying the direction from which he is being revealed from.
  • Triggers Killer Instinct for 2 seconds after a successful reveal.

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

Of the Abyss

IconPowers ofTheAbyss
"An unknown and otherworldly power surged through its body.
Suddenly the ground ripped open, swallowing The Demogorgon whole."


SPECIAL ABILITY: OF THE ABYSS
Press and hold the Power button to channel Of the Abyss:
  • Triggers Killer Instinct on Survivors inside the Area of Effect of Active Portals.
  • Unlocks the ability to perform a Shred Attack.


SPECIAL ATTACK: SHREDAtl Hud PB Shred
Press the Attack button after charging Of the Abyss to at least 65 % to dash forwards and unleash a vicious slash:

  • Causes The Demogorgon to lunge forwards at 18.4 m/s.
  • Grants the ability to destroy Breakable WallsIconHelp breakableWall and dropped PalletsIconHelp pullDown.


SPECIAL OBJECTS: PORTALS
The Demogorgon starts the Trial with 6 Portals.
Placing additional Portals will recycle the oldest one.

Press and hold the Active Ability button to bend down and create an Inactive Portal in the ground:

  • Inactive Portals are invisible to Survivors and cannot be sealed.
  • Inactive Portals do not have an Area of Effect and thus do not trigger Killer Instinct.
When The Demogorgon interacts with Inactive Portals to traverse the Upside Down, both the Portal he travels from and the one he travels to are transformed into Active Portals:
  • Active Portals are visible to Survivors and can be sealed.
  • Active Portals have an Area of Effect of 4 metres around them.
    • Survivors inside the Area of Effect suffer permanently from the ObliviousIconStatusEffects oblivious Status Effect and are revealed by Killer Instinct while The Demogorgon is channelling Of the Abyss.

SPECIAL INTERACTION: SEALING PORTALS
Survivors can interact with Active Portals to seal them either alone or together with other Survivors, though at increasingly reduced efficiency:
  • 1 Survivor seals a Portal in 12 seconds.
  • 2 Survivors seal a Portal in ~9 seconds.
  • 3 Survivors seal a Portal in 8 seconds.
  • 4 Survivors seal a Portal in 6 seconds.

SPECIAL LOCOMOTION: TRAVERSING THE UPSIDE DOWNAtl Hud PB traverseUpsideDown
Press and hold the Active Ability button while standing atop any Portal and aiming at any Highlighted Portal to enter the first Portal and traverse the Upside Down, appearing at the second Portal:
  • Transforms Inactive Portals into Active Portals.
  • Grants the UndetectableIconStatusEffects undetectable Status Effect for 5 seconds.

Yamaoka's Wrath

IconPowers yamaokasWrath
IconPowers yamaokasWrath demon
"The desire to destroy weaker bloodlines shaped into a literal force."

SPECIAL ABILITY: YAMAOKA'S WRATH
Yamaoka's Wrath passively fills the Power Gauge by +0.2 c/s, up to a maximum of 98 Charges.

Successful Basic Attacks on healthy Survivors fill the Power Gauge by +40 Charges.

SPECIAL STATE: ABSORPTION MODEAtl Hud PB IconAbsorb
Press and hold the Power button to absorb nearby Blood Orbs left in the environment by injured Survivors, further filling the Power Gauge:

  • Fills the Power Gauge by +2.5 Charges per Orb.
  • The AurasIconHelp auras of Blood Orbs are revealed to The Oni within 8 metres.
  • Reduces his Movement speed to 3.45 m/s.

SPECIAL STATE: BLOOD FURY
Once the Power Gauge is full at 100 Charges, press the Active Ability button to transition into Blood Fury:
  • Grants the ability to perform Demon Dash and Demon Strike.

SPECIAL LOCOMOTION: DEMON DASHAtl Hud PB IconDash
Press and hold the Power button during Blood Fury to perform a Demon Dash:
  • Increases his Movement speed to 7.82 m/s.
  • Reduces his manoeuvrability.

SPECIAL ATTACK: DEMON STRIKEAtl Hud PB IconDemonStrike
Press and hold the Attack button during Blood Fury to perform a Demon Strike with extended reach:
  • Striking Survivors with the Kanabo inflicts double damage.
    • The Oni will strike his Kanabo a total of 3 times.
    • The Oni can hit and damage multiple Survivors with his Kanabo.
Hitting Survivors with the Kanabo instead by just pressing the Attack button only inflicts single damage.

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.

Rites of Judgement

FulliconPowers ritesOfJudgement
Quotes left Open the Gates of Suffering and be judged! The Great Knife splits the ground, giving rise to an infernal construct and spreading agony to all who approach. Quotes right


RITES OF JUDGEMENT:
Hold the Power button to activate, then move forwards in any direction to carve a Torment Trail into the ground.

Survivors who walk or run on the Torment Trail will trigger Killer Instinct, as well as become afflicted with Torment.
Survivors afflicted with Torment may be sent to a Cage of Atonement when they are in the Dying StateIconHelp dying.
Being rescued or rescuing another Survivor from a Cage of Atonement will remove Torment.


SPECIAL ATTACK: Punishment of the Damned Atl Hud PB punishmentOfTheDamned
Press the Attack button while Rites of Judgement is active to perform Punishment of the Damned.
This unleashes a wave of force in the form of an Attack Trail, damaging any Survivors in its path.


SPECIAL ABILITY: Cage of Atonement IconHelp cagesOfAtonement
Press the Active Ability button while standing over a dying Survivor afflicted with Torment to send them to a Cage of AtonementIconHelp cagesOfAtonement.
Survivors in a Cage of Atonement undergo the regular Sacrifice process as if they were on a HookIconHelpLoading hook.


