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2019

    The Plague 

"The Plague" - Adiris

https://static.tvtropes.org/pmwiki/pub/images/plague_dbd.png
"It shall be known across the land that the Gods curse the unfaithful".

Voiced by: Unknown

As a Killer, the Plague is a speedy ranged combatant who causes an uncontrollable spread of diseases with projectile vomiting, and attacks with a heavy, ancient incense censer. Her power is called Vile Purge and has her charge up a short meter to projectile vomit on survivors and objects like vaulting locations, palettes and generators. Diseased survivors who wait too long to cure themselves or get hit with even more vile purge will eventually have the disease settle and become broken and unhealable by normal means, and also vomit on occasion, infecting nearby survivors or objects themselves. On every map when Adiris is the killer, cleansing altars spawn all over the map that the survivors can drink from to cure the disease and instantly heal themselves to max health state, but taints the altar (As well, one altar on the map will start tainted). If Adiris then drinks from the tainted altar (turning it back to normal), her vile purge upgrades to Corrupt Purge and turns into a bloody projectile stream that properly injures and can down survivors if it connects with them while wounded.

Her unique perks, Corrupt Intervention, Infectious Fright, and Dark Devotion, specialize in confusing, stalling and revealing survivors to the killer. Corrupt Intervention makes it so that the match starts with the three generators farthest from the killer blocked for up to two minutes, forcing survivors to get closer to the killer and limiting their spacing options to get progress. Infectious Fright makes any survivor within the killer's terror radius let out a revealing scream if a survivor is downed by any means. Dark Devotion causes the killer to pass their terror radius onto the Obsession for up to half a minute when hit, making the killer undetectable while the Obsession may scare teammates away from them or from objectives.

The Plague is the twelfth new killer added to the game with the release of the Demise of the Faithful Chapter on March 19th, 2019.


  • Achilles' Heel:
    • As noted below, survivors have a great deal of control over whether or not she has access to her Super Mode as it is dependent on them healing at fountains.
    • While in her Super Mode, pallets are extremely effective against her as she completely loses her Super Mode if she has a pallet dropped on her or she is flashlight blinded while kicking a dropped pallet to clear a path.
  • Agony of the Feet: Adiris severed her toe as a sacrifice to the gods, calling on them to cure a woman's illness. This act caused the people of Babylon to adore her. Her severed toe is, in fact, one of her add-ons.
  • Beauty Is Never Tarnished: Very obviously averted, if you look at her picture above.
  • Body Horror: The folder pic shows the effects of the plague on Adiris. To sum it up, there's more decomposed flesh on her than healthy skin.
  • Creepy Asymmetry: Half of the her body is rotted and deformed, including a face that appears melted on one side.
  • Crippling the Competition: Like Legion, the Plague has an unrivaled ability to injure survivors through her infection, but has no special ability to down injured survivors unless they give her access to her Super Mode by healing at a fountain. If survivors don't do so, the Plague's game consists of pursuing survivors as a normal killer with no special power, but with the advantage that the survivors are injured and unable to heal.
  • Determinator: According to her backstory, she kept on doing her work as a priestess even when the plague was ravaging her body and making her suffer, to the point of even overworking herself. Shame that it didn't really make much of a difference in the end, though.
  • Difficult, but Awesome: The Plague's power is incredibly unique to the point where once many players have gotten her very good perks, they do not play her again. Not only does she require good aim of her vomit projectiles (especially since charging her vomit slows her down), and good looping mechanics due to her green puke only injuring survivors, she also requires an immense amount of game knowledge to play. Knowing when to consume your pools of corruption (especially the one given to you by default), when and how to infect survivors and adjusting your game plan on the fly based on whether the survivors are cleansing or not is very difficult - not to mention pallet stuns can stop Corrupt Purge. However, she is considered a very strong killer for those who can use her; her infection lets her counter survivor healing tools other killers would be helpless against, like Boon Circle of Healing or strong Medkits, and also prevents survivors from getting speed boosts when they injured, and her Corrupt Purge lets her power through many loops, shred through health states, hit multiple survivors and chain together downs very quickly.
  • Enlightened Antagonist: Despite her previous religious devotion, she has apparently accepted the Entity as her true "God" and pays tribute to it like all the other killers.
  • Fan Disservice: Adiris' default outfit provides a Killer player a sideways perspective of her rotting, boil-covered breasts.
  • Finishing Move: Whacks the Survivor with her thurible, strangles them with the chain and drowns them in bile.
  • Hope Bringer: Before she became what she is today, she was this to the people of Ancient Babylon. They respected her, viewed her in a very positive light, saw her as an omen of good things to come and made her the new high priestess despite her lack of experience for the job.
  • Improbable Weapon User: Wields a thurible (A chained vessel for burning incense) as her weapon, using it as a large flail.
  • Lean and Mean: Skinny and gangly, very tall and very mean.
  • Light Is Not Good: Dressed in a white and gold-trimmed ceremonial priestess' garb with a golden headdress and ruby-encrusted jewelry. All the while forcefully contaminating and slaughtering survivors.
  • Lightning Bruiser: In her Super Mode she has a powerful ranged attack and normal movement speed, making her much deadlier than other ranged killers like Huntress, Deathslinger, or Trickster.
  • Long-Range Fighter: Like the Huntress, her ability is a ranged attack that deals damage. Unlike Huntress, the rules governing whether or not her ability damages survivors and how much it does so vary quite a lot. This is counterbalanced by the fact she moves at normal speed, unlike the Huntress who moves at reduced speed to compensate for her ranged attack ability.
  • Maximum HP Reduction: Infected survivors will eventually succumb to the Broken status effect, where they cannot heal from the injured state unless they heal at a fountain and give the Plague access to her Super Mode.
  • Mechanically Unusual Fighter: Because the way she handles injuries is so different from other killers, many killer perks that affect survivor healing (i.e., Nurse's Calling, Sloppy Butcher, or Coulrophobia) are practically useless on her since survivors will generally only heal against her by using a fountain, which heals instantly and isn't affected by perks. Conversely, survivor perks that boost their healing ability are likewise mostly useless when playing against her.
  • Parental Abandonment: Adiris was abandoned as a child on the steps of the Temple of Purgation at the centre of Babylon. She grew up to become a priestess, holding on to the belief that the gods had a plan for her.
  • Prisoner's Dilemma: One of the aspects of her power, moreso than even the Pig. If a survivor is infected by vomit, they'll have a fuzzy screen and will eventually be permanently injured. They can still complete the game in this state but will be downed in one hit by the killer. Using a healing fountain heals them to full instantly, but the Plague can then use that fountain to upgrade her vomit so that it deals damage and can down survivors. The optimal strategy is for all 4 survivors to ignore the infection and just do generators, but if one survivor isn't confident enough to play the game in a injured state and uses a fountain to heal, they'll potentially strengthen the Plague and make the game harder for the other survivors. Unlike Legion, the Plague moves at full speed, so being injured while being chased by her is more dangerous than in the slower Legion's case.
    • Tit for tat seems to be the best strategy against Plague, just as in real life. Don't heal if no one else heals, and have everyone heal if one person heals.
    • This is made more complicated by the fact that Plague gets one corrupted pool of devotion by default, and potentially more with add-ons. Everyone being injured is risky because if she drinks from her pool, she can very easily down all of you in mere seconds. However, if you cleanse, you give her her Super Mode more often.
    • This does work the other way too! If no-one cleanses, Plague won’t have much access to her very powerful Corrupt Purge and will have to play like an M1 killer most of the game, making strong windows, pallets and tiles hard for her. If everyone cleanses, she'll have her Super Mode more yes, but will also have to hit you twice, giving you time from the injury speed boost to maybe make it to a tall structure where hitting her red puke is harder - and will have to constantly go to fountains to keep her supply of Corrupt Purge up (if all of her fountains are red, she will gain Corrupt Purge for 60 seconds but at of the fountains will become useable for survivors and not Plague again). If some people cleanse and some don't, the pools might be in an awkward location and she'll have to be selective about which survivors to target and when to use Corrupt Purge. This means Plague players have to employ a different strategy each match based on how the survivors deal with the infection.
  • Really 700 Years Old: Some of the Killers were taken several decades before the modern day, but the Plague is by far the oldest Killer so far, having been claimed by the Entity during the days of ancient Babylon, several millennia ago.
  • Sinister Surveillance: Since the infection status of survivors is shown on the HUD at all times, The Plague can use her abilities as a limited form of map control if she pays careful attention; If a survivor suddenly gets infected, that means they're interacting with something she recently spewed on and she can retrace her steps to find them. And if a survivor cleanses themselves, she can figure out exactly where they are, since she can see the aura of the newly-corrupted pool at any distance, with one add-on showing their aura on top of that.
  • Suddenly Voiced: The first character, Survivor or Killer, to have spoken voice lines beyond grunts or screams of agony. She speaks during her Mori, albeit in Akkadian.
  • Super Mode: By using a corrupted fountain (a healing fountain which an infected survivor has used to heal), her Vile Purge is upgraded to Corrupted Purge for a short period of time, allowing her to deal damage with it and knock down survivors with enough hits, at the cost of being unable to infect them. She also completely loses her power if she gets stunned, which makes loops risky as survivors can either drop a pallet on you or flashlight you when you try to break a pallet.
  • Super Spit: Her ability. Spewing out an infecting stream of vomit.
  • Visible Odor: Infected survivors and objects will emit green stink clouds.
  • You Are What You Hate: She went from someone who wanted to repel the plague that threatened her people to a murderous fanatic who goes around spreading the very same plague that she prayed so hard against all those millennia ago when she became a servant of the Entity.

    The Ghost Face 

"The Ghost Face" - Danny Johnson / "Jed Olsen"

https://static.tvtropes.org/pmwiki/pub/images/ghostface_dbd.png

Voiced by: Filip Ivanovic

After committing multiple murder sprees in Utah and Philadelphia, Danny Johnson came to the town of Roseville under the alias "Jed Olsen", quickly landing himself a job at The Roseville Gazette. However, after a few months, he began to stalk various members of the town, dressed in a black cloak and a white mask. He began to map out their routines, taking pictures of their house and studying them before finally striking, brutally murdering his prey. Jed used these killings as fuel for the newspapers, writing article after article of the "Ghost Face Killer". As proud as he was of the murders and the resulting stories from them, however, evidence soon began pointing to him as the killer. When he realized this, he fled from Roseville, leaving behind only a note for the police.

Danny continued his work as Ghost Face in the next place he found, quickly building up a collection of newspapers and photos from the crimes, but The Entity soon took notice and invited him to join The Fog. He gladly accepted.

Ghost Face's power is called Night Shroud, which allows him to sneak up on Survivors and stalk them from around corners and out of sight. Once he stalks a Survivor for long enough, that particular Survivor becomes Marked, causing them to suffer from the Exposed status effect, allowing him to down them in one hit. However, if a Survivor spots him, his stealth is removed and he cannot stalk for a period of time.

His unique perks, I'm All Ears, Thrilling Tremors, and Furtive Chase are all-rounder perks that help a variety of regards instead of any specific focus. I'm All Ears makes it so that when any survivor preforms a fast vaulting action over a window or pallet, their aura is revealed to the killer to make it easier to predict their attempted escape route. Thrilling Tremors blocks every generator that's not actively being worked on for a short time after a survivor is picked up, giving information on what generators survivors may be tending to. Furtive Chase is an obsession perk that grants the killer haste and the Undetectable status effect for a brief period every time the Obsession is hooked, but permanently goes away if the Obsession is killed; to combat this, Furtive Chase will change who the Obsession is every time the Obsession is unhooked.

The Ghost Face is the thirteenth new killer added to the game with the release of the Ghost Face DLC on June 18th, 2019.
The Ghost Face is the fifth Guest Fighter killer added to the game, coming from Scream.


  • 15 Minutes of Fame: He murders people so he can write about himself in the newspaper.
  • Achilles' Heel: Because Ghostface's power is pure stealth with no anti-loop or enhanced map coverage, anti-stealth perks (especially Spine Chill) absolutely cripple him against survivors. Large, wide open maps are also a severe handicap to him, as surivors can easily spot him coming from a mile away. An organized team of survivors can also take turns knocking him out of stealth while he's busy chasing someone else.
  • Attention Whore: Danny murders people so he can write about them in his newspaper articles and gain attention from it.
  • Badass Normal: For the most part, Ghost Face is just a regular man yet he can take down survivors, including experienced fighters like Ash, Bill, and Steve. He also seems stronger than Legion, the other "average, regular person with a knife" killer, as unlike with Legion survivors are unable to fight back against him during his Mori.
  • Berserk Button: Being mocked. He considers his "stories" Serious Business and thus can not handle those who "parody" it. Tome 13 shows this very well when he gives up his current quarry to massacre a group of college students, even commiting it unmasked in his rage, all because they made a comic making fun of Ghostface in their newspaper.
  • Bitch in Sheep's Clothing: As stated in his biography, Danny Johnson, in his persona Jed Olsen, is considered by his staff as one of the most likable people around. This is just an act that Danny uses to hide his true self as a killer.
  • Blood from the Mouth: Victims of his Mori will be puking out blood when he pulls their heads up for a selfie after he's done stabbing them.
  • Canon Foreigner: This Ghost Face, while taking inspiration from the existing killers from the Scream movies, is ultimately an original character created for the game donning the same mask and outfit. This is because the copyrights for the mask and for the films are entirely separate due to the films using a pre-existing character mask for their killer. The devs only bought the rights to the character mask, so the character has no direct references to Scream, though their fame-seeking background and usage of modern technology and culture certainly evoke the spirit of the films. One of his purchasable outfits allows you to don the classic Ghostface costume from the films, however.
  • Close-Range Combatant: Like Myers and Leatherface, Ghost Face has zero influence on the map other than his immediate vicinity. In theory, his stealth and one-hit-kill ability are supposed to compensate for this.
  • Devious Daggers: As is usual for serial killers wearing the Ghost Face mask, his main weapon is a knife. He's one of the sneakiest Killers in the game, stalking and studying his victims from the shadows with no terror radius before emerging to inflict a One-Hit Kill when he's done observing them.
  • Don't Look At Me: A survivor looking at him for long enough will knock him out of stealth mode. Multiple players have commented this mechanic gives him a playstyle more like the Ghost Face from Scary Movie than the Ghost Face from Scream.
  • Evil Counterpart: To Mikaela Reid. Both she and Danny are storytellers, but while Mikaela tells stories to entertain her audience, Danny tells horror stories to instill fear and bask in the anxiety and stress this produces.
  • Evil Smells Bad: Invoked; he wears cologne so that his victims can smell his presence.
  • Even Evil Has Loved Ones: Tome 13 reveals he truly honestly loved and respected his father, even implying the reason behind his entire Humans Are Bastards motive (see The Cynic) is the way his father was shunned and mocked for his PTSD from the war when he got home. However, this is Subverted hard with the final story which reveals his oft mentioned "clumsy" first "design" was murdering his father in a fit of rage. Even then, he still remembers his father fondly and believes he deserved a "better" design.
  • Fame Through Infamy: One of his main motivation for being a Serial Killer.
  • Finishing Move: Stabs his victim three times, leaving the knife in their back. Then he pulls out a camera, pulls the Survivor's head up so he can take a selfie with them, then pulls the knife out.
  • Foil:
    • Can be considered one to the Legion. Both fill the niche of a relatively average human with a knife and murderous tendencies but play with comparably different playstyles; The Legion being an agile berserker based around dealing major damage to a survivor group all at once before cleaning up with basic abilities, while Ghost Face is a methodical and patient killer who focuses on stalking and remaining hidden from survivors, before swooping in and taking them out with one decisive attack.
    • He’s also one to the Shape (AKA Michael Myers), being another Guest Fighter with a playstyle that revolves around stalking Survivors before going in for a One-Hit Kill, and who has enhanced stealth capabilities at the cost of being a Close-Range Combatant. Unlike Michael, who automatically makes every Survivor Exposed at once after reaching Evil Within 3, Ghost Face’s brand of stalking, though capable of being used on multiple Survivors at once, encourages Exposing and attacking them one at a time, while also having more flexibility (with Ghost Face being able to stalk Survivors from around corners and while crouching). In addition, Michael’s stealth is passive in nature, with him always being Undetectable in Evil Within 1 and having only half the standard Terror Radius (16m rather than 32m) in Evil Within 2, while Ghost Face’s stealth is activated via Night Shroud and he can be knocked out of it if seen by a Survivor for long enough. Myers is more physically capable (he has a 20% longer lunge and 25% faster vault speed while in Evil Within 3), but Ghost Face has better stealth at the cost of Survivors being able to knock him out of stealth.
  • Glory Hound: He became a serial killer for fame. This is shown by his finishing move, as he takes a selfie of himself and his victim.
  • Guest Fighter: Subverted. He's not the killer from the Scream movies and the only thing he's got in common with them is the mask. You can purchase the classic Ghostface outfits from the film as an alternate cosmetic, however. His "Wassup" alternate mask is also borrowed from Scary Movie.
  • Laughably Evil: His trailer is considerably more comedic than the darker tone of previous killers' trailers (especially when you consider he's casually shopping in full Ghost Face regalia in a location that looks like it's part of the real world rather than the Entity's realm).
  • Leitmotif: As of April 2022, Ghostface finally has his own chase theme. It starts sinister and tense before blasting into relentless percussion. Multiple commenters have described it as sounding like "a copy machine dying".
  • Lethal Joke Character: He's fairly weak when played like how the developers intended him to be played (using stalk to mark survivors then chasing them once they're marked) given how easy it is to break him out of stalk and how relatively easy it is for a skilled survivor to loop him for the relatively short period that being marked lasts. However, players have found him to be fairly strong if you just forget about marking and use stalk to run around, sneak up on, and stab survivors, playing chaotically and constantly switching targets instead of committing to a chase in order to catch injured survivors off-guard while they're vulnerable.
  • Narcissist: Heavily implied, given that his murders are motivated by a need for attention. In a video discussing his abilities and background, the developers describe him as "a bit narcissistic."
  • Not the Intended Use: Whenever he's drawn out of stealth, it makes an indicator of where the survivor that found him is. Thus it's possible, possibly even beneficial, to have him crouched in the middle of an open space in hopes of a survivor you can't see taking him out of stealth and making themselves known.
  • Odd Name Out: All the other killers, most noticeably the licensed killers who are best known by their real names, are known in the game by an alias denoting their role, i.e. The Shape (Myers), The Cannibal (Leatherface), The Nightmare (Freddy), etc. Ghost Face's moniker is ... The Ghost Face.
  • One-Hit Kill: After stalking a Survivor for 5 seconds, he has a 60 second (Previously 45) period in which he can put them into the dying state in one hit.
  • Psychopathic Manchild: Murdering random people for the sake of getting attention doesn't imply much maturity on his part. For bonus points, his finishing move involves him stabbing his victim repeatedly, then taking a selfie with them the way a teenager would with their friends.
  • Serial Killer: Has murdered many victims under the Ghost Face persona, before and after Roseville.
  • The Sneaky Guy: His power revolves around sneaking up on Survivors and stalking them, which causes them to become Exposed after stalking them for long enough, allowing him to down them quickly and in one hit.
  • Stalker without a Crush: His power revolves around stalking Survivors in order to make it easier to hunt them down. Prior to being taken by the Entity, he also stalked his victims for weeks in order to figure out their routines and home layout before going in for the kill.
  • Stealth Expert: While stalking, he has no heartbeat or red stain, and he can crouch down to better conceal himself as well as lean from corners to stalk from concealment. However, if a Survivor spots him, he will be forced out of stealth. Like the Huntress, he also makes an unmaskable noise at close range (a wind-like sound), so you can always tell he's nearby even when his heartbeat is concealed.
  • Swipe Your Blade Off: His cleaning animation has him using his other hand to grip the blade and swipe the blood off, one of the few things carried over from the Scream movies.
  • The Cynic: Tome 13 reveals this is part of his justification for his murder: he believes humanity is always doomed to progress towards violence, and so his stories provide a "release". The rest of the story, (namely, as shown under Berserk Button) imply it's more "personal" then that.
  • Troubling Unchildlike Behavior: Tome 13 has him happily reminisce on the scary stories his father told him as the "best" and the ones that inspired his current love of writing horror stories. The wording heavily suggests he was enjoying and enthralled by stories of his father's experiences in war and slaughtering enemy soldiers!
  • Weak, but Skilled: Ghost Face has no enhanced physical abilities, but is a master of stealth, being able to stealth on-demand, attack while in stealth, and crouch to present a smaller profile. He's also smaller than Myers and thus harder to spot coming.
  • White Mask of Doom: The signature Ghost Face mask.
  • Vader Breath: Ghostface’s reaction to getting stunned is to make a muffled annoyed sigh.
  • Villain Respect: Befitting his famous licensed counterpart, he truly respects and honors famous slashers, which given DBD lore, most of which actually exist. This ends up being his Rage Breaking Point in Tome 13, as he loses it after breaking into a parody newspaper office and finding a wall of caricatures of famous killers.

    The Demogorgon 

"The Demogorgon"

https://static.tvtropes.org/pmwiki/pub/images/demogorgon_dbd.png

Voiced by: N/A

Demogorgons are a species of carnivorous predators that exist within the altenate dimension known as the Upside Down.

They act on simple predatory instinct or under the control of higher powers, such as the Entity.

As a killer, the Demogorgon has multiple average strengths instead of a singular focused one and hunts survivors with its claws while stalking them from the Upside Down. Its first ability, Shred, is a special lunge with even more range and speed than the normal killer lunge, but takes a few seconds to charge and is locked in a line. Lunge can also break palettes and doors with much less time spent breaking them than the animation for breaking them - and is much harder to palette stun as if the timing is off, the Demogorgon will break it instead and not be stunned. Its second power is Of the Abyss; the Demogorgon lays down up to five portals to the Upside Down wherever it has clearance and can travel between them at will, silencing its terror radius for several seconds after exiting. The portals start inactive and invisible at first, and are revealed to survivors after being used, allowing them to destroy it and refunding the charge to lay down another.

The Demogorgon's unique perks, Surge, Mindbreaker, and Cruel Limits focus on affecting generators and survivors around them, per the show treating the Demogorgon as a Walking Tech Bane. After the Demogorgon was temporarily removed from the DLC store, all three of its perks were put into the general Bloodweb as always unlocked so the effects still existed and were renamed; Surge became Jolt, Mindbreaker became Fearmonger and Cruel Limits became Claustrophobia. Surge causes every generator within a certain distance of the killer to explode, lose progress and begin regressing when a survivor is downed with a basic attack. Mindbreaker causes survivors to be afflicted by Exhaustion and Blindness while working on a generator or pauses the timer if they were already afflicted by it, denying them emergency escape perks like Dead Hard and Sprint Burst for up to five seconds. Cruel Limits causes every window on the map to be blocked by the Entity when a generator is completed, making it trickier for survivors to get away after completing one.

The Demogorgon is the fourteenth new killer added to the game with the release of the Stranger Things chapter on September 17th, 2019. However, due to licensing issues with Netflix, on November 17th 2021, the Demogorgon was made no longer purchaseable (though remains in the game for players who already own it). On November 6th 2023, the Demogorgon was made purchaseable again with the Stranger Things chapter or as a standalone killer.

The Demogorgon is the sixth Guest Fighter killer added to the game, coming from Stranger Things.


