New Killer concept - The Bonecrusher (Complete)
Power Name: Crushing Lasso
"A huge spiky balls attached to a rusty chain, the best way to crush and torture"
The Killer
- Name: Garron Vale
- Base Speed: $4.6~m/s$
- Terror Radius: 32 Meters
- Height: Tall
Description:
The Bonecrusher wields his spiked ball and chain with terrifying skill, punishing survivors who dare to crowd or block him.
Power Mechanics:
- Speed: 4.6 m/s: The Bonecrusher moves at standard speed while chasing survivors.
- Spinning Strike:
- Speed while spinning: 4.4 m/s
- Activate the power to spin your ball and chain around you. Survivors attached to you take damage unless they crouch to evade.
- Charge the Throw:
- The longer you spin (up to 3 spins), the further the ball will fly when released. Up to 18 meters.
- 1 spin: 6 mt
- 2 spins: 12 mt
- 3 spins: 18 mt (1 second per spin)
- The longer you spin (up to 3 spins), the further the ball will fly when released. Up to 18 meters.
- Thrown Ball: Once released, the ball travels the distance dictated by your spins, dealing damage to any survivor.
- Maximum Strength: To break obstacles at a distance, the ball must be charged to maximum spins (3 spins, 1 second per spin) at maximum strength. A survivor that is closer than 18 mt gets pushed away, unless it hits an obstacle/wall, in that case, the survivor suffers the Mangled effect.
- Retrieve or Leap:
- After the ball lands, you can choose to:
- Retrieve it, pulling it back along its chain and damaging survivors or obstacles in the way.
- Leap toward it to close distance, but only if there is a clear path; otherwise, you crash into the nearest object, damaging pallets or walls.
- After deciding, the skill goes in cooldown for 10 seconds.
- You can still move when the ball is far, therefore you can change the trajectory of the leap or the retrieve.
- After the ball lands, you can choose to:
Gameplay Notes:
- The spinning strike punishes clustered survivors without removing counterplay — crouching avoids damage.
- Throwing and retrieving the ball adds zoning, map pressure, and mobility options, making The Bonecrusher a versatile and skill-intensive killer.
- Mastering spin timing, throw distance, and retrieval is key to controlling the flow of the trial.
PERKS:
Perk 1: Crushed Procession
"Being together just makes you a bigger target"
- Effect: When two or more survivors are within 6 meters of each other, they suffer from 5/7/9% Hindered.
- Hindered disappears immediately outside the range.
- If they remain grouped for 10/8/6 seconds, their auras are revealed to you for 3 seconds.
- Cooldown: 20 seconds
Perk 2: Shattered Defenses
"They try to damage you, but they are just going to get hurted"
- Whenever a survivor stuns you with a pallet, that pallet becomes Brittle.
- If a survivor vaults that pallet within 20/25/30 seconds, it immediately breaks.
Perk 3: Divide and Suffer
"Staying together is no longer a strength"
- Effect: Whenever two or more survivors are simultaneously repairing the same generator, or healing each other within 6 / 8 / 10 meters between each other, they suffer a progress penalty:
- Generators progression and healing speed is reduced by 20 / 25 / 30%.
- Survivors outside the penalty zone are unaffected.
Mori: The Rolling Crusher
- Sequence:
- The Bonecrusher knocks the survivor to the ground.
- He drops the spiked ball onto their chest.
- Slowly, he presses his foot on the ball and begins rolling it across their body.
- Bones audibly crack as spikes dig in.
- The survivor screams and struggles as he leans his weight down.
- He gives the ball a final crushing push over the head, finishing them.
Killer Bio (Full Lore):
No one in Blackthorn Keep remembered when the torture chamber was first built.
The stone room had always been there deep beneath the fortress, past rusted gates and damp stairways where screams never seemed to fully fade. Prisoners came and went, yet the chamber remained.
And so did Garron Vale.
Garron was not born cruel. He was born useful. A quiet man with powerful shoulders and steady hands, he was first employed as a guard. But the lord of Blackthorn soon discovered Garron possessed something rare. Patience. Where other men grew sick at the sound of pleading, Garron simply waited.
And when patience failed… he swung.
His favored instrument was a crude weapon: a heavy spiked iron ball chained to a steel handle. Originally meant for breaking shields in battle, Garron discovered it had another use. Bones.
A careful strike to the arm shattered resolve faster than knives or flame. A blow to the knee left prisoners unable to resist further questioning. Garron learned exactly how much force it took to break a body without ending it. Confessions came quickly after that.
Years passed, and Garron became a fixture of the keep. Prisoners whispered his name long before they ever saw him.
But something changed. At first, Garron noticed it during the quiet moments after a prisoner had spoken their final confession. The chamber would fall silent… yet his grip tightened on the chain.
One strike more, he thought.
