Dead by Daylight

Dead by Daylight

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(8.4.0) Killers overview
By utoto
An overview of all 39 killers from the perspectives of killers and survivors
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Intro
This guide will bring a mix of useful information and personal insights. So, before we continue, here are a few links that aided the creation and might be worth to check out:

The Official Dead by Daylight wiki displays general information about killers, perks, interactables, maps (realms), and so many useful game related stuff.
https://deadbydaylight.fandom.com/wiki/Dead_by_Daylight_Wiki

Otzdarva's website has a lot of in-depth information about killer/survivor builds, killer addons, tierlists, and many more informations not only about Dead by Daylight, but about the streammer/youtuber themselves.
https://otzdarva.com/

The Unofficial Dead by Daylight stats and icon packs website NightLight displays stats over a lot of data collected from Dead by Daylight matches, including killer, survivor and map pick rates, most popular and deadly perks and builds, and some other nice things like icon packs (this last thing is for PC only, I believe).
https://nightlight.gg/

This website has a quiz to find out Who is your ideal killer. I'm not sure who's the owner of it (lacking such information, though its tab icon might point to Otzdarva), but it's quite a fun activity that might bring some nice ideas about what killer to play.
https://who-is-your-ideal-killer.vercel.app/

Structure

This overview will go through the current killers (excluding PTB, since it will probably change once it goes live) and display the following:

General informations:
  • Playstyles: What role the killer might have in a match. Check the Terminology section.
  • Expected perks: Which particular perks are expected when playing/facing this killer. Meta perks are expected for any and every killer, so this field should be complementary to them.
  • Speed: The killer's base speed.
  • Terror radius: The killer's base terror radius.

Playing killer:
  • Skills required: The set of skills a killer need in order to do well in a match. Check the Terminology section.
  • Room for mistakes: The indication of how many mistakes the killer player can make until they cost the match, potentially.
  • Add-on dependency: The indication of how dependent of add-ons this killer is, in order to do well in a match.
  • Fun factor: Personal view on how much fun this killer to be played as.

Playing survivor:
  • Skills required: The set of skills the survivors need in order to do well in a match. Check the Terminology section.
  • Biggest concerns: What things or actions require attention when facing this killer.
  • Solo/SWF disparity: The indicator of a small/high difference in the outcome of the match between playing solo and playing with friends.
  • Fun factor: Personal view on how much fun this killer is to be played against.

Finally, there's a personal grading to a killer:
  • A tier: Fun to play as and to play against.
  • B tier: One side will have fun, the other not as much. But it's okay.
  • C tier: One side can have fun, but the other most surely won't.
  • D tier: Fun is merely coincidental. This is the tier for outdated killers.
Terminology
Playstyles
Aggressive: Focus on using your power in chases. Up close, mid ranged and movement restraining powers fall into this category.

Ambush: Set traps in a chase.

Area of effect: Apply debuffs for all in a specific area.

Hit and run: Hit a survivor, then go for another.

Map presence: Have control of many areas of the map by traversing quickly. Being able to teleport does not constitute this quality, alone.

Ranged: Hit survivors from a distance.

Side objective: Get survivors busy with something other than gens and chases.

Stealth: Approach with no terror radius and get survivors off guard.

Summoner: Count with minions to do something for you.

Territorial: Dominate a specific area of the map with traps and rarely go far away from there.

Killer skills required
Approaching from unexpected angles: Self explained, but mostly approach from the edges of the map instead of coming from the center of it.

Bank shot: Throw your power in a wall and have it bounce into a survivor.

Body blocking: Throw yourself into the survivor's path to a pallet or window in a chase.

Detecting weak links: Take chases with those who commit the most mistakes. This normally means that survivors who know what they're doing will have a huge advantage over you.

Hearing: Rely on your hearing. Loud music will negatively affect you.

Maneuvering: Avoid bumping into walls.

Map knowledge: Have map and looping structures layouts clear in your mind.