  • Animalistic Abomination: While a cunning predator, it has no grander motivations and doesn't seem to have any greater capacity for thought, essentially acting more like a hungry animal than a serial killer.
  • Awesome, but Impractical: Upon release, the Demogorgon's Iridescent add-ons were nearly pointless due to how nonsensically situational they were. The Leprose Lichen only revealed the auras of injured survivors while traversing the Upside Down, an extremely limited timeframe where the Demogorgon's sight is very restricted. The Red Moss gave a longer Undetectable duration when emerging from portals, which is highly situational due to the Demogorgon's extremely loud footsteps even while Undetectable, and also massively increased the cooldown of its ability. Thankfully, the 4.7.0 update made both of these add-ons much more viable. Leprose Lichen now reveals all survivors while traversing and for a few seconds afterwards, while the Red Moss instead slightly increases portal emergence time, but makes the sound of the Demogorgon emerging completely silent on top of being Undetectable for longer.
  • Bad Vibrations: Like the Oni and Nemesis, its footsteps are incredibly loud due to it being a huge, heavy monster.
  • Combo Platter Powers: Similar to the Pig, the Demogorgon possesses multiple average abilities rather than a single strong ability. It can create tunnels that can be used to rapidly cross the map, detect survivors in close proximity to its tunnels, and has a pounce attack that has better range than the normal killer lunge, but needs to be charged up (during which his speed is noticeably reduced, similar to Leatherface's chainsaw charge) and only goes in a straight line.
  • Deadly Lunge: Its secondary ability allows it to pounce forward in a straight line to attack its target, at the cost of leaving it momentarily stunned afterwards.
  • Death or Glory Attack: The Demogorgon's Shred lunge can allow it to hit survivors at medium range, but it's heavily penalized if it misses due to the long stun, and it's relatively easy for survivors to dodge it at the last second.
  • Finishing Move: Stabs its victim with its claws before pouncing on them and biting their head, violently shaking it around until the survivor stops struggling, then spits it out, stabs them one more time, and roars at their body.
  • Flower Mouth: One of its signature characteristics.
  • Guest Fighter: From Stranger Things.
  • Leitmotif: Instead of the game's normal chase music, the Jaws-like chase music from the TV show plays when you're being chased by the Demogorgon. Its unique menu theme is a sort of mix of the main theme and the Stranger Things opening theme.
  • Master of None: Like the Pig, the Demogorgon generally suffers from being able to do several things but not doing any of them particularly well. Its pounce ability is very much high risk, medium reward, due to it doing regular damage and how easily dodgeable it can be and how much it's penalized with stun if it misses. Its portals give it good map coverage, but setting them wastes a lot of time, and survivors can destroy them to make the time spent setting them up a waste. The tracking ability granted by its portals is very short range and almost useless without add-ons, and survivors can also hear its portals when in range of them, cluing them in that they may be tracked. Its stealth when emerging from a portal is extremely weak, even with moderate add-ons; only its best, Ultra-Rare stealth add-on actually does anything meaningful, and survivors can still locate its teleport position and loud footsteps through sound alone.
  • Natural Weapon: Uses its claw-like hands to slash at Survivors. This makes it the only Killer besides the Hag to not use a weapon to attack.
  • Portal Combat: The Demogorgon can lay down a handful of portals across the map, and tunnel between them to traverse long distances quickly. The portals also can reveal when survivors are near them, and can also inflict various status effects with the use of add-ons. The downside is that survivors can destroy portals, and unlike the Hag and her teleport traps, the Demogorgon can't recycle portals if it uses up all his available ones.
  • Power Nullifier: The Demogorgon's second perk, "Mindbreaker", is based around preventing survivors from recovering from exhaustion perks (Sprint Burst, Balanced Landing, Lithe, Dead Hard, and Head On) while working on generators, and preventing them from using these perks by afflicting them with the Exhausted status effect for a few seconds after leaving a generator.*
  • Shout-Out: Per the show, it's named after a Dungeons & Dragons monster the nerdy child protagonists gave it (in spite not looking like an actual Demogorgon at all). Additionally, the name of its portal laying skill "Of the Abyss" is a reference to "Dwellers of the Abyss", the 5th edition sourcebook that introduced the titular Demogorgon to the tabletop.
  • The Sneaky Guy: Heavily downplayed; the Demogorgon's heartbeat is suppressed for a couple seconds after it teleports (this can be increased with add-ons, up to 10 seconds when using the ultra-rare add-on which also reduces your teleport recharge rate by more than half). However, survivors are notified whenever the Demogorgon teleports and its footsteps are incredibly loud even without a heartbeat. Survivors also can't hear its heartbeat when destroying portals.
  • Token Non-Human: The first playable character who is of non-human origin, the Demogorgon is just a straight-up, literal flesh-eating predator from another dimension.
  • Tunnel Network: The Demogorgon can create portals that allows it to quickly traverse the Upside Down and emerge from other active portals.
  • Walking Tech Bane: The Demogorgon's perks are based on it causing electrical anomalies and focused around interfering with generator repair and damaging the environment around survivors if they complete a generator.

    The Oni 

"The Oni" - Yamaoka Kazan

https://static.tvtropes.org/pmwiki/pub/images/oni_dbd.png
"Within your enemy's strength is weakness."
Click here to see the Armored Titan
Voiced by: Jean-Baptiste Garnier
"What does it mean to be authentic? How does one follow one's destiny despite the pressures of family and tradition? Often following one's path is a strenuous, narrow struggle full of unexpected joys and difficulties. Ultimately it's about finding the balance between tradition and self-actualization. But as one struggles for identity, decisions are made and consequences, good or bad, must be faced."
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Kazan Yamaoka was an absolutely merciless samurai who sought to purify Japan of peasants posing as samurai in a series of brutal killings. He was given the nickname of "Oni-Yamaoka" by a noble lord, a name Kazan absolutely detested. Anyone daring to call him such would find themselves added to the warrior's growing body count, and eventually, his sights turned to the lord who started the nickname.

On his way, he was met in combat by an opposing samurai, who Kazan struck down with his Kanabo. However, the man he had slain turned out to be his own father. A regretful and angry Kazan found himself aimlessly wandering, breaking out into bouts of rage. Eventually, though, he returned to his task of killing the lord who insulted him.

Kazan battled relentlessly through the samurai who came to the lord's defense before reaching his villa. There, the rageful samurai proceeded to butcher the lord, ripping out the tongue that insulted him. As he exited however, he found himself surrounded by villagers. Despite his power and efforts, the ambush overwhelmed Kazan, who was left for dead in a stone mill after being brutalized by the mob. When they returned, Kazan and his weapon were nowhere to be found, and rumors began to circulate that an Oni now haunted the town.

Befitting his moniker and appearance, the Oni uses a Katana and a Kanabo (A Japanese great-club studded with metal) to hunt survivors down in a rage. The Oni has a blood gauge that fills up gradually over time, in chunks when he injures (but not downs) survivors, and can be increased by absorbing blood orbs that survivors leave over time or drop immediately when doing actions. Once fully charged he can unleash his rage in Blood Fury, letting out a map wide roar and switching to his Kanabo. While affected by Blood Fury, The Oni can use his Demon Dash, which allows him to run across the map at high speeds similar to the Hillbilly but with significantly more control and drift, and his Demon Strike. After a charge time, the Demon Strike has a larger lunge range than his normal attack and is capable of downing survivors instantly.

The Oni's unique perks, Zanshin Tactics, Blood Echo, and Nemesis, make it easier to keep track of important objects around the map and focus on punishing players for getting caught or interfering with a chase. Zanshin Tactics highlights pallets, breakable walls, and windows within a certain radius of the killer. Blood Echo inflicts the Exhaustion and Hemorrhage status effects on all injured survivors when a survivor is hooked, slowing them down and making them easier to track. Nemesis marks someone as the Obsession if they stun the Killer by any means, revealing their aura for four seconds and masking the Terror Radius from them for up to one minute.

The Oni is the fifteenth new killer added to the game with the release of the Cursed Legacy chapter on December 3rd, 2019.


  • Abusive Precursors: Zigzagged. He was one hell of a samurai with a habit for killing farmers pretending to be samurai, but as far as we know, he has not done anything to interact with, much less harm, his descendant and fellow killer Yamaoka Rin AKA The Spirit.
  • Achilles' Heel:
    • As noted under Crippling Overspecialization, without his power he's a basic attack Killer with absolutely no special attributes. If survivors can manage to do multiple generators without getting injured, the match swings heavily against him. He's the one Killer it might actually be worthwhile to quickly throw down pallets against at the beginning of the match rather than trying to conserve them with risky play and risk getting hit.
    • Like the Hillbilly, his dash has very restricted turning (although he have much more control over it than the Hillbilly, as he can actually strafe to the sides while sprinting, and his demon dash isn't cancelled when running at walls or obstacles).
  • Action Dad: While not mentioned in his bio, Kazan had a son who he was very protective of, on top of being a violent samurai who went around murdering people before becoming the brutal oni he is today.
  • Attack of the 50-Foot Whatever: The limited time "My Little Oni" game mode pits a 2-story tall Oni against shrunk-to-Chucky-sized survivors.
  • Awesome, but Impractical: Like most newer Killers, Oni's Ultra-Rare add-ons seem nonsensical or pointless given their rarity. His Bloody Glove add-on causes survivors to absorb blood orbs, revealing their location to him for 2 seconds per orb. However, the add-on also causes survivors to see the blood orbs, allowing them to vacuum them up and robbing Oni of his power. The add-on basically completely sacrifices the Oni's power for enhanced tracking, which is often counterproductive as good survivors can easily loop a basic Killer with no power almost indefinitely. His Iridescent Family Crest add-on causes survivors within 12 feet of him to scream and reveal their position if he misses a bash attack in his super mode. However, Oni is locked into a stun whenever he misses an attack, so he's unable to look around and is often unable to see where the scream is coming from. The range is also incredibly short, to the point of being almost pointless.
  • Ax-Crazy: While all of the Killers qualify, Kazan really takes the cake here; in life, he went on a crusade to prove his worth and purge the samurai class of imposters by murdering them, with his killings being considered brutal, cruel, and morbid. He later escalated to killing anyone who called him by the nickname "Oni-Yamaoka" and only got worse after he accidentally killed his father, culminating in him slaughtering a town's lord and a dozen samurai because the lord had first called by his nickname.
  • Bad Vibrations: His footsteps are insanely loud (which makes sense, given that he's basically a 500-pound demon), which also makes him fairly easy to track through sound even through walls and somewhat defeats the point of his stealth perk when used by him.
  • Berserk Button: His nickname "Oni-Yamaoka". Calling him that guaranteed you'd end up as another of his victims.
  • The Berserker: Once his meter is fully charged with blood orbs, he can go into Blood Fury for 45 seconds, gaining two different Dash Attack abilities which also serve as a One-Hit Kill. In Blood Fury, he's good at downing survivors, but he completely loses his power if he attempts to actually hook a survivor.
  • Broke Your Arm Punching Out Cthulhu: His "Nemesis" perk is based around getting revenge on survivors who injure him, and seems particularly designed to be synergized with his descendant The Spirit's "Rancor" perk. It synergizes particularly well with obsession perks that require stacking on the obsession, such as Play With Your Food.
  • Carry a Big Stick: While in Blood Fury, he uses a giant kanabo to bash his prey with.
  • Crippling Overspecialization: His Super Mode is extremely powerful, but it takes a relatively long time to charge up (and won't charge at all if he can't land a hit on a survivor), and without it he has absolutely no secondary abilities or special attributes to help him. In comparison, other killers with a "powerful but difficult to activate" ability generally have some other advantages to help them when they don't have access to their main ability, such as Myer's reduced heartbeat radius, the Plague's infection, etc.
  • The Dreaded: He became infamous for his rage and bloodlust. Monks even believed him to be possessed.
  • Death by Irony: Kazan was infuriated by farmers pretending to be Samurai and went on a pilgrimage of slaughter to root them out. He met his end when a group of farmers mobbed him for killing their Lord.
  • Disproportionate Retribution: Kazan had a tendency to give extremely severe punishments for petty offenses. When his son got accidentally injured while playing with a friend, Kazan killed the friend. When he saw peasants pretending to be samurai, he went on a crusade to exterminate them. When a lord gave him a nickname, he killed him and all of his loyal guards.
  • Do Not Go Gentle: Even as he was wounded, exhausted, and fighting for his life against the waves of villagers who kept coming, he still kept on fighting until his death.
  • Embarrassing Nickname: He was called "Oni-Yamaoka" by a noble lord for his extreme brutality and intense rage. Kazan despised the name and killed anyone who called him by it.
  • Even Evil Can Be Loved: Implied by his Tear-Soaked Tenugui add-on, the description of which states it to be the cloth Kazan's mother cried into after he left on his mission to cleanse the samurai.
  • Even Evil Has Loved Ones: Dearly loved his son and father, though nobody else.
  • Evil Makes You Monstrous: While the Oni's backstory hints at him having been just a person, the parts of him that are exposed are shown to be bloated and stone-colored, implying that his rage and murderous actions, with some of the Entity's help, turned him into a literal Oni.
  • Finishing Move: Stabs his victim with his sword to keep them upright while he rips out their tongue with his bare hands, then crushes it, retrieves his blade, and smashes their head in with his kanabo.
  • Hell Is That Noise: If you're a survivor, hearing the Oni's bestial shout indicating that Blood Fury is active is cause for alarm. Suddenly you're at risk of being caught up to in seconds and being instantly knocked down.
  • I Was Quite a Looker: As shown by the Core Memories pertaining to his Memory Fragments in Tome 17, Kazan—prior to becoming the monstrous Oni—was actually rather handsome as a human man. Not that he was any less bloodthirsty for it, mind you.
  • Jack of All Stats: Similar to Myers, he has to build meter by pursuing survivors in order to use his power, and in Blood Fury Mode he has a long-range dash similar to the Hillbilly's chainsaw charge, except with a much less heavy penalty for bumping into objects and also having to manually attack in order to deal damage, and a short-range dash akin to Leatherface's chainsaw charge, only harder to aim and only dealing damage at the end instead of throughout the entire charge.
  • Leitmotif: His unique chase theme makes use of very heavy, Eastern-style percussion to accentuate the dread that comes with a massive behemoth of an oni chasing you down. His unique menu theme makes use of traditional Japanese instruments and a pounding percussive rhythm.
  • Lightning Bruiser: While in Blood Fury mode, he gains the ability to sprint and pulls out his kanabo, able to down Survivors in one blow.
  • Literal Metaphor: The traditional Japanese metaphor of "giving a kanabō to an oni"-i.e. empowering something already strong-is literally enacted here, as Yamaoka's usage of the kanabo enables him to break into a charge and down survivors in one hit, meaning both his speed and strength are enhanced.
  • Katanas Are Just Better: He uses a newer version of the same blade his descendant, the Spirit, does. However, this trope is subverted as his katana only does the same damage as all the other killer basic melee attacks, and he does more damage with his Kanabō.
  • My God, What Have I Done?: The one kill he truly regretted was his father, when his father tried to stop him from killing his nemesis, dissuading him from his quest… until he came across an oni statue, making him recall the lord who insulted him and renewing his murderous rage.
  • One-Hit Kill: In Blood Fury, he can use his kanabo to deal a Demon Strike. It takes longer to charge up than a normal lunge and has an even longer cooldown, but it can down Survivors in one hit and can also hit multiple Survivors if they are close enough to each other. Confident survivors can also dodge it by changing direction at the last second, similar to Hillbilly's chainsaw dash.
  • Our Minotaurs Are Different: One of his Ultra Rare skins makes him into a minotaur.
  • Papa Wolf: Very protective of his son in life, to the point of murdering his son's friend out of rage when he sustained a crippling injury while playing with her. Afterward, Kazan would regularly make long, perilous treks to a mountaintop shrine in order to pray for his son's recovery.
  • Pet the Dog: As revealed by his Memory Fragments in Tome 17, there is one known instance of the Disproportionate Retribution-prone Kazan being merciful; Memory 3724 describes him, after having massacred almost a dozen villagers who posed as samurai, sparing a teenage boy who was among them (albeit in a brusque and threatening manner). Notably, he does so even after the boy stabs him in the leg and calls him as Oni to his face.
  • Palette Swap: One of his Ultra Rare sets turns him into The Armored Titan.
  • Red Eyes, Take Warning: Gains glowing red eyes while in Blood Fury.
  • Super Mode: Like Myers and Plague, the Oni's Blood Fury makes him very powerful, but only lasts a short period of time. Also, unlike Myers or Plague, when not in Blood Fury, the Oni has no special attributes to help him. In fact, with his huge size and incredibly loud footsteps, he's actually weaker than other "no power" Killers like Legion or Ghostface, as he's easier to track in loops and mazes.
  • Supernatural Floating Hair: Just like his descendant, Kazan also has flowing hair. Though not to the exact extent as Rin and his hair is white instead of black.
  • Surprisingly Realistic Outcome: Killing a highly respected and beloved lord wasn't going to end well for Kazan, angering his people to take revenge on him, which ultimately became his undoing. Despite being a very formidable warrior that had killed numerous samurai, even someone as tough and skilled as Kazan would be overwhelmed by a mob attack at all sides, even by inexperienced farmers. It also doesn't help that Kazan had just come back from killing the lord and all of his warriors, so he was probably at least somewhat injured and exhausted. Unfortunately for the farmers, this goes both ways. Sure, they eventually managed to kill Kazan, but he still managed to kill a lot of them before they killed him. Even when you have sheer overwhelming numbers on your side, attacking a skilled, experienced opponent whose specialty revolves around killing both your own kind among others, is still quite risky and can end badly for a lot of you, especially if numbers are the only advantage you've got. You and your numerous allies might eventually succeed in killing your enemy, but if you're not careful, your enemy will take a lot of you down with him.
  • Taking You with Me: Heavily implied. According to his bio, when the villagers surrounded him and attacked him, he managed to kill a lot of them before they killed him, so it's very likely that he managed to kill the ones who killed him, too, before succumbing to his wounds.
  • Tengu: His Mountain Hunt cosmetic is themed on one, equipping him with a crow mask and bird-taloned footwear.
  • Tongue Trauma: His Memento Mori has him rip out the Survivor's tongue with his bare hands, then crushing it by forming a fist. In his backstory, this is what he did to the noble lord who came up with his nickname.
  • Villain Respect: Implied in Memory 3724 of Kazan's Memory Fragments, where he's faced with a teenage boy who attacks him even after Kazan butchered almost a dozen of his fellow villagers. The boy is described as both displaying no fear and adopting the stance of a true samurai, in contrast to the terrified and inexperienced men Kazan felled moments before. It's likely for this reason that Kazan, even after being stabbed in the leg and referred to as an Oni, ultimately lets the boy leave with his life.
  • Would Hurt a Child: His walking stick addon mentions that he slaughtered his young son's friend and her family for an injury he sustained while playing with her.
  • You Are What You Hate: In a twisted, ironic take on this trope, Kazan became the exact thing he despised being called in life upon being taken by the Entity - a violent oni whose sole desire is to kill anything in his path in a blind rage.

2020

    The Deathslinger 

"The Deathslinger" - Caleb Quinn

https://static.tvtropes.org/pmwiki/pub/images/deathslinger_dbd.png
"Bloody fool, you pulled the trigger on yourself."
Voiced by: Patrick Harris

Caleb Quinn picked up engineering from being tutored by his father, an Irish immigrant struggling to find work in the Midwest due to prejudices against the Irish. Eventually, Caleb found work when he became an adult under the Railroad tycoon Henry Bayshore, who had secretly been stealing and selling off Caleb's patents. A furious Caleb proceeded to violently assault and maim his former boss, which saw him locked up in Hellshire Penitentiary, America's first private prison, for 15 years.

Caleb, while in prison, found himself becoming an unlikely friend with his warden. Eventually, the two struck a deal, in exchange for locking up Bayshore and releasing him from prison, Caleb would track down and bring in criminals for the warden to lock up. To that end, Caleb developed his signature speargun, which he'd use to reel in prisoners. The disembowelments of outlaws from the prototype versions of this weapon would earn him his nickname of "Deathslinger".

He eventually formed the Hellshire Gang out of Irish inmates the warden had released to assist Caleb in collecting bounties. They worked for six years until after a particularly violent shootout, where Caleb noticed a newspaper headline showing Bayshore had bought out Hellshire Penitentiary from the warden. Caleb had been sold out.

Responding to this, a livid Hellshire Gang stormed the prison, brutally fighting their way to the warden's office to get their revenge on him and Bayshore. After a brutal beating, the two men were left at the mercy of the inmates. From there, Caleb returned to his old cell, where the fog rolled in and he was recruited into the Entity's rank of killers.

His power is called The Redeemer, which is a rifle that shoots out a giant spear tied to a chain. If he hits a Survivor with a successful shot, he can reel them in to attack them, but the Survivor can escape from the chain by struggling out or breaking the chain using the environment and things like walls or rocks, but doing so still injures the survivors and afflicts them with a Deep Wound. After shooting, the Deathslinger needs to reload before he can use it again.

His teachable perks, Gearhead, Dead Man's Switch, and Hex: Retribution, allow him to easily locate Generators being repaired, temporarily block Generators from being repaired when a Survivor is hooked, and punish Survivors for cleansing his Hex totems. Gearhead activates for a period of time every time a basic attack connects, and while it's active, any good skill checks will highlight generators for as long as they're being worked on. Dead Man's Switch activates after a Survivor is hooked and blocks any generator that survivors were working on if they stop repairing for any reason. Hex: Retribution causes survivors to be afflicted by Oblivious whenever a dull totem is cleansed, and when a Hex totem is cleansed, the aura of every survivor on the map is revealed for a short time.

The Deathslinger is the sixteenth new killer added to the game with the release of the Chains of Hate chapter on March 10th, 2020.


