The two viable Killer builds against the strongest Survivors

Standard Build- Ruin/Undying/Tinkerer/BBQ

Variation Build- Ruin/Undying/Surge/BBQ (Killers that down with an M1 only)

This build is overkill most of the time with mediocre Survivors. But in the case you encounter some actually skilled players, this is what will give you a chance at winning on Killer.

Comments

  • @Justalittlepeeck said:

    https://forum.deadbydaylight.com/en/discussion/comment/1772539#Comment_1772539

    Firstly, hex builds rely heavily on things that don't depend on killer like totem placement. If you think that "strongest" build is a build with colossal risk of collapsing, then idk what I can advise you.

    Secondly, hexy tournament hasn't showed effectiveness of other builds. It only showed that killers there considered undying combo their best choice and as I can remember, this combo failed miserably multiple times.

    Thirdly, current anti heal builds will either force survivors into -20% repair speed or heal endlessly. Both of these situations are lose-lose to survivors.

    Lastly, combination of antiheal and snowballing builds, for example forced penance+thana+infectious+any other perk (for example pop because of consistency) gives effective and consistent result on a killer like blight through damage spreading and forcing survivors to waste a lot of time or risk being instantly snowballed. Such builds also suck out things like unbreakable and perform well at triangles or squares of gens.

    A hex build does not have a colossal risk of collapsing if you're running a sensible one. Ruin/Undying/NOED or something like that requires a significant time investment from the survivors to get rid of. Time the survivors don't have if the killer is good.

    I'm trying to tell you guys, the best killers in the world all run hex builds. Players who are currently on 100+ 4k streaks in regular matches. Smart survivors are maybe cleansing early if they count 2 lit totems, but not if they count 4, which is why Ruin/Devour/Haunted is so effective. No good survivor team is risking an early throw by popping Haunted.

    Worst case scenario, you should have some momentum because they invested so heavily into cleansing. It's not about whether survivors know where totems are. Every good team knows that. It's about whether it's worthwhile for them to invest in it.

    Every other perk is QoL information for the most part. Pop has value if Ruin goes, but you're going to be down big with just Corrupt/Pop. Tinkerer or Surveillance are good with Ruin. Bamboozle with some killers, but that's a stretch.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1772647#Comment_1772647

    A hex build does not have a colossal risk of collapsing if you're running a sensible one. Ruin/Undying/NOED or something like that requires a significant time investment from the survivors to get rid of. Time the survivors don't have if the killer is good.

    I'm trying to tell you guys, the best killers in the world all run hex builds. Players who are currently on 100+ 4k streaks in regular matches. Smart survivors are maybe cleansing early if they count 2 lit totems, but not if they count 4, which is why Ruin/Devour/Haunted is so effective. No good survivor team is risking an early throw by popping Haunted.

    Worst case scenario, you should have some momentum because they invested so heavily into cleansing. It's not about whether survivors know where totems are. Every good team knows that. It's about whether it's worthwhile for them to invest in it.

    Every other perk is QoL information for the most part. Pop has value if Ruin goes, but you're going to be down big with just Corrupt/Pop. Tinkerer or Surveillance are good with Ruin. Bamboozle with some killers, but that's a stretch.

    NOED is not a colossal risk? Wow big oof

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