Mindgaming: Tricking survivors with unexpected movements. This is useful for any killer, but it's essential for those who lack power to end chases.

Reaction time: Take a decision in a short window of time, during the extension of your power.

Resource saving: Mind your resources, they can be misapplied or run out.

Steering: High speed gradual turning, like you're driving a car.

Survivor location prediction: Know the approximate area of the survivors in the whole map.

Survivor movement prediction: Know where the survivor is and going without necessarily having sight of them.

Timing: It's very important to know when to activate your power in a chase.

Zoning: Force a survivor to go to a certain direction.

99-ing power: Save your build-up power when you can use it up close, otherwise it will probably be underused. Eventually Dodging Getting Into No Game.

Survivor skills required
Attention: Pay attention to your surroundings. You might be caught off guard.

Breaking line of sight: Have structures between you and the killer while you're running from them.

Crouching: Literally crouching. It does counter some powers.

Greeding pallets: You're better off not throwing a pallet down in many situations.

Hearing: Rely on your hearing. Loud music will negatively affect you.

Leaving loops: Don't overstay in a looping structure, even if this structure has a functioning pallet.

Map knowledge: Know where the killer would put traps, or where you should put traps for the killer.

Pathing: Think of the path you'll walk. It may require you to dodge projectiles and hug structures tightly.

Perception: Be aware of traps. They could be nearby.

Positioning: Against a fast killer, your best hope is to be in a hard to hit position, especially in looping structures.

Responsibility management: Your team will need to be coordinated on a common task, otherwise it might give the killer the upper hand.

Team spreading: It's really not ideal to have everyone of your team nearby.

Unpredictability: Not doing things how and when you're supposed to (pallet drop, vaulting or running) is very effective in many situations.

W key: Run as far as possible from the killer, with nothing else in mind.

Window vault/pallet drop timing: Throwing a pallet down or vaulting early or late is very important. The killer might be able to deny those.
The Trapper
General information

Playstyles: Territorial.
Expected perks: Agitation, Corrupt Intervention, Hex: No One Escapes Death (noed).

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Map knowledge, zoning, resource saving.
Room for mistakes: Thin.
Add-on dependency: High.

Fun factor: Low (frustrating).


Playing Survivor

Skills required: Map knowledge, perception.
Biggest concerns: Trigen, killer shack, basement.
Solo/SWF disparity: High.

Fun factor: Moderate (weak, not very engaging).


D tier. Play The Hag instead.
The Wraith
General information

Playstyles: Stealth, hit and run.
Expected perks: Sloppy Butcher, Bamboozle, Hex: No One Escapes Death (noed).

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Approaching from unexpected angles, body blocking.
Room for mistakes: Medium.
Add-on dependency: Moderate.

Fun factor: Moderate (simple).


Playing Survivor

Skills required: Attention.
Biggest concerns: Being caught off guard.
Solo/SWF disparity: Moderate.

Fun factor: High (engaging, counterable, fairly strong).


B tier. As average as it gets.
The Hillbilly
General information

Playstyles: Aggressive, map presence.
Expected perks: Barbecue and Chili, Tinkerer, Scourge Hook: Pain Resonance.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Steering, maneuvering.
Room for mistakes: Medium.
Add-on dependency: Low.

Fun factor: High (engaging power, high skill ceiling, map mobility).


Playing Survivor

Skills required: Positioning.
Biggest concerns: Dead zones, getting detected after a hook.
Solo/SWF disparity: Low.

Fun factor: High (strong killer, requires skill from both sides, occasional bumps).


A tier. One of my three personal favorite killers.
The Nurse
General information

Playstyles: Agressive.
Expected perks: Scourge Hook: Pain Resonance, Lethal Pursuer.

Speed: Very slow (3.85 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Survivor movement prediction, reaction time.
Room for mistakes: Medium.
Add-on dependency: Low.