  • Achilles' Heel: Like the Huntress, his reduced movement speed gives him handicapped map coverage, which is particularly handicapping to him on larger maps. Made even worse by his damage-per-second being significantly lower than that of the Huntress.
  • Ambiguously Human: He has glowing eyes, greyish skin, and his reveal trailer shows him snapping his dislocated jaw back into place through sheer force of will. Despite this, nothing in his lore indicates that there is anything supernatural about him.
  • Aura Vision: All of his perks incorporate auras: Gearhead allows him to see if a Generator is being repaired by highlighting a Generator in yellow if a Survivor succeeds a Skill Check while repairing it, Dead Man's Switch blocks Generators that Survivors stop repairing while the obsession is hooked and highlights those Generators in white, and Hex: Retribution reveals every Survivor's aura for ten seconds whenever a Hex totem is cleansed.
  • Awesome, but Impractical:
    • He's a killer with a gun (something that has long been a meme among the community). Bonus points for being a cowboy. However, his damage rate is very slow; in the time it takes him to shoot, hook, and reel in a survivor to hit them once, a decent Huntress can toss 2 or 3 hatchets and down a survivor while a good Trickster can cause serious damage. He also takes a pretty long time to reload between each shot. On the plus side, the Deathslinger can aim and fire instantly without the charge-up time of the Huntress' hatchets or the Trickster's knives, and his rifle doesn't count as an attack for purposes of perks like Save the Best for Last or Play With Your Food.
    • Like most newer Killers, his Ultra-Rares seem nonsensical or pointless given how rare they are. His Hellshire Gang Branding Iron used to let him see the location of all survivors within his heartbeat radius when he has a survivor speared with his rifle, which is very situation (especially since your view is very restricted when reeling in a survivor). However, this was changed to making him undetectable when he spears a survivor, and for a few seconds afterwards when they're no longer speared.
  • Badass Longcoat: Wears a leather duster as part of his cowboy attire.
  • Bald of Evil: Downplayed, as Caleb's bald head is concealed under his hat. The evil part, however, is pretty obvious.
  • Bayonet Ya: The Redeemer has a knife attached to the end of it, which is The Deathslinger's main way of attacking outside of shooting them with the spear.
  • Berserk Button: Don't sell his patents and take his money in general. Henry Bayshore ended up becoming a target of Caleb's ire for life after he did this, to the point that Bayshore himself would eventually become another of Caleb's buttons.
  • Black Eyes of Evil: Shares this attribute with the Clown. It's even more noticeable on the Deathslinger, as he doesn't wear makeup or a mask.
  • Bounty Hunter: He and his gang, The Hellshire Gang, hunted down and collected wanted outlaws across the country. The Deathslinger is also considered a personal one for the Entity.
  • Cop Killer: Implied by his “Marshal’s Badge” add-on, which is described as having been taken from the corpse of a lawman who interfered with the Hellshire Gang’s bounties.
  • Creepy Asymmetry: His jaw was broken in life, which carries over into his look as a killer where it's constantly slack. It accentuates his almost ghostly appearance.
  • Creepy Child: As a kid, he had plans of devices meant to torture the other boys who bullied him.
  • Cut Lex Luthor a Check: He's a Gadgeteer Genius who could have made a fortune as an inventor, but went to prison for trying to kill his corrupt boss after learning he was stealing his unpatented designs and trying to patent them as his own.
  • Even Evil Has Loved Ones: As a boy, Caleb was very close with his father. He gifted Caleb his wrench upon noticing his son's interest in his former work as an engineer, and Caleb's Memory Fragments from Tome 18 reveals he enjoyed reading with his father.
  • Evil Cripple: Caleb has a leg brace on his left leg, and is noted to resist the pain from it.
  • Evil Is Petty: Hinted at through his "Bayshore's Cigar" add-on, which is described as having been taken by Caleb even after he nailed his boss through the stomach to his own desk via a gun that shot railroad spikes.
  • Evil Laugh: Lets out one whenever he shoots a Survivor with the Redeemer.
  • Evil Old Folks: Though his exact age is never stated in-game, he has a distinctly wrinkled face and greyish hair, suggesting he might be in his 60s or so. You don't want to get on his bad side still.
  • Expy: The Deathslinger's first name, long hair, gunslinger attire, Wild West upbringing, and acts of vengeance against his superiors mirror that of the titular protagonist of Blood.
  • Facial Horror: Downplayed; he's not horribly deformed, but he has a huge wound on the right side of his face, and his trailer reveals that his jaw is broken. His "Jaw Smasher" add-on reveals that he had a bullet rip through his jaw during a chaotic shootout (likely the one listed in the backstory for the Grave of Glenvale realm).
  • Fighting Irish: A villainous example; he was the son of Irish immigrants during the Wild West era, and is a vicious killer prone to bloodthirsty rages.
  • Finishing Move: Stabs the Survivor with the end of the Redeemer, lifts them up, then fires it, causing the spear to fly through their mouth. He then drops them onto the ground, kicks their body away so that he can get the spear out of their mouth, and reels it back into the gun.
  • From Nobody to Nightmare: Caleb Quinn was born in the poor dustlands of the American frontier. The son of Irish immigrants, he was constantly mistreated due to his heritage, being bullied by other children in his youth and denied job opportunities despite his talents as an adult. However, through his ingenuity and ruthlessness, he became an infamous bounty hunter, before brutally killing those who had wronged him most. He then became a monstrous killer in The Entity's realm, feared by his prey.
  • Gadgeteer Genius: He's been designing elaborate instruments of engineering since he was a child, and his Redeemer harpoon rifle is self-made.
  • Glowing Eyes of Doom: Has bright blue glowing eyes and is one of the many Killers inhabiting the Entity's realm.
  • The Gunslinger: The Deathslinger is a textbook example of this trope, but adapted to fit the game's Slasher Movie theme. To keep with said theme, his rifle does not fire boring ol' bullets, but instead a single harpoon that gruesomely impales survivors.
  • Hair-Trigger Temper: In life, Quinn had an extremely volatile temper that often led to brutal violence. When he found out his boss Henry Bayshore had been stealing his patents and selling them to other companies, Quinn burst into his office, beat Bayshore to a bloody pulp, and nailed him to his desk with a railroad spike. Later, when he found that the prison warden had manipulated him and was working with Bayshore, he led his gang on a bloody attack on their former penitentiary, massacring guards and beating Bayshore and the warden almost to death before dragging them to the prisoners and letting them rip the two men apart.
  • Harpoon Gun: Essentially what the Redeemer is, firing a spear with a chain attached to it.
  • Lean and Mean: The Deathslinger is rather gaunt, unlike the brawny and broad-shouldered build of most male killers.
  • Leitmotif: The Deathslinger's chase music is stylized to sound like the Western music that comes with his intro.
  • Long-Range Fighter: Can shoot Survivors with his harpoon rifle to reel them in and smack them. If they successfully break the chain, they get injured and are inflicted with the Deep Wound status effect. To compensate for this, he has a slower overall movement speed than most Killers.
  • Morton's Fork:
    • Getting hit with a harpoon at all causes this. Let the Deathslinger reel you in and he'll follow up with a wounding attack. If you put something between you and him or have another survivor break the chain, you're still getting injured and additionally afflicted with deep wounds, which forces you to have to stop and heal after escaping. Regardless of what you do, having him connect with a shot is bad for the survivors.
    • A skilled Deathslinger can force survivors into this situation by faking them out. Getting hit by the Redeemer is almost always a guaranteed wound or down, so in an open space the easiest way to dodge it would be to zig-zag to try juking a shot. However, the Deathslinger can stop aiming immediately to move at full speed, while a survivor attempting to dodge is constantly losing ground by running any direction that isn't straight away. This can result in a survivor losing enough ground for a basic lunge to hit them because if they are trying to gain distance, they'd cause themself to line up for a clean shot - either way they'll take the hit. Due to survivor complaints this has been heavily Nerfed; he now raises and lowers his rifle much more slowly, allowing survivors to dodge his attacks simply by reaction.
  • Nerf: He was heavily Nerfed in October 2021; he now requires half a second to raise his rifle before he can fire it, and also requires half a second to lower it before he can attack; the purpose of this is to let survivors dodge shots on reaction and have their skill determine whether or not a shot will land, rather than basing it on the Deathslinger player's skill and aim. His heartbeat radius was also extended to the normal 32 meters, making him the only low-speed killer with a normal-sized heartbeat radius.
  • Once Done, Never Forgotten:
    • The first time he tested an early version of his prototype rifle designed to catch bounties alive on a thief , the harpoon came out of the target, alongside a good chunk of their internal organs, obviously leading to their death and earning him the nickname of "Deathslinger" even after he "ironed out the kinks" to make his harpoon rifle technically non-lethal.
    • In a sense, his brutal rampage against Bayshore and the Warden is this as well, as it's all but stated that this was the "Mad Mick Massacre" that caused an entire wing of Hellshire to be closed off, as mentioned in Zarina's lore.
  • One-Hit Kill: His iridescent coin Ultra-Rare add-on lets him down speared survivors in one hit if you shoot them from 15 meters away. This is pretty damn hard since his max range is 18 meters, and dodging his shots at that range is extremely easy. It's also pretty easy for survivors to break out of the chain at that range, too.
  • Revenge: His defining characteristic outside of his ingenuity, with even his overview from the Killer select screen describing him as "a vengeful Killer." Caleb spent much of his life wanting to punish whoever wronged him. From designing a mask that would gouge out the eyes of the boys who bullied him, to nearly killing his boss via a gun that shot railroad spikes for stealing the patents of his inventions, to leading a gang of brutal bounty hunters on the payroll of a prison warden who promised to have his former boss behind bars in return, and finally to storming the prison to kill both him and its warden upon learning of their deceitful collaboration.
  • Skill Gate Characters: He's easier to use than the Huntress, the game's other Long-Range Fighter, as he has iron sights, his projectile is fasternote  and travels in a straight line, and he can aim and fire instantly instead of having to charge up a shot like the Huntress has to. Additionally, hitting a reeled survivor or letting them go by breaking the chain will afflict them with the "Deep Wound" status effectnote  and, depending on perks and add-ons, the "Mangled" status effectnote  as well, making it possible to force survivors to stay still and heal for quite a while. However, his harpoon has a max range of 18 feet, while a top-tier Huntress can potentially hit survivors from as far away as almost across the map. His rate of fire and damage rate are also considerably slower than that of the Huntress, but an unskilled Huntress will also likely miss more often. Overall, he's somewhat easier to use than the Huntress, at the cost of having significantly less maximum potential. Even more so after his October 2021 Nerfs, which make him more like Huntress by giving his attack a charge-up time and increasing his heartbeat radius, while maintaining his much lower damage-per-second compared to her.
  • The Sneaky Guy: Prior to his October 2021 Nerf, he had a reduced heartbeat radius to compensate for his lower speed (like every other low-speed killers other than Nurse), which can be made even lower with Monitor & Abuse. Notably, unlike the Huntress and the Trickster (the game's other Long-Range Fighter characters), he doesn't have a massive humming radius that gives away his position. Also, instead of the normal killer heartbeat he has a unique Drone of Dread which is harder to identify at the edges, which lets him get a few meters closer before most survivors get tipped off. Some add-ons also decrease his terror radius when aiming down his sight, at the cost of reducing his speed as well. After October 2021, he has a much larger heartbeat radius to be more in line with the lullaby effect of Huntress and Trickster.
  • Technical Pacifist: His harpoon gun was only designed to bring in bounties alive, not unwounded; they'd still have the severe injuries from having a big freakin' harpoon shot through their guts. The prototype outright disemboweled the bounty he tested it on, but after that, he was able to iron out the kinks in the design. Not that he had any problem with killing per se, he was just being paid for live prisoners instead of dead ones.
  • True Companions: Implied to have had them in the Hellshire Gang, a group of fellow Irish convicts who were released alongside Caleb to aid in his bounty hunting per a deal proposed by the warden of Hellshire Penitentiary. Upon Caleb discovering the warden's treacherous collaboration with Henry Bayshore, the gang pledged their loyalty to him and helped the raid the prison to vengefully confront the warden without a second thought.
  • Used to Be a Sweet Kid: Downplayed, as his backstory mentioning how he designed lethal devices to be used on his bullies suggests he developed his defining vengefulness even from an early age, but Caleb's Memory Fragments from Tome 18, Revision, partially paint him in such a light, highlighting his close relationship with his father as a boy and even portraying him as initially earnest and dutiful towards Bayshore. His employer's exploitation of his talents—and Caleb's subsequent attempt on his life upon learning of his treachery—is implied to be what truly lead to Caleb becoming the man he is today. Tragically, his backstory notes that, by the time he finally achieved his revenged against Bayshore, he couldn't and didn't care to remember when he obtained his old wrench — a gift he had received from his father.
  • You Will Not Evade Me: His ability, The Redeemer, allows him to shoot a chained spear that allows him to reel in shot Survivors.

    The Executioner 

"The Executioner" - Pyramid Head

https://static.tvtropes.org/pmwiki/pub/images/pyramid_dbd.png
"In my restless dreams, I see that town..."
Voiced by: Jean-Baptiste Garnier

One of the many beings manifested in the town of Silent Hill, Pyramid Head is an executioner-like figure who dispenses sadistic punishment to whatever crosses his path. He first appeared during James Sunderland's visit to the town, relentlessly patrolling Silent Hill, committed to his task.

Eventually, his role had been completed, but the Entity, having took notice of Pyramid Head, sought out the manifestation. Pyramid Head, once more, had been given the call of duty, and he answered that call, entering the Entity's realm.

As a Killer, the Executioner torments survivors with Silent's Hill's own supernatural powers and stalks them with his infamous Great Knife and specializes in shutting down chases. Pyramid Head's first power is Rites of Judgement, where he stabs his knife into the ground as he walks, drawing Torment of the Damned fissures in his wake, survivors that walk or run through these fissures reveal their location and become Tormented and are vulnerable his other unique mechanics, but crouch-walking through the fissures is safe and destroys them. While using Rites of Judgement, Pyramid Head can use Punishment of the Damned, which is a narrow but fast traveling ranged attack that excels at ambushing survivors around corners or attempting to vault. Survivors that are downed while afflicted by torment can be sent to a unique Cage of Atonement, which functions the same as normal hooks, but survivors are sent to it instantly without having to be carried and besides a noise notification when they're rescued from it, he has no indication of where they were sent. Lastly, if a survivor is on their last hook and tormented when they're downed, Pyramid Head can execute Final Judgement, bringing his knife down through the survivor's back and killing them instantly with the fastest Mori animation in the game.

Pyramid Head's unique perks, Forced Penance, Trail of Torment, and Deathbound, focus on confusing survivors and punishing altruism. Forced Penance causes survivors who take protection hits for other survivors to be afflicted by Broken for a time, making them unable to be healed. Trail of Torment makes the killer undetectable after kicking a generator, and lasts until the generator stops regressing (be it by regressing fully or a survivor hopping on it), but allows the survivors to see the aura of the affected generator. Deathbound punishes survivors healing by making the healer scream after they finish, and for a short time afterward the healer is afflicted by Oblivious unless they're standing within a certain range of the teammate they just healed.

The Executioner is the seventeenth new killer added to the game with the release of the Silent Hill chapter on June 16th, 2020

The Executioner is the seventh Guest Fighter killer added to the game, coming from Silent Hill.


  • Adaptational Badass: In Silent Hill, Pyramid Head is more of a tormentor than an efficient killer. While he hits hard and can't be killed by conventional means, he's also a Mighty Glacier and limited to swinging a knife or spear around. Here, he has supernatural powers and moves much faster than he did in Silent Hill.
  • Awesome, but Impractical: Like many of the newer Killers, his Ultra-Rare add-ons seem nonsensical or pointless given how rare they are. His Obsidian Goblet add-on gives him stealth (no heartbeat) while standing on a torment trail, but the trails aren't long enough for him to move around like this, making it effectively just a version of Insidiousnote . His Seal of Metatron perk shows him the location of all Tormented survivors when he sends a survivor to a Cage of Atonement, but getting multiple survivors into Torment is so situational that it's near impossible to do reliably in any meaningful way, especially since Cage of Atonement removes Torment for 2 survivors every time you use it (the survivor you cage and the survivor who removes them from the cage). At best, you'll likely only get to use it once in a game or even not at all.
  • BFS: He brings his iconic great knife with him, still scraping it on the ground while walking.
  • Blindfolded Vision: His triangular head-piece has no eye holes for vision, but he can see just fine. note  (Assuming there are even eyes under that thing.) Like the Demogorgon, he can also be blinded by a flashlight despite having no visible eyes.
  • Co-Dragons: Can be considered this with Myers, Pinhead and Sadako, as though there are now many killers who entered the Entity's realm willingly, Pyramid Head is one of the only killers who does not need to appease the Entity with a mori offering to kill survivors outright instead of sacrificing them. Even moreso, unlike Myers who needs specific add-ons to do so, Pyramid Head naturally has this as part of his baseline abilities. He also does not need to use the hooks provided by the Entity as he has access to his Cages of Atonement. When things are going his way, Pyramid Head can effectively ignore the Entity's rules entirely; anyone afflicted by his Torment is fair game for him to punish. Considering that Pyramid Head is essentially a thought made manifest, it's possible that the Entity is unable to control him as firmly as the other killers.
  • Combo Platter Powers: Like the Pig, the Demogorgon, and the reworked version of Freddy, Pyramid Head has multiple average abilities instead of a single major ability. He can fire a slow Sword Beam with a range of a few meters, create trenches in the ground that notify him if survivors run through them and inflict Torment on said survivors, and can teleport downed Tormented survivors to a Cage of Atonement instead of wasting time dragging them to a hook.
  • Cool Helmet: His infamous Pyramid-shaped helmet.
  • Death or Glory Attack: Similar to the Demogorgon. Pyramid Head's Sword Beam can allow him to hit survivors through obstacles, but he is heavily penalized with a long stun if he misses with it.
  • Difficult, but Awesome: Similar to Killers like Nurse or Huntress, Pyramid Head has high potential but you really need to be an expert at using his abilities or else you're likely to get stomped. His Sword Beam is heavily telegraphed, very difficult to hit with, and punishes you heavily if you miss, but its ability to go through obstacles makes it very potent at most loops if you have the skill to hit with it. You also need to be ruthless enough to take advantage of his ability to tunnel survivors out of the game when the opportunity presents itself, because he's not balanced around "playing nice" (his complete lack of map control or enhanced mobility will hurt you against optimum gen time survivors if you don't take full advantage of this, and if there's no consequence to survivors from getting Tormented his anti-loop potential suddenly reduces significantly).
  • The Executioner: His title, which is fitting as his attire actually echoes the executioners of Silent Hill's past.
  • Finishing Move: Unlike the other Killers, Pyramid Head has two unique kill animations. One for the standard Mori and one for his Final Judgement. He's notable for being one of only three Killers who doesn't need to burn an Offering to directly kill a Survivor, the others being the Shape and the Onryō (and unlike the Shape, he can do so as part of his base power without an Add-On).
    • For his Memento Mori: He grabs the Survivor by the neck and lifts them up before encasing them in a spiral coccoon with barbed wire, which clamps down onto them, breaking their bones. He then lifts up his Great Knife and stabs them in the chest before twisting it. As he pulls out, the coccoon disappears, letting the Survivor's body fall back onto the ground.
    • For his Final Judgement: He lifts his Great Knife up and brings it down onto the Survivor, embedding itself into their shoulder before swiping it out. Short, but efficient.
  • Guest Fighter: From the foggy restless town of Silent Hill to the twisted realm of the Entity. Arguably, the only real change for old Pyramid Head is the hunting grounds.
  • Iconic Item: His infamous Great Knife, which he now uses in Dead by Daylight to execute survivors.
  • Leitmotif: He has a unique dark ambient/industrial chase theme composed by Akira Yamaoka.
  • Mechanically Unusual Fighter: He's the only killer (other than Michael Myers with two very specific add-ons) who can completely bypass the game's hook system, instead using his power to instantly teleport downed survivors into a randomly placed "Cage of Atonement" which functions similar to a hook. This saves him considerable time (picking up and dragging a survivor to a hook can take up to 1/3rd of a generator's completion time), and also lets him bypass some of the game's most powerful survivor perks or mechanics that revolve around the pick up or hook system, such as Decisive Strike, Deliverance, flashlight and pallet saves, etc. On the flip side, it also means he doesn't benefit from killer perks that revolve around hooking such as Barbeque and Chili, Pop Goes the Weasel, or Devour Hope, and as a plus for survivors it encourages Pyramid Head to patrol the map instead of guarding hooks. Pyramid Head can also only use this ability on survivors who are affected by his status effect. On top of all of this, he can't control where the cages go, and more often than not the cages appear on the other side of the map, which can actually allow another survivor to easily rescue their teammate and escape without pursuit - this means Pyramid Head players need to be cautious about when to use the cages, and that the cages are at their most effective when the survivors are close by, forcing the other survivors to run all the way across the map to the rescue while the killer is in perfect position to take advantage of this.
  • No Good Deed Goes Unpunished: Two of his teachable perks are based on punishing altruistic actions done by survivors. Forced Penance will punish any survivor who takes a protection hit by afflicting them with the Broken status effect, and Deathbound force survivors who finish healing another survivor while far enough from the killer to scream,and afterward having to stick with the survivor they healed, or be afflicted with the Oblivious status effect.
  • Rogues' Gallery Transplant: In the main Silent Hill games he only appears as an enemy in Silent Hill 2, where he was specifically tormenting James Sunderland. Here, he's facing off against Cheryl Mason, who never even met him in the original games.* The new level is also the elementary school from the first Silent Hill, which neither Pyramid Head or Cheryl/Heather ever set foot in. That being said, Cheryl did receive a premium model swap in the form of James later down the line, which made this a non-issue, though the gripe with the out-of-place map choice still is.
  • Rule of Three: After a Survivor has escaped from a hook or Cage of Atonement twice, Pyramid Head can kill them outright the next time they're in a dying state.
  • Sword Beam: He can fire a wave of black spikes several meters ahead of him with his Great Knife. However, it takes a relatively long time to charge up and fire, and is telegraphed ahead of time by a red outline, giving survivors plenty of opportunity to dodge it. He's also stunned for a few seconds after using it, so you're heavily penalized if you try to use it and miss. On the flip side, it has the unique benefit of going through walls, which can greatly punish players that try to loop you rather than run away.
  • Sword Drag: Another iconic thing about Pyramid Head, is how even he has trouble carrying that damn "Great Knife" around. Although compared to other times in his source material, it doesn't impede him too much here and is actually incorporated into his power, as dragging into the ground can create "trenches" that put the Tormented status effect on Survivors and shows their location to him.
  • Token Non-Human: He is the second killer in the game (after the Demogorgon) who was never a human, being a manifestation of Silent Hill's dark power and James Sunderland's desire to punish himself for killing his wife.
  • Vader Breath: His breathing sounds are only made creepier by how his signature helmet muffles them.

    The Blight 

"The Blight" - Talbot Grimes

https://static.tvtropes.org/pmwiki/pub/images/blight_dbd.png
"Such potential in this compound... even the slightest trace causes unnatural effects."
Voiced by: Jean-Baptiste Garnier & Mathieu Favier, Misha Standjofski (William Birkin)

Talbot Grimes was once a brilliant chemist from Scotland that has secured a coveted position in the East India Trade Company, developing various drugs to increase the effectiveness of the workforce. In exchange for his efforts, he was granted a secret laboratory on a remote island where he could perform his experiments with prisoners undisturbed. In hopes to develop a drug that completely numbs a person's pain receptors to be used in warfare, Grimes subjected people to his tests, eventually releasing them and learning of their horrific massacres later, refusing to take the blame for their atrocities.

Eventually, karma has caught up with Talbot, as he was kidnapped by the vengeful Indians and shown the results of his creations: mass graves filled with bodies of the workers that had been using his drug. Beaten to near death and left to die in the pile of corpses, Grimes was saved by a group of secretive monks who wanted to utilize his talent in order to push the limits of the human mind. Tasked with finding the so-called "soul chemical", he had become obsessed with the search to the point that the monks were turned off by him and finally decided to get rid of him.

Grimes awakened in an opium den, surrounded by numb addicts, but before he could do anything, he was injected with a drug by an unknown figure. After waking up, he started carving formulas on the walls, hoping to finally reach a breakthrough, but it never came. After carving the final message in his chest, he somehow ended up in a field of orange blooming flowers, with a strange whisper beckoning him to enter. After this, Talbot Grimes was never seen again, with only one phrase etched in the stone of the walls: "Death is only the beginning".

Wandering in the Entity's realm, Grimes started experimenting with the flowers, creating compounds that proved miraculous in a way and sated his newfound hunger, but still something was missing. After 33 iterations, he had finally perfected the formula and injected himself with it. But it went exactly the wrong way. Instead of finally shutting his hunger down, it increased it, transforming him into a monstrosity known only as the Blight.

As a Killer, the Blight offers excellent map coverage by being able to cross at blistering fast speeds if his movements can be controlled and strikes survivors with his specially-made cane. His sole power is Lethal Rush, a short ranged, wild, difficult to control forward dash that has up to five charges by default. When The Blight strikes an surface while using Lethal Rush, he has a brief window to re-orient himself and use his charge again and from the second dash onward he can swing his weapon to attack survivors during a lethal rush, but if he runs too long without striking anything, swings his weapon (hit or miss) or runs out of charges, he's stunned for a brief time while he catches his breath.

The Blight's unique perks, Dragon's Grip, Hex: Blood Favor, and Hex: Undying, empower killers in regards to the various interactable objects on the map. Dragon's Grip marks generators when kicked, and the next time a survivor starts to work on the generator, they scream, are revealed, and are exposed to instant knockdowns for a full minute. Hex: Blood Favor calls on the Entity to assist the killer after they land a basic attack on a survivor, making its claws hold any pallets near the survivor so they can't be dropped for a short time. Hex: Undying is a hex totem effect that helps other hex totems have more longevity; Survivors who come within a certain radius of dull totems are revealed to the killers for a time, and if Undying is still active when other hex totems are destroyed, Undying transforms into the destroyed hex so it remains active, and carries over any tokens from effects like Devour Hope.

The Blight is the eighteenth new killer added to the game with the release of the Descend Beyond chapter on September 8th, 2020

