Dead by Daylight is a tense multiplayer game of murder, suspense, and survival. An ordinary night in a suburban cul-de-sac is interrupted by the arrival of five killers, hell bent on death and destruction. You and up to four survivors must fight for your lives, but the odds are never in your favor. The five killers have a number of unique and disturbing abilities, allowing them to chase you down and brutally murder you without remorse.
The game All Dead by Daylight is a so-called asymmetrical multiplayer horror game that takes place in a zombie apocalypse. The objective is to stay alive and to kill the other survivors. What sets it apart, is that you can kill other players instead of zombies. You can choose to kill other players in order to gain experience points, or to teach them a lesson (not to make things easy for them, just to make them realize that there is a lesson to be learned).
Dead by Daylight is a multiplayer horror game that’s available on PC. It’s a killer game in the CoD franchise, in which players have to hunt each other down. It’s not the most popular game by any stretch, but it still enjoys a decent fanbase. However, there are some things that are particularly interesting about Dead by Daylight. If you’re wondering what they are, you can find out right here.
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Dead by Daylight has amassed a huge number of Killers to select from throughout the duration of its existence, and it will only continue to grow in the future. Each Killer has its own special skills that they use to torment the Survivors, but behind those abilities are the teachable benefits. These benefits are initially restricted to particular Killers, but once unlocked, they may be obtained by any Killer in the Bloodweb. If you’re eager to go out and kill some innocent survivors in Dead by Daylight, you’ll want to make sure your psychopath has the appropriate perks and loadouts. Check out our list below to learn more about all of these killers and the benefits they may provide to others.
The Pestilence
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- After kicking a Generator, the first Survivor who interacts with it for the following 30 seconds will scream, exposing their position for 4 seconds and afflicting them with the Exposed Status Effect for 60 seconds.
- Hex: Blood Favour – When a Survivor is struck by a Basic Attack, The Entity holds all Pallets within a 16-meter radius of your position in place for 15 seconds, preventing Survivors from pulling them down.
- Survivors within 2 meters of any Totem have their Aura exposed for 4/5/6 seconds while Hex: Undying is active.
Cannibal Cannibal (Leatherface)
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- Barbecue & Chili – After hooking a Survivor, all other Survivors’ Auras are revealed to you for 4 seconds when they are farther than 40 metres from the Hook. Each time a Survivor is hooked for the first time, gain a 25 % stack-able bonus to all Bloodpoint gains up to a maximum of 50/75/100 %.
- Franklin’s Death – Your cruel Basic Attacks cause the Survivors to lose their Item as soon as they hit the ground. If the lost item is not picked up within 150/120/90 seconds, The Entity will devour it. With a white aura, it reveals items on the ground within a 32-meter range. Until The Entity consumes the Item, the Aura will progressively fade to crimson.
- When Survivors outside of a range of 32/24/16 meters are placed into the Dying State by your Basic Attack, they are not exposed to other Survivors. The Blindness Status Effect causes the dying Survivor to crawl 50 percent slower for the following 15 seconds.
The Clown
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- Bamboozle – Your Vault speed is increased by 5/10/15%. When you perform a Vault action, The Entity will block the Vault location for 8/12/16 seconds. This method can only be used to block one Vault location at a time. Only Survivors have access to the Vault site.
- Survivors inside your Terror Radius suffer a 30/40/50 percent reduction in Healing progression speed.
- The Weasel Pops – After hooking a Survivor, the next Generator you damage loses 25% of its progress immediately. After the Damage Generator operation, the Normal Generator Regression kicks in.
The Deathslinger is a character in the game Deathslinger.
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- Dead Man’s Switch – Dead Man’s Switch operates for the following 35/40/45 seconds after connecting the Obsession. Any Survivor who stops fixing a Generator before it is completely fixed when Dead Man’s Switch is active causes The Entity to block the Generator until the effect of Dead Man’s Switch wears off. A white aura surrounds the affected Generators.