SPECIAL ABILITY: Final Judgement Atl Loadout Icon MementoMoris

Press the Active Ability button while standing over a dying Survivor afflicted with Torment and who has reached the second Hook Stage either on a Hook or in a Cage of Atonement to execute them using a Mini-Mori.

Blighted Corruption

FulliconPowers blightedCorruption
Quotes left Pustula serum courses through his veins, corrupting his mind and body, yet granting him unnatural physical abilities. Quotes right

BLIGHTED CORRUPTION:
The Blight starts the Trial with 5 Tokens.


SPECIAL ABILITY: RUSH
When Blighted Corruption is fully charged, press the Power button to initiate a Rush, allowing The Blight to dash forwards at great speed, consuming 1 Token in the process.

  • During a Rush, The Blight is unable to initiate an Attack.


SPECIAL INTERACTION: SLAM
A Slam is performed by rushing The Blight into obstacles or walls, which opens the Chain Rush Window.


SPECIAL ATTACK: LETHAL RUSH
During the Chain Rush Window, press the Power button again to initiate a Lethal Rush, consuming 1 Token in the process.

  • During a Lethal Rush, The Blight can initiate an Attack by pressing the Attack button.
  • Rushing into PalletsIconHelp pullDown or Breakable WallsIconHelp breakableWall while attacking will destroy them.


Fatigue:

When either the Chain Rush Window closes or the final Lethal Rush with all Tokens are consumed, The Blight enters Fatigue and begins recharging the Tokens.

Blood Bond

FulliconPowers bloodBond Sister
FulliconPowers bloodBond LittleBrother
Quotes left Though forever bound through blood and trauma, The Twins have been granted the power to separate from their shared body. Together they hunt as brother and sister, doubling the threat to Survivors. Quotes right


SPECIAL ABILITY: BLOOD BOND Atl Hud PB UnbindVictor
As Charlotte, press and hold the Power button to unleash Victor.

  • Pressing the Ability button allows you to swap control back and forth between Charlotte Atl Hud PB SwitchToCharlotte and Victor Atl Hud PB SwitchToVictor.


SPECIAL STATE: DORMANT STATE
While controlling Victor, Charlotte falls into a Dormant State.

  • In the Dormant State, Charlotte's Terror RadiusIconHelp terrorRadius and Red Stain are hidden.
  • In the Dormant State, Charlotte temporarily retains collision, blocking a Survivor's path.


SPECIAL ABILITY: VICTOR
Victor can scour the environment at great speed in search of Survivors.

  • Victor cannot see Scratch MarksIconHelp scratchMarks.
  • Victor can see Pools of BloodIconStatusEffects bleeding left by injured Survivors in bright red.
  • Victor can search LockersIconHelp lockers for Survivors.
    If he finds one, control automatically reverts to Charlotte while he holds the Locker doors shut, trapping the Survivor for up to 10 seconds while they struggle against it.

While controlling Charlotte, Victor will trigger Killer Instinct on any walking or running Survivors within his Shriek range, revealing their outlines to Charlotte.

  • Victor will automatically dissolve and re-grow on Charlotte after 90 seconds.
  • Charlotte can voluntarily recall Victor after 30 seconds Atl Hud AB RecallVictor.


SPECIAL VICTOR INTERACTION: CRUSH
When Victor is idle, Survivors can perform the Crush action on him, crushing him in the process and forcing him to re-grow on Charlotte's after 6 seconds.


SPECIAL VICTOR ATTACK: POUNCE Atl Hud ATK Pounce
While controlling Victor, press and hold the Ability button to charge a Pounce and press the Attack button to unleash it Atl Hud AB PounceCharging.

Pouncing at a Survivor will damage them.

  • If the Survivor was at full health, Victor will latch onto them; control will swap back to Charlotte.
  • If the Survivor was already in the Injured StateIconHelp injured, they will be put into the Dying StateIconHelp dying; control will remain with Victor.

A Pounce without latching on will leave Victor vulnerable for a short time, in which nearby Survivors can crush him.
If a Pounce lands him on top of an obstacle taller than himself, Victor will automatically dissolve and re-grow on Charlotte.


SPECIAL VICTOR INTERACTION: LATCHED-ON:
When latched onto a Survivor, they suffer from various afflictions:

The afflicted Survivor can remove and crush Victor by performing the Remove action for 8 seconds.
The Exit-Gate-Blocker lingers for 5 seconds after Victor is removed.

Showstopper

FulliconPowers showstopper
FulliconPowers showstopper mainEvent
FulliconPowers showstopper mainEventCooldown
Quotes left A mesmerising skill honed through a lifetime of practice, Ji-Woon Hak unleashes a flurry of knives with rapid-fire speed. Quotes right
FulliconPowers showstopper
FulliconPowers showstopper mainEvent
FulliconPowers showstopper mainEventCooldown
Quotes left A mesmerising skill honed through a lifetime of practice, Ji-Woon Hak unleashes a flurry of knives with rapid-fire speed. Quotes right


SHOWSTOPPER:
Start the Trial with 44 Blades.
Press and hold the Power button to wind up and enter the Throw State.

While in the Throw State, tap the Attack button to throw a single Blade, or hold down the Attack button to unleash a flurry of Blades.

Restock Blades at LockersIconHelp lockers.


Laceration Meter:
A Survivor's Laceration Meter increases each time they are hit by a Blade.
Once the meter is filled (8 Blade Hits), they lose a Health StateIconStatusEffects healing, putting them either into the InjuredIconHelp injured or Dying StateIconHelp dying.