  • Barrier-Busting Blow: One of his ultra-rare add-ons allows him to break dropped pallets and breakable walls by rushing in them, at the cost of ending his rush and stunning him for 1,5 seconds. It's also possible to do this by smashing them during a lethal rush, although the killer has to hit the pallet or wall just before slaming into it.
  • Body Horror: As to be expected when concerning the serum. He went from a healthy human into a mangled, hunchbacked monster, with glowing eyes and his mouth left permanently agape with his jaw flapping about beneath his chin. And he's constantly drooling that serum, too.
  • Boring, but Practical: The Blight's special power is... to run really fast in a straight line for a few seconds. He can't even attack while running, unless he bounces off a wall first, and even then it's just a basic attack. However, his enhanced speed gives him excellent map coverage, something which many killers struggle with. He's essentially a basic M1/basic attack killer with good map coverage.
  • Bouncing Battler: The Blight Rush which allows him to charge at high speed. If he runs into an object he stops, has a few moments to re-orient himself, and charge again. After the first bounce, he becomes able to attack while rushing and the Blight Rush becomes a Lethal Rush. By default, the Blight can bounce off of objects up to five times before he's forced to stop and the ability has to recharge. Add-ons can raise or lower this maximum while adding other powers to his ability.
  • Call-Back: Interestingly and disturbingly, the Blight shares several connections to the lore of several objects, plot points and other killers in the game and his backstory and add-ons make references to things that were seemingly only used once to be forgotten afterwards, but are now highly relevant. Case in point:
    • He is the first Killer to have had Lore about him in the game prior to his release with the Memories of "The Alchemist" in Tome I - Awakening, a year prior to his release.
    • His pustula dust and canker horn add-ons are made from the pustula petals and visceral canker event offerings.
    • His blighted rat and blighted crow add-ons are the result of dead rats and crows being injected with putrid serum.
    • Speaking of which, he also injected himself with the putrid serum to become what he is today, according to his backstory lore.
    • His umbra salt add-on is regular sea salt that has had it’s properties changed by being exposed to the spirit world (the sub-realm where the Wraith and the Nurse get their powers from).
    • His rose tonic add-on is made from the new moon bouquet offering.
    • His plague bile add-on is a sample of The Plague’s vile purge bile treated and distilled with chemicals. How he got ahold of Adiris’s vomit is anyone’s guess.
    • One of his add-ons is Vigo’s journal. Again, how he got that is anyone’s guess.
    • His soul chemical add-on was extracted from a deceased survivor in the void (the sub-realm where all the survivors that have no more hope left to feed the Entity are brought to die permanently).
  • Cane Fu: His Bonebuster weapon is a cane with a sharp metal handle that resembles an ice axe.
  • Chekhov's Gunman: Talbot is revealed to be the Mad Scientist behind the killers' blighted outfits, the Alchemist introduced in The Hunger Archives entries, and the writer of the Hallowed Blight journals prior to his proper introduction as the Blight.
  • Crouching Moron, Hidden Badass: Despite his rather underwhelming power and looks, he somehow managed to capture and experiment on at least ten other killers, half of which are twice his size.
  • Didn't See That Coming: The description of the Blighted Nemesis skin implies even he was surprised by the results.
    The putrid serum mixed with the Ne-a Type parasite to create a chemical horror that not even The Blight could have anticipated.
  • Difficult, but Awesome: As straightforward as his power may seem, using it effectively is a matter of knowing the map layout and the right angles from which to Rush at certain obstacles - a poorly-angled Rush can result in basically sliding right off a wall and having the power go on cooldown, or, on the contrary, you can bump into a small object you didn't notice until it was too late, which could result in potentially covering less distance or prolonging a chase even further. That being said, a good Blight player can make the most of the map layout to cover large distances with ease, shut down loops with creative Rushing, and end chases before they even begin, on top of abusing his frankly broken selection of addons. All of this makes him the second best killer, only behind the Nurse.
  • Early-Bird Cameo: He was the protagonist of the Hallowed Blight event cutscenes and The Hunger cinematic, which came out from two years to a few months before he was revealed and added to the game.
  • Extra Digits: He has six fingers on both of his hands. His reveal trailer shows this is a result of the pustula serum permanently altering his body, as his distinctly human hand has five fingers before he injects himself with it, and while he's turning, his shadow projected on the wall clearly has six fingers.
  • Fallen Hero: "Hero" in a very loose sense given his For Science! attitude, but the Alchemist's journal entries heavily imply that he used to be a Survivor before descending into villainy and becoming a killer.
  • Finishing Move: Holds the Survivor down with his cane before injecting a syringe into their chest, then stabbing them in the neck with it. The survivor's chest begins to burst open and bubble up before he slams down the sharp end of the Bonebuster into their neck.
  • Foil:
    • Gameplay-wise, to the Clown. The Clown’s power is pure anti-loop, while the Blight is pure map coverage, with no real anti-loop at all (saving for creative uses of his Rush or certain add-ons). Both killers are based around Chemistry Can Do Anything, but the Clown throws chemicals to hinder survivors or buff himself, while the Blight injects himself with a performance-enhancing substance for enhanced movement. This even carries to community perception, with the Clown being considered one of the weakest in the game while Blight is considered second only to Nurse in terms of power when mastered.
    • To the Hillbilly as well, also from a mechanical standpoint. Both Killers have the power to sprint forward with increased speed (the Hillbilly has his Chainsaw Sprint, the Blight has his Lethal Rush), giving them excellent map coverage at the cost of reduced maneuverability while using their respective powers. However, the Hillbilly is required to charge his chainsaw for a few seconds before beginning his sprint, and must avoid colliding with obstacles during it. By contrast, the Blight is able to dash instantly, and actually must seek out obstacles to slam into during his rush, as rushing long enough without colliding with an obstacle will end his rush and make him enter a fatigue state.
    • Lore-wise, he can be seen as this to the Doctor. Both Herman Carter and Talbot Grimes became fascinated with the human body from a young age: Carter from a psychological standpoint, Grimes from a physical standpoint. Both were remarkable students who were renowned by those around them for their intelligence, resulting in them having inflated opinions of themselves. Both became Mad Scientists who performed unethical research and fatal experiments on others For Science! and human advancement: Carter to better understand the brain and the power one can hold over it, and Grimes to enhance the body's athletic capabilities in order to increase to effectiveness of workers and soldiers. What separates them despite all this is that Grimes was a Well-Intentioned Extremist who experienced sincere remorse and horror when he witnessed how destructive his work truly was before being taken and forced into service by the Entity, while Carter was ultimately a Sadist who enjoyed torturing and murdering his test subjects for its own sake before relishing in the opportunity to continue on the Entity's behalf.
  • For Science!: Like the Doctor before him, he’s obsessed with his scientific research and has dedicated his life to it.
  • Fragile Speedster: The Blight is incredibly fast when dashing, but the dash can't be used at loops due to the restricted turning (similar to Hillbilly and Oni), and doesn't deal special damage like Hillbilly and Oni do, so once a survivor finds a loop the Blight is essentially reduced to just a basic attack killer.
  • Lethal Joke Character: His Boring, but Practical power can actually be extremely powerful in skilled hands, but you have to be a master at ping-pong and skilled at regular chases.
  • Mad Doctor: Like The Doctor, The Blight was an amoral mad scientist who performed horrifying experiments on his test subjects For Science!. However, as stated below, unlike the Doctor, he showed genuine remorse and horror upon witnessing first hand the deadly side effects of a serum of his creation.
  • My God, What Have I Done?: While he at first rationalized rumors of his serum having deadly side effects as "exaggerated war stories", when he was captured by one of the last remaining workers to be tortured and shown first hand the factory's worth of corpses he'd left, he was horrified. When the monastery rescued and recruited him to continue his research, part of the reason was so the face of a dead woman whose grave he was tossed into would leave his mind.
  • One-Hit Kill: One of his Ultra Rare add-ons lets him one-hit kill survivors if he hits them with a bounce attack on his last available bounce.
  • Palette Swap: William Birkin is available as one of Blight's Legendary outfits.
  • Pinball Projectile: The core concept of his power is that he is the pinball projectile.
  • Pintsized Powerhouse: He's fairly small thanks to his stature, making him around the same height as most of the Survivors, but that doesn't stop him from being able to take pallets to the face or hunt them down. Also, due to his hunchback, until 4.6.0, his POV was lower to the ground than other human-sized Killers, to the point it's almost as low as a crouched Pig or Ghostface. This was actually a handicap for him in tall grass or other waist-high obstacles, as survivors could still see him but he had trouble seeing them.
  • Plague Doctor: He bears a resemblance to one, with a cane resembling the ones they'd use to handle diseased patients, a hood covering what it can of his body, and his distorted mouth giving the illusion of their mask.
  • Power Nullifier: He has one hex perk and one Very Rare add-on dedicated to immobilizing nearby pallets (Survivors' primary means of defense against Killers), making it so survivors can't drop them. The hex perk triggers when he hits a survivor with his basic attack, while the Very Rare add-on triggers when he hits survivors with his bounce attack.
  • Psycho Serum: Talbot created a performance-enhancing serum from the Hallowed Blight pustules, but it turned him into a deformed Killer. Notable in the feral animalistic roars he makes when dashing or during his idle animation.
  • Puppeteer Parasite: One possible explanation for Talbot's transformation into the Blight, or his True Blight skin. In one of the Halloween cinematics Talbot is forcibly infested with tendrils of the Pustula plant to bring about his transformation.
  • Room Full of Crazy: When he couldn’t find his precious research notes when he woke up in the opium place, his obsession overtook him and he started scribbling on the walls everything he could remember.
  • Slowly Slipping Into Evil: The Alchemist's journal entries show that while he wasn't a great person to begin with, his research into the blighted flowers and the effects of the serum sent him off the deep end.
  • The Sneaky Guy: One of his Very Rare add-ons causes him to have no Terror Radius when dashing, allowing him to run up near survivors without alerting them until he comes out of his dash.
  • Troubling Unchildlike Behavior: As a kid, he nearly died from a poisoning by foxgloves. Rather than traumatising him, it kickstarted his fascination and obsession with chemistry and its effects on the body.
    When he recovered, it wasn't fear that gripped him, but fascination. There was something magical in how a single flower could so drastically affect him
  • Spam Attack: Similar to the Hillbilly, the Blight's power allows him to run at high speed across the map, at the cost of having significantly reduced turning ability. The key difference is that while the Hillbilly is stunned for a few seconds if they hit an obstacle, the Blight merely bounces off and can continue running in a new direction. This encourages the Blight to bounce around off walls and objects like a pinball, especially as he cannot attack while running until he's bounced at least once. The Blight also runs faster than the Hillbilly and his power recovers more quickly, encouraging him to use it more often. The downside is that, unlike the Hillbilly, his running attack only does normal damage.
  • Status Infliction Attack: One of his Very Rare add-ons causes survivors near him to be slowed for a few seconds when he hits a wall, giving him an effect similar to the Clown's bottles, only applied by his bouncing. It doesn't really help in loops since it wears off by the time he comes out of his dash, but can be used to reduce the distances survivors can run from one loop to another.
  • Violent Glaswegian: He hails from Scotland, and being a killer and whatnot, it goes without saying he's an incredibly violent man.
  • Weaksauce Weakness: Because of his hunchback, the Blight had by far the lowest point of view in the game at the time of his release, being almost as low to the ground as Pig and Ghostface are when crouched. This made it hard to spot survivors over objects, and can make it hard to track survivors around corners or through obstructions like tall grass. Skilled survivors quickly learned how to escape his view in the middle of the chase just by dodging around corners or spinning near vision blockers. Also, even though he had trouble seeing survivors, survivors could see him just fine because he's actually normal-sized, it's just his head that's low to the ground. That said, this permanently low POV meant that he is so far the only killer whose standard pallet-breaking animation didn't have him lower his sight when breaking the pallet, meaning he can keep a survivor in view while breaking it, so he could know where they went, but it also made him more susceptible to being blinded by flashlights. Later updates raised the Blight's POV to be more in line with other Killers.
  • Well-Intentioned Extremist: In life, his research was done for the betterment of mankind and have them reach new heights with increased productivity and insight. Both his Insufferable Genius mindset and his questionable methods put into the research started his fall from grace.

    The Twins 

"The Twins" - Victor and Charlotte Deshayes

Voiced by: Jean-Baptiste Garnier (Victor) & Catherine Gauthier (Charlotte)

https://static.tvtropes.org/pmwiki/pub/images/twins_dbd.png
"Damn them as they would damn us."

Life was not easy for conjoined twins in the 17th century, as Charlotte and Victor Deshayes could attest to. In this era of ignorance and lack of understanding, the two twins were thought to be demons born from a witch due to their deformity, as Victor was much smaller than his sister and fused to her chest. These circumstances led them and their mother Madeleine to become wanted fugitives. However, when their mother fell ill, Charlotte's attempt to secure food for the family led them to be discovered. The twins were forced to watch as their mother was burnt at the stake by witch hunters, leaving them to descend into complete misanthropy.

After Madeleine's death, Victor and Charlotte were caged and enslaved by a mysterious cult, who subjected them to cruel experiments before eventually deciding to ritually sacrifice the twins. However, in their attempts to fight back, the two accidentally set fire to the building they were in. While the ensuing chaos allowed Charlotte to escape, Victor tragically suffocated to death, leaving Charlotte alone in the world. Forced to live as an outcast and a fugitive, stealing to survive, and having her brother's lifeless body permanently fused to her own, Charlotte grew more and more resentful towards humanity for rejecting and condemning her to misery. Eventually, during a cold winter night, Charlotte came close to death after the years had taken their toll on her... But, just when it seemed like she would finally find peace in her last moments, The lifeless corpse of Victor sprung to life and separated himself from her body, running off into a cloud of fog. Spurred on, Charlotte clung to life for a while longer and pursued her brother, eventually finding him being assaulted by a cloaked figure within the fog. Rage once again filled her heart, and she entered the fog, determined to kill anything that threatened the one remaining thing she had left in her life; Victor.

As Killers, Charlotte and Victor work together as a team, Victor moving must faster to inhibit and locate survivors with his claws while Charlotte comes in for the kill with a farming scythe. Their unique power Blood Bond causes Victor to split off of Charlotte and allows swapping of control between the two of them. While Victor is active, Charlotte is incapacitated, her terror radius and red stain are hidden, but she retains collision and can block doorways or escapes, while if Charlotte is active, Victor reveals any survivors that get within range of him to Charlotte. Victor moves extremely fast but can't see survivor's scratch marks and can check lockers and if a survivor is hiding in one, he holds it shut while control switches back to Charlotte for her to come and capture them. Victor has his own charged lunge attack that latches onto healthy survivors, injures them, switches control back to Charlotte while he constantly screams to reveal their exact location to her, and injured survivors are simply downed by his lunge. While survivors are bound like this they're oblivious, broken and incapacitated, leaving them helpless if Charlotte closes the distance in time (or they run straight into her due to being Oblivious to her Terror Radius). If Victor is inactive while Charlotte is being controlled, after 8 seconds of being latched onto the survivors, or once Pounce gets used (hit or miss), survivors can crush and kill Victor, forcing him to respawn with Charlotte with a small cooldown before they can separate again.

Their unique perks, Hoarder, Oppression, and Coup De Grâce, make it harder for survivors to work on generators, reveal survivors who pick up items, and make the killer more dangerous as the trial nears its conclusion. Hoarder spawns two more chests in the trial area, but causes loud noise notifications if survivors are opening a chest or picking up an item. Oppression marks three random generators to also begin regressing when a generator is kicked, and the next time a survivor starts working on a generator, they have to pass a difficult skill check. Coup De Grâce gives the killer a token every time a generator is complete, empowering their lunges to cover significantly more ground at the cost of one of said tokens.

The Twins are collectively the nineteenth new killer added to the game with the release of the A Binding of Kin chapter on December 1st, 2020


  • Achilles' Heel:
    • Victor can't attack normally and can only use his pounce attack. After using his Pounce attack, survivors can just run up to him and kill him during his recovery, whether he hits or misses.
    • Similar to Demogorgon's inability to recycle portals unless survivors destroy them, Victor cannot return to Charlotte until a survivor kills him (unless the Twins player kills him on the environment by Pouncing somewhere out of bounds), so if he's in a far corner of the map and left alone, Charlotte is unable to deploy him quickly (which is why leaving him somewhere as a motion detector can be quite risky).
    • The delay from switching from Victor to Charlotte is very long (about the same as the stun from being hit by Decisive Strike), which prevents switching between the two in a loop from being a viable strategy. If Victor hits a Pounce and then switched to Charlotte, the combined stunlocks can be 8 seconds, which is the longest Killer stun in the game.
    • Victor's pounce attack can be dodged by ducking, especially if he jumps high to go over a pallet or window.
    • Because Victor can't pick up a downed survivor, they're reliant on Charlotte to pick up any survivors downed by Victor. The amount of time it takes for Charlotte to walk over and reach the downed survivor is often long enough for a nearby survivor to pick up the downed survivor (provided they manage to sneak past Victor's shriek radius), especially if they're using We're Gonna Live Forever and/or a medkit.
    • Victor cannot see scratch marks and can only track by blood trails, so perks that suppress bleeding (such as Yui's Lucky Break) are very effective for evading him.
    • Due to a balance change that intended to reduce the Twins' proclivity for slugging Survivors, Victor is stunned for five seconds when he downs a Survivor with a Pounce, meaning that paradoxically Twins are punished harder for using their power correctly and landing the Pounce than they are for missing it. Since they didn't reduce the stun time from switching from Victor to Charlotte to compensate, this means Twins players who use their power correctly and don't slug are hit with 8 seconds of combined stuns, meaning the change had the opposite effect and just made Victor easier to kill after he landed an attack.
    • Victor does not detect survivors who are crouch-walking. This is the key to getting past him if he's been placed to defend a hook or generator; sneak up on him and kill him so the Killer can't switch to him.
    • With the addition of the visual heartbeat, it is now much easier for survivors to know that Victor is approaching and to run away, whereas previously it required a high level of skill to notice the sound of his shrieks approaching.
    • Issues Victor had upon release that were corrected or adjusted in later patches:
      • At first, Victor could not open lockers. Initially all a survivor had to do to avoid him was to jump into a locker, at which point he either goes away to look for someone else or the Killer player switches back to controlling Charlotte, at which point the Survivor could jump out of the locker and kill Victor. Also, unlike Legion, Victor's Killer Instinct doesn't reveal survivors hiding in lockers because they're not moving and his detection is based on movement. Later patches gave Victor the ability to interact with lockers, but since he can't carry Survivors, what he does instead is trap them inside the locker, buying time for Charlotte to arrive.
      • When latched onto a survivor, Victor's Living Motion Detector ability only applies to survivors near the survivor he's latched onto. The actual survivor he's latched onto can still hide from Charlotte like normal (although Victor's screams while latched can still be heard by Charlotte). In a later patch this was changed so that, after a short period of time, Victor's aura becomes visible and the Survivor carrying Victor can be found that way.
  • Artistic License – Biology: While there technically several ways by which twins could be born conjoined but have opposite sexes note  the odds of such an occurence are so astronomically small that there has literally never been a documented case of conjoined twins being opposite sexes at birth.
  • Body Horror: Both Twins have a healthy dose of bodily horror (the most obvious being that Victor can separate from his sister's chest) and both have pale, foggy eyes, but there's plenty more to recoil from;
    • Victor has a misshapen head with a third eye on his temple and his swollen gums are packed with so much teeth that his mouth is always open, even slightly splitting the side of his cheek. His middle and ring fingers are fused on both hands, and his back has a gaping wound revealing that his entire Torso actually acts as one half of Charlotte's Rib cage.
    • Charlotte isn't malformed like her brother, rather her body has been ravaged with various wounds and illnesses from a life on the run while squatting in filthy, cold and derelict conditions; countless scars and massive festering scabs cover her entire body, along with bulging, spidery veins, and crops of feverish pimples and in-grown hairs. Her left leg and right arm are dangerously discolored and lumpy, implying severe gangrene or Hypothermia, possibly relics of her near-death experience. And of course, she walks around with a grotesque, viscera-filled gap in her torso whenever Victor separates from her body.
  • Brawn Hilda: Charlotte is a very big woman, possibly the biggest female killer in terms of body mass before even The Huntress, and unlike The Huntress, decades of hiding in the woods haven't done much for her appearance.
  • Burn the Witch!: Their mother was called a witch for giving birth to them and subjected to this.
  • Conjoined Twins: Turns out, formerly: the Entity seems to have granted them the power to separate themselves...to horrifying results.
  • Dash Attack: Their Coup De Grâce perk gives them a stack for every generator completed, up to 5 stacks. Using a stack will allow the Killer to increase the range of their normal lunge attack by 50%, letting them lunge from somewhat further away.
  • Death or Glory Attack: Victor is crazy fast and can injure and down survivors with his pounce attack, but if he misses with it survivors can kick him to death instantly, which heavily punishes Killers for missing with him.
  • Determinator: Charlotte does not quit. As shown in "Side By Side Forever", even an arrow through the leg and complete exhaustion won't stop her from protecting Victor.
  • Disappeared Dad: Similar to Huntress, their lore makes zero mention of a father anywhere.
  • Enfante Terrible: Victor is functionally a baby, as well as a vicious and feral Killer.
  • Expy: They are both clearly based on Duane and Belial Bradley from the Basket Case series, although in this case Charlotte is just as murderous as Victor and has no pretenses about letting him loose.
  • Fan Disservice: Similar to the Hag, Charlotte's dress is open in the front, which would expose one of her breasts...if not for the fact that this happens to be where the giant body cavity that Victor can crawl in and out of is.
  • Finishing Move: Similar to Pyramid Head before them, The Twins have two Moris, depending on whether or not Victor is idle/crushed or not.
    • If Victor is out/crushed, Charlotte slashes the victim twice with her scythe - once in the lower back, once behind the neck - paralyzing them. She then stabs them in the kidney and finishes by jamming the sickle through their head.
    • If Victor is in Charlotte's chest, it starts out similarly to the above Mori - except after the two slashes, Charlotte sends Victor out, who proceeds to claw away at the victim's neck before biting a chunk of it out.
  • Fragile Speedster: Victor is a lot faster than a normal killer (he's faster than Legion in Frenzy, though not quite as fast as Spirit in phasewalk), but can be killed in a variety of ways by survivors. Add-ons can increase his speed even further.
  • French Jerk: Exaggerated Trope. The Twins are a pair of bloodthirsty Killers who hail from France.
  • Glass Cannon: Victor's leap attack can go over pallets and windows (though this requires very good aim), but he's the first Killer who the survivors can kill (due to being baby-sized). If he misses an attack, they can just run over to him and step on his head while he's recovering. He'll also die immediately if they drop a pallet on him. He'll also die instantly if he lands on a high object such as a car or tractor tread.
  • Lethal Joke Character: They're not so much a Killer with some exploitable weaknesses but a collection of exploitable weaknesses made into a Killer, but the one thing they are extremely good at is camping hooks, as you can keep one near a hook while defending generators with the other (Victor is the best for camping since he detects approaching survivors when you're not controlling him).
    • Beyond the camping gimmick, Victor's bizarre method of attacking and the switching dynamic gives room for an experienced Twins to confuse Survivors who can't track two Killers at once, chase Survivors with one Twin into an area the other is waiting in, or use Victor's Pounces for map coverage or even climbing structures. It's extremely rare, but the results of a skilled Twins can be spectacular.
  • Living Motion Detector: When deployed, Victor emits a noise that causes all moving survivors within the noise's radius to be highlighted with Killer Instinct, making their location visible to Charlotte. As such, he can be left at key locations such as hooks, generators, or totems while the Killer player is controlling Charlotte. However, they should make some attempt to hide him, as survivors can otherwise just step on his head while he's standing still.
  • Logical Weakness: As Victor is baby-sized, he can't pick up survivors, use normal attacks, break pallets, open lockers, or close the hatch, and survivors can actually kill him with a kick to the head.
  • Madden Into Misanthropy: Seeing her mother burned at the stake, being sold to a cult that worshipped the entity and attempted to sacrifice her and her brother to it, and seeing Victor perish as they escaped, then living a life where she was always on the run from every person she met did little to stoke Charlotte's love for humanity.
    Oppression's flavor text: Damn them as they would damn us.
  • Man Bites Man: In the Tome cutscene for the Twins, with her hands full protecting Victor, Charlotte rips out the throat of the man hunting them with her teeth.
  • Mirror Character: With the Hillbilly. Both (well, all three) of them were treated badly by the world for being born with deformities, but Charlotte and Victor's mother Madeleine loved and tried to protect them, while Max Jr.'s parents Max Sr. and Evelyn were so ashamed of how their son came out that they bricked him up in the wall with only a TV for company. In the end, both were Madden Into Misanthropy as a result — Charlotte and Victor after seeing their mother be burned at the stake, and Max Jr. after killing his parents as revenge for a lifetime of abuse.
  • Morality Pet: Two for Charlotte.
    • Madeleine, Victor and Charlotte's mother, being the only person who loved them besides each other and was willing to abandon her way of life to keep them safe. It took Charlotte watching her get burned on the stake to trigger her hatred and anger towards anyone not named Victor.
    • Victor, of course. The description of their power even states that, despite their lives being filled with nothing but trauma and survival, that the two are inseparable in a way that isn't just literal.
  • My Greatest Failure: As described in Tome 11, Charlotte had a chance to kill the Witch Hunters who eventually burned her mother at the stake. But she couldn't bring herself to set the shed they slept in on fire.
  • Older Than They Look: Being twins, Victor is technically the same age as Charlotte. His smaller size is due to a combination of his deformities, and the fact that he was actually dead for years after Charlotte escaped the Cult of the Entity, and therefore, his body didn't grow during that time.
  • Our Lawyers Advised This Trope: Because of very strict laws against depicting violence against children in many countries, Behavior Interactive have very strict rules against referring to Victor as a baby by their streamers/influencers and on their official forums. This is despite the fact Victor is almost exactly like a baby in behavior and appearance and many of his add-ons are baby-themed. "Kick the baby" has become a meme regarding survivors' ability to kill Victor repeatedly.
  • Sinister Scythe: Charlotte's weapon is a sickle, which she stole from a farmer's home and modified to her liking.
  • Situational Sword: Their unique perk Hoarder is widely regarded as a niche and borderline useless one at best due to its awkward trigger condition that can be defeated by survivors not picking up anything. However, when used by The Cenobite, it becomes a surprisingly useful tool due to the necessity of someone picking up the Lament Configuration to pause its Chain Hunts, which will also trigger the perk effects, giving Pinhead a much easier time tracking it down. However, this was nerfed in the Summer 2023 update that added the Singularity, which made it so Hoarder and Franklin's Demise no longer interacted with the Lament Configuration box.
  • The Sneaky Guy:
    • Victor has no heartbeat radius, but similar to the Huntress' lullaby, he emits grunting noises with a similar radius that lets survivors know he's nearby (though it's quieter than the Huntress' lullaby and was easy to miss prior to the addition of a visual indicator for lullabies and heartbeats). One of their add-ons suppresses the noise when his pounce attack is fully charged, but he moves so slowly with a charged pounce that it's not very practical for sneaking up on survivors. He's also not detected by survivor perks that track the killer, such as Object of Obsession or Spine Chill, because the game considers him to be the power and not the killer itself (which is Charlotte).
    • One of their Ultra-Rare add-ons suppresses Charlotte's heartbeat for 12 seconds whenever you switch from Victor back to her. However, survivors receive a sound notification across the entire map when you do this.
  • Taking the Bullet: Victor is immediately taken out of the Killer player's control when his pounce attack hits a healthy survivor, so in some circumstances it might be better for a healthy survivor to jump in and take the hit rather than let him take down an injured survivor and go on to attack someone else.
  • Tiny Guy, Huge Girl: Charlotte is a hulking woman, which puts her in the same height range as most killers, whereas Victor is the size of an infant.
  • Too Desperate to Be Picky: They had to eat whatever they could find when fleeing from persecution in the French countryside. Some of their add-ons include a bottle of soured milk, the eye of a cat they ate, a stale biscuit (which is noted to be "not much, but better than most meals"), and a forest stew made from foraged vegetables, moss, and bark.
  • Tragic Keepsake: Several of the Twins' add-ons are things that previously belonged to their mother Madeleine, including a scarf, a glove, a small perfume bottle, and a sewing needle.
  • Woobie, Destroyer of Worlds: While many killers can qualify as this, Charlotte especially counts, what with being hunted for the crime of being born in a time where deformity was seen as a sign of the devil, being forced to watch her mother burnt at the stake, being subject to inhumane experiments that killed her conjoined brother, being on the run for just about all her life, and never being shown kindness by anyone. It's easy to see why she snapped and hates absolutely everyone but her brother, Victor.

2021

    The Trickster 

"The Trickster" - Ji-Woon Hak

Voiced by: Titus Kim

https://static.tvtropes.org/pmwiki/pub/images/hak_dbd.png
"That sound when you bleed... let me hear it again."

A Korean pop sensation who lived a double life as a brutal serial killer. Ji-Woon Hak started out performing knife tricks at his family's restaurant for tourists. Eventually, music producer Yun-Jin Lee recruited him into a training program for aspiring idols, eventually joining the band NO SPIN. Thanks to his raw energy and bad boy charms, the band would turn out to be a smash hit, rocketing him to fame. However, Ji-Woon grew envious of his bandmates over time. This was brought to a head when their studio caught on fire. With the other members of NO SPIN trapped by fallen speakers, Ji-Woon got his first taste of blood, letting his bandmates perish, and finding he deeply enjoyed the sound of their pleas to save them.

The media easily bought the story that he did all he could to save his friends, and with Yun-Jin's help, he launched a solo career as The Trickster, producing his own songs while the bloodlust hidden underneath his public persona grew. He began abducting and torturing people, recording their screams so he could use them in his music and taunting the police with clues by leaving props related to his music career at the crime scenes.