Fun factor: Moderate (engaging power, very repetitive and static chases).


Playing Survivor

Skills required: W key, breaking line of sight.
Biggest concerns: The killer's skill.
Solo/SWF disparity: Very low.

Fun factor: Low (bypasses looping mechanisms, fun is inversely proportional to the killer's skill).


C tier. The strongest killer in the game. Not exactly a good thing.
The Shape
General information

Playstyles: Stealth, aggressive.
Expected perks: Bamboozle, Play With Your Food.

Speed: Slow in Evil Within I (4.2 m/s), normal in Evil Within II and III (4.6 m/s).
Terror Radius: Evil Within I, II, III are 6m, 16m, 32m, respectively.


Playing Killer

Skills required: Approaching from unexpected angles, 99-ing power.
Room for mistakes: Thin.
Add-on dependency: High.

Fun factor: Low (frustrating).


Playing Survivor

Skills required: Attention, breaking line of sight.
Biggest concerns: Getting stalked to Evil Within III, busted add-ons.
Solo/SWF disparity: High.

Fun factor: Moderate (great horror icon, busted add-ons).


D tier. Candidate for weakest killer in the game.
The Hag
General information

Playstyles: Territorial.
Expected perks: Corrupt Intervention, Make Your Choice, Sloppy Butcher, Hex: No One Escapes Death (noed).

Speed: Slow (4.4 m/s).
Terror Radius: Reduced (24 metres).


Playing Killer

Skills required: Map knowledge, zoning.
Room for mistakes: Medium.
Add-on dependency: Low.

Fun factor: High (pleasant power, complex but not so strong).


Playing Survivor

Skills required: Map knowledge, perception.
Biggest concerns: Trigen, unhooking troubles, staying in a trapped loop.
Solo/SWF disparity: High.

Fun factor: Moderate (plenty of counters, punishes altruism).


B tier. One of my three personal favorite killers.
The Doctor
General information

Playstyles: Area of effect, aggressive.
Expected perks: Overcharge, Pop Goes the Weasel, Merciless Storm.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Timing, greeding pallets.
Room for mistakes: Medium.
Add-on dependency: Moderate.

Fun factor: Moderate (detecting survivors is great, power is not very strong/engaging).


Playing Survivor

Skills required: Window vault/pallet drop timing.
Biggest concerns: Unhooking, Tier III Madness.
Solo/SWF disparity: Moderate.

Fun factor: Moderate (fun chases, pallet/window denial is frustrating at times).


B tier. Is probably best friends with The Wraith. Both are very average.
The Huntress
General information

Playstyles: Ranged.
Expected perks: Lethal Pursuer, Barbecue and Chili, Bitter Murmur.

Speed: Slow (4.4 m/s).
Terror Radius: Reduced (20 metres) / Lullaby (45 metres).


Playing Killer

Skills required: Aim, timing.
Room for mistakes: Large.
Add-on dependency: Low.

Fun factor: High (engaging power, high skill ceiling).


Playing Survivor

Skills required: Breaking line of sight, unpredictability, W key.
Biggest concerns: Open areas, dead zones.
Solo/SWF disparity: Low.

Fun factor: Moderate (nice counters, weird hitboxes).


A tier. Strong, yet somewhat balanced.
The Cannibal
General information

Playstyles: Aggressive.
Expected perks: Barbecue and Chili, Bamboozle, Franklin's Demise.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Maneuvering.
Room for mistakes: Moderate.
Add-on dependency: Moderate.

Fun factor: Moderate (snowballing, windows/pallets are pretty strong).


Playing Survivor

Skills required: Pathing, attention.
Biggest concerns: Getting caught with one or more teammates.
Solo/SWF disparity: Moderate.

Fun factor: Moderate (nice chases, infamous for camping).


B tier. My favorite killer to go against.
The Nightmare
General information

Playstyles: Powerless.
Expected perks: Pop Goes the Weasel, Hex: No One Escapes Death (noed).