A Survivor's Laceration Meter will gradually decrease if they have not been hit by a Blade for a short time.
Hitting a Survivor with a Basic Attack will partially deplete their Laceration Meter.


SPECIAL ATTACK: The Main Event
Each Blade Hit also fills the Event Meter.
Once full, The Main Event can be activated by pressing the Active Ability button.
In this mode The Trickster automatically throws unlimited Blades for the duration of The Main Event.

His Throw rate is significantly increased.
The Main Event can be extended for each Combo Rank that he reaches.
The Main Event can be cancelled by pressing the Active Ability button again.
Doing so resets the Event Meter and initiates a cool-down on Showstopper.

SHOWSTOPPER:
Start the Trial with 44 Blades.
Press and hold the Power button to wind up and enter the Throw State.

While in the Throw State, tap the Attack button to throw a single Blade, or hold down the Attack button to unleash a flurry of Blades.

Restock Blades at LockersIconHelp lockers.


Laceration Meter:
A Survivor's Laceration Meter increases each time they are hit by a Blade.
Once the meter is filled (8 Blade Hits), they lose a Health StateIconStatusEffects healing, putting them either into the InjuredIconHelp injured or Dying StateIconHelp dying.

A Survivor's Laceration Meter will gradually decrease if they have not been hit by a Blade for a short time.
Hitting a Survivor with a Basic Attack will partially deplete their Laceration Meter.


SPECIAL ATTACK: The Main Event
Each Blade Hit also fills the Event Meter.
Once full, The Main Event can be activated by pressing the Active Ability button.
In this mode The Trickster automatically throws unlimited Blades for the duration of The Main Event.

His Throw rate is significantly increased.
The Main Event can be extended for each Combo Rank that he reaches.
The Main Event can be cancelled by pressing the Active Ability button again.
Doing so resets the Event Meter and initiates a cool-down on Showstopper.

T-Virus

FulliconPowers t-Virus MR1
FulliconPowers t-Virus MR2
FulliconPowers t-Virus MR3
Quotes left A virus that causes extreme mutations and can be transferred to others.
Its effects heighten aggression and strength within The Nemesis.
Quotes right


T-VIRUS
Your Power expands as your Mutation Rate grows.
Filling the Power gauge with Contamination points from attacking Survivors or Zombies with his Power increases The Nemesis' Mutation Rate:

MUTATION RATE 1:

  • No special benefits.

MUTATION RATE 2:

MUTATION RATE 3:

  • Increases the reach of the Tentacle Strike from 5 metres to 6 metres.
  • Increases the Movement speed of The Nemesis while charging a Tentacle Strike from 3.8 m/s to 4.0 m/s.


SPECIAL ATTACK: TENTACLE STRIKE
Press and hold the Power button to charge an attack, then tap the Attack button to unleash a Tentacle Strike.

  • Hitting a Survivor with a Tentacle Strike afflicts them with Contamination and adds +3 Contamination points to the Power gauge.
  • Hitting a Survivor already afflicted with Contamination with a Tentacle Strike will damage them, but add just +1 Contamination point to the Power gauge.
  • Hitting a Survivor with a Tentacle Strike, regardless of their Contamination status, suffer very briefly from the HinderedIconStatusEffects hindered Status Effect.


SPECIAL AFFLICTION: CONTAMINATION:
Survivors afflicted with Contamination are susceptible to damage from both The Nemesis' Tentacle Strike, as well as attacks from his Zombies. Contaminated Survivors will also occasionally cough.


SPECIAL INTERACTION: VACCINE:
Survivors can be cured from Contamination by using a VaccineIconItems vaccine on either themselves or on other Survivors.

A limited number of Vaccines can be found inside Supply CasesIconHelp supplyCase, 4 of which are placed randomly in the environment.
Each Vaccine may only be used 1 time.
All Supply Cases still containing their Vaccine are highlighted to Contaminated Survivors in white.

Using the Vaccine briefly reveals the Survivor's location through Killer Instinct.


SPECIAL ENEMY: ZOMBIES
T-Virus causes 2 Zombies to spawn in and roam about the Trial Grounds.

The Zombies can attack Survivors when they come too close, but abide by the same conditions as a Tentacle Strike.

The Nemesis can wilfully destroy a Zombie to add +1 Contamination point to his Power gauge.
Destroying them using a Basic Attack yields no such reward.
This can be used to manually cause the Zombies to respawn in a different location in the Trial Grounds.

Survivors have limited options to interact with Zombies:

The Zombies respawn after 12 seconds if they were destroyed by The Nemesis and after 45 seconds if they were destroyed by Survivors.

Summons of Pain

FulliconPowers summonsOfPain
Quotes left An extradimensional gateway that leads to pleasure and pain so great it will tear your soul apart. Quotes right


SUMMONS OF PAIN: Atl Hud PB CreateGateway
The Cenobite can create a gateway from which to summon a Possessed Chain.


SPECIAL ATTACK: POSSESSED CHAIN: Atl Hud AB SummonChain
Press the Power button to create a gateway and release the button to open it.
Once opened, tap the Ability button to summon forth a Possessed Chain under your control.

Directing the Possessed Chain into a Survivor will bind them with an uncontrolled Chain.


Chains:
A Survivor bound with a regular Chain is unable to sprint, suffers from the IncapacitatedIconStatusEffects incapacitated Status Effect, and cannot leave through the Exit GateIconHelp exitGates.
If the Chain is not broken, a second and eventually a third Chain will appear and bind them as well, each applying a stack-able Movement Speed penalty to the Survivor.

The Exit-Gate-Blocker lingers for 5 seconds after the Chains are removed.