Eventually, his aesthetic proved to be too much for the executives at his label, and despite Yun-Jin's efforts, Ji-Woon was told he was no longer able to be his own producer. An irate Ji-Woon then decided to use this opportunity to create his magnum opus. Three months later, at a private show for the board, he set up a trap to have the waiting audience sedated. As an act of gratitude to Yun-Jin, he had her become his captive audience as he tortured the rest of the board to death on stage. As he prepared to finish off Yun-Jin afterwards, the two of them were immersed in fog, and were sucked into the Entity's realm. Ji-Woon was more than happy to have a new audience.

As a killer, the Trickster is a slow-moving ranged killer who prefers quantity over quality with massive amounts of throwing knives and a custom-made bat with a blade on it for melee. His power, Showstopper, has him slow down and ready to aim 44 knives by default to throw at survivors that can be restocked at lockers; by default the accuracy is terrible but the longer he throws his knives, the faster they come out and the more accurate they become. Every knife that successfully strikes a survivor fills up their laceration gauge, which injures them after six successful hits and fades away after a short time or if they get melee attacked. Each knife that hits also fills up a meter that builds up towards The Main Event. When the Trickster uses Main Event, he temporarily gains infinite knives, throws at his fastest rate of fire, and no longer walks slower while aiming or throwing.

His unique perks, Starstruck, Hex: Crowd Control, and No Way Out, punish survivors for staying too close to the killer and inhibits their escapes from chases and from the trial. Starstruck afflicts survivors with Exposed if they're within range of the killer's terror radius while they're carrying a survivor: the aura goes away as soon as the carried survivor is out of the killer's grasp, but the status effect lingers for a time. Hex: Crowd Control is a Hex that makes the Entity block vault locations for a while after a survivor does a rushed vault over it. No Way Out gains a token every time a survivor is hooked for the first time, and when the exit gates are powered, No Way Out blocks the exit switches when survivors first interact with them for an amount of time determined by how many tokens the killer had accumulated, up to a maximum of a full minute.

The Trickster is the twentieth new killer added to the game with the release of the All-Kill chapter on March 30th, 2021.


  • Achilles' Heel:
    • Like Huntress and Deathslinger, his reduced speed gives him worse map coverage which can really hurt him, especially on larger maps.
    • Because of his reduced speed while throwing knives, he's really weak at tight loops. Survivors can run in circles around a truck or medium-sized rock and he's too slow to catch up and unable to get line-of-sight with his knives.
    • While in his Super Mode he can't interact with lockers, so survivors can just avoid his knives by jumping into one and jumping out while he's stunned during his cooldown.
    • His Super Mode constantly throws knives and can't be turned off, making it useless at loops as the barrage of knives completely telegraphs which direction you're moving.
    • With the addition of the visual heartbeat which visually displays the Trickster's lullaby, it is now much easier for survivors to know that the Trickster is approaching and to run away, whereas previously it required a high level of skill to notice his lullaby over the game's background music. With a 40 meter lullaby compared to his 24 meter terror radius, this is a significant downgrade, especially as his long-range capabilities are much less than the Huntress who functions similarly but has a much more obvious lullaby.
  • Agent Peacock: A flamboyant pop star that is nonetheless skilled at cracking skulls with a bat and throwing knives with deadly precision.
  • Aside Glance: In his idle menu animations, he frequently looks at the camera. Sometimes when being viewed from behind, he will turn around then notice the camera and give it a smile and a wink before turning back around.
  • Attention Whore: His primary motivation is to be in the spotlight for as much as he can, and when someone takes it from him, he reacts with murderous fury, such as when his flute playing was completely overshadowed by a cute hamster. Ji-Woon's action after realizing this was to kill the poor thing in front of his classmates.
  • Awesome, but Impractical: In previous versions, his Iridescent Photocard ultra-rare add-on caused his knives to put Survivors into the Exposed status effect after 4 hits instead of injuring them. This would let him avoid giving Survivors the positive effects of being injured, such as the instant sprint and triggering certain perks, but the cost of being unable to injure or down a Survivor through knives alone made this pointless since the Trickster has a slow movement speed, making it harder to get into melee range. Eventually, the add-on was changed to still be able to deal damage with the knives while making it so that having them be two blade hits away from the maximum amount is enough to put them into the Exposed status effect. While it's still not exactly practical, all things considered, it at the very least no longer neuters the Trickster's power completely.
  • Badass Normal: Similar to Legion and Ghost Face, he's a deadly Killer despite the fact he has no supernatural powers and is physically average; in fact, he's audibly exerting himself when sprinting, throwing knives, breaking objects, or lifting a survivor. Him not being particularly athletic might also account for why he runs slower than most other Killers despite lacking leg injuries like Hag, Spirit, and Deathslinger and not being extremely large like Huntress.
  • Bad People Abuse Animals: He killed a classmate's hamster for upstaging his flute playing during show and tell as a child.
  • Balance Buff: A few months after his release, the Trickster got a fair bit of changes to make his knives more effective, reducing the amount of hits necessary to injure a survivor, making his Super Mode activate quicker (though it does take more hits to charge it up to compensate), and reworking add-ons so they have more of a noticeable effect, even including some add-ons to extend Main Event by hitting knives while it's active. Overall, while he is still not a top-tier killer due to lack of map pressure, he now has one of the arguably strongest 1v1 chase potentials overall, especially in indoor maps, though the lack of map pressure does make generator slowdown perks an outright necessity on him.
  • Batter Up!: His primary melee weapon "Head-Smasher" is an aluminum baseball bat with a sharp edge blade jury-rigged to it and an iconic grip. Naturally some of his other weapon cosmetics are other kinds of nasty-looking bats or Head-Smashers.
  • Blood Is the New Black: He's splattered with fresh blood.
  • Board to Death: His final murders before he got taken in by the Entity, where he tortured and murdered the executives of his record company at what was supposed to be a live performance for them. He saw this as both a magnum opus for himself, and revenge over being denied the ability to produce his own music.
  • Boring, but Practical: After some balance changes, the Death Throes Compilation now... Simply replenishes all his knives after using the Main Event. This may not seem nearly as flashy or enticing as some other killers' iridescent add-ons at first, but on maps where lockers are either sparse or located in particularly inconvenient spots in relation to the generators, it certainly helps out a fair bit - if nothing else, one can pop and immediately cancel the Main Event for a quick full reload basically anywhere so long as it's fully charged up.
  • Breakup Breakout: Invoked, as his profile rose even higher after the tragic deaths of his bandmates... that he allowed to happen.
  • Bright Is Not Good: As an Idol Singer, he has a flashy stage persona and the outfit to match. His default costume is a bright yellow long coat, purple striped pants, and yellow shoes. Most of his alternate costumes are brightly-colored as well. But don't let the colors distract you from the fact that he's one of the most sadistic and evil Killers in the game, loving nothing more than torturing people to death so he can enjoy their screams.
  • Closet Shuffle: Similar to the Huntress, the Trickster also uses lockers to replenish his throwing knives, making it risky to hide in them when he's around.
  • Criminal Mind Games: After his murders, Ji-Woon would leave hints to taunt the police, such as draping one of his feather boas around his victim's neck, or pulling teeth from another before recording a music video featuring a boxer missing those same teeth.
  • Darker and Edgier: An In-Universe example within his music, where after NO SPIN he became a solo artist The Trickster, and began injecting the screams of his tortured victims into his songs. Between living the double life of musician and murderer, as well as his music being described as becoming more niche as a result, his music career began to plummet.
  • Death of a Thousand Cuts: His throwing knives use a unique "laceration meter" mechanic. He needs to land several of his knives to inflict one hit's worth of damage, which resets if the Survivor manages to avoid getting hit for long enough. However, he makes up for this by carrying a much larger number of them and being able to throw them faster.
  • Difficult, but Awesome: In past versions, his ultra-rare Death Throes Compilation add-on decreased the initial damage of his knives, but increased the damage for each consecutive hit up to double the normal damage. However, it reset whenever he missed with a knife; this let him deal double damage if he had perfect aim, but significantly reduced damage otherwise. Eventually, it was replaced with the much more Boring Yet Practical effect of refilling his knives after using Main Event.
  • Enfante Terrible: His Tome reveals he was willing to do anything for attention as a child, even going so far as to crush a classmate's hamster to death for upstaging him during show and tell.
  • Evil Sounds Deep: Has a relatively deep voice (particularly his evil laugh), which can be somewhat surprising given his pretty appearance.
  • Finishing Move: His Mori has him stand the Survivor up, throw a single knife in the air and go into a flamboyant show of throwing his knives into the survivor while striking poses the entire time, before hitting them in the head with one and knocking them over. He then pulls out an autographed photo of himself, says (In Korean) "Thank you." and throws it onto the survivor's chest near their heart - which is then impaled by the knife he threw at the start of the animation.
  • For the Evulz: While he's not outright stated to murder just to be mean, his lack of excuses or reasonable reasons to get into killing in the first place make his character come off as this. While killers like the Wraith have been brought to murder by their environment or, like the Clown or the Shape, are clearly established as deranged and fascinated with killing from an early age, Ji-Woon just seemed like an otherwise sane Narcissist until he inexplicably develops a strong and over-the-top taste for murder.
  • Four Is Death: The default number of knives he can carry is 44 (it was 60 when he first came out, but was reduced as part of a rebalance tweak).
  • From Nobody to Nightmare: Ji-Woon Hak was first working at his father's restaurant and throwing knives to entertain tourists, then was scouted by Yun-jin Lee and joined the NO SPIN K-Pop band, then became a famous solo K-pop singer after letting his bandmates die in a fire, and after that, his growing need to be the star and his fascination with suffering and screams turned him into a serial killer vicious enough to catch the attention of the Entity.
  • Giggling Villain: Giggles while he chases you; it becomes outright dry cackling as the chase goes on.
  • A God Am I: One of his victims' corpses had "I HAVE SEEN GOD" written on it.
  • Idol Singer: A very dark take on this trope - he has the flashy, charming aesthetics of a Kpop star, but is a serial torturer who uses his victims' screams of pain as audio for his songs.
  • Long-Range Fighter: Like the Huntress and Deathslinger, the Trickster moves at reduced speed, but has a ranged attack that deals damage (throwing knives in his case). His knives are more rapid-fire but less accurate than the Huntress' hatchets or Deathslinger's rifle, making them more of a close-to-medium range attack, comparable to a submachine gun to the Huntress and Deathslinger's more sniper-rifle style. He also slows down even further when throwing his knives, and slows down even more the longer he throws them.
  • Loony Fan: Not him, but his fanbase. Yun-jin notes that his music attracts fans to it that commit increasingly violent actions and even take credit for the murders Ji-Woon was responsible for, and they treat him with a cult leader-like reverence.
  • Loves the Sound of Screaming: When his bandmates in NO SPIN were trapped in the burning recording studio, Ji-Woon let them die not only because he didn't want to share his fame with them, but also because their screams of terror as they burned fascinated him. After becoming a Serial Killer during his lifetime, he was so moved by the raw emotion of his victims' suffering that he even started to record their screams and cries to subliminally hide them in his music. When invokedExecutive Meddling began to rear its head as a result of his music career tanking, he took offense to it partially because he believed said screaming and suffering invokes "genuine humanity". His trailer music and his chase theme feature some of said screams.
  • Mad Artist: A serial killer who uses his victims' tortured screams for his songs and leaves their bodies in artfully arranged states.
  • Murder by Inaction: The fire that killed his fellow NO SPIN bandmates was genuinely an accident, but he had an opportunity to save them and made the split-second decision not to, due to him both wanting all the fame of the band for himself and being mesmerized by their desperate pleas for him to rescue them. This was also the trigger for his serial killer career.
  • Muscles Are Meaningless: Despite having an impressively well-toned physique, he's audibly exerting himself heavily whenever performing any physical action (almost as much as the morbidly obese, chain-smoker Clown does). Somewhat Truth in Television; it's entirely possible to have a muscular physique that's "all show and no go", and the primacy of appearance over substance would fit with the Trickster's personality.
  • Narcissist: Has a similar streak of fame-seeking narcissism as Ghost Face. His Mori even focuses much more on him than on his victim, down to him handing them an autographed photo of himself as they lie dying on the floor.
  • Non-Indicative Name: He's an Agent Peacock Trickster Killer who throws knives and bonks people with a bladed bat instead of operating on subterfuge and mind tricks. Somewhat justified in that it's merely an Artifact Title held over from his K-pop star persona.
  • Non-Standard Character Design: A completely human killer with a flashier design, in contrast to the more mutated killers with duller/darker colors. What even sets him apart from the more visibly human killers is that he lacks a mask like Legion and Ghostface, or any injuries/mutilations like Freddy and Deathslinger.
  • No Shirt, Long Jacket: His torso is rather exposed in all but one of his cosmetics.
  • One-Hit Polykill: One of his Very Rare purple-rarity add-ons allows his blades to penetrate through multiple survivors, though survivors hit with a blade that's already gone through another survivor only take half damage.
  • Pinball Projectile: Another of his Very Rare purple-rarity add-ons lets him ricochet knives off walls and objects.
  • Psycho Knife Nut: His power "Showstopper" and his Mori make heavy use of 44 blades, which become unlimited once his "Main Event" ability is activated. He learned how to wield knives at his parents' restaurant, before turning to using them to torture and kill his victims so he can enjoy their screams.
  • Red Eyes, Take Warning: Several of his alternate costumes.
  • Serial Killer: Ji-Woon murdered several victims, with his M.O. being to abduct them, take them to an isolated location, and torture them for hours while recording their screams.
  • The Sociopath: While Ji-Woon only discovered his bloodlust in adulthood, he already had some disturbing tendencies as a child, such as killing an innocent hamster right in front of his class to prevent it from taking his spotlight. From the start of his career he displayed a charismatic façade that belied a complete disregard for others, as seen in how easily he left his bandmates to die to hog the spotlight and indulge in the screams. Afterwards, he masterfully convinced the public he was remorseful about their deaths, all the while committing murders at a whim and editing the victim's screams into his music, highlighting the impulsive, thrill-seeking aspect of sociopathy. He then decides to 'repay' Yun-Jin's loyalty to him by having her watch his massacre, before attempting to murder her last to tie up loose ends. Ji-Woon, ultimately, is a nasty example of what a successful narcissistic sociopath looks like.
  • Songs in the Key of Panic: Tense electronic music plays when the Trickster is within 40 meters of you, increasing in volume based on distance. It's much more subtle than the Huntress' lullaby and can easily be mistaken for background music by inexperienced survivors, but experienced survivors can use it to tell the distance and direction the Trickster is from them. Like the Huntress' lullaby, this effect is seperate from his heartbeat and cannot be concealed with any stealth perks. With the addition of a visual indicator for lullabies and heartbeats, this warning that he's approaching is now much easier to notice.
  • Spam Attack: In contrast to the Huntress and the Deathslinger, who launch a single projectile that does normal damage and have a noticeable cooldown between shots, the Trickster can rapid-fire throwing knives, but the knives are not as accurate and require about 6 consecutive hits to actually damage a survivor.
  • Splash Damage: Yet another of his Very Rare purple-rarity add-ons causes his knives to explode on impact, dealing splash damage (half the damage of a direct hit).
  • Suddenly Voiced: Like the Plague, the Trickster stands out amongst most Dead by Daylight characters in that he actually talks, albeit in Korean. After the patch where Pinhead was given many voice lines and voiced by his original actor Doug Bradley, the Trickster was also given several new voice lines.
  • Super Mode: After hitting survivors with enough throwing knives, the Trickster gains the ability to trigger his "Main Event" super mode, during which he has unlimited knives, throws them slightly faster than normal, and doesn't slow down further after throwing several knives (though he still moves slower than his normal movement speed). Unlike most Super Modes, "Main Event" expires if it is not used and can't be saved up; it's mainly for getting a second wind to finish off a survivor just as you're about to run out of knives. Interestingly, Main Event's internal name in the game codes is literally "Super Mode".
  • Surprisingly Realistic Outcome:
    • The Trickster moonlighted as a Serial Killer, meaning that he couldn't focus entirely on songwriting, and his musical career took a hit as a result, leading to executives at his record label deciding to no longer allow him to produce his own songs.
    • Related to the above, as time went on his music became more violent and edgier, which turned his music from being a mainstream sensation to more niche. Even if you’re an international pop sensation who can sell out concerts in hours, pulling a change in genres isn’t always going to go over well.
    • His tendency of leaving calling cards that are directly taken from his music videos at his murders means that anyone who’s a huge fan of his (or, in the case of Yun-Jin, someone who likely worked on those music videos) is going to put two and two together without much thinking. Downplayed example since Yun-Jin is the only person who fully understands what’s happening, despite Ji-Woon leaving obvious clues, but also zig-zagged, since the Trickster's more unhinged fans would start emulating the killer and taking credit for Ji-Woon's murders, and he's also smart enough to evoke a Wounded Gazelle Gambit in case he's about to be caught red-handed.
  • They Look Just Like Everyone Else!: The Pig, the Legion, and Ghost Face are physically unremarkable and normal-looking without their masks, but the Trickster takes it a step further by not even bothering to wear a mask at all (though his rather outlandish fashion sense and Blood Is the New Black does make him stand out even without a mask). This is also a key part of his general character—Ji-Woon considered himself Hidden in Plain Sight when he was moonlightling as a Serial Killer thanks to his job as a K-pop superstar.
  • Weak, but Skilled: Ji-Woon isn't the most physically impressive killer. Short, slower than normal, audibly exerts himself picking up survivors (Something even the smaller Pig and Legion don't do) and unlike most killers, he has to use his weapon to damage generators unlike 99% of the other killers who are strong enough to do the deed with a couple of kicks. But he's also an expert knife-thrower who doesn't need to be that strong to kill.
  • Wounded Gazelle Gambit: In his Lore Tome story, Ji-Woon makes it seem to Yun-jin and the Brazilian police that he was kidnapped by Lucas, the man he intended to kill, while in reality it was the other way around.
  • Yellow Eyes of Sneakiness: Unlike the "glowing white lights in pools of black" eyes of many of the other maskless non-mutated Killers, the Trickster has yellow eyes instead. These are confirmed to be contact lenses, however, which explains his eye color changes when wearing different cosmetics.

    The Nemesis 

"The Nemesis" - Nemesis T-Type

Voiced by: Sébastien Croteau (Nemesis), Roxana Bouchard, David Alexandre Brault-Pilon (zombies)

https://static.tvtropes.org/pmwiki/pub/images/nemesis_49.png
"S.T.A.R.S....!"

Developed as part of the Umbrella Corporation's multitude of bio-organic weaponry projects, the Nemesis is an prototype member of the T-103 series implanted with a NE-α Parasite. Through infection from this parasite, Umbrella scientists were able to find a suitable workaround to the mental degradation experienced by infectees of the T-Virus, which included members of the T-103 series. Because of this, the Nemesis is able to display advanced levels of thinking and dexterity while maintaining the sheer power most Tyrant-type B.O.W's had.

After the T-virus contaminated the town of Raccoon City, located in close proximity to several Umbrella research facilities, chaos ensued which endangered the company thanks to the action of the S.T.A.R.S. division of the Raccoon City Police Department. To test the effectiveness of the Nemesis, and cover-up any loose ends from the outbreak, a Nemesis specimen, sometimes referred to as "The Pursuer", was deployed to the city with the objective of tracking down and eliminating the members of S.T.A.R.S.

This would lead the specimen to numerous encounters with Jill Valentine. While Jill proved a very capable adversary for the B.O.W., the Nemesis proved to be an incredibly persistant and dangerous being, able to constantly track Jill down despite her numerous escapes. However, as Nemesis was approaching Jill once more set to engage her in what may have been a possible final confrontation, the two found themselves enveloped in fog, selected by the Entity to become new participants in its trials. For Nemesis, not much really changed. It was still dedicated to the destruction of S.T.A.R.S, and anything else in its way.

As a killer, Nemesis brings his unceasing aggression to hunt survivors with his bare fists and bioweapon tentacle and uniquely brings two T-Virus zombies along with him. Nemesis' unique power is Tentacle Strike, a three-tier narrow ranged attack that grows in power when he inflicts survivors with the T-virus or kills his zombies with Tentacle Strike, infecting healthy survivors and injuring or downing survivors that are already affected. At Tier 1, Tentacle Strike is fairly unremarkable, at Tier 2, it gains the ability to break doors and palettes with an almost non-existant cooldown time compared to breaking them with the button prompt, and at Tier 3 the range significantly increases and the slowdown on charging it is lessened. T-Virus infection happens if Survivors are struck with Nemesis' tentacle whip or struck by a zombie, hindering them so they move slowly and highlighting vaccine boxes on the map, vaccines come in limited supplies and opening the crates alerts Nemesis to their location. The Zombies spawn two at a time on the map and amble aimlessly around but lunge for survivors if they see them, while ignoring the invincibility period after an injury, making for an unreliable way to instantly down survivors. Survivors can kill zombies by dropping palettes on them and Nemesis can kill them himself if they're in the way and killing with them tentacle strike slightly increases his infection meter (though significantly less than infecting survivors), making them respawn a few second later elsewhere. Zombies do damage the same way that tentacle strike does; An attack on a healthy uninfected survivor infects them, and any other hit afterwards injures or downs them.

Nemesis' unique perks are Lethal Pursuer, Hysteria, and Eruption, and focus on giving killers immediate knowledge, helping them sneak up on survivors, and regressing generators while revealing survivors at the same time. Lethal Pursuer reveals the aura of every survivor on the map at the start of the match for up to nine seconds, giving the killer information on the survivor's immediate objectives, and increases the duration of any other aura-reading abilities by two seconds. Hysteria causes all injured survivors to suffer from the Oblivious status effect when a healthy survivor is put into the injured state, obfuscating the killer's location the more people are injured. Eruption is a generator regression perk that marks generators when they're kicked: the next time a survivor is downed by any means, every marked generator explodes, starts to regress, and suffers a small amount of immediate regression. Additionally, if a survivor is working on a marked generator when it explodes, they'll scream and reveal their aura for several seconds.


The Nemesis is the twenty-first new killer added to the game with the release of the Resident Evil chapter on June 15th, 2021.

The Nemesis is the eighth Guest Fighter killer added to the game, and the first to hail from Resident Evil before The Mastermind.