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres) / Lullaby (32 metres when asleep).


Playing Killer

Skills required: Mindgaming, detecting weak links.
Room for mistakes: Thin.
Add-on dependency: Low.

Fun factor: Low (frustrating).


Playing Survivor

Skills required: Basic looping, attention.
Biggest concerns: A bad survivor team.
Solo/SWF disparity: Low.

Fun factor: Low (boring, annoying).


D tier. Even Quentin Smith's perks and cosmetics relate to his mediocrity.
The Pig
General information

Playstyles: Side objective, stealth.
Expected perks: Corrupt Intervention, Sloppy Butcher, Scourge Hook: Pain Resonance.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Resource saving, mindgaming.
Room for mistakes: Medium.
Add-on dependency: High.

Fun factor: Moderate (many talents, master of none).


Playing Survivor

Skills required: Attention, leaving loops.
Biggest concerns: Reverse bear traps timers.
Solo/SWF disparity: High.

Fun factor: Moderate (okay chases, annoying to be spotted with an active reverse bear trap).


B tier. She has her charms.
The Clown
General information

Playstyles: Aggressive.
Expected perks: Pop Goes the Weasel, Bamboozle, Hex: No One Escapes Death (noed).

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Aim, survivor movement prediction.
Room for mistakes: Medium.
Add-on dependency: Moderate.

Fun factor: Moderate (engaging power, not very strong).


Playing Survivor

Skills required: Pathing.
Biggest concerns: Open areas, dead zones.
Solo/SWF disparity: Moderate.

Fun factor: Low (annoying power).


C tier. Has nice cosmetics and some complexity to his power.
The Spirit
General information

Playstyles: Aggressive.
Expected perks: Friends 'til the End, Scourge Hook: Pain Resonance.

Speed: Slow (4.4 m/s).
Terror Radius: Reduced (24 metres).


Playing Killer

Skills required: Survivor movement prediction, hearing.
Room for mistakes: Large.
Add-on dependency: Moderate.

Fun factor: High (strong, engaging power).


Playing Survivor

Skills required: Pathing, hearing.
Biggest concerns: Straying away from looping structures.
Solo/SWF disparity: Low.

Fun factor: Moderate (can be countered).


B tier. Used to be way more annoying.
The Legion
General information

Playstyles: Hit and run.
Expected perks: Discordance, Thanatophobia, Hex: No One Escapes Death (noed).

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Survivor location prediction, detecting weak links, mindgaming.
Room for mistakes: Thin.
Add-on dependency: Low.

Fun factor: Moderate (no power to end chases).


Playing Survivor

Skills required: Team spreading.
Biggest concerns: Staying together.
Solo/SWF disparity: High.

Fun factor: Moderate (can be looped for quite a while, annoying power).


C tier. More in the breadth side of the spectrum.
The Plague
General information

Playstyles: Area of effect, ranged, side objective.
Expected perks: Corrupt Intervention, Thanatophobia, Hex: Ruin.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Aim.
Room for mistakes: Medium.
Add-on dependency: Moderate.

Fun factor: High (engaging power, fairly strong).


Playing Survivor

Skills required: Breaking line of sight, responsibility management, team spreading.
Biggest concerns: Getting caught with one or more (injured) teammates when she's with Corrupt Purge.
Solo/SWF disparity: High.

Fun factor: Low (power strength depends on team, counters medkits and a lot of builds).


B tier. Quite a fair and strong killer. Here is a short list of things this killer counters:
  • All medkits and their add-ons.
  • Adrenaline (partial counter).
  • Autodidact.
  • Better than New.
  • Bite the Bullet.
  • Boon: Circle of Healing.
  • Botany Knowledge.
  • Clean Break.
  • Desperate Measures.
  • Dramaturgy.
  • Empathic Connection.
  • Finesse.
  • For the People.
  • Head On (partial counter).
  • Inner Strength.
  • Light-Footed.
  • Overcome.
  • Pharmacy.
  • Plot Twist.
  • Reactive Healing.
  • Resurgence.
  • Second Wind.
  • Self-Care.
  • Solidarity.
  • We'll Make It.
The Ghost Face
General information

Playstyles: Stealth.
Expected perks: Lethal Pursuer, I'm All Ears, Hex: No One Escapes Death (noed).