Breaking Chains: Atl Hud Icon BreakChains
Bound Survivors can perform the Break Free action to break free from the Chains.
Each Chain needs to be broken separately.

If the bound Survivor brings any environmental object between them and a Chain's Gateway, the Chain will break immediately.
However, this action causes a replacement Chain to spawn and attempt to rebind the Survivor.

If other Survivors, or The Cenobite himself, walk through a Chain, the Chain will also break immediately, without spawning a replacement Chain.


SPECIAL INTERACTION: THE LAMENT CONFIGURATION: Icons Hud Icon Solve
Upon starting the Trial, the Lament Configuration spawns in a random location in the Trial Grounds, and does so after each time it has been interacted with.

Survivors can see the AuraIconHelp auras of the Lament Configuration, which is white when idle and yellow during an on-going Chain Hunt.

Any Survivor can pick-up the Lament Configuration and carry it with them, but not without experiencing some suffering.

  • The Survivor suffers permanently from the ObliviousIconStatusEffects oblivious Status Effect.
  • The Survivor is intermittently attacked with Chains summoned by the Lament Configuration.

The Lament Configuration cannot be dropped, it must be solved to remove it from their possession.
Solving the Lament Configuration will indicate the Survivor's location to the The Cenobite through Killer Instinct.


SPECIAL ABILITY: TELEPORTATION: Atl Hud AB Teleport
While the Lament Configuration is being solved, The Cenobite can choose to teleport to that Survivor's location.
This causes the Lament Configuration to open and bind the Survivor with three small Chains while The Cenobite completes the teleportation.


SPECIAL ABILITY: CHAIN HUNT:
If left to its own devices, the Lament Configuration eventually initiates a Chain Hunt.
During a Chain Hunt, the Lament Configuration continuously summons Chains that pursue and attempt to bind every Survivor, until any Survivor picks up the Lament Configuration, which ends the Chain Hunt.

The Cenobite can pick up the Lament Configuration himself, which will immediately start a Chain Hunt.
Additionally, all Survivors are instantly bound by Chains, causing them to scream and reveal their respective locations.

Birds of Torment

FulliconPowers birdsOfTorment
Quotes left From a wellspring of eternal agony comes a swarm of darkness, a wild and ferocious murder of ink black crows. Quotes right


BIRDS OF TORMENT
Press the Power button to charge Birds of Torment.
Once fully charged, tap the Attack button to summon a Dire Crow.
This action can be repeated in quick succession by continuously holding the Power button and tapping the Attack button again.


Dire Crow:
When at least one Dire Crow is summoned, it stays idle for a limited amount of time.
Spawning a new Dire Crow will extend the time the previously spawned Dire Crow stays idle.

Tap the Ability button to propel all Idle Dire Crows into flight, following their indicated Flight Path.


Flight Path:
Dire Crows inflict damage to Survivors while still on their Flight Path, which is indicated to The Artist.

Once Dire Crows continue past their individual Flight Paths or fly through an obstacle within it, they turn into a Swarm, able to pass through any obstacles while flying on through the environment.


Swarm:
While a Swarm continues in a straight line throughout the environment, it will reveal any nearby Survivors through Killer Instinct.

If a Swarm collides with a Survivor, it will start to swarm them with a Murder of Crows.
The AuraIconHelp auras of the Swarm is revealed to The Artist in white at all times, except for when it is being repelled.

If a Swarm collides with an already Swarmed Survivor, it will inflict damage.


Repel:
Swarmed Survivors can repel the Swarm either by completing the Repel action or by entering a LockerIconHelp lockers.
During this time, the Swarm's Aura is not revealed to The Artist.

Colliding with an idle Dire Crow while repelling the Swarm, will reset the Repel action.

Deluge of Fear

FulliconPowers delugeOfFear
FulliconPowers delugeOfFear2
Quotes left Through the medium of a mysterious videotape, Sadako spreads her curse to unwitting viewers and causes their untimely deaths. Quotes right


The Onryō starts the Trial Demanifested, which has the following effects:

  • Grants the UndetectableIconStatusEffects undetectable Status Effect.
  • The Onryō is intermittently visible to Survivors who are within 24 metres of her and invisible to Survivors who are farther away.
    • The Undetectable Status Effect lingers for 1 second after Manifesting and the intermittent visibility lingers for 4 seconds.
  • The Onryō is unable to attack Survivors or interact with them, but can still interact with environmental objects.
  • The Onryō cannot be stunned by PalletsIconHelp pullDown.


SPECIAL ABILITY: MANIFESTATION / DEMANIFESTATION
The Onryō must Manifest in order to attack Survivors.
Press and hold the Power button at any time to Manifest into a material form at your current location.

The Onryō can Demanifest at any time by pressing and holding the Power button again.


SPECIAL ABILITY: PROJECTION Atl Hud AB IconTeleport
The Onryō may also Manifest by Projecting herself through a TVIconHelp tv.
Press the Ability button while looking at any powered TV to Project to it, temporarily shutting off that TV for 45 seconds and automatically Manifesting yourself while emerging from it.

After Projection, the Movement speed of The Onryō is temporarily boosted to 6.9 m/s for 2 seconds.


SPECIAL AFFLICTION: CONDEMNED
Survivors who interact with The Onryō's Power gain Stacks of Condemned, with a full 7 Stacks putting them in mortal danger:

Whenever The Onryō uses Projection while her Power Gauge is full, all Survivors within 16 metres of a powered TV gain +1 Stack of Condemned.

Hooking a Survivor locks in some of their Condemned, making the affected Stacks impossible to remove:

  • First time being hooked locks in all current Condemned up to 3 Stacks, leaving a minimum of 4 Stacks empty.
  • Second time being hooked locks in all current Condemned up to 6 Stacks, leaving a minimum of 1 Stack empty.