- Gearhead – Gearhead activates for 20/25/30 seconds after striking a Survivor twice with your Basic Attack. The Generator will be exposed by a yellow aura each time a Survivor completes a Good Skill Check while fixing it for as long as it is being repaired.
- Hex: Retribution – For 35/40/45 seconds, any Survivor who cleanses a Dull Totem will suffer from the Oblivious Status Effect. The Auras of all Survivors are exposed for 10 seconds if any Hex Totem is cleaned, including this one.
The Demogorgon is a demon.
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- Cruel Limits — Every time a Generator is repaired, all Windows and vault sites within a 32-meter radius of the finished Generator are blocked for the following 20/25/30 seconds for all Survivors.
- Mindbreaker – Survivors are affected by the Exhausted Status Effect when repairing Generators. While the Survivor is rebuilding a Generator, any existing Exhaustion timers are stopped. The Exhausted Status Effect is applied to the Survivor for 3/4/5 seconds after the Repair action is completed.
- Surge — Using a Basic Attack to put a Survivor in the Dying State causes all Generators within a 32-meter radius to explode and begin regressing. Surge causes generators to lose 8% of their progress right away. Surge may be used just once every 60/50/40 seconds.
The Physician
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- Monitor & Abuse – While in a Chase, your Terror Radius is increased by 8 metres. Otherwise, your Terror Radius is decreased by 8 metres and your Field of View is increased by 3/5/10°. Field of View gains do not stack.
- Overcharge — Using the Damage Generator action, overcharge a Generator. The next Survivor who interacts with the Generator is subjected to a grueling Skill Check. If you fail the Skill Check, you’ll lose another 3/4/5 percent of your progress. Success on the Skill Check does not advance the game, but it does avoid the Generator Explosion.
- Overwhelming Presence – In your Terror Radius, survivors are inefficient. The Item Consumption Rates of Affected Survivors Increase by 80/90/100%.
The Executioner’s Office (Pyramid Head)
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- When a Survivor heals another Survivor for one Health State while at least 32 meters away from the Killer, the Survivor conducting the Healing action screams, exposing their position and triggering Deathbound for the next 60 seconds. When the Survivor is more than 16/12/8 meters away from the cured Survivor during that period, the Survivor will suffer from the Oblivious Status Effect.
- Forced Penance – Survivors who receive a Protection Hit for 60/70/80 seconds are afflicted with the Broken Status Effect.
- After kicking a Generator, you become Undetectable until the Generator stops regressing or a Survivor is forced into the Injured or Dying States by any means. The Generator’s Aura is displayed in yellow to all Survivors at this period. Trail of Torment may be used just once every 80, 70, or 60 seconds.
The phantom face
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- Furtive Chase – Furtive Chase gets a Token when your Obsession is connected, up to a maximum of 2/3/4 Tokens. While in a Chase, each Token reduces your Terror Radius by 4 meters. When a Survivor saves an Obsession from a Hook, the savior is transformed into the Obsession. If the Obsession is sacrificed or slain, you lose all Tokens. You can only have one Survivor obsession at a time.
- I’m All Ears – For 6 seconds, every Survivor executing a hurried action within 48 meters of you will have their Aura exposed to you. Only once per 60/50/40 seconds may I’m All Ears be activated.
- Thrilling Tremors – After scooping up a Survivor, The Entity blocks any Generators that aren’t being repaired by Survivors for the following 16 seconds. A white aura surrounds the affected Generators. Only once per 100/80/60 seconds may Thrilling Tremors be activated.
The Hag
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- Devour Hope gets a Token: Devour Hope when a Survivor is rescued from a Hook at least 24 meters away. – 2 Tokens: 10 seconds after hooking a Survivor, get a 3/4/5 percent Haste Status Effect for a period of 10 seconds. – 3 Tokens: The Exposed Status Effect affects survivors. – 5 Tokens: Allows you to murder Survivors with your own hands. As long as the associated Hex Totem remains standing, the Hex effects will last.