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Approaching from unexpected angles, 99-ing power.
Room for mistakes: Medium.
Add-on dependency: Moderate.

Fun factor: Moderate (good stealth, not very strong in chases).


Playing Survivor

Skills required: Attention.
Biggest concerns: Open areas, dead zones.
Solo/SWF disparity: Moderate.

Fun factor: Moderate (fun chases, can be frustrating when trying to reveal).


B tier. Has nice cosmetics and some complexity to his power.
The Demogorgon
General information

Playstyles: Aggressive.
Expected perks: Corrupt Intervention, Pop Goes the Weasel, Enduring.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Timing.
Room for mistakes: Medium.
Add-on dependency: Low.

Fun factor: Moderate (simple, not strong and not weak).


Playing Survivor

Skills required: Pathing.
Biggest concerns: Walking in a straight line.
Solo/SWF disparity: High.

Fun factor: High (fun chases, requires skill from both sides).


B tier. A good boy.
The Oni
General information

Playstyles: Aggressive, map presence.
Expected perks: Infectious Fright, Surge, Scourge Hook: Pain Resonance.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Steering.
Room for mistakes: Medium.
Add-on dependency: Moderate.

Fun factor: High (engaging power, strong killer).


Playing Survivor

Skills required: Positioning.
Biggest concerns: The first hit of the match.
Solo/SWF disparity: Low.

Fun factor: High (fun chases).


A tier. Is probably best friends with The Hillbilly. One of the best killers in general.
The Deathslinger
General information

Playstyles: Ranged.
Expected perks: Surge, Dead Man's Switch, Nowhere to Hide.

Speed: Slow (4.4 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Aim.
Room for mistakes: Medium.
Add-on dependency: Moderate.

Fun factor: High (nasty shots, engaging power).


Playing Survivor

Skills required: Breaking line of sight, unpredictability.
Biggest concerns: Window vaults while the killer is nearby.
Solo/SWF disparity: High.

Fun factor: Moderate (has some counters to his power).


B tier. Banger chase music.
The Executioner
General information

Playstyles: Aggressive.
Expected perks: I'm All Ears, Trail of Torment, Nowhere to Hide.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Survivor movement prediction.
Room for mistakes: Large.
Add-on dependency: Low.

Fun factor: High (strong power).


Playing Survivor

Skills required: Unpredictability.
Biggest concerns: Window vaulting.
Solo/SWF disparity: Low.

Fun factor: Moderate (power can be dodged quite a number of times until it matters).


C tier. Go to horny jail.
The Blight
General information

Playstyles: Aggressive, map presence.
Expected perks: Lethal Pursuer, Barbecue and Chili, Scourge Hook: Pain Resonance.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Reaction time.
Room for mistakes: Very large.
Add-on dependency: Low.

Fun factor: High (engaging power, strong killer).


Playing Survivor

Skills required: Positioning.
Biggest concerns: The next seconds after a hook.
Solo/SWF disparity: Low.

Fun factor: Moderate (fun chases, shouldn't be able to lunge so far from trajectory while in power).


B tier. The Nurse, but easier to play. 1947.
The Twins
General information

Playstyles: Aggressive, map presence.
Expected perks: Barbecue and Chili, Coup de Grâce, Scourge Hook: Pain Resonance.

Speed: Normal (4.6 m/s) / Fast (Victor, 6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Aim, timing.
Room for mistakes: Large.
Add-on dependency: Moderate.

Fun factor: Moderate (engaging power, buggy).