SPECIAL ABILITY: INEXORABLE STARE
A fully Condemned Survivor is revealed The Onryō for 6 seconds through Killer Instinct and can be killed with the Inexorable Stare, as soon as they are put into the Dying StateIconHelp dying.


SPECIAL INTERACTIONS: RETRIEVE TAPE / TURN-OFF TV
Survivors can walk up to any running TV and interact with it in order to retrieve its Cursed Tape, which in turn temporarily shuts off that TV for 70 seconds, and prevents The Onryō from Projecting to it.

Inserting the VHS TapeIconItems vhsTape taken from a TV into a different one spreads the message of The Onryō and removes -3 Stacks of Condemned.

Reign of Darkness

FulliconPowers reignOfDarkness
Quotes left Like a dark thought, The Dredge is difficult to shake.
And when night falls, it is nearly impossible.
Quotes right


REIGN OF DARKNESS:
Start the Trial with 3 Tokens.
Press and hold the Power button to activate The Gloaming.


SPECIAL ABILITY: THE GLOAMING: Atl Hud AB IconTeleport
Once activated, The Dredge leaves a Remnant behind.
In this state, The Dredge is free to roam the Trial Grounds, albeit at a slower pace.

Aim at a LockerIconHelp lockers and press the Ability button to teleport into it or press the Attack button to return to the Remnant.
The Remnant is disabled when teleporting to a Locker or when a Survivor touches it.
While in a Locker, aim at any other Locker and press the Ability button to teleport again.
Each teleportation consumes 1 Token.
Exiting the Locker or returning to the Remnant will activate The Gloaming's cool-down of 12 seconds, after which all Tokens are replenished.


SPECIAL INTERACTION: GRABBING SURVIVORS
If The Dredge teleports into a Locker that happens to have a Survivor hiding inside it or is in the process of entering it, The Dredge will automatically grab them and leave the Locker with the Survivor on its shoulder.


SPECIAL INTERACTION: LOCKING LOCKERS
At the start of the Trial, every Locker spawns with an open latch on its doors.
Survivors can walk up to any Locker and close that latch, locking it for The Dredge, but also for other Survivors.
This can be done once per Trial for every Locker.
The latch cannot be closed when another Survivor is hiding inside the Locker.

When The Dredge teleports into a locked Locker, it will slow it down while exiting it.
After breaking free, the lock breaks.
The Dredge can break the latch of locked Lockers from the outside by walking up to it and performing a Basic Attack.

Attempting to lock the Locker The Dredge is currently inside of will cause The Dredge to immediately grab the Survivor.
The same applies when attempting to enter that Locker or generally interacting with it in any way.


SPECIAL ABILITY: NIGHTFALL
Whenever a healthy Survivor is injured, a Survivor is hooked, or The Dredge uses its teleportation power, the Nightfall Meter builds.
The Nightfall Meter fills faster for each Survivor in the Injured StateIconHelp injured.

Once the Nightfall Meter is full, Nightfall begins automatically, forcing Survivors to navigate in near-total darkness.
Nightfall ends after 60 seconds.
Survivors destroying the Remnant will reduce that time.

During Nightfall, The Dredge benefits from the following effects:

  • Grants the UndetectableIconStatusEffects undetectable Status Effect.
  • Increases the Teleportation speed to and between Lockers.
  • Reduces the Power cool-down to 4 seconds.
  • Triggers Killer Instinct on all Survivors within 16 metres of the Locker currently occupied by The Dredge
  • Triggers Killer Instinct on all Survivors within 16 metres of the Remnant when returning to it.

Virulent Bound

FulliconPowers virulentBound
Quotes left The Mastermind can barrel forwards, infecting Survivors with the Uroboros Virus or leaping over obstacles. Quotes right

VIRULENT BOUND
The Mastermind starts the Trial with 2 Tokens.


SPECIAL ATTACK: BOUND ATTACK
Press and hold the Power button to charge a Bound Attack.
While charging, The Mastermind moves slightly slower, as he prepares his strike.
When charged, press the Attack button to Bound.

  • Hitting a Survivor with a Bound Attack afflicts them with Infection.
  • Hitting a Survivor already afflicted with Infection with a Bound Attack will increase their Infection.
  • Crashing into something during a Bound Attack will slam a nearby Survivor, causing damage; if not, the Survivor is thrown and loses a Health StateIconStatusEffects healing if they are thrown into any solid object.

Survivors hit with a Bound Attack are unable to leave through the Exit GateIconHelp exitGates while The Mastermind's Power is on cool-down, being blocked by The EntityIconHelp entity.


SPECIAL ABILITY: BOUND VAULT
If The Mastermind hits a dropped PalletIconHelp pullDown or a WindowIconHelp window while using Virulent Bound, he vaults over the obstacle.


SPECIAL AFFLICTION: UROBOROS INFECTION
The Uroboros Infection builds over time.
Upon reaching Critical Infection, the Survivor suffers from the HinderedIconStatusEffects hindered Status Effect, reducing their Movement speed by -8 %.

If The Mastermind grabs and slams a Critically Infected Survivor while using Virulent Bound, he will automatically begin to carry them.


SPECIAL INTERACTION: FIRST AID SPRAY
Survivors can be cured from an Uroboros Infection by using a First Aid SprayIconItems firstAidSpray on either themselves or on other Survivors.

A limited number of First Aid Sprays can be found inside Supply CasesIconHelp supplyCase, 6 of which are placed randomly in the environment.
Each First Aid Spray may be used 2 times.
All Supply Cases still containing their First Aid Spray, as well as any First Aid Sprays placed in the environment, are highlighted to Infected Survivors in white.