- Hex: Ruin – If a Generator is not repaired by a Survivor, it will regress its Repair progress at 100/150/200 percent of the usual Regression pace. All Generators are affected by Hex: Ruin. As long as the associated Hex Totem remains standing, the Hex effects will last.
- When a Survivor is hit with a Basic Attack while the Hex Totem is active, the Blindness Status Effect is applied. This effect only affects the final 2/3/4 Survivors who were struck. As long as the associated Hex Totem remains standing, the Hex effects will last.
Hillbilly Culture
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- Pallet stuns have been decreased by 40/45/50 percent in duration.
- Lightborn – Protects you from being blinded by flashlights or fireworks. The Aura of survivors who try to blind you is shown for 6/8/10 seconds.
- Tinkerer – When a Generator is repaired to 70%, you are given the Undetectable Status Effect for 12/14/16 seconds and get a Loud Noise notice.
The Hunter’s Wife
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- After obtaining Bloodlust Tier I, Beast of Prey grants the Undetectable Status Effect. When you lose Bloodlust, the Status Effect is gone. For acts in the Hunter Category, get 30/40/50 percent extra Bloodpoints.
- Hex: Huntress Lullaby – Survivors who fail a Skill Check while healing or mending suffer a 2/4/6 percent Regression penalty. Hex: Huntress Lullaby gains power each time a Survivor is ensnared. It has an impact on healing and repair. Warnings from the Skill Check: – 1–4 Tokens: Reduces the time between hearing the Skill Check Warning sound and performing the Skill Check. – No Skill Check Warning Sound: 5 Tokens As long as the associated Hex Totem remains standing, the Hex effects will last.
- Territorial Imperative – When survivors enter the Basement and you are more than 32 meters distant from the door, their auras are visible for 3 seconds. Only once every 30/25/20 seconds may Territorial Imperative be activated.
The Legion is a group of people that work together
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- Discordance – A yellow aura surrounds any Generator being repaired by two or more Survivors within a radius of 64/96/128 meters. Discordance sends a Loud Noise notification to the Generator when it is initially highlighted. The highlighted Aura stays for additional 4 seconds when the Generator is no longer within range or is being repaired by only one Survivor.
- You unlock Lockers 30/40/50 percent quicker using Iron Maiden. For 15 seconds, survivors who leave Lockers experience the Exposed Status Effect, and their position is exposed for 4 seconds.
- Mad Grit — When carrying a Survivor, failed attacks do not result in a cool-down, and successfully striking another Survivor will stop the carried Survivor’s wiggle meter for 2/3/4 seconds.
The Opponent
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- Eruption – When you kick a generator, its aura becomes yellow. All yellow generators will burst and regress the next time you place a Survivor in the Dying State. If one of them is being worked on by a Survivor, they will scream and become paralyzed for 12/14/16 seconds.
- Hysteria – When a Survivor is placed in the Injured State, all other Survivors become Oblivious for 20/25/30 seconds. The cooldown is 30 seconds.
- Lethal Pursuer – For 7/8/9 seconds after the match starts, you may view all Survivor auras.
The Horrible Nightmare (Freddy Krueger)
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- Blood Warden – Blood Warden is triggered as soon as the Exit Gate is unlocked. You may see the Auras of any Survivors who are inside Exit Gate locations. Hooking a Survivor while Blood Warden is active once each Trial causes The Entity to temporarily block both Exits for all Survivors for 30/40/60 seconds.
- Fire Up increases in strength each time the Survivors finish repairing a Generator. Gain a 3/3.5/4 percent boost to Picking-up, Dropping, Pallet breaking, Breakable-Wall breaking, Generator damaging, and Vaulting speeds for the rest of the Trial for each Generator completed.
- Remember Me – Each time you reach your Obsession, the Exit Gate Opening time increases by 4 seconds, up to a maximum of 8/12/16 extra seconds. Remember Me has no effect on the Obsession. You can only have one Survivor obsession at a time.