Playing Survivor

Skills required: Attention, hearing.
Biggest concerns: Victor.
Solo/SWF disparity: High.

Fun factor: Low (buggy, can be used to turbo camp/tunnel).


C tier. Nice gameplay concept, bad execution.
The Trickster
General information

Playstyles: Ranged.
Expected perks: No Way Out, Nowhere to Hide, Bamboozle.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres) / Lullaby (44 metres).


Playing Killer

Skills required: Aim.
Room for mistakes: Large.
Add-on dependency: Low.

Fun factor: Moderate (pleasant, but underwhelming).


Playing Survivor

Skills required: W key, breaking line of sight.
Biggest concerns: Open areas.
Solo/SWF disparity: Low.

Fun factor: Low (annoying gameplay loop).


C tier. SMG Huntress.
The Nemesis
General information

Playstyles: Aggressive, summoner.
Expected perks: Discordance, Lethal Pursuer, Eruption.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Timing.
Room for mistakes: Medium.
Add-on dependency: Moderate.

Fun factor: Moderate (nice power, zombies can be an obstacle).


Playing Survivor

Skills required: Unpredictability, crouching.
Biggest concerns: Dropped pallets.
Solo/SWF disparity: Low.

Fun factor: Moderate (power has some nice counters, zombies can be annoying).


B tier. Nemesis.
The Cenobite
General information

Playstyles: Aggresive, side objective.
Expected perks: Sloppy Butcher, Deadlock, Hex: Plaything.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Aim, reaction time.
Room for mistakes: Medium.
Add-on dependency: Moderate.

Fun factor: High (can be played a lot of ways).


Playing Survivor

Skills required: Responsibility management, pathing.
Biggest concerns: Chain hunt by no one opening the box.
Solo/SWF disparity: High.

Fun factor: Moderate (power is not so strong, but chain hunt can be annoying for solo players).


B tier. Pretty popular choice for mid-term killers.
The Artist
General information

Playstyles: Ranged, ambush.
Expected perks: Scourge Hook: Pain Resonance, Barbecue and Chili, Grim Embrace.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Survivor movement prediction, timing.
Room for mistakes: Medium.
Add-on dependency: Low.

Fun factor: High (engaging power, high skill ceiling).


Playing Survivor

Skills required: Leaving loops, attention.
Biggest concerns: Not leaving loops with birds on them.
Solo/SWF disparity: Moderate.

Fun factor: Moderate (crows let you know of the killer's whereabouts, not very engaging to go against).


B tier. Love her concept design.
The Onryō
General information

Playstyles: Side objective, stealth.
Expected perks: Merciless Storm, Surge, Corrupt Intervention.

Speed: Normal (4.6 m/s).
Terror Radius: Reduced (24 metres).


Playing Killer

Skills required: Survivor location prediction, mindgaming.
Room for mistakes: Medium.
Add-on dependency: Moderate.

Fun factor: Moderate (strategic, pretty weak in chases).


Playing Survivor

Skills required: Attention, responsibility management.
Biggest concerns: Condemn, delivering tapes safely.
Solo/SWF disparity: Moderate.

Fun factor: Moderate (condemn can be annoying).


B tier. Is probably best friends with The Pig.
The Dredge
General information

Playstyles: Ambush.
Expected perks: Sloppy Butcher, Darkness Revealed, Scourge Hook: Pain Resonance.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Survivor movement prediction, reaction time.
Room for mistakes: Medium.
Add-on dependency: Moderate.

Fun factor: Moderate (power is engaging, not very strong).


Playing Survivor

Skills required: Leaving loops, unpredictability.
Biggest concerns: Getting grabbed from a locker.
Solo/SWF disparity: High.

Fun factor: Moderate (fun chases, nightfall can be annoying).


B tier. I love his concept and design. Best mori.
The Mastermind
General information

Playstyles: Aggressive, side objective.
Expected perks: Scourge Hook: Pain Resonance, Lethal Pursuer, Brutal Strength.