Soon, the confessions no longer mattered. Garron swung because he wanted to hear it. The crack. The sickening, hollow sound of bone collapsing beneath iron.
The guards began leaving prisoners with Garron longer than necessary. Some said the torturer had become… enthusiastic. Others claimed the prisoners were dying before they ever spoke. The lord of Blackthorn did not care. Garron delivered results.
Until the night he didn’t. A young rebel had been captured outside the walls. The boy refused to speak, even after hours beneath Garron’s watch.
The chain rattled. Once. Twice. The boy still refused.
Something inside Garron snapped. The iron ball rose and fell again and again until the stone floor ran red and the boy’s body no longer resembled anything human.
But Garron did not stop.
The guards found him hours later. Still swinging. Still listening. Still chasing that perfect, terrible sound.
That was when the fog crept into the chamber. It slipped through the cracks in the stone, curling around the broken bodies and pooling around Garron’s boots. The air grew thick and heavy, swallowing the torchlight.
For the first time in years, Garron paused. The silence was different. Deeper. Hungrier. Then the chain in his hand rattled once more.
Garron stepped forward into the mist, dragging the iron ball behind him. Somewhere in the fog, something ancient stirred with interest. A man who had learned to savor suffering was far too valuable to waste.
And so the torturer of Blackthorn Keep vanished from the world of men. But within the endless trials of the Entity, the sound of breaking bones would echo forever.
They now call him… The Bonecrusher.
Killer Bio (Short In-Game Version):
A sadistic torturer who learned to savor the sound of breaking bones, The Bonecrusher wields a brutal ball with spikes and chain to punish survivors who draw too close. Those who attempt to stand together risk being shattered beneath his crushing blows.
Addons:
Common (Brown)
- Rust-Worn Spiked Ball: Years of use have made the spiked ball lighter. Slightly increases ball retrieval speed.
- Splintered Handle: A cracked grip forces quicker movements. Slightly reduces time needed to begin spinning.
- Prisoner’s Cloth Strip: Torn from a desperate captive. Shows where the ball will land.
- Rusty Iron Spike: Some spikes have worn down from overuse. Survivors hit by Spinning Strike suffer Hemorrhage for 30 seconds.
Uncommon (Green)
- Bent Shackles: Remnants from the dungeon cells of Blackthorn Keep. Survivors damaged by the thrown ball suffer Mangled for 45 seconds.
- Heavy Chain Segment: Extra chain weight improves momentum. Slightly increases spinning speed.
- Broken Rib Fragment: A grisly keepsake. Survivors hit during ball retrieval scream and reveal their location.
- Tarnished Hook Ring: Originally used for suspending prisoners. Moderately reduces spin charge time.
Rare (Blue)
- Iron Counterweight: Attached near the handle for greater force. Moderately increases leap speed toward the ball.
- Dungeon Key: Once used to unlock cells beneath the keep. Survivors within 6 meters of the thrown ball’s landing spot suffer 3% Hindered for 5 seconds.
- Blood-Soaked Chain Wrap: Wrapped around the handle for better grip. Moderately increases speed while spinning.
- Jagged Bone Spike: A spike replaced with sharpened bone. Survivors struck by the thrown ball suffer Deep Wound.
Very Rare (Purple)
- Execution Weight: An iron mass once used to break shields. Breaking pallets or breakable walls is possible also with 1 or 2 spins.
- Warden’s Brand: The mark of authority from the keep’s torturer. Survivors damaged by Crushing Lasso suffer Hindered (5%) for 6 seconds.
- Chain of the Damned: Recovered from the torture chamber floor. When retrieving the ball, survivors struck are briefly pulled toward you.
- Cracked Helmet: Belonging to a guard who crossed Garron. After a successful Leap, your movement speed is increased by 5% for 6 seconds.
Ultra Rare (Iridescent)
- Iridescent Chain Link: A fragment touched by the Entity itself. Survivors struck by the thrown ball at Maximum Strength are instantly put into the Dying State (spinned 3 times). Slightly increases charge time.
- Torturer’s Emblem: The symbol Garron wore beneath Blackthorn Keep. If a survivor is hit by maximum strength (3 spin), slammed to a wall/obstacle, and they already are suffering from Mangled, they trigger an alternative mori where the ball crushes them. Spinning speed is reduced by 50%.
I’ve been playing Dead by Daylight since it came out, and I’ve been thinking about this killer concept for years. I finally had the time to put it into writing.
I believe it’s balanced, fun, and adds a unique style to the roster. I hope the developers at Behaviour Interactive will see it and consider it. I am even willing to sign any paper regarding copyright ownership (renouncing it) — I don’t care about that. I would just love to see this killer in the game.
If there’s any other way to get Behaviour’s attention, please let me know.
Thank you!




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