Do you want to try something new in Dead by Daylight ? Then combine these perks and see how far you can get.
Anyone who engages a bit with the meta-game of Dead by Daylight will quickly realize that in the higher ranks, the same perks always appear. Among survivors in the “red ranks,” there are some perks that almost always show up in every match. These include:
- Decisive Strike
- Adrenaline
- Borrowed Time
- Sprint Burst
From time to time, one or another perk is swapped out, but three out of four perks usually follow this setup.
If you want to vary your gameplay in Dead by Daylight a bit, you might consider choosing a different focus with the perks. Here, we present three alternatives that can spice up your life as a survivor in Dead by Daylight. After all, you don’t want to swim with the current all the time, right?
Note: We assume for all perks that you are using them at the maximum rank (3).
Maximum Information
With this build, you have the maximum amount of information about your teammates and the killer. You are always warned if the killer is camping, where he is located, and how your teammates are doing.
Used Perks:
- Kindred – Neutral perk
- Open-Handed – Perk of Ace Visconti
- After Care – Perk of Jeff Johansen
- Alert – Perk of Feng Min
What does this build offer? This combination of perks is especially suitable when playing with multiple teammates, as the effects are combinable. “Kindred” ensures that you can see the auras of all other survivors when one is on the hook. Additionally, you can see the killer’s aura if he is within a 16-meter radius around the hook.
Thanks to “Open-Handed,” this radius is expanded by another 8 meters, reaching an impressive 24 meters. If all 4 survivors carry “Open-Handed,” then with “Kindred” you can even see the killer from a whopping 48 meters away! This exceeds the terror radius of most killers and ensures that on smaller maps like “The Game,” you can almost see the killer everywhere.
Note: It is said that “Kindred” combined with multiple “Open-Handed” only shows the killer at a maximum of 24 meters. However, in our testing, this was often exceeded. So, if this is a temporary bug, it suffices for one player to carry “Open-Handed.”
The perks “Aftercare” and “Alert” provide further information. If you rescue a survivor from the hook or heal him (or he does so for you), you can subsequently see each other’s auras thanks to “Aftercare.”
On the other hand, “Alert” shows the killer’s aura whenever he damages a generator or destroys a pallet. By combining both talents, you always have a good sense of who is currently being chased by the killer or where the killer is located.
If you’re looking for generally good perks for survivors, you’ll find them here.
Locker Tricks
This build provides many surprise moments and solid self-healing while escaping from the killer. It is also well-suited for eliminating totems.
Used Perks:
- Inner Strength – Perk of Nancy Wheeler
- Head On – Perk of Jane Romero
- Quick & Quiet – Perk of Meg Thomas
- Small Game – Neutral perk
What does this build offer? The combination of these perks provides solid self-healing options and at the same time many choices to escape from a killer or significantly ruin his day.
With “Small Game,” you will receive timely warnings about nearby totems. These should be cleansed at all costs so that “Inner Strength” can be activated. This perk ensures that you heal in a locker after 8 seconds if you have cleansed a totem (and are now injured).
Thanks to “Quick & Quiet,” you can enter a locker in the middle of a chase without making noise, provided the killer has no line of sight.
In general, killers take longer than 8 seconds to finish searching and then head for the lockers. Before the killer can do this, you can rush out with “Head On” and stun the killer for a few seconds.
If you’ve been playing Dead by Daylight for a long time and know the spawn points of all totems by heart, you can skip “Small Game” and instead use another perk. “Dance With Me” fits perfectly here, as you then leave no scratch marks for a few seconds when hastily exiting a locker.
If you prefer to play killers, we help you find the right murderer here.
Wiggle Master
This build can drive killers crazy if you choose the location of your “downfall” wisely. It provides many unexpected escape opportunities.
Used Perks:
- Unbreakable – Perk of William “Bill” Overbeck
- Boil Over – Perk of Kate Denson
- Tenacity – Perk of Detective Tapp
- Flip-Flop – Perk of Ashley J. Williams
What does this build offer? With these four perks, it becomes a true nightmare for the killer to hook you and sometimes even lose sight of you beforehand.
Tenacity makes you crawl 50% faster while you can recover at the same time. Thanks to “Unbreakable,” the recovery speed is also increased by 35%. When the killer picks you up from the ground, “Flip-Flop” ensures that 50% of your recovery status is converted into wiggle progress – up to a maximum of 49% of the bar. As a result, the killer can only carry you for a short distance before he has to drop you.
“Boil Over” additionally ensures that this distance becomes a challenge for the killer as it makes him sway more to the sides and simultaneously obscures the aura of hooks within a 14-meter radius.
Finally, you can use “Unbreakable” once to lift yourself off the ground. This is especially helpful when the killer is fed up and leaves you lying there.
It’s worth choosing wisely when escaping in a desperate situation. If you fall far from the hook or jump through a window or over a pallet at the last second, you can recover significantly before the killer picks you up.
Honestly, I’m surprised at how often I’ve been able to escape with this combination of perks and what kind of impact “Boil Over” can have on maps with narrow corridors. For me, it’s definitely one of the underrated perks in the game.
Which perk combinations do you like to use that are not part of the standard meta? Or do you always just use the most effective combo?