Speed: Normal (4.6 m/s).
Terror Radius: Higher (40 metres).


Playing Killer

Skills required: Reaction time.
Room for mistakes: Large.
Add-on dependency: Moderate.

Fun factor: High (engaging power, high skill ceiling, strong killer).


Playing Survivor

Skills required: Positioning.
Biggest concerns: Getting tossed into another survivor.
Solo/SWF disparity: Low.

Fun factor: High (fun chases, some counters).


A tier. Wesker walks into a bar and see The Hillbilly and The Oni over there.
The Knight
General information

Playstyles: Summoner.
Expected perks: Nowhere to Hide, Discordance, Scourge Hook: Pain Resonance.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Basic map knowledge, zoning.
Room for mistakes: Medium.
Add-on dependency: Moderate.

Fun factor: High (power is engaging, minions patrol for you).


Playing Survivor

Skills required: W key, breaking line of sight.
Biggest concerns: Pallet drops, double hits.
Solo/SWF disparity: Moderate.

Fun factor: Low (boring gameplay loop).


C tier. Cool gameplay concept.
The Skull Merchant
General information

Playstyles: Area of Effect.
Expected perks: Sloppy Butcher, Surge, Hex: No One Escapes Death (noed).

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Map knowledge.
Room for mistakes: Thin.
Add-on dependency: High.

Fun factor: Low (very complex power, very underwhelming killer).


Playing Survivor

Skills required: Read her manual, crouching.
Biggest concerns: Disconnects from teammates.
Solo/SWF disparity: High.

Fun factor: Low.


D tier. Infamous.

... But good looking.
The Singularity
General information

Playstyles: Aggressive, area of effect, map presence.
Expected perks: Corrupt Intervention, Rapid Brutality, Machine Learning.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Map knowledge, aim.
Room for mistakes: Moderate.
Add-on dependency: Moderate.

Fun factor: High (very unique power, can be underwhelming).


Playing Survivor

Skills required: Breaking line of sight, perception.
Biggest concerns: Wasting pallets.
Solo/SWF disparity: High.

Fun factor: Moderate (fun to dodge cameras, chases are pretty boring).


B tier. The first map presence killer that doesn't move fast.
The Xenomorph
General information

Playstyles: Aggressive, map presence.
Expected perks: Alien Instinct, Pop Goes the Weasel, Scourge Hook: Pain Resonance.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Aim.
Room for mistakes: Large.
Add-on dependency: Moderate.

Fun factor: Moderate (strong but simple power, turrets are annoying).


Playing Survivor

Skills required: Map knowledge, pathing.
Biggest concerns: Having no turrets around, killer appears while gathering a turret.
Solo/SWF disparity: High.

Fun factor: Low (passive strong power, chases aren't engaging).


C tier. Strong, cool and annoying.
The Good Guy
General information

Playstyles: Aggressive, stealth.
Expected perks: Lethal Pursuer, Friends 'til the End, Scourge Hook: Pain Resonance.

Speed: Slow (4.4 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Reaction time.
Room for mistakes: Large.
Add-on dependency: Low.

Fun factor: High (many talents, master of them all, and sassy lines).


Playing Survivor

Skills required: Attention, positioning.
Biggest concerns: Walking in a straight line.
Solo/SWF disparity: Moderate.

Fun factor: Low (powerful with a low skill floor).


C tier. Is probably best friends with The Trickster.
The Unknown
General information

Playstyles: Ranged.
Expected perks: No Way Out, Pop Goes the Weasel, Nowhere to Hide.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Aim, bank shot.
Room for mistakes: Medium.
Add-on dependency: Moderate.

Fun factor: High (high skill ceiling, power is engaging).


Playing Survivor

Skills required: Pathing.
Biggest concerns: Hits through walls.
Solo/SWF disparity: Low.

Fun factor: High (a lot of counters to his power).