  • Achilles' Heel:
    • Nemesis' ability to power up his tentacle strike is severely restricted if survivors simply don't heal their infection, similar to the tactic of not cleansing against Plague, since he only powers up by infecting non-infected survivors. He can still power up by killing zombies, but this is much slower and the game is likely to be over long before he can reach max power with this method.
    • The zombies that spawn with Nemesis can be very effective in small maps or maps with tight pathways. However, the zombies struggle in larger maps, where they end up being very spread out and pitifully easy for survivors to avoid.
    • His tentacle strike can't hit survivors who are hugging up against an object and ducking. This includes dropped pallets. Going up against survivors who know this removes a large portion of his chase effectiveness.
  • Adaptational Wimp: In his home series, Nemesis is a Lightning Bruiser regularly sprinting and jumping from great heights to get to his targets. He also traditionally carries around a customized rocket launcher, though he has used different firearms on occasion. Here, Nemesis lacks the use of military weapons and is much, much slower to better fit the game, having nothing in the way of his trademark agility.
  • Assist Character: Nemesis spawns along with two zombies that roam the Trial Grounds and attack any survivors that comes close to them.
  • Awesome, but Impractical: The Zombies themselves are nigh-impossible to strategize around as they're uncontrollable and the only way to corral them is by killing them to make them spawn elsewhere, as well as having some appropriate but annoying Artificial Stupidity, along with an annoying habit of getting stuck on certain level geometry. However, due to the way that invincibility frames on survivors work, it's possible for a fleeing survivor to round a corner into a zombie and be downed, or possibly to even combo a healthy survivor with a zombie attack into Nemesis hitting them to knock them down instantly.
  • Bad Boss: Nemesis can power up his tentacle strike by using it to kill his zombie minions (they respawn after a short time), but he builds up power much more slowly this way than he does by simply infecting survivors. You can also kill your zombies in the hopes they'll respawn in a more useful location.
  • Bad Vibrations: He makes incredibly loud stomping sounds when he gets close, even louder than Demogorgon or Oni.
  • Body Horror: Nemesis is a walking corpse whose skin appears to have peeled away in certain areas from being unable to contain his bones and muscles, with his remaining flesh crudely stitched in place. A large device on his chest conceals his swollen heart and regulates his circulatory functions through a series of tubes plugged into various spots on his body. There are Combat Tentacles writhing inside his body, most prominently in his left arm. As he powers up, his left arm mutates further, until practically everything below the elbow is a throbbing mass of pustules.
  • Combat Tentacles: His special ability is a whip-like tentacle strike from his left hand. It has slightly better range than a normal killer lunge and can hit survivors over pallets, some low objects, and through windows, however unlike Pyramid Head's Sword Beam it cannot pass through walls or other obstacles.
  • Difficult, but Awesome: His Tentacle Strike is incredibly versatile, allowing him to get in hits in loops that normal Killers would be completely helpless at, letting him destroy pallets more efficiently than a normal Killer, and being very useful for punishing lazy survivor tactics such as camping pallets. Getting consistent results with it is a different story, as Nemesis moves slower while getting the move ready, while the move itself has a very narrow hitbox and a long cooldown.
  • A Dog Named "Dog": Similar to Ghostface and Demogorgon, Nemesis is simply known by his "real" name rather than having an descriptive nom de guerre like most other Killers (i.e. "The Executioner" for Pyramid Head or "The Nightmare" for Freddy).
  • Easter Egg: Nemesis will say his "S.T.A.R.S." Catchphrase when grabbing Jill, Chris or Rebecca out of a locker or performing a Mori on any of them.
  • Finishing Move: Nemesis impales the survivor through the chest with his tentacle, uses it to reel them into his hand, chokeslams them, impales them again while they're prone, and finally finishes them off with a heavy stomp of his boot to their skull.
  • Foil: Mechanically he's this to his franchise rival, Pyramid Head. Both are normal-speed killers with a short-range range attack (most ranged attack killers are slower than average to compensate) and a support ability. Nemesis' tentacle whip has a shorter range and can't travel through walls like Pyramid Head's Sword Beam, but it hits much more quickly and is overall easier to use especially against moving targets. Nemesis' support ability are two zombie helpers who give him some extra map coverage and tracking ability, while Pyramid Head's is his Torment ability which lets him kill survivors more quickly than other killers by bypassing hooks and defensive perks.
  • Gathering Steam: Nemesis' Tentacle Strike ability builds up power as you use it to infect uninfected survivors. At level 1, it's a short range attack that has slightly more range than a normal killer lunge and can hit survivors over pallets and through windows. At level 2, it gains the ability to break pallets. At level 3, it increases in range by 20% and his movement speed while charging the tentacle strike increases slightly.
  • Giant Mook: Nemesis is massive, towering over even other large-size Killers like Trapper (Trapper's head comes up to about Nemesis' upper chest).
  • Guest Fighter: From Resident Evil.
  • Implacable Man:
    • Nemesis has canonically taken being blasted with pistol rounds, automatic rifles, grenade launchers, and even rockets, with his death only occurring after having a railgun shoved down his throat and then being fired or having a nuke dropped on his parasite. The announcement trailer has him being shot at to absolutely no effect. Nemesis stands out among all the killers in that while most of the killers are only unkillable because of the rules of the Entity's game, Nemesis is naturally able to power through any conventional weapon in existence.
    • His gameplay style is highly evocative of this. Once his tentacle strike starts to be upgraded, Nemesis becomes a relentless pursuer that can power through and defeat many loops, windows, and pallets that other Killers would be helpless at. This encourages Nemesis players to be persistent and power through many loops that other Killers would have to just give up on and try to find someone else to chase before all the generators get done.
  • Luck-Based Mission: How helpful his two zombie helpers are is extremely random, since they're controlled by the game's AI and behave in a random manner. Sometimes they'll wander around in the middle of nowhere, but sometimes they'll defend generators or hooks or block survivors' paths.
  • Manual Leader, A.I. Party: Nemesis is directly controllable at all times, and two zombies roam the map looking for Survivors on their own.
  • Mechanically Unusual Fighter: Nemesis has the ability to infect survivors with the T-Virus, which not only makes them easier to detect but also enhances Nemesis' powers; his special attacks only do damage to infected survivors, otherwise they merely infect the survivor. Additionally, Nemesis has the unique trait of spawning with his own minions in the form of two AI-controlled zombies who, while individually weak, can also infect survivors with the T-Virus and deal damage to infected survivors. Similar to the Pig's Reverse Bear Trap, there are a set of cures that spawn whenever Nemesis is the Killer, but the issue isn't that some of the cures are fake - it's that they are finite in number, and Nemesis can reapply the status with any of his attacks.
  • Natural Weapon: Like Hag and Demogorgon, Nemesis utilizes his bare hands rather than relying on a weapon.
  • Rogues' Gallery Transplant: Him being pitted against anyone besides Jill Valentine and Carlos Oliveira plays this trope straight. In his home game, Nemesis was deployed specifically to wipe out members of S.T.A.R.S. as well as possible whistleblowers within the Raccoon PD, which provides the drive for his encounters with Jill and Carlos. Everyone else on the other hand, was neither S.T.A.R.S. nor even in Raccoon itself when Nemesis was hunting Jill, his story officially takes place three days after Leon and Claire had left the precinct, thus their paths never crossed.
  • Super-Strength: Already a physical powerhouse in his home series, Nemesis demonstrates his strength by only needing one strike to destroy walls, damage generators, or break pallets.
  • Token Non-Human: A unique example - unlike Demogorgon and Pyramid Head, Nemesis Was Once a Man (at least technically; he was created from a production-model Tyrant, most of which were vat-grown clones), but has now been mutated into something else entirely.
  • Top-Heavy Guy: Behavior has altered his proportions slightly so he'll fit inside the Killer collision box; this was mostly achieved by shrinking his legs relative to his upper body. He's still incredibly huge even compared to other large Killers. His legs look normal, followed by a cinched waistline, then his entire torso bloats out in a V shape of muscles.
  • Weakened by the Light: Nemesis' zombies can be stunned with a flashlight; they're stunned for quite a while, much longer than a Killer is.
  • Zombie Infectee: Subverted. Even though his Tentacle Strike infects you with the T-Virus, as can his zombie minions when they hit a healthy survivor, no one will actually turn even if they don't make use of the map-spawned anti-virus syringes.

    The Cenobite 

"The Cenobite" - Elliot "Pinhead" Spencer

Voiced by: Unknown (Patch 5.2.0 Public Beta Test), Doug Bradley (Patch 5.5.0 onwards)

https://static.tvtropes.org/pmwiki/pub/images/pinhead.png
"We have such sights to show you."
Click here to see The Chatterer

At one time, Pinhead was the human Elliot Spencer, a former Captain in the British army until a particularly gruesome battle shell-shocked him so badly he was consumed by despair and unable to feel any positive emotions. Finding some measure of pleasure in self-mutilation, he began to seek increasingly depraved and horrid methods to find his kind of pleasure, which eventually gained the notice of Hell's king, who made him into a demon known as a Cenobite, renamed him Pinhead after his preferred form of mutilation, and charged him with sharing his experiences of torturous pain turning into depraved pleasure to those who summoned him.

Pinhead's presence is bound to a mysterious puzzle box known as the Lament Configuration; whoever opens the box invites him and fellow Cenobites to the summoner with the intention of letting them experience the same "pleasure from pain" treatment he himself once found solace in, and they can only be dismissed if their summoner solves the box's puzzle. How exactly the Configuration ended up in the Entity's Realm is unknown, but one day it simply appeared. Being where it was, it was only a matter of time before a curious survivor crossed it and summoned The Cenobite into the fog to participate in the Entity's torturous game.

They opened the box, and The Cenobite came.

As a killer, Pinhead tortures survivors with metal hooks on chains summoned from Lament Configuration and brings the cursed puzzle box along with him. Pinhead's power is called Summons of Pain; he uses a targeting system similar to the Nurse's Blink to summon a portal at the chosen location that launches out a controllable, fast-moving chain that traps survivors in place and prevents them from leaving the match until they pull out of it by doing a quick bar action, which takes longer if Pinhead can hit the survivor with a second or third chain. His second power is, of course, the Lament Configuration, which spawns in random locations on the map. After 90 seconds of being left on the field, the Lament Configuration activates Chain Hunt on all survivors, harrassing them with unavoidable Summons of Pain chains. Survivors can always see the aura of the Lament Configuration and can pick it up to stop the chain hunts on the entire team, making themself the only target and afflicting them with Oblivious while they solve the puzzle to try to stop it and make the box despawn. However, while solving the Configuration Pinhead can interrupt the attempt and lock the survivor in place while he teleports into their general vicinity to hunt them down. Pinhead can also interact with the Configuration but cannot see its aura and so can't find it reliably, however if he does manage to find the box before the survivors do, or if he downs the survivor carrying the box which makes them drop it, it instantly activates a chain hunt and not only chains every survivor, but also causes them all to give revealing screams.

Pinhead's unique perks are Deadlock, Hex: Plaything, and Scourge Hook: Gift of Pain, and focus on blocking generators near completion, cursing hooked survivors with a hex to waste their time, and impeding hooked survivors' progress for healing. Deadlock triggers whenever a generator is completed, and targets the generator with the highest progress to block it, slowing down survivors who try repairing more than one generator at a time. Hex: Plaything triggers when a survivor is hooked for the first time, creating a Hex totem linked to that survivor; as long as that totem stands, the survivor suffers from the Oblivious status effect, and only they are allowed to cleanse said Hex totem for the first 90 seconds, forcing them to go on the hunt for a specific totem lest the killer catch them off-guard. Scourge Hook: Gift of Pain imbues 4 random hooks with brutal purpose, changing them into Scourge Hooks. Survivors unhooked from these suffer from Hemorrhage and Mangled, slowing their healing, but if they choose to heal, they are afflicted with a debuff to their healing and repair speeds until they get injured again, forcing them into a Sadistic Choice between making slower progress or staying in a riskier health state.

The Cenobite is the twenty-second new killer added to the game with the release of the Hellraiser chapter on September 7th, 2021.

The Cenobite is the ninth Guest Fighter killer added to the game, coming from Hellraiser.


  • Achilles' Heel: Tunnel vision, since the major part of Pinhead's gameplay revolves around him deploying his chains, which forces him to stand still and manually direct them to hook singular survivors to slow them down enough for him to score hits. Without the Lament Configuration, Pinhead has very little map pressure outside of Hexes and specific perks, making it easy to run circles around him if you're not his Obsession.
  • Anti-Escape Mechanism: Much of Pinhead's arsenal is geared around punishing survivors who do nothing except work on gens and ignore all other objectives. The Lament Configuration's chain hunt disrupts survivors working on generators unless one survivor goes to get the box and deactivate it, and Pinhead's perks all help counter generator repair in some way (Deadlock prevents multiple generators from being done in a short span of time, Plaything makes survivors unable to hear the killer's heartbeat unless they search the map for the hex totem created specifically for them, and Gift of Pain slows down a survivor's interaction speed until they're found and injured by the killer). At high level all 5 generators can often be done in just 4 to 5 minutes (which is typically only enough time for a killer to achieve 1 to 3 out of 12 hooks), and Pinhead's perks and chain hunt ability all help to somewhat delay that.
  • Attack Drone: Instead of shooting chains directly like Deathslinger, Pinhead summons a gateway (which is placed similar to how the Nurse selects a teleport point) through which he can view things remotely and fire a chain. Additionally, the Lament Configuration can cause gateways to appear and attack all survivors.
  • Blue-and-Orange Morality: Pinhead is a literal demon from Hell who responds to those who open his puzzle box with the intention of dragging them to his plane of Hell to be tortured until the line between pain and pleasure has been completely erased. On its own this wouldn't make him evil per se, just a Sense Freak looking for more of his kind to take home as many Cenobites-to-be seek him out on purpose. However, he doesn't take no for an answer once summoned, even if the summoning was done by someone who has no idea who he is, what he's about, has no interest in his "pleasures", if it was an accident or (in the case of this game) if the intended victims weren't the summoners to begin with. "Demon to some, Angels to others" indeed note .
  • Chain Pain: The Cenobite utilizes chains for almost everything, the only real physical actions he does are walking, teleporting, carrying survivors, summoning gateways and handling the Lament Configuration. Chains strike his victims, lift the survivors off the ground, put them on a hook, break doors and pallets, close hatches and et cetera.
  • Co-Dragons: Like Myers, Pyramid Head and Sadako, the Entity doesn't seem to have quite the same hold on Pinhead as it does the other killers. While Pinhead plays by the rules of the Entity's game, his Mori explicitly has him drag the survivors off to the Cenobites' dimension in hell, meaning his reward for burning a Mori offering is to completely free survivors from the fog... not that where they're going will be any better.
  • Composite Character: Gameplay-wise. Pinhead shoots chains that slow survivors down, similar to Deathslinger, and the way in which he deploys the chains remotely is similar to how the Nurse aims her teleportation. His overall gameplay is similar to Clown, in that his power's main usage is to slow down survivors so he can catch up and hit them.
  • Cool, but Inefficient: Similar to Clown before his Balance Buff, when running in a straight line there's very little difference between catching a survivor with a chain and just chasing them normally, due to the slowdown on Pinhead from using the chain almost entirely cancelling out the slowdown on the survivor (at maximum the difference is less than about 5% in overall chase time). Also, it's extremely easy to miss with the chains, resulting in survivors gaining a large amount of distance away from you. This results in the chains often being high risk with only a very small reward. They're more useful for slowing survivors at loops or interrupting survivor actions from outside their line of sight. The one time the chain attack is actually really useful is during an active Chain Hunt, as Pinhead's chains will immobilize survivors long enough for the Chain Hunt chains to hit them, slowing them down significantly.
  • Deadpan Snarker: Some of his new voice lines can come across as this, such as him dryly remarking "I must be going now" after hooking a survivor, or saying "oh no, don't do that" when he surprise attacks a survivor trying to solve the Lament Configuration.
  • Difficult, but Awesome: Playing around the Lament Configuration's chain hunts requires a Cenobite player understand when and where it is likely to spawn, who is close-by enough to pick it up, and how to efficiently down them to keep the chain hunts a constant nuisance. Adding to this difficulty, the Cenobite's M2 functions similarly to the Nurse's blinks, which means it's easy to over/under shoot a portal. Even if you placed it accurately, aiming the chain takes some practice. Finally, the slowdown and chain spawns on successful hit needs to be quickly analyzed to guess if it's worth standing still to use. To put all this in perspective: top killer players have quickly placed the Cenobite on the same level of difficulty as The Nurse. That said, in a meta that revolves around rushing generators, Pinhead's tools to counter gen-rushing are unparalleled in the right hands.
  • Fate Worse than Death: The only killer who doesn't kill survivors when using his mori - he instead apparently sends them off to Hell to, presumably, be subjected to all kinds of horrific torture at the hands of his fellow Cenobites for an eternity. However, this is very unlikely, as the Survivor is shown running on the endgame screen, and the Entity is not going to allow its food source to be snatched away. Given that Pinhead has to abide by the rules of the entity's game, it's more likely that the Entity has a special place for Pinhead's personal usage.
  • Finishing Move: Pinhead allows the survivor to stand up before summoning multiple chains to hook the survivor to suspend them in the air by their arms, including two into their cheeks and spreading out their face. Pinhead summons a torture pillar from behind the survivor as the chains impale them on its spikes, and the survivor lets out one last scream as they are Dragged Off to Hell.
  • Giant Space Flea from Nowhere: Although Pinhead's arrival is bound by the Lament Configuration, the box itself simply appeared in the Entity's realm some indefinite time ago. This suggests the Entity had no intention to involve the Cenobite in its game: the box simply chose to travel to it, until someone opened the box, and he came.
  • Guest Fighter: The ninth one to enter the Entity's realm, this time from the iconic Clive Barker franchise, Hellraiser.
  • It Amused Me: Pinhead's likely reason for participating in the Entity's game. His Mori, and the fact the Lament Configuration is explicitly described as extradimensional, show that he has the power to leave the Entity's domain whenever he wishes (and drag others down with him). But since the game he's found himself in results in endless pain and suffering to its victims, the Cenobite might believe he's providing and experiencing a unique twist on torture and pleasure to survivors; so he'll play along, and respect the rules.
  • Jack of All Stats: Pinhead's chains are quite a bit weaker than more specialized slowdown/anti-loop attacks such as Clown's gas bottles, Doctor's electroshock, Freddy's dream snares, Deathslinger's spear gun, etc. However, he compensates for this with the Lament Configuration's Chain Hunt, which allows him to interfere with survivors attempting to do objectives such as generators or totems.
  • Leitmotif: His unique main menu music is the game's theme done in the style of Christopher Young's orchestral soundtrack to Hellraiser and its sequels. His chase theme includes "Psycho" Strings, menacing percussion and wailing that resemble the music preceding the appearance of the Cenobites.
  • Mundane Utility: Pinhead doesn't interact with anything physical himself, instead summoning his hooked chains to do everything such as break objects or pick up survivors.
  • New Powers as the Plot Demands: When using the Chatterer skin, he is granted power of the chains. A power he never possessed in the film series, as there he was more the muscle of the group.
  • Palette Swap: Has a premium unlockable outfit that allows you to play as the Chatterer.
  • Prisoner's Dilemma: If the Lament Configuration isn't picked up by a survivor, after 90 seconds it will cause hooks to attack all survivors. Also, if Pinhead picks up the box, all survivors get hit by hooks, revealing their position, and additional hooks will follow Pinhead and help him in chases. However, if a survivor picks up the box, they'll be attacked by hooks while carrying the box, and deactivating the box will allow Pinhead to teleport to their position.
  • Suddenly Voiced: Like the Plague, the Trickster, and Ash, Pinhead stands out in that he actually speaks (declaring "You opened the box, and I came!" when teleporting to a survivor opening the Lament Configuration, and "I have such sights to show you!" during his Mori animation). In fact, after they added many voice lines for him after getting Doug Bradley to reprise his role as Pinhead for the game, Pinhead is now the most talkative Killer, with voice lines for many different situations including picking up and hooking survivors, being pallet stunned, surprise attacking them when they're solving the Lament Configuration, etc.
  • Teleportation: When a survivor starts trying to solve the Lament Configuration, Pinhead can teleport to within several meters of their location at the cost of resetting the timer on the Lament Configuration going off. When vaulting windows he also phases through them instead of vaulting them physically.
  • Utility Weapon: Besides latching onto survivors, Pinhead can use his chains as a "UAV" to quickly patrol the level from the air to search for survivors.

    The Artist 

"The Artist" - Carmina Mora

Voiced by: Unknown

https://static.tvtropes.org/pmwiki/pub/images/k26_storebackground.png
"Are we nothing but prisoners to our sorrow?"

As a Killer, the Artist is great at blocking off escape routes or tracking down Survivors thanks to her power, Birds of Torment, which allows her to summon up to three Dire Crows anywhere on the map that she can fire at will. Hitting a Survivor with a Dire Crow, whether it flies into them or they walk into it, causes crows to Swarm them, revealing their location through Killer Instinct, although Survivors can Repel a Swarm. Hitting a Survivor with a Dire Crow either in their initial flight path or while they’re already swarmed, damages them as though they were hit by a Basic Attack.

The Artist's unique Perks, Grim Embrace, Scourge Hook: Pain Resonance, and Hex: Pentimento, focus on impeding Survivors’ capabilities and progress through unconventional means. Grim Embrace gains one token every time a Survivor is hooked for the first time, blocking all generators for a short amount of time; once four tokens have been earned, all Generators are blocked for 40 seconds and the Obsession’s aura is revealed to the Killer for a brief period of time. Scourge Hook: Pain Resonance imbues four Hooks with brutal purpose, changing them into Scourge Hooks. Anytime a Survivor is placed on a Scourge Hook, the Generator with the most progress explodes, causing it to lose progress and regress, and causing Survivors that are repairing that generator to scream and reveal their location. Hex: Pentimento is a Hex Totem perk that ensures that though your Hex Totems can go down, they won't necessarily be out: at any point, the Killer can rekindle up to five cleansed totems. The first four Rekindled Totems, going from first to fourth, reduce the progress made on repairing, healing, recovery, and gate opening, with the fifth blocking all Rekindled Totems for the remainder of the trial. Survivors can, however, re-cleanse these Rekindled Totems to permanently remove them from the trial.

The Artist is the twenty-third new killer added to the game with the release of the Portrait of a Murder chapter on November 30th, 2021.


  • Absurdly Sharp Blade: Her primary weapon is a blade the Entity created from the palette knife she used to paint with. It looks like one of the Entity's tendrils.
  • Abusive Parents: Her father is a piece of work, making all of her family's woes feel like they were because of her. Made even worse with the reveal in Tome 12 he was being paid to do this by the Black Vale to suppress her powers.
  • Achilles' Heel:
    • Her crows are very finnicky when it comes to elevation; if a survivor is just a few feet above or below her horizontal plane she can't hit them with crows. This makes her power much less potent on bumpy/hilly maps like swamp maps.
    • When she lays down crows at a loop, she slows down enough for survivors to break off and run to another loop. However, she can still catch up to them and hit them before they get to one if their pathing is bad.
    • She's slowed and cannot attack for a brief period after firing her crows, so a common trick at loops is to run towards a crow trap to trick her into firing it and then change direction towards her at the last second to dodge it, at which point you have enough time to run to the pallet and drop it before she recovers.
  • Animal Motifs: Crows. Her main power revolves around summoning crows to track and damage survivors with, while her default design gives her talons - even the noises she makes during gameplay are very bird-like. Her default outfit also features crow feathers, and her features are quite bird-like, with a tall slim stork-like build, Aquiline nose, long black hair, and an elongated neck.
  • An Arm and a Leg: She had her forearms chopped off by the Black Vale cult to prevent her from painting anymore. The Entity gave her new limbs made from ink.
  • Bungled Suicide: She attempted to jump off a cliff after her brother's death, only to be stopped by a murder of crows gathering around her and giving her artistic inspiration. Unfortunately, it's strongly implied that this was The Entity's doing.
  • Chest Burster: Her Mori has her implanting a Dire Crow into her victim via the mouth, which promptly explodes out of their torso into a swarm of smaller crows that land on and start pecking at their corpse.
  • Composite Character: The Artist's power has elements of several existing Killers; she places her Dire Crows similar to how Freddy places his snares, Dire Crows act as a sort of combination between a close-range damage trap similar to the Trapper's and a long range attack similar to the Huntress, has elements of Pyramid Head's Sword Beam in that it passes through obstacles but is slow enough to dodge on reaction, like the Nemesis the first hit with her power puts survivors into a special status effect state first and she needs to land a second hit with it to deal actual damage, and similar to Plague she's a Long-Range Fighter but moves at normal speed due to her power not being a direct shot but rather more indirect and difficult to use.
  • Cope by Creating: Her artwork was her main way of coping with the accidental death of her younger brother (which she was convinced was her fault thanks to her abusive father). Years later, when she was abducted and mutilated so she could no longer make art, part of her rage stemmed from the fact that her abductors took away her primary coping mechanism.
  • Creepy Long Fingers: Her real hands were chopped off by her abductors when she attempted to use her art to uncover the corruption of a large company in her native Chile. In response, the Entity gave her new "hands" which appear to be made out of ink or black paint, sporting these.
  • Expy: Carmina's abduction and subsequent mutilation mirrors that of Lavinia, the daughter of the titular Titus Andronicus.
  • Gathering Steam: How her Hex: Pentimento works. The Artist can interact with totems that somebody had cleansed to Rekindle it and stack a charge on the Hex. The more charges she accrues, the more hindrances the Survivors will have to deal with as their core interactionsnote  become slower by up to 30%, with additional debuffs being given by further Rekindled totems. At five stacks of Pentimento, the Entity will block all totems from being cleansed thus making all hex perks permanent for the remainder of the match.
  • It's All My Fault: Not only was Carmina convinced by her abusive, alcoholic father that she was responsible for her mother leaving the family and her little brother's accidental death by drowning, but when the murder of crows she summoned to kill her abductors turned on her helpless artist friends, she became utterly broken by the fact that (in her mind) she caused more death to people who didn't deserve it.
  • Long-Range Fighter: The Artist's power fires a spectral Dire Crow across the map. It has no range limit, will pass through walls and obstacles, and can hit survivors from across the map. However, it's also slow enough to dodge by reaction if you see it coming, and it only does direct damage within the first few meters of flight; past that you need to be hit by two Dire Crows consecutively before you take damage. The Artist also doesn't fire Dire Crows directly but rather places them down similar to Freddy's Snares, and then triggers them to activate and fire with a seperate button press. Also, due to the many added complexities of hitting survivors with Dire Crows, she's balanced as a normal speed killer.
  • Misplaced Wildlife: Despite them playing a major part in Carmina's backstory, crows are not native to South America, with their distribution on the American continent stopping at the Caribbeans. This further supports the theory that the birds were a manifestation of the Entity as it sensed her grief and saw a potential victim or Killer in the making.
    • this was confirmed to be true in a chapter of Tome 12, where a Black Vale member reveals Carmina had a clairvoyance that let her see the crows from the Entity's realm
  • Missing Mom: Her mother left her family as a child and it is a major source of her family's dysfunction. Subverted in Tome 12, which reveals the Black Vale was pursuing her mother for having the same clairvoyance as Carmina and had been actively stealing the many letters her mother sent to try and connect with her.
  • Oh, Crap!: Carmina is initially elated that the murder of crows makes swift work of her kidnappers/torturers...only to become horrified when the crows turn their attention to Carmina's helpless artist friends, with her unable to stop them.
  • Our Dragons Are Different: Her skin in the collection taken from Alice's Adventures in Wonderland turns her into the Jabberwock.
  • Realism-Induced Horror: Being driven into depression by her father’s domestic abuse, and being tortured for being a dissident against corruption is a chillingly realistic backstory.
  • Spanner in the Works: Tome 12 reveals her visions of crows were due to a connection to the Entity's realms and her art was EXACTLY what humanity needed to do to stop both the Vale's and the Entity's machinations to Devour the world, which is why she was tortured by the former.
  • Tongue Trauma: In response to Carmina and her artist friends exposing a corrupt organization in her native Chile, her kidnappers not only cut off her hands so she could no longer paint, they cut out her tongue so she could no longer recite poems.
  • Touched by Vorlons: It's heavily implied that the Entity itself gifted Carmina with her artistic inspiration via the murder of crows that bungled her initial suicide attempt. Given that the same crows were also present and partly responsible for her being taken as a Killer, it's very apparent that this gift had a price.
  • Tragic Keepsake: One of her add-ons is Matias' baby shoes, described as "a grieving reminder to Carmina that Matias would be with her, always watching."
  • Useless Useful Skill: Although her Hex: Pentimento is strong on paper, its core weakness is that its effectiveness hinges entirely on the amount of Rekindled totems you can get and maintain, and as such it doesn't take effect naturally.
    • Since Rekindling only works on cleansed totems, it is heavily dependent on the Survivors ignoring their objectives and actively hunting down Totems to cleanse multiple times for the Artist to reactivate them. This makes it very hard to use correctly, as most casual groups in quickplay will not prioritize Totems if they can help it, while experienced players who know that they're coming up against Pentimento can just bite it and not cleanse the Totems they've found altogether, rendering it useless. The only saving grace is that it can be ran with other Hexes at the same time, which would entice the Survivors into cleansing Totems to get rid of nastier effects like Ruin or Devour Hope, but given that those same abilities are miles better than Pentimento, there's no reason not to run them instead and not having to carry around a perk that will not be useful half the time.
    • The other weakness of Pentimento is that should the Rekindled totems be cleansed again before the Hex hits full stack, or Blessed by a Boon perk carrier, it immediately and irreversibly becomes significantly weaker, due to the Entity removing the totems themselves from play altogether in the former case, and the inability to Rekindle Blessed totems in the latter. As such, due to the Boon perk meta brought about with Mikaela's debut, you might as well not bother with Rekindling at all.
  • Utility Weapon: Past several meters, the Dire Crows don't do direct damage, but rather cause survivors to be engulfed by a swarm of crows. The Artist can see the aura of the crows, letting them know the location of swarmed survivors anywhere on the map, and can damage a swarmed survivor with a second Dire Crow hit. However, swarms only last a few seconds if the survivor presses a button to swat them away, or jumps in a locker to instantly remove them. At long range, the Dire Crows are very useful to check generators and totems for survivors from across the map, but you can't really damage them (a survivor has to be really not paying attention to be hit by a Dire Crow twice from across the map) and if you try to chase them by the time you get closer the swarm will have disappeared. Thus at long range the crows are more for information gathering rather than for damage or chases. With the add-on to increase the length of time their aura is visible, the crow swarm can also be used for tracking at maze tiles.
  • Weakened by the Light: Her crows can be destroyed by flashlights, firecrackers, or flashbangs.