Using the First Aid Spray briefly reveals the Survivor's location through Killer Instinct.

Guardia Compagnia

FulliconPowers guardiaCompagnia Carnifex
FulliconPowers guardiaCompagnia Assassin
FulliconPowers guardiaCompagnia Jailer
Quotes left The Knight alone is a terrifying monster on the battlefield, but with his loyal Guards, he is nearly unstoppable.
Together, the Guardia Compagnia fights for their own freedom, killing anyone who gets in their way.
Quotes right

GUARDIA COMPAGNIA
The Knight can summon Guards to patrol nearby areas and hunt Survivors, or execute tasks for him.


SPECIAL ABILITY: GUARD SUMMON
Tap the Power button to activate the Guard Summon mode.
Ending this mode will summon one of 3 Guards, in a fixed order, who will do your bidding, each with his own special ability:

  • The Carnifex IconPowers guardiaCompagnia Carnifex breaks or damages objects faster and has a longer Hunt phase.
  • The Assassin IconPowers guardiaCompagnia Assassin moves faster during a Hunt and causes Deep WoundIconStatusEffects deepWound when attacking.
  • The Jailer IconPowers guardiaCompagnia Jailer moves faster during a Patrol, has a larger Detection range, and has a longer Patrol phase.

Survivors, as well as their Scratch MarksIconHelp scratchMarks and Pools of BloodIconStatusEffects bleeding, are invisible to The Knight while he is in the Guard Summon mode.

The Knight can remain in the Guard Summon mode for a maximum of 10 seconds.


SPECIAL INTERACTION: GUARD PATROL
While in the Guard Summon mode, freely move around at an increased Movement speed to trace a Patrol Path and press the Power button again or drain the Power Gauge to end the Guard Summon mode.
A Guard will spawn and patrol the traced Patrol Path until the timer on the Power Gauge elapses or the Guard detects a Survivor, initiating a Hunt instead.

The Patrol always starts from where the Guard Summon mode was ended.
If the Guard reaches the other end of the Patrol Path he will turn back and continue his Patrol in the other direction.
This behaviour repeats for as long as the Guard is summoned.

The Knight can interrupt and stop a Guard Patrol at any time by striking the active Guard with a Basic Attack.

Drawing a Patrol Path that is longer than 10 metres grants The Knight a +5 % HasteIconStatusEffects haste Status Effect once a Guard is summoned.
The duration of the effect depends on the final length of the Patrol Path, ranging from 2 seconds at 10 metres to a maximum of 10 seconds at 32 metres.


SPECIAL INTERACTION: GUARD ORDER
While in the Guard Summon mode, aim at a nearby Breakable WallIconHelp breakableWall, PalletIconHelp pullDown, or GeneratorIconHelpLoading generators and press the Attack button to order the summoned Guard to perform the Break or Damage Action on the selected object.
In case of a GeneratorIconHelpLoading generators, it will regress it by -5 % of its total progression.


SPECIAL GUARD ABILITY: THE HUNT
While a Guard is on Patrol, he can spot and detect Survivors within a highlighted area, which is displayed as a white circle around the Guard.

If a Survivor is detected, the Guard will move to their location, leave a Standard on the ground, and start Hunting the Survivor for a set amount of time, aiming to damage the Hunted Survivor.
While the Guard's focus stays locked on the Hunted Survivor, other Survivors can intercept his path and take the hit instead.

The longer the Patrol Path was when a Guard is summoned, the quicker it will move towards the Hunted Survivor's location upon detection.

The Hunted Survivor can escape the Guard with the following means:

  • Unhooking another Survivor.
  • Grabbing the Standard.
    • Grants the Survivor a +50 % HasteIconStatusEffects haste Status Effect and the EnduranceIconStatusEffects enduranceSurvivor Status Effect, both for 3 seconds.
  • Outlasting the duration of the Hunt.

If either the Guard or The Knight himself attacks the Hunted Survivor, the Guard will disappear.

If the Guard downs the Hunted Survivor, The Knight will receive a Killer Instinct notification of the downed Survivor's location.

Eyes in the Sky

FulliconPowers eyesInTheSky
FulliconPowers track
Quotes left Inspired by the dark manga created by her father, The Skull Merchant relentlessly hunts her prey using the latest in surveillance technology. Quotes right

EYES IN THE SKY
The Skull Merchant starts the Trial with 6 Drones.

For each Survivor trackable by her Radar, The Skull Merchant is granted a growing HasteIconStatusEffects haste Status Effect:

  • 1 trackable Survivor equals +3 %
  • 2 trackable Survivors equal +5 %
  • 3 trackable Survivors equal +6 %
  • 4 trackable Survivors equal +7 %

This effect is entirely passive and does not require The Skull Merchant to inspect her Radar.


SPECIAL ABILITY: DEPLOYING DRONES
Press the Power button to deploy a Drone in Stealth Mode, which conducts an invisible, continuous sweeping scan of its surrounding area.

If a Survivor is detected, the Drone becomes active and enters Scouting Mode, which makes its Scan Lines visible.
Once detected by a Scan Line, a Survivor receives temporary immunity from further detection by another Scan Line for 3 seconds.

Stationary or crouching Survivors cannot be detected by Drones and The Skull Merchant temporarily deactivates them when walking beneath them.