A tier. Is probably best friends with The Dredge. Amazing design concept and mori.
The Lich
General information

Playstyles: Agressive, side objective.
Expected perks: Weave Attunement, Franklin's Demise, Rapid Brutality.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Timing, survivor movement prediction.
Room for mistakes: Medium.
Add-on dependency: Low.

Fun factor: High (complex power, always doing something).


Playing Survivor

Skills required: Greeding pallets, crouching.
Biggest concerns: Wasting too much time with magic items.
Solo/SWF disparity: Moderate.

Fun factor: Moderate (some counters to his power, legendary Vecna items aren't very good).


A tier. One of my three personal favorite killers.
The Dark Lord
General information

Playstyles: Agressive, map presence.
Expected perks: Grim Embrace, Scourge Hook: Pain Resonance.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Timing, survivor movement prediction, triangulating towards point.
Room for mistakes: Large.
Add-on dependency: Low.

Fun factor: High (engaging power, pretty strong).


Playing Survivor

Skills required: Hearing, greeding pallets, pathing.
Biggest concerns: Unhooking, trying to hide behind short walls.
Solo/SWF disparity: Low.

Fun factor: Low (not many counters for his power).


B tier. I like the idea of three different forms.
The Houndmaster
General information

Playstyles: Agressive.
Expected perks*: Barbecue and Chili, Scourge Hook: Jagged Compass.

Speed: Normal (4.6 m/s).
Terror Radius: Normal (32 metres).


Playing Killer

Skills required: Reaction time, survivor movement prediction, zoning.
Room for mistakes: Medium.
Add-on dependency: Moderate.

Fun factor*: Low (high skill floor, low rewards, bugs, but interesting/satisfying power when it works).


Playing Survivor

Skills required: Attention, pathing, unpredictability.
Biggest concerns: Transitioning safely between loops with pallets.
Solo/SWF disparity: Moderate.

Fun factor*: Low (okay chases, The Dog lands some strange hits, expect strong tunneling).


D tier. Sugar free version of The Cenobite. Plus bugs.

*: Since this killer is still pretty fresh, this can be very inaccurate.
Notice
This is being written/revised by myself alone, and it's a lot of work to think, organize and write about 39 killers in three perspectives. Also, English is not my native language, so mistakes of all kinds are to be expected. Please leave a comment suggesting a change and I'll look to it.

I'll try to update this when the upcoming chapters release. Until then, thank you for reading :)
2 Comments
utoto  [author] 8 Dec, 2024 @ 7:34am 
I tried to do something a bit less "accurate" for expected perks in order to not get into the "great builds for every killer" zone. So even though perks like Blood Echo work wonders with Legion, I'm trying to cover all ranges of players (newcomers to veterans) and I don't think it'd be seen so often (its pick rate is 0.52% according to nightlight). Plus, this field should be more of a baseline rather than an actual prediction.
With that said, I really appreciate another point of view on this matter. There's some stuff I can add, such as Thanatophobia on Legion or Plague, while some others go more to the optimal side of the spectrum rather than popular choices for any player range (such as forced hesitation). Thank you!
PS: Noed on killers who can take longer than usual to get a down (or a kill) shouldn't be too far-fetched.
Pooped without mom 8 Dec, 2024 @ 6:31am 
Some of expected perks are not good written. Missed rapid brutality on various killers like Singu, Doc, Clown, Lich, Cenobite. NOED on Legion is a joke. U either expect thana(bad Legions) or blood echo+mindbreaker combo(good Legions). Putting noed on most killer makes me suspicious but if have ur point of view - will be glad to hear it out. Bubba not having a tinker and Billy not having bamboozle is strange. Forced hesitation missed on snowball killers like Bubba, Oni and Plague. Good Spirits use genetic limits. Forced penance is missed on Twins. As u see the list is not small and I can keep go on. Revisit it nad pay more close attention to specific perks killer can use