The Nurse
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- When they are within a range of 20/24/28 meters, the Auras of survivors who are healing or being healed are shown to you.
- Stridor – Survivors’ pain grunts are 25/50/50 percent louder, whereas normal breathing is 0/0/25 percent louder.
- Thanatophobia – All Survivors suffer a stacking penalty of 4/4.5/4 percent to their Repair, Sabotage, and Totem-Cleansing speed up to a maximum of 16/18/20 percent for each Injured, Dying, or hooked Survivor.
The Oni
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- When a Survivor is hooked, all other wounded Survivors suffer from the Haemorrhage Status Effect for 45 seconds and the Exhausted Status Effect until they are cured. Only once per 80/70/60 seconds may Blood Echo be activated.
- Nemesis – A Survivor who uses a Pallet or Locker to blind or stun you becomes your Obsession. When a new Survivor becomes the Obsession, they will be afflicted by the Oblivious Status Effect for 40/50/60 seconds, and their Aura will be exposed for 4 seconds. You can only have one Survivor obsession at a time.
- Zanshin Tactics – Within a 24-meter range, you can see the auras of all Pallets, Breakable Walls, and Vaults. Zanshin Tactics goes dormant for 40/35/30 seconds when a Survivor is injured.
The Pig (Amanda Young from “Saw”) is a character from the film “Saw.”
Behaviour Interactive provided this image.
- Hangman’s Trick – Your clever tinkering with Hooks alerts you to meddling. When a Survivor starts undermining a Hook, you’ll get a notice. Allows one’s aura-reading skills to reach their full capacity. View the Aura of each Survivor within 2/4/6 meters of any Hook when carrying a Survivor.
- Make Your Choice – When a Survivor saves another Survivor from a Hook that is at least 32 meters away from you, Make Your Choice is triggered, and the rescuer is exposed for 40/50/60 seconds. Make Your Choice features a 40/50/60 second cool-down.
- Surveillance – A white aura will surround any regressing Generators. Generators will be emphasized by a yellow aura for 8/12/16 seconds once regression is completed. Noises produced by Generator Repairs have an enhanced hearing distance of 8 meters.
The Pestilence
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- At the start of the Trial, The Entity blocks three of the Generators that are the farthest away from you for 80/100/120 seconds. Survivors will be unable to repair the Generators during the length of Corrupt Intervention.
- Dark Devotion – You grow enamored with one Survivor in particular. When you hit the Obsession with a Basic Attack, the Obsession emits a 32-meter Terror Radius for 20/25/30 seconds. For the duration, you get the Undetectable Status Effect. The Terror Radius they emit is heard by the Obsession for the duration. You can only have one Survivor obsession at a time.
- Infectious Fright – Any Survivors inside the Killer’s Terror Radius will scream and disclose their current position to the Killer for 4/5/6 seconds while another Survivor is placed into the Dying State by any methods.
The Form (Michael Myers)
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- Your Obsession gets a 33 percent Action Speed boost while unhooking and healing other Survivors in Dying Light. Gain a Token each time you hook a Survivor who isn’t the Obsession and the Obsession is still alive. If the Obsession is still alive, all other Survivors suffer a 2/2.5/3 percent penalty to Repair, Healing, and Sabotage speed for each Token, which may be stacked. You can only have one Survivor obsession at a time.
- Play with Your Food – You will earn a Token every time you pursue your Obsession and let them escape, up to a maximum of 3 Tokens. Each Token improves the speed of your movement by 3/4/5 percent. A Basic or Special Attack costs 1 Token to perform. Play With Your Food features a 10-second cool-down. You can only have one Survivor obsession at a time.
- Save the best for last — For each successful hit with your Basic Attack that does not inflict damage to the Obsession, you will get a Token. On successful assaults, each Token provides a stackable 5% cool-down reduction. You may earn up to 8 Tokens in this game. When you attack your Obsession, you will lose 4/3/2 Tokens. If your Obsession is sacrificed or killed, you will no longer be able to earn Tokens. You can only have one Survivor obsession at a time.