SPECIAL INTERACTION: INSPECTING RADAR
Press and hold the Active Ability button to bring up the Radar.
The Radar reveals the locations of Survivors detected by Drones, or who are wearing a Claw Trap, and represents them with one of three symbols depending on their elevation on the Map relative to The Skull Merchant:

  • = same elevation
  • ▲ = above you
  • ▼ = below you


SPECIAL INTERACTIONS: RECALLING DRONES / CHANGING ROTATION DIRECTION
While inspecting the Radar, aim at any Drone and either press the Interaction button to recall it into your inventory or press the Alternate Ability button to change the Rotational direction of its Scan Lines.


SPECIAL EFFECT: LOCK ON
The Lock On Meter receives +1 Stack whenever a Survivor is scanned by a Drone scan line or fails to Hack it.

After 3 Stacks, the Survivor is fully Locked On and experiences the following effects:


SPECIAL TRAP: CLAW TRAP
The Claw Trap continuously broadcasts its Survivor's position to the Radar.
The Claw Trap has a Battery Life of 45 seconds, after which it is automatically destroyed.

Whenever a Survivor wearing a Claw Trap is scanned by a Drone, the following effects apply:


SPECIAL INTERACTION: HACKING DRONES
When approaching a Drone, a Survivor can attempt to hack and disable it.
Hacking a Drone prompts a unique Mini-Game for the Survivor:

  • A successful Hack disables the Drone for 45 seconds, before it returns to The Skull Merchant.
  • A failed Hack activates the Drone and partially fills the Lock On Meter.

Quantum Instantiation

FulliconPowers quantumInstantiation
Quotes left A dark crystalline structure in an ancient ruin gifted — or perhaps cursed — HUX with sentience. He built a new body, and with it, a terrifying way to bend the rules of physics to his benefit. Quotes right


QUANTUM INSTANTIATION
The Singularity starts the Trial with 8 Biopods, which he can shoot at the environment to place them or at Slipstreamed Survivors to teleport to them.

The Singularity can remote-control any placed Biopod, allowing him to observe the environment through its Point of View.
He can switch between and cycle through multiple Biopods while remote-controlling them.

If a Survivor comes within 20 metres of a remote-controlled Biopod, their outline will be highlighted in white and aiming the reticule at them will tag them unless they hide or move out of range.


SPECIAL AFFLICTION: TEMPORAL SLIPSTREAM
Tagged Survivors suffer from Temporal Slipstream, which can spread to other Survivors in close proximity.


SPECIAL ABILITY: SLIPSTREAM TELEPORTATION
The Singularity can aim the reticule of a remote-controlled Biopod on a Slipstreamed Survivor in order to teleport next to them.
He can also achieve this by directly shooting the Survivor with the Biopod Shooter instead.

Teleporting to a Slipstreamed Survivor automatically puts The Singularity into Overclock Mode.


SPECIAL STATE: OVERCLOCK MODE
In this state, The Singularity cannot be stunned by Pallets, attempting so merely breaks the Pallet, momentarily slows The Singularity, and removes the Overclock Mode.

This also applies when The Singularity teleports through the path of a dropped Pallet.

Overclock Mode lasts for 4.7 seconds after a teleport and increases the Action speeds of the following interactions by +75 %:

For each Slipstreamed Survivor, the duration of Overclock Mode is increased by +1 second, up to a maximum duration of 8.7 seconds.


SPECIAL ITEM: ELECTROMAGNETIC PULSE DEVICE
Survivors can remove Temporal Slipstream from themselves and others, as well as disable any nearby Biopods for 45 seconds, by using the EMPIconItems emp.

EMPs can be retrieved from 4 Supply CasesIconHelp supplyCase, acting as 3D-Printers, which are placed randomly in the environment and automatically and continuously print new EMPs, taking 100 seconds.
After finishing the printing process, the Supply Case opens and waits for a Survivor to retrieve the EMP, before it starts printing a new one.

Each EMP may only be used 1 time.
Supply Cases are highlighted in white to all Survivors within 32 metres not currently carrying an EMP.


SPECIAL INTERACTION: ACCELERATE PRINTING

Interacting with a Supply Case while it is printing an EMP accelerates the printing process by a factor of x4.

Hidden Pursuit

FulliconPowers hiddenPursuit
FulliconPowers hiddenPursuit runnerMode
Quotes left Supposedly responding to a distress signal, the Nostromo's crew landed on LV-426.
What they found there became one of humanity's greatest horrors.
Quotes right


HIDDEN PURSUIT
When The Xenomorph is in Trial, a series of tunnels is available to it, accessible from several Control Stations.

The AurasIconHelp auras of Control Stations are highlighted to The Xenomorph in white at all times.


SPECIAL LOCOMOTION: TUNNELS
By walking up to and accessing a Control Station, The Xenomorph can enter a tunnel system located beneath the Map and use it to quickly traverse it to emerge at any Control Station.

While inside the Tunnels, The Xenomorph can detect the movement of any Survivor within 16 metres of its current location, indicated by reddish footsteps seen on the ceiling of the Tunnel when they are walking or running.
Being inside the Tunnels also accelerate the Cool-down timer of its Crawler Mode.

While also inside the Tunnels, being in proximity of an Exit GateIconHelp exitGates will highlight the nearest Control Station to it for The Xenomorph.

Exiting the Tunnels from a Control Station will momentarily deactivate any deployed Remote Flame Turrets and tag any Survivors within 12 metres from that Control Station with Killer Instinct.


SPECIAL ABILITY: CRAWLER MODE
The Xenomorph automatically enters Crawler Mode whenever it is not on Cool-down.

In Crawler Mode, The Xenomorph walks on all four legs and becomes stealthier, reducing its Terror RadiusIconHelp terrorRadius to 24 metres.

There are only two ways for The Xenomorph to exit this mode:

  • The Xenomorph picks up and carries a downed Survivor.
  • The Xenomorph takes too much fire damage from Remote Flame TurretsIconItems remoteFlameTurret.


