How to Loop in Dead by Daylight
Turn tiles into time by chaining routes instead of gambling one loop.
Core Concepts
- Looping is about buying time for team tempo, not winning one mindgame.
- Pre-plan your next tile before committing to greed at current tile.
- Track resource states: strong pallet, weak pallet, window line, dead zone.
Survivor Playbook
- Use line-of-sight breaks to force killer path commitment before deciding greed or drop.
- Spend strongest resources when they extend route chain, not when panic-hit is guaranteed.
- When route is dead, rotate early and preserve health state for next objective cycle.
Killer Playbook
- Force survivors into predictable exits by controlling approach angle instead of pure speed.
- Break chase only when macro pressure gain is higher than continued commit.
- Track pallet economy per zone so later chases close faster.
Common Mistakes
- Looping same side of map until every resource is burned.
- Greeding one extra vault with no transition lane.
- Treating long chase as win while team objective tempo collapses.
Quick Checklist
- Do I know the next tile before first vault?
- Am I buying team tempo, not just clip value?
- Did I preserve at least one resource for next chase?
FAQ
How long should I aim to loop?
Long enough to shift objective tempo, not until every nearby resource is gone.
When should I pre-drop?
Pre-drop when route control is lost and preserving distance is worth more than mindgame risk.