2022

    The Onryō 

"The Onryō" - Sadako Yamamura

https://static.tvtropes.org/pmwiki/pub/images/k27_storebackground.png
"Why is it only you were saved?"
Voiced by: N/A

When a young psychic named Sadako Yamamura was tossed into a well and left for dead, few could imagine the amount of death and misery that would come of this event, and the grudge that it formed. The young girl suffered in agony, desparately clawing at the walls of her well in a futile attempt to save herself until she eventually succumbed. However, death did not give her any sort of peace, and her spirit lingered in the world, with hatred in her heart. Seeking the deaths of others to satisfy her grudge, Sadako soon used her power to curse a videotape within the cabin built over the well she died in. Those who viewed this tape would be subject to Sadako's wrath, and meet their end in seven days if the tape was not copied and shown to another person. Countless victims were claimed by her vengeful wrath, until one night, the cabin above her well was hit by a massive tidal wave covered in black mist. Sadako's spirit awoke in the unfamiliar territory of the Entity's realm after being swept away by this wave.

As a Killer, Sadako continuously propagates her curse and puts Survivors on edge with her power, Deluge of Fear. Sadako starts the match Demanifested, being completely Undetectable and flickers between being visible and invisible when within 24 metres of Survivors. At any point in the match, Sadako can manifest, making her able to attack Survivors at the cost of being fully visible, although she can also Demanifest at will. She can also Project herself through a TV, teleporting to their location and building up Condemned progress to all Survivors nearby. Survivors can disable these TVs by removing their VHS Tapes, revealing the location of another TV but carrying them builds up Condemned progress, but Survivors can remove progress by inserting that VHS tape into the highlighted TV. Survivors that are fully Condemned will be revealed by Killer Instinct for 6 seconds, and if fully Condemned in the Dying State, Sadako can instantly kill them with the Inexorable Stare.

Her unique Perks, Scourge Hook: Floods of Rage, Call of Brine, and Merciless Storm, allow her to meticulously disrupt any Generator repairing and catch Survivors trying to hide from her. Scourge Hook: Floods of Rage imbues four Hooks with brutal purpose, changing them into Scourge Hooks. If any Survivor is unhooked from a Scourge Hook, the auras of all other Survivors are revealed to you for a short time. Whenever you damage a Generator with Call of Brine, that Generator reveals its aura to you and regresses much faster for 60 seconds. Furthermore, all Good Skill Checks completed on that Generator during that time will make a loud noise notification. Merciless Storm barrages Survivors with constant Skill Checks once the Generator that they're repairing reaches 90% progress. If they stop repairing for any reason or fail a Skill Check, that Generator gets blocked by the Entity for a short time.

The Onryō is the twenty-fourth new killer added to the game with the release of the Sadako Rising chapter on March 8th, 2022.

The Onryō is the tenth Guest Fighter killer added to the game, coming from The Ring.


  • Achilles' Heel:
    • With no anti-loop ability, Sadako is reliant on mind-games using her manifestation ability and taking advantage of survivors who allow their Condemned status to reach full meter. Her ability to get surprise attacks is weaker than other stealth killers as she is visible at close range unlike the Wraith yet cannot attack immediately out of stealth unlike Ghostface, though her ability to teleport around the map compensates for this. However, when demanifested and just after manifesting, Sadako flickers in and out of visibility, meaning that she can be hard to keep track of at some loops. She has addons to make this effect even stronger as well, but she still relies on mindgames.
    • Although Sadako has no heartbeat while demanifested, she still emits a 24 meter lullaby of static noise, so she's not truly stealthy even if you don't have line-of-sight on her. Previously the static was very subtle and easy to miss over the game's background sounds and music, but with the addition of a visual indicator for lullabies and heartbeats this now means survivors will always know when Sadako is approaching even when she's in her supposed stealth mode. Also, because her lullaby is much smaller than the likes of Huntress or Trickster, there's much less possibility for confusion or false alarms; if you see her lullaby, it almost certainly means she's coming for you.
  • Adaptational Wimp: Like Freddy, her in-game incarnation in the Entity's Realm is a fairly big step down from the degree of her ethereal powers in the films.
  • Adaptation Deviation:
    • In her home series, Sadako kills her victims merely by being in their presence and showing them her Nightmare Face, causing them to die of a massive heart attack. When incorporated into Dead by Daylight, she instead becomes a physical fighter due to the way the game was designed, and victims no longer die just by looking at her, and their faces also don't contort in anguish when they expire. That being said, the last part being balanced out was probably for the best, given that a Killer who can get a free Mori just by standing there and getting looked at would be very broken.
    • Likewise, in the Ringu canon, Sadako can't just casually choose her targets willy-nilly, with her main gimmick being the cursed tape that's spread around by someone copying it and showing it to an unwitting victim. In-game, she's free to target anybody she chooses, regardless of whether or not they interacted with her Tape mechanic or even looked at a TV to begin with.
    • She doesn't even have to wait a whole week to kill them either, nor does she feel compelled to give them a warning beforehand, though it's more than likely that the Condemnation mechanic was designed to emulate the former, as it caps out at 7 stacks. That being said, the idea of speeding up the curse on yourself is new to this game.
  • All Your Powers Combined: Sadako combines a weaker version of Wraith's invisibility (unlike Wraith, she receives no speed boost from it, is intermittently visible when within 24 meters of a survivor, and even gives off a subtle but discernable 24 meter radius lullaby similar to the Trickster) with a map-wide teleport to pre-set objects similar to Freddy's. She also gives each survivor a Condemned meter, which functions like a weaker version of Pig's bear traps, in that when the meter is full the survivor doesn't die instantly but is vulnerable to being Mori'd if they get downed by her. Additionally, she moves at normal speed but has a reduced terror radius, somewhat similar to Myers (although Myers' terror radius is 16 meters compared to Sadako's 24 meters).
  • Aura Vision: Her "Scourge Hook: Floods of Rage" allows her to see all Survivors once one of them is unhooked from a Scourge Hook.
  • Co-Dragons: She serves as one, along with Michael Myers, Pyramid Head and Pinhead. She's able to kill Survivors of her own volition without a Mori offering and, much like Pyramid Head, she doesn't need any power add-ons for it, only for a set of conditions to be fulfilled. Since Sadako is able to spread her curse without the Entity's help by forcing others to share her tape, its hold on her seems to be weaker than on most of the other Killers. The description of her Scourge Hooks: Floods of Rage perk also suggests she's able to link with and influence the Entity, similar to Cheryl Mason.
  • Confusion Fu: Sadako's intermittant invisibility while demanifested can be used to trick survivors at loops and get a hit.
  • Cute Monster Girl: If you can look past her creepy long hair and perma-bloodshot eye, Sadako does have a rather normal-looking face underneath all of that that detracts from her spooky vibes, unlike the perpetually scowling faces of the relatively human-looking female Killers. The playerbase would be inclined to agree.
  • Deadly Gaze: Literally. Sadako has a "secret" Mori in the form of her just looming over her victim on the floor, and they will die of a heart attack after seeing her Nightmare Face. This requires them to have their Condemned meter maxed out and be within her red stain for a few seconds (i.e. right in front of her).
  • Fingore: Her broken off fingernails are available as a Rare-tier addon that boosts her movement speed after crawling out of a TV.
  • Finishing Move: Like Pyramid Head before her, she has two ways to kill survivors. One mori, and one power-exclusive kill.
    • For the mori: She lifts her victim by the neck off the ground, snaps their right arm in two, then breaks their left leg and drops them to the ground before giving them a heart attack.
    • If the victim's Condemnation meter is full, she can give them a quick-but-deadly heart attack.
  • Foil: To the Spirit. Both are Vengeful Ghosts born from innocent women being brutally murdered, before being transformed by their bottled-up animosity at the time of their death. In terms of gameplay, both she and Rin rely on stealth to get the drop on Survivors, but where the latter has the advantage of speed and can instantly attack out of stealth, Sadako has to manually Materialize before she can hit somebody, thus giving her targets a chance to react. The Spirit's kit is largely independent of the trial's environments and promotes a clever but aggressive playstyle, whereas the Onryō applies stress on objectives and those who are focusing on them, but she must rely on pre-placed televisions to maintain map pressure, which can be temporarily disabled by the Survivors to weaken her Tunnel Network; the trade-off to this is that Rin can't see where her victims are while in spirit form, whereas Sadako can. Lastly, while both of them can Mori Survivors without burning an offering beforehand, the Spirit needs a perk equipped to do so, while the Onryō can do so if the triggering condition of her gimmick has been met.
  • The Fourth Wall Will Not Protect You: In addition to her below-mentioned Jump Scare, a unique Easter Egg occurs 7 days after buying any part of the Sadako Rising chapter in which the usual intro cutscene is replaced by a rendition of Sadako's cursed tape featuring various Survivors.
  • Gathering Steam: Her primary "meter" is Condemned, which is applied to Survivors with 16 meters of any active television whenever she teleports, and those who have been fully Condemned can be Mori'd for free. Survivors can temporarily disable her Tunnel Network by switching off a TV, but this still leaves them vulnerable to being Condemned if they venture near another active TV when she teleports. A random TV will be highlighted for them to offload the tape, which drains Condemned from them. If a survivor is hooked when Condemned, their stacks will permanently lock - up to three stacks per hook - and Sadako has an addon that causes all survivors to gain a stack of condemned if the hooked survivor was carrying a tape at the time. Overall, her Condemned mechanic forces survivors to be careful to keep their Condemned meter low so that if they get hooked, they're not left at serious risk of being mori'd.
  • Gratuitous Japanese: Her base attack produces a psychic ring inscribed with the kanji 呪, meaning "curse". Her Rotten Remains cosmetic changes the kanji to 恨, or "resentment".
  • Guest Fighter: The game's tenth guest killer, allowing the Entity's victims to fall victim to her curse.
  • Haunted Technology: As per usual, Sadako is able to manifest herself through TVs and can teleport through them to catch unaware survivors.
  • Intangibility: While demanifested, Sadako has no collision hitbox and passes straight through survivors, allowing her to phase through survivors attempting to body block for an injured survivor.
  • Jump Scare: If the player idles for long enough in the lobby menus, such as the bloodweb, after Sadako has already crawled out of her well, she will randomly teleport right up against the screen to surprise them. Turning her character model around will prevent this for some time, until she inevitably turns back to face the screen on her own again.
  • Mechanically Unusual Fighter:
    • Sadako doesn't exist as a "physical" Killer in the trial most of the time, and will need to either use her power or crawl out of a TV to Manifest and attack Survivors.
    • She's also one of the few Killers who can directly kill Survivors once the correct conditions have been met, without having to burn an offering to use a Mori. In her case, Survivors who have had their Condemned meter maxed out can be killed directly in the Dying state, bypassing hooks entirely.
  • Mind over Matter: Sadako doesn't physically attack survivors, but rather uses telekinetic blasts to damage them and destroy objects. Her method of destroying a pallet is to wrench it with her hands while it gets psychically torn apart.
  • Morton's Fork: How her Condemnation and Tape mechanic works. Without interacting with any televisions, you'll gain Condemnation every time she teleports around the map, and being hooked will lock in up to three stacks of condemned, so being pressured by Sadako enough will let her Mori you for free. If you do retrieve a tape, you'll be able to shut off her Tunnel Network temporarily and relieve you and your team of her map pressure, and also cleanses you three unlocked stacks of the curse meter if you can find the highlighted TV and deposit it, but you will unable to turn off another TV until you deposit the tape - including the one you may have just turned off.
  • No-Sell: If Sadako is demanifested when a pallet is dropped on her, she won't be stunned by it.
  • Non-Standard Character Design: While the design of Sadako herself isn't too out-of-the-ordinary for the game, her animations are very unique to her, where instead of exerting any physical ability for handling Survivors or the environment, she has her psychic powers. Rather than physically carrying any downed survivors, she simply uses her telekinesis to hoist them up in the air at her side, and destroying pallets, walls, or generators involves a single, concentrated blast of psychic energy.
  • Ominous Visual Glitch: Unless fully Manifested, Sadako will appear as blips of CRT static in the rough shape of her image. Survivors who are fully Condemned will likewise have a flickering effect applied to their character model.
  • Pint-Sized Powerhouse: Sadako is the first Killer with the given height value of "Short". This doesn't hamper her killing powers in any way, though some of her Survivor interactions will differ from her larger colleagues, such as picking them up telekinetically instead of by hand and levitating them around instead of slinging them over her shoulder, and her attacks are psychic blasts from her palm instead of her directly hitting them. Her short height is also a double-edged sword at loops; it's harder for survivors to keep track of her because she's shorter than other Killers, but it's also harder for her to keep track of survivors because her point of view is much lower to the ground than other Killers.
  • Power Of Hate: Comes with the territory of being an onryō. Many of her perks are themed around the desperate anger that made her the way she is now while trapped in the old well. Even her basic attacks will conjure up a huge kanji for "curse". Her "Rotten Remains" outfit additionally changes the conjured glyph symbol to 恨, meaning "Resentment".
  • Press X to Not Die: Press X to not explode the generator and have the Entity block it. Her Merciless Storm perk works this way, in that Survivors who are repairing generators will be assaulted with continuous skill checks upon hitting 90% progress. If they flunk even one of those skill checks, or try to chicken out by stopping the repair on a given generator, the Entity will disable said generator for up to 20 seconds. It Only Works Once per generator per trial though, to prevent abuse.
  • Semi-Divine: Owing to her Divine Parentage, since her father was strongly implied to be some kind of water deity in her home series, which more than likely contributed to the Entity's weaker grasp on her than on its other minions.
  • The Sneaky Gal: When not Manifested, Sadako is effectively invisible to Survivors and can move around the map with ease, but getting within 24 meters of her will intermittently cause her to become visible as an Ominous Visual Glitch. She also has a smaller-than-normal terror radius of 24 meters, despite moving at normal speed (all other 24 meter terror radius killers move at reduced speed), similar to Myers (who has a 16 meter terror radius). Her short stature also makes her slightly harder to keep track of at taller object loops, especially after the devs disabled the stretched res exploit that gave survivors a higher field of view than intended.
  • Stance System: Her power lets her switch between states of Manifestation. When fully Manifested, either via the power itself or her crawling out of a TV, Sadako can attack Survivors and mess with generators, but she will be fully visible to everyone. When switched out of her physical form, Sadako is invisible from 24 or more meters away, but can't attack or interact with anything.
  • Stringy-Haired Ghost Girl: She's the more passive and deliberate counterpart to the Spirit, the other onryō in the Entity's service.
  • Tunnel Network: Sort of. Sadako can teleport around the trial by looking at a powered TV and pressing the ability button, allowing her to crawl out of it in material form. Survivors can risk turning off these TVs to deny her an exit point, but will be saddled with the cursed tape and a bump to their Condemned meter.
  • Walking Techbane: Sadako is able to mess with all sorts of technology in many ways, and her "Call of Brine" and "Merciless Storm" perks make it much harder for Survivors to repair generators, either regressing their progress with tremendous speed and flooding them with a barrage of Skill Checks that if missed can lock a generator for some time.

    The Dredge 

"The Dredge" - Druanee

https://static.tvtropes.org/pmwiki/pub/images/dbd_dredge.png
"Do not admit to fear, or pain, or doubt. These are the seeds from which darkness grows."

It all began with an idea.

Sometime in the 1960s, a group of anonymous philanthropists decided to organize a community known as the Fold on one of the remote islands near the coast of North America. Their goal was to create a society free of prejudices and dark thoughts so that every despaired person would escape the world that brings nothing but suffering and find their own peace among the like-minded individuals. A man named Otto Stamper quickly established himself as a leader among the islanders through his charisma and mastery of various skills, and the society of Ottomarians, aptly named after their mentor, began thriving on their own piece of paradise.

Stamper taught the other members of the community the art of "joy-talk" and meditation, helping them purge negativity by reciting 'good-thinking' mantras. However, not everyone was able to cast aside their dark thoughts, and the wise leader banished those who confessed to him about spreading the 'darkness'. Those malcontents were rooted out by the Fold's guardians, picked from the ranks of the Ottomarians.

Years passed in idyll as the islanders were brought together by the spirit of their community, but the utopia was not meant to last forever, as some members started mysteriously disappearing without a trace. Rumors began to spread across the community of a being knows as the 'Druanee' being responsible for the recent events, so most Ottomarians locked themselves in their houses, chanting mantras to ward off the evil presence. The leader tried to quell the worries of his followers, telling them the malcontents are solely responsible for summoning the creature, but the fangs of fear had sunken deep into the minds of the people.

Stamper took some serious measures and locked the Ottomarians in their houses, forbidding them to sleep so that their dark dreams would not summon the Druanee into the world. It worked for some time, but after a while the disappearances began anew. This time, Otto gathered his congregation on the beach and placed a screaming woman on the stage. He claimed that she was a journalist sent to destroy their peace. The woman started shouting the most inane things: that the wise Otto Stamper was nothing more than a murderer and a madman, that he had those he "banished" tortured and killed and that he was a member of a secretive cult of powerful people. Her words were cut short as a dagger in the leader's hand plunged into her throat, slitting it.

In an attempt to calm the crowd, Stamper told his followers that the journalist had gathered some allies among their ranks and that the dissenters had to be rooted out, otherwise the Druanee would claim them all. The crowd erupted into accusations, trying to prove that the person next to them is a malcontent, and the darkness within their hearts began to coagulate as the Ottomarians unleashed violence upon each other while their mentor watched with barely concealed interest.

Stamper was the last man standing, but as he was admiring the results of his work, the darkness arose from the ground and started feeding upon the remains of the congregation, absorbing them into itself. There it was, the Druanee, the dredge of all their emotions manifest. Once the feast was over, the being slunk back into the darkness, leaving Stamper alone.

As a Killer, the Dredge burdens Survivors by making them paranoid of their surroundings with its power, Reign of Darkness. When activating this power, the Dredge leaves behind a Remnant that serves as an anchor point for teleporting either between lockers or back to that Remnant. As long as it possesses enough Power Tokens, the Dredge can teleport to any locker on the map, instantly carrying any Survivor unfortunate enough to be in the locker it teleports to. Survivors can counteract this by locking those lockers and delaying the Dredge's release back out. As it injures healthy Survivors, teleports, and hooks any Survivor, the Dredge builds up a meter that, when full, activates Nightfall. When Nightfall is active, the Dredge has a significantly quicker teleportation time and has no Terror Radius for a full minute.

Its unique Perks, Dissolution, Darkness Revealed, and Septic Touch, punish Survivors for recovering from injuries, hunt down foes near lockers, and hinder all pallet-induced obstacles. Dissolution activates after injuring a Survivor by any means for a short time, and if they fast vault over a pallet while in its Terror Radius, the Entity instantly breaks that pallet. Darkness Revealed causes the auras of all Survivors within a radius of a Locker you've searched to be revealed to you. Septic Touch inflicts Survivors that make a healing action in your Terror Radius with Blindness and Exhaustion for the entire time they're healing, with the effect lingering for a short time afterwards once that healing action is interrupted.

The Dredge is the twenty-fifth new killer to be added to the game with the release of the Roots of Dread chapter on June 7th, 2022.


  • Achilles' Heel:
    • Distance. While Dredge has great map mobility, decent anti-loop and the ability to plunge the map in darkness, closing the gap on survivors is very difficult for Dredge unless the survivor runs near lockers. He has no stealth outside of Nightfall, no speed boost, and using his Remnant slows him down, so holding forward against Dredge can waste a lot of time against him.
    • Like Freddy and the Artist, the best way to evade the Dredge's anti-loop tactics is to simply run to another loop when he tries to lay down a remnant, as he's slowed down enough when putting down a remnant that you can usually manage to get to another loop before he catches you as long as you have good routing and gamesense.
    • Like Oni and Pig, the Dredge's power builds up from downing survivors (more specifically, from injuring and hooking them), so playing safe against him and making liberal use of pallets instead of playing risky to conserve them can help delay him building up Nightfall until most of the generators get done.
    • The Dredge emits a very loud directional moaning sound. Not only can keen survivors detect it from a few dozen feet away even if it's using Nightfall or stealth perks to mask its heartbeat, but it's precise enough for very keen survivors to track the Dredge's movements behind walls, allowing them to absolutely make a joke out of him even at high wall loops.
  • Allegorical Character: It represents and feeds on the desperation and misery brought about by being indoctrinated into a cult.
    • More specifically, the Garden of Joy and the subsequent massacre are eerily evocative of Jonestown, and it's very likely The Dredge is meant to be a physical manifestation of the horror of the incident and other cult murder-suicides.
  • Ascended Extra: A purchasable skin allows you to play him as Maurice, the 3-eyed horse from the Clown's carnival map.
  • Body of Bodies: It's a fusion of the parts of dozens of human bodies suspended in a cloud of darkness.
  • Breaking Old Trends: The Dredge is the first genuinely inhuman Killer, being an eldritch monster that has consumed countless souls to feed itself and add to its distorted body. It's also not even sentient, being a supernatural monstrosity given form by the dark thoughts and impulses of a cult.
  • Closet Shuffle: The Dredge's main gimmick lets it teleport inside lockers, normally considered an area of safety for survivors, allowing it to ambush them as they try to hide or use their closet-related skills.
  • Cool, but Inefficient: In its initial state, Nightfall mode was not particularly useful as its advantages were cancelled out by Anti-Frustration Features: the reduced vision for Survivors still let them see about 50 meters away, a very good distance on most maps, and the Dredge also glowed bright white while it was active, nullifying the potential to hide in the shadows. The Dredge's heartbeat was also silent during Nightfall, but it also moaned loudly, which could sometimes make it easier to track as Survivors can hear which direction the moans are coming from. Nightfall was eventually buffed so that it is much darker for survivors, with visibility reduced to a little over a dozen meters, and the Dredge no longer glows in the dark so obviously until he gets fairly close.
    • Dredge’s locker teleportation gives it fantastic map mobility, but some maps have badly placed lockers or very few lockers, hindering Dredge’s map mobility.
  • Eldritch Abomination: Instead of an insane, transformed human, it's a decidedly inhuman creature that has an unrecognizable body shape, being more a mass of shadows and body parts it's taken from the souls it has absorbed. It's not even a person, it's instead a monstrous being that sustains itself on the suffering of others.
  • Emotion Eater: It feeds on murderous intentions and the suffering of others just as much as it does corpses.
  • Finishing Move: The Dredge uses the arms of the bodies that make up its form to stab up the unfortunate victim before pulling their corpse into its mass.
  • Hammerspace: The Dredge is held together by a shadow that can both consume entire horses without leaving a trace, and produce disembodied hands armed with various tools they can use to stab and maim its victims.
  • Jump Scare: The Dredge's teleportation into lockers is completely silent and there's no indication that it's in one until it tries to come out, doing so either with a VERY loud locker slamming noise if it's unlocked or a terrifying rattling of the lockers as it bangs against the door to break the lock if it is. This makes it extremely easy to jump survivors and probably give them a heart attack in real life. It also helps make the sound of lockers opening near you much less of a positive for survivors.
    • Additionally, even though locking lockers ostensibly hinders the Dredge, attempting to lock a locker that the Dredge is currently inside or even still teleporting to will instantly down the offending survivor.
  • Lovecraftian Superpower: The most physics defying killer to date. It's a walking pile of fleshy goo and bones suspended in a dark cloud. It also has the ability to teleport around the map, either into lockers or to a remnant that it leaves on the ground.
  • Made of Evil: The lore indicates that the Dredge is made of dark thoughts of the residents of the Garden of Hope.
  • Multi-Armed and Dangerous: With all the bodies it has consumed, it can manifest tons of arms to attack with.
  • Self-Fulfilling Prophecy: Otto Stamper controlled his followers by claiming that the Druanee (Dredge) was stealing people away in the night because they were thinking negative thoughts, and forced them to stay locked in their homes and not sleep in an attempt to drive the monster away. In the end, the half-crazed followers' suppressed negative thoughts boiled over and caused them to literally tear each other apart, and from the carnage came the Dredge... just as Otto had planned all along.
  • Sinister Scythe: Its right arm is a scythe formed from flesh and bone, which serves as its main weapon.
  • Shout-Out: Among the many doll heads making up his Twisted Plaything skin, one is very obviously Chucky. Doubles as an Early-Bird Cameo, as Chucky himself would be added as a Guest Killer a few months later.
  • Spotting the Thread: You can tell if the Dredge is hiding in a locker as the doors will vibrate slightly.
  • Super Mode: Teleporting into lockers and injuring survivors builds up the Nightfall meter. When Nightfall is triggered, the Dredge has no heartbeat radius (making it easier to sneak up on survivors), the teleportation cooldown is significantly reduced, survivors are highlighted in white making them easier to spot, and survivors are "surrounded by complete darkness" although they still have a visual range of a few dozen meters (this was reduced to a little over a dozen meters as a buff).
  • Token Non-Human: A played-straight example in comparison to every other "non-human" before it, being a grotesque bundle of human parts fused together into an abomination only supported by a cloud of pure darkness. Shares this attribute with the Demogorgon. While the game has its fair share of 'inhuman humans', unlike most of them, the Dredge can't really be considered a person. It doesn't even have a humanoid shape either, just being a floating mass of darkness and bodies. It's also the first "non-human" killer to not be a Guest Fighter.
  • Tulpa: The Dredge is the physical manifestation of the Ottomarians' dark thoughts, or "malthink" as they referred to it as.
  • Tunnel Network: Like Freddy can teleport to generators and Sadako can teleport to TVs, the Dredge can teleport to lockers and jump out of them. Also, unlike Freddy, Sadako, or Demogorgon, the Dredge can teleport up to 3 times in a row before needing to recharge, allowing him to use his teleport to search the map for survivors. However, survivors can bar lockers which requires the Dredge to smash the door for a couple seconds before it can jump out. Its movement speed while teleporting is also not instant, and is in fact even slower than Demogorgon's movement speed moving between portals.
  • Undead Abomination: Appears to be a monster made up of multiple corpses suspended in a dark cloud. It may very well be the most eldritch creature save for the Entity that has ever appeared in the game.
  • Villain Teleportation: The Dredge can teleport to any locker on the map; it can also drop a Remnant which it can teleport to. This gives it some anti-loop as it can drop a Remnant and continue pursuing a survivor around a loop, teleporting to the Remnant if the survivor gets close to it. However, it moves slower when in this mode.