SPECIAL ATTACK: TAIL ATTACK
While in Crawler Mode, The Xenomorph has access to a brutal Tail Attack, which has an increased reach of 4.8 metres.


SPECIAL PROP: CONTROL STATIONS
Each Trial spawns a total of 7 Control Stations in the environment.

The Xenomorph can select any Control Station, highlighted in red and mark it, turning its Aura yellow.
When inside the Tunnels, a yellow trail will then show the shortest path through the system to the selected Control Station.

Survivors can interact with any Control Station to receive a Remote Flame Turret, but Control Stations have a cool-down of 30 seconds before another Turret can be retrieved from the same station, given there are still Turrets left in the pool.


SPECIAL ITEM: REMOTE FLAME TURRET
Survivors can retrieve up to 4 Remote Flame TurretsIconItems remoteFlameTurret and deploy them in the environment to counteract The Xenomorph.
Turrets can be undeployed, carried to a new location, and redeployed there.

While carrying a Turret a Survivor suffers from a -35 % HinderedIconStatusEffects hindered Status Effect, as well as the ExhaustedIconStatusEffects exhausted and IncapacitatedIconStatusEffects incapacitated Status Effects, but are immune to being detected by The Xenomorph, when it is roaming about down in the Tunnels.

Whenever The Xenomorph enters a Turret's firing-radius and is in line of sight of it, the Turret will attack and throw flames at it.
This attack staggers The Xenomorph and extended exposure can stun it and cause its Crawler Mode to end.

If a Turret successfully knocks The Xenomorph out of Crawler Mode or fires for too long, it will overheat and break.
Survivors can repair overheated Turrets.

If a Survivor drops a Turret from their inventory, it will be destroyed automatically after being left on the ground for 30 seconds.
This timer is paused if a Survivor remains within 6 metres of its drop location.

The Xenomorph can destroy a Turret by attacking it.
Destroyed Turrets only return to the pool after 60 seconds.


Quotes left Its structural perfection is matched only by its hostility. Quotes right
~ Ash, Science Officer

Playtime's Over

FulliconPowers playtimesOver
FulliconPowers playtimesOver tipToe
Quotes left After the rage of being trapped in the body of a doll subsided, the Lakeshore Strangler realised this new body was the perfect host to disorient and surprise his kills. Quotes right


SPECIAL ABILITY: HIDEY-HO MODE
Chucky can enter Hidey-Ho Mode at any time, provided that its cool-down is over.

  • Grants the UndetectableIconStatusEffects undetectable Status Effect.
  • Generates map-wide Footfalls, disorienting Survivors with sounds and footprints coming from many directions.


SPECIAL ABILITY: SLICE & DICE
While in Hidey-Ho Mode, Chucky has access to the charged Slice & Dice ability, allowing him to rush unsuspecting Survivors before leaping forwards and performing a Slice & Dice Attack.

Additionally, if a Survivor is vaulting through a WindowIconHelp window or across a PalletIconHelp pullDown, Chucky can quickly chain a Scamper while using a Slice & Dice.


SPECIAL LOCOMOTION: SCAMPER
While in Hidey-Ho Mode, Chucky can perform a Scamper through Windows or under downed Pallets, allowing him to close on his unsuspecting prey.


Quotes left I'm one of the most notorious slashers in history. And I don't want to give that up. I am Chucky, the killer doll! And I dig it! Quotes right
~ Chucky

UVX

FulliconPowers uvx
Quotes left Some believed a specimen was recovered by the military for their experiments. The codename: Unknown Venom X. Quotes right


SPECIAL ABILITY: UVX PROJECTILE
Press and hold the Power button to charge UVX.
Once it is fully charged, press the Attack button to launch a bouncing Projectile which creates a Blast Area upon impact.

  • Survivors touching an airborne Projectile suffer from a -6 % HinderedIconStatusEffects hindered Status Effect for 3 seconds.
  • Survivors touching the Blast Area become Weakened and will lose Health States if touching another Blast Area.
  • Survivors Injured by UVX will have the duration of Weakened increased by 6 seconds.

UVX Projectiles have a cool-down of 7 seconds.


SPECIAL INTERACTION: STARING DOWN THE UNKNOWN

  • Survivors can remove their Weakened State by successfully Staring Down The Unknown for 10 seconds.


SPECIAL ABILITY: HALLUCINATIONS
The Unknown will intermittently create Hallucinations.
A maximum of 4 Hallucinations can co-exist in the environment, with the oldest one recycled when a new one is spawned.

Hallucinations cannot be created while charging UVX, performing interactions, or while in proximity to several Environmental Objects.

Whenever Survivors are touched by a Blast Area or otherwise become Weakened, the Spawn time of the next Hallucination is reduced by 10 seconds.


SPECIAL LOCOMOTION: TELEPORT
The Unknown can teleport to any available Hallucination that is at least 3 metres away from it, leaving behind a temporary Decoy for 5 seconds.

Teleportation has a cool-down of 25 seconds.


SPECIAL INTERACTION: DISPEL
Survivors can remove Hallucinations from the environment with the Dispel ability, which takes 4 seconds to complete.

  • Weakened reduces the Dispelling speed of Survivors by -25 %.
  • Failure to complete the Dispel action causes a Survivor to become Weakened and triggers Killer Instinct on them for 5 seconds.
    • This also occurs when The Unknown teleports into the Hallucination, which interrupts the Survivor.


Quotes left ... Request for analysis [REDACTED] incident [REDACTED] awaiting approval. Quotes right
~ Excerpt from leaked OSS report

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