The Holy Spirit
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- When one of the two imprisoned Hex Totems is cleaned by a Survivor, the Exposed Status Effect is applied to all Survivors for 40/50/60 seconds. The last imprisoned Hex Totem transforms into a Dull Totem right away.
- Rancor – The Obsession sees your Aura for 5/4/3 seconds each time a Generator is finished. Each moment a Generator is finished, the whereabouts of all Survivors are exposed for 3 seconds. When all Generators are finished, the Obsession has the Exposed Status Effect, allowing the Killer to kill it. You can only have one Survivor obsession at a time.
- Spirit Fury – Each Pallet you destroy increases The Entity’s fury. The next time you are shocked by a Pallet after shattering 4/3/2 Pallets, The Entity will immediately break it. The stun effect still has an impact on you.
The Trapper is a character in the game Trapper.
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- Agitation – Carrying a Survivor increases your Movement Speed by 6/12/18% and your Terror Radius by 12 meters.
- Brutal Strength – Destroy fallen Pallets and Breakable Walls 10/15/20% quicker, and damage Generators 10/15/20% faster.
- Unnerving Presence – When mending, healing, or sabotaging, survivors inside your Terror Radius have a 10% higher risk of triggering Skill Checks. The success zones of Triggered Skill Checks are decreased by 40/50/60 percent.
The Swindler
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- Hex: Crowd Control – The Entity blocks a window for 14/17/20 seconds when a Survivor vaults through it.
- No Way Out – You get a token every time you hook a Survivor. After all generators have been fixed and a Survivor has interacted with an exit gate switch, the Entity will disable both switches and notify you. The switches will be disabled for a minimum of 12 seconds and a maximum of 36/48/60 seconds, depending on how many tokens you received throughout the battle.
- When in your Terror Radius while carrying a Survivor, all Survivors are Exposed. After being dropped or leaving your radius, the effect lasts for 26/28/30 seconds. The cooldown for this perk is 60 seconds.
The Twins
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- Coup de Grace – As a Generator is finished, the strength of Coup de Grace increases. Per Generator, you will get 1 Token. To enhance the distance of your next Lunge Attack by 60/80/100%, use 1 Token.
- Hoarder – When Survivors interact with a Chest or pick up an Item within 24/36/48 meters of your position, you will hear a Loud Noise for 4 seconds. Up to two extra Chests may be found in the environment at the start of the Trial. The rarity of all chest items has been reduced.
- If the damaged Generators are being repaired, any Survivors working on them will be subjected to a tough Skill Check. The cool-down time for oppression is 120/100/80 seconds.
The specter of the Wraith
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- Bloodhound – Blood pools appear brilliant red and may be followed for 2/3/4 seconds longer than usual.
- Scratch Marks left by Survivors will spawn slightly, moderately, or significantly closer together in Predator.
- Shadowborn – Increases your Field of View by 9/12/15°. This item does not stack.
The biggest pay-to-play kill of the series isn’t a puzzle, or a trap, or a hideaway. It’s a single, simple mechanic that’s easy to overlook, but devastating when used correctly. When an enemy in All Dead by Daylight is killed, they drop a single, one-use item that can be picked up by any survivor. It doesn’t matter who is holding it, or where, or even whether they can see it or not—it’s just there, waiting to be discovered by any unsuspecting survivor.. Read more about dead by daylight perks tier list and let us know what you think.
Frequently Asked Questions
Do killers have teachable perks in dead by daylight?
No, killers do not have teachable perks in Dead by Daylight.
How many teachable perks are in DBD?
There are a total of 10 teachable perks in the game.
How many teachable perks are there?
There are a total of 36 teachable perks.
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- dead by daylight perks
- dead by daylight killer perks
- dead by daylight best survivor perks
- dead by daylight survivor perks