Updated and revised anti-tunnel build you totally shouldn't use to bully the killer.
Don't use this build.
Off the Record, Bond, Leader, Overcome.
With this build you will be "playing forward", letting your team mates focus on repairing the gens while you keep the killer busy. You need to rely on your bond to keep informed of all events happening around you. Once a team mate has taken a hit, you are going to attempt to pull the killer off of that Survivor and take the aggro onto yourself. Let's analyze again what we are trying to do.
We have to extend chases out as long as we can and throw as many health states at the Killer as we can. We ideally want to achieve what we are gonna call a "Full Chase" which will be a length of time followed by a hit into another length of time followed by a hit, typically putting you down into dying. This is a "Full Chase", if the chase starts with a hit and we miss out on the initial Chase leading to the hit, we haven't achieved a "Full Chase".
Now, in my experience the best way to achieve the most possible value from a chase is to unfortunately hold W. Pre-drop pallets, vault windows. Only loop an area and attempt pallet stuns once they have closed the gap enough to threaten a hit. Be prepared to take any hit, the initial hit should trigger your overcome, which we want to use to gain as much ground as possible, but preferably not shake the killer. Upon reaching a downable state, we want to attempt to fall somewhere in the open, near other Survivors so they can attempt an unhook. Going down far from other survivors is bad, you do not want to lose a hook state doing this.
After getting unhooked, you need to understand that you are at this moment in time, functionally healthy and capable of achieving a Full Chase. Your overcome should be off recharge and you are ready to go. You want to get your unhooker to heal you up to healthy while retaining your OTR. Once healed, we are gonna dive again. Find killer and attempt to keep him busy. If we can do this correctly we can actually achieve 1.5 chases, using our Endurance to actually extend the chase into a third state. Upon reaching injured with no endurance, it is possible that you could still have the anti-aura and 100% silence from OTR, so if you so wish you could attempt to shake the killer to avoid the hook potentially even grabbing another heal from a survivor letting you pick up a whole new chase, but if you cannot you can just go down somewhere convenient again to assist with the unhook.
Remember that you have leader equipped, so they will be unhooking you and healing you faster, along with all the other things they can do, and can keep this buff for 15s post being near you, so you can help your team out just by being nearby.
Upon the 2nd unhook, if you are threatened you are once again functionally healthy, your overcome should be refreshed and you are ready to go again.
You should not be aiming to survive the match, you will most likely, and effectively be the first one dead. However, if done right you can easily pull 20k+ BPs, especially if the other survivors are doing gens. We are aiming to help our fellow survivors escape. Should you find yourself in EGC, you also speed up the opening speed of gates for other survivors, so you can attempt to keep the killer busy after passing on your leader buff. After gens are complete your OTR will shut off, and you should be prepared for this.
Good luck soldier.
Comments
Change log
Removed Decisive Strike. Decisive Strike's cool down is shorter than OTRs and it would reliably run out before going down and I never really got it off. It might work if the Killer was legitimately going for a tunnel and chased you down Off hook, otherwise it was a wasted perk slot and putting Leader in helps my team more and allows me to get to 3 health states faster.
Replaced Situational Awareness with Bond because it is on all the time and doesn't require me to repair a Gen to get it to pop, causing me to drop OTR.