    The Mastermind 

"The Mastermind" - Albert Wesker

Voiced by: Connor Fogarty
https://static.tvtropes.org/pmwiki/pub/images/7ce4a46b_0711_4c6f_9a86_c54691eaa34e.png

Born from the "Wesker Plan", a biological eugenics project by Umbrella Pharmaceuticals founder Oswell E. Spencer, little is known about the man known as Albert Wesker until his assignment to the Special Tactics and Rescue Service — S.T.A.R.S. — where he attained the rank of captain. He was the leader of the S.T.A.R.S. Alpha Team, accompanying Chris Redfield and Jill Valentine as they investigated the mysterious Spencer Mansion in response to the disappearance of the Bravo Team. What neither Chris nor Jill realized until much later was that Wesker was a mole for Umbrella, as the corporation hid a laboratory conducting research into Bio-Organic Weapons — B.O.W.s — in the mansion. His placement in a position of leadership within S.T.A.R.S. was, in truth, a means to sabotage their investigation into Spencer Mansion, or failing that, eliminate the unwanted trespassers before they can bring the truth of their experimentation to light.

During the incident, it appeared that Wesker was killed at the hands of the mansion's deadliest secret, the Tyrant B.O.W. In truth, however, Wesker had injected a special virus into himself before his encounter with the Tyrant, granting him accelerated healing, strength, and agility beyond that of mere mortals. With these new powers came a sense of godhood and an all-consuming desire to rule the world, leading him to betray Umbrella and strike out on his own. In time, and with help of some useful pawns in the pharmaceutical conglomerate Tricell, his master plan was set into motion as he plotted to expose the world to Uroboros, a super-virus that would cull the weak while elevating the strong to a new level of evolution. His plan would be jeopardized by the Bioterrorism Security Assessment Alliance, as well as his old nemesis Chris Redfield, who had discovered his ambitions while investigating a bioterrorism incident in West Africa. In desperation, Wesker would infect himself with Uroboros and make a final stand...

Just as he began his metamorphosis, however, he found himself enveloped by a strange fog and transported to a new realm, one that was infested with weaklings, weaklings that he must weed out...

As a Killer, Wesker unrelentingly pursues survivors with the Power granted to him by the Uroboros virus, Virulent Bound. After a brief charge-up, Wesker can initiate a Bound to dash at high speeds. He can dash two times in a row, with the second dash going much further, and dashing into a window or dropped pallet will automatically vault it. If he collides with a survivor, he grabs them and dashes even further, damaging them if he hits a solid object. If he doesn't, he will instead throw the survivor at the end of the dash, damaging them if they collide with anything. Grabbed survivors will also suffer from the Uroboros virus, which slowly infects them. At maximum infection, they are Hindered and will be instantly downed if Wesker slams them with his power, regardless of health state. Survivors can use sprays spread throughout the trial to cure themselves of the virus. In exchange for these incredible strengths, Wesker is the only killer in the game to have a 40 meter terror radius, giving survivors ample time to run away from him.

Wesker's unique perks, Superior Anatomy, Awakened Awareness, and Terminus, allow him to torment survivors with increased chase power, gain information, and disrupt the endgame. Superior Anatomy will temporarily increase the killer's vault speed after a survivor vaults a window near them, at the cost of a moderate cooldown. Awakened Awareness will reveal the auras of all nearby survivors when the Killer is carrying one. Terminus inflicts Broken on injured survivors after all generators are completed, with the effect lingering for a short time after the exit gates are opened.

The Mastermind is the twenty-sixth new killer added to the game with the release of the Resident Evil: Project W chapter on August 30th, 2022.

The Mastermind is the eleventh Guest Fighter killer added to the game, and the second to hail from Resident Evil after The Nemesis.


  • Achilles' Heel:
    • His heartbeat/terror radius is much larger than other Killers (40 meters, compared to 32 meters for most other Killers, and equal to the Huntress' lullaby radius), letting you know he's coming from a longer distance. On the other hand, it allows him to use terror radius-related perks with more efficiency than other killers or lull survivors into a sense of paranoia.
    • Originally, his Dash Attack didn't damage survivors vaulting over pallets or through windows, and if he tried to chase you over a pallet you could just run through him and re-vault the pallet. However, these were both corrected when Wesker went from the test servers to a full release. Vaulting a pallet with his dash still cancels the ability and prevents you from using a second dash.
    • If he uses his dash attack to tackle a survivor off a ledge, the survivor takes no damage and can escape during Wesker's dash cooldown.
    • He's one of the only killers that speaks coherently and loudly. While it gives him a special air of menace in how he's undeniably conscious of the suffering he inflicts, he's also a lot easier to hear coming than most killers who can be jotted down to ambience or are too quiet to make out.
  • Arch-Enemy: Ever since the mansion incident of 1998, and Wesker's betrayal of STARS, Chris Redfield has made it his personal mission to stop Wesker once and for all. For Wesker, his former subordinate's ability to constantly survive and wound him while sabotaging his plans for world domination has made Chris one of the few people that can infuriate the otherwise unflappable superhuman. If Wesker gets the chance, either through hooking Chris or performing his mori, he's practically gleeful about Chris's impending death.
    Wesker: Time to die, Chris.
  • Combat Tentacles: Wesker makes use of Uroboros, a parasitic bio weapon resembling a swarm of tentacles, to smash objects and grab survivors with his left hand.
  • Composite Character: Wesker never utilized Uroboros tentacles while wearing his coat, utilizing only his enhanced speed and strength to fight the protagonists. He only injects himself at the end of Resident Evil 5 while shirtless. This makes him more in-line with the Wesker from the live-action films.
  • Crippling the Competition: Hitting a survivor with his Dash Attack inflicts them with infection, which increases over time. At max infection, a survivor's movement speed is reduced and the Dash Attack becomes a One-Hit Kill against them. Several first aid kits found in special chests around the level can be used to get rid of the infection, and being hooked also resets the infection to 0 (but doesn't remove it).
  • Dash Attack: His main ability is to quickly dash in a straight line 2 times in a row. He can vault over pallets and windows with his dash, and if he collides with a survivor he'll grab them with a Neck Lift and throw them a few meters forward, damaging them if they hit an object and putting them over his shoulder if they're put into Dying state. Each dash individually has less range than Demogorgon's leap attack, but Wesker has more control as he can re-aim and change direction between the 1st and 2nd dash.
  • Devious Daggers: His primary weapon is a combat knife, and he's obviously up to no good.
  • Finger Wag: Wesker will wag his finger at any survivor he finds inside a locker before pulling them out.
  • Finishing Move: The survivor gets up and tries to punch Wesker, knocking off his glasses before he picks them up by the neck, taunts them, then tosses them to the ground and unleashes Uroboros tentacles through the ground to impale them, coming out of their mouth and into their eye as he puts his glasses back on.
  • Genius Bruiser: What makes Wesker terrifying is not only his immense superhuman power but also his immense intellect, with the first RE game being put into motion by his machinations. In game, he taunts the survivors with full, articulate sentences as opposed to many killers who either don't talk or can only make animalistic grunts and roars.
  • Genre Refugee: While most of the other Killers evoke the feel of a classic slasher movie villain, Wesker, by virtue of his portrayal being based on Resident Evil 5, comes across more as the over-the-top action movie villain he was in that game, thanks to his blinding speed, sharply-dressed appearance, and sadistic quips.
  • Grievous Harm with a Body: If he throws a survivor into another survivor, both of them will take damage (although this actually happening is extremely rare). Also, throwing a survivor into an injured survivor won't down them, but will instead give them Deep Wounds.
  • Guest Fighter: From Resident Evil, and possibly the most iconic villain in the series.
  • It's Personal: With any other survivor, the hunt is a light form of amusement for Wesker. With Chris Redfield? The hunt is Wesker's chance for revenge, and if Chris manages to escape his grasp, he sounds absolutely pissed.
  • Mythology Gag: One of Wesker's alternate skins is his iconic S.T.A.R.S. Uniform. Additionaly, a number of his lines are lifted directly from his over-the-top performance in Resident Evil 5.
  • Not the Intended Use: The Distressing perk is meant to act as a self-imposed challenge, giving the killer more Bloodpoints in exchange for being easier to track. For Wesker, it makes his uniquely large Terror Radius big enough to cover most of any given map, making him harder to track since survivors will be hearing his heartbeat constantly, even when he's a mile away. This also means he can effectively apply terror radius based perks like Overwhelming Presence or Coulrophobia at nearly all times if he has them.
  • Red Eyes, Take Warning: Behind those Cool Shades are a pair of furious, piercing red eyes. He's known in his home series for showing them when things are about to get serious.
  • Rogues' Gallery Transplant: Wesker has never directly faced off against Leon or Carlos, as they have never crossed paths in person. The closest Wesker got to the former was during Resident Evil: The Darkside Chronicles, watching him from afar during the events of Operation Javier.
  • Slouch of Villainy: The icon for the Terminus perk depicts Wesker sitting on a chair with his elbows resting on the armrests, his fingers interlaced and one of his feet resting on the other knee.
  • Smug Snake: Unlike other killers, he is both conscious and so incredibly sadistic that he likes toying with his prey rather than just killing them. This manifests ingame as him being the only killer to speak full sentences as he taunts survivors, and having a much larger terror radius. Unfortunately for him, these both make him easier for a survivor to see coming.
  • They Look Just Like Everyone Else!: Even more so than Legion and Trickster. Wesker is a rather sharply dressed character, and by far the most "normal" looking Killer. At least, until the glasses come off... If not for his very animated run style and the terror radius, his silhouette could cause him to be mistaken for a survivor from a distance.

    The Knight 

"The Knight" - Tarhos Kovács

https://static.tvtropes.org/pmwiki/pub/images/k30_storebackground.png
"You have made a grave mistake, standing in opposition to me this day."
Voiced by: Misha Standjofski (the Knight), David Alexandre Brault-Pilon (the Carnifex), Simon Girard (the Assassin), Jeff Mott (the Jailer)

As a child, Tarhos Kovács was fed a strange medicine by his mother as their village was raided. That medicine put him into a deathlike coma, from which he awoke in a mass grave. Clawing his way out, Tarhos was greeted by the sight of his ruined village, which filled him with a sense of wonder and awe. Soon after, he was captured and enslaved. Taken to Italy, he was trained as a mercenary of the Guardia Compagnia, where he met his three closest comrades; Sander Rault, Durkos Malecek, and Alejandro Santiago.

After years of waging war with the Guardia Compagnia, Tarhos was knighted and freed from his slavery. Leaving the group behind, Tarhos began working for Duke Vittorio Toscano, hoping to raise enough funds to purchase the freedom of his companions. Tarhos was tasked by Vittorio to accompany him on an expedition to find an ancient stone called the Lapis Paradisus. On this journey, Tarhos embraced his inner bloodlust and massacred a village that guarded the entrance to the stone's locatation, against Vittorio's orders.

When they returned to the town of Portoscuro, Tarhos turned on his employer and imprisoned Vittorio in his own dungeon. Hoping to learn the secrets of the stone, Tarhos brutally slaughtered those close to the duke in attempt to break his will. When Vittorio proved too stubborn, Tarhos decided instead to use the duke's riches to raise his own army, which mercilessly cut down the Guardia Compagnia and liberated his old comrades. However, Tarhos's actions made the lords of other Italian provinces into his enemies, who formed an army to punish him for his evil deeds. After finding Vittorio had escaped his Dungeon, Tarhos and his comrades made their last stand against this opposing army, and slaughtered their way through the burning town of Portoscuro. It was here that the Entity brought Tarhos to its realm, and granted him an eternal paradise of death and destruction.

As a Killer, the Knight prefers to outnumber and outmaneuver the survivors with his Guard companions. His ability Guardia Compagnia allows him to summon one of three guards to do his bidding. While summoning, he can create a patrol path for that guard to follow. Afterwards, the guard will appear from where the path ended and will patrol for a short time. The Knight can also order his guards to damage generators, as well as destroy downed pallets or breakable walls. The three guards each have a different strengths: The Carnifex is faster when it comes to damaging objects and hunts for longer, The Assassin is faster while hunting a survivor and can inflict Deep Wounds on them, and The Jailer patrols faster, longer and can see survivors from farther away. If a guard spots a survivor, they will plant a standard and begin the hunt, chasing the survivor until either they unhook another survivor, run out the hunt timer, or grab the planted standard. If the hunted survivor is hit by either a guard or the Knight, the guard will disappear. If a guard down a survivor, Their location will be revealed via killer instinct.

His unique perks, Nowhere To Hide, Hex: Face the Darkness, and Hubris, ensure that the Survivors cannot hide from him and are punished should they try and stop him. Nowhere to Hide reveals the auras of any nearby survivors whenever you damage a generator. Hex: Face the Darkness triggers when a survivor is injured, activating a dull totem and cursing them; the cursed survivor will have their aura shown to the other survivors, and everyone except the cursed survivor will occasionally scream and reveal their aura if they're outside of the Killer's terror radius; If the cursed survivor is downed or healed, the hex will temporarily deactivate and its totem will become dull. Hubris temporarily exposes any survivor who dares to stun the killer by any means.

The Knight is the twenty-seventh new killer added to the game with the release of the Forged In Fog chapter on November 22nd, 2022.


  • Achilles' Heel:
    • Survivors see the same glowing green indicators the Killer does when placing the Guards, so they automatically know when a Guard is being summoned, where it is being placed, and how large its detection area is. There's no reason a Survivor should trigger a patrolling Guard unless the Killer chases them into it.
    • By the same token, Survivors know immediately if the Knight is trying to summon a Guard at a loop, and can just run away to another loop as soon as this happens, similar to how to counter Artist or Freddy.
    • With coordination, other survivors can pull away guards that the Knight drops when attempting to corner an injured survivor in a chase. This is made even easier by how much visual feedback survivors get regard what the Knight is attempting to do.
  • Artificial Stupidity: Once the novelty of the Killer having A.I. teammates wears off, the weaknesses of the Guards in terms of intelligence and capabilities becomes highly apparent. Their pathing is extremely non-optimum and they are unable to deal with windows at all. They also do not circle objects optimally. The fastest Guard (the Assassin), only runs at Huntress/Hag speed, and the other guards are even slower (only 2% faster than a survivor). If a survivor is being chased by a Guard, all they have to do is run in circles around a medium-sized object such as a rock or cluster of junk, and the Guard will never catch up to them and will eventually disappear once the Hunt ends (24 seconds for the Carnifex and 12 seconds for the other two Guards). The Guard on their own is more for chasing Survivors off objectives rather than actually injuring them; it takes coordination between the Knight and the active Guard to actually catch a survivor. Ironically, some of the Knight's add-ons can use this to his advantage, letting him inflict status effects or give himself buffs if the Guards fail to do damage while hunting.
  • At Least I Admit It: Tarhos is a full-on cynic who truly believes that, deep down, everyone is as much of a monster as he is, but feel the need to conceal it behind codes and put on a guise of civility. It's a large part of why he's such a cruel nihilist who takes such pleasure in hurting others; the way he sees it, at least he owns up to being a Sadist, and he has no patience for the rest of the "cowards" of humanity who refuse to "admit" to this.
  • Body Horror: While the Knight himself doesn't show any obvious disfigurement, it's implied that whatever's left of his body behind the armor is not pretty. As for his companions:
    • The Carnifex is bloated, with pale cracking skin, three severed decomposing heads embedded in his body and rotting teeth.
    • What's seen of the Assassin's head is covered in lesions and patchy thinning hair.
    • The Jailer seems to be the most disfigured, with the right side of his face in the state of decay, his mouth constantly open with jagged teeth, and the mask on the left side of his face seemingly welded to it, as well as several steel spikes erupted from his body.
  • Blood Knight: Quite literally, in this case. It's why he feels being in the Entity's realm is being Cursed with Awesome.
  • Counter-Attack: Hubris sets up a potentially lethal one. Triggered by Tarhos being stunned by any means, the target is immediately given the Exposed debuff.
  • Cursed with Awesome: Even more so than other willing Killers; Tarhos is such a Blood Knight he finds working with his True Companions to hunt down enemies of his new lord, the Entity, for eternity is a Warrior Heaven.
  • The Cynic: Growing up in subservience to lords and knights, he believes humanity is inherently greedy and evil, hiding it behind codes of honor and law.
  • Dark and Troubled Past: When he was a child, his village was attacked, and his mother forced him to drink a "medicine" that put him into a deathlike state, leaving him to awaken in a mass grave. It didn't get much better from there, which led to his distaste for humanity.
  • The Dog Bites Back: His time suffering in the Guardia Compagnia was horrifyingly repaid once he seized control of Vittorio's wealth, slaughtering all in his way to liberate his companions.
  • Enemy-Detecting Radar: Two of his three unique perks are dedicated to pinpointing survivors' locations. Nowhere to Hide shows him all nearby survivor auras for a few seconds when he breaks a generator. Hex: Face the Darkness causes all survivors to randomly scream every 25 seconds once one of them is injured.
  • Even Evil Has Loved Ones: Tarhos is a ruthless and sadistic murderer, but he cares a great deal about his three companions from his days as a mercenary. His employment to Vittorio was to gain enough funds to buy the freedom of his partners and went out of his way to liberate them even after embracing his inner evil. They payed his loyalty to them in kind, staying by his side despite being faced with an entire army formed specifically to kill him.
  • Fat Bastard: The Carnifex is noticably overweight and very cruel as seen in his animations.
  • Finishing Move: The Knight summons his companions, and then the Assassin stabs the victim between the ribs with his dagger, the Jailer burns their throat with a branding iron, and the Carnifex slams his blade down their shoulder and brings them down to their knees, at which point the Knight drives his sword into their sternum and violently pulls it out.
  • From Nobody to Nightmare: Tarhos started life as a meager peasant whose whole family was killed and was taken as a slave by a ruthless band of soldiers when he was only a child. Rising through the ranks, he eventually became a feared mercenary himself, and when he took control of Vittorio's wealth and resources, he decimated the very band of soldiers that had taken him years prior, becoming known as "the very embodiment of evil" by those who feared him.
  • Humans Are Bastards: Thanks to his very Dark and Troubled Past where he has experienced some of the worst of humanity close up, the Knight firmly believes that all humans are cruel, selfish, and evil by nature, and just hide it beneath the surface for appearance's sake.
  • In Love with Your Carnage: Being sent to the Entity's realm was like Valhalla for him, reminding him of the day hell came to his village as a boy.
  • Inspired by…: While the character is completely original, he takes influence from Dead by Daylight's Halloween 2021 crossover event with Ubisoft's For Honor.
  • Legion of Doom: Pretty much sums up his Power, Guardia Compagnia, which summons his three companions from his time training under knights to hunt Survivors alongside him.
  • Made a Slave: He was abducted and made into a member of the Guardia Compagnia, a band of zealous mercenaries.
  • Make an Example of Them: The flavor text states that his Hex: Face the Darkness perk does this with the survivor he hexes by injuring them.
    Perk description: You make an example of one of your victims, forcing their allies to become awed by your power.
    "I shall make an example of one. These mewling worms will never know peace." — Tarhos Kovács
  • Manual Leader, A.I. Party: This is how his power works. By summoning one of his Guards, he can assign them one of two tasks — Patrolling a given area, or breaking generators/pallets/walls. A Patrolling Guard can further initiate a Hunt by encountering a survivor, which can only be ended by unhooking another survivor, waiting it out, or picking up Tarhos' battle standard.
  • No-Sell: Pallet slamming, flashlights, and flashbangs have no effect on his Guards. Same goes for lockers; if a survivor tries to hide in one while being hunted, the Guards just open it and insta-down them. They also completely phase through pallets and windows.
  • Sadist: He, along with his True Companions, are among the minority of Killers in the game who fully embrace the Entity's realm right from the start and are more than happy to do its bidding, because it means they get to hunt, torture, and murder the survivors (a group they see as cowards, and, for bonus points, happens to include Vittorio) over and over again, endlessly.
  • Shell-Shocked Veteran: His entire life has been spent going from one horrifying war to the next - as a result, Tarhos has come to view violence and greed as the fundamental truths of human existence and mostly seeks to extinguish his anger in massive amounts of bloodshed.
  • There Is No Kill Like Overkill: His Memento Mori is one of the more over-the-top ones, with him summoning all three of his guards to torture his victim: the Assassin does a Neck Lift and stabs them in the ribs, the Jailer burns their neck with his branding iron, and the Carnifex slashes at their shoulder. Finally, the Knight himself stabs the poor Survivor downwards through the sternum, before pulling his blade down and out, ending their life.
  • Three Approach System: His Guards operate the same way, but they have differing strengths over each other. They always cycle through the following order of use.
    • Sander Rault, the Carnifex, is better at breaking objects and can Hunt longer.
    • Durkos Malecek, the Assassin, inflicts Deep Wounds and moves faster while Hunting.
    • Alejandro Santiago, the Jailer, Patrols for twice as long as the other Guards and has a wider detection range.
  • Troubling Unchildlike Behavior: Downplayed in terms of "behavior", but as a child, when he awoke in a mass grave after a raid on his village, rather than being upset or horrified by the deaths of everyone he knew, he was filled with awe and wonder.
  • True Companions: For as much love and loyalty someone like Tarhos is capable of having, he was extremely devoted to his three companions from the Guardia Compagnia.
  • Win Your Freedom: His constant bloody campaigns with the Guardia Compagnia earned him knighthood, and with it, liberation from slavery. He almost immediately set about working to free his three fellows.
  • You Have Outlived Your Usefulness: Tarhos was happy to work with Vittorio for good pay, but once he abandoned his hunt for the Lapis Paradisus to avoid bloodshed, Tarhos locked him up, cut through civilians to claim the stone, and tortured friends and family alike while seizing his estate and wealth. Even when it became clear Vittorio would never disclose what he had learned, he took comfort that it meant nobody else would, either.


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