best nemesis chase build
Best Nemesis Chase Build
Best Nemesis chase build setups for faster downs, tighter loops, and cleaner follow-up pressure.
Best Nemesis Chase Build Mini Guide
Nemesis intent page for best nemesis chase build: high-value when your perk signals are converted by phase instead of forced all match.
Draft Rules
- Core signal priority: Haste
- First quick win: Use chase perks to shorten loops, not to force tunnel-vision commits.
- First throw to avoid: Four-slot chase builds with no map control layer.
Phase Plan Focus
- Early plan: Use your info/pressure opener to force first down in a favorable zone.
- Mid plan: Convert hooks into objective pressure while preserving chase efficiency.
- Late plan: Protect your strongest closeout condition before taking high-risk swings.
Pool And Adjustments
- Core 4 anchor: Unbound
- Extension anchor: Unbound
- Related page path: Not specified
Killer
Nemesis
Patch
Patch 9.4.2 • Last verified 2026-02-27
Base Guide
Open Nemesis build guideQuick Wins
- Use chase perks to shorten loops, not to force tunnel-vision commits.
- Pair chase value with one macro pressure slot so leads translate.
- Break off low-value chases before objective control collapses.
Common Throws
- Four-slot chase builds with no map control layer.
- Overcommitting one survivor through strong safe tiles.
- Ignoring hook conversion after first fast down.
Nemesis-Specific Notes
- Killer identity: Dead by Daylight Nemesis builds for infection pressure, guard disruption, and heavy hits.
- Why this intent fits Nemesis: best nemesis chase build should reinforce Nemesis's strongest repeatable pressure pattern.
- Common trap: overcommitting long chases and donating generator tempo.
- Fast adaptation line: if your opener fails, pivot into haste + hindered value first, then rebuild tempo.
Core 4 Perks
Signals: haste, window, injured
Signals: window, pallet, aura
Signals: pallet, aura
Signals: window, pallet
Extended Picks
#1
After a Survivor becomes injured, Unbound activates for a short time and grants a brief Haste effect after vaulting a window. The Haste effect cannot stack with itself.
#2
Reveals the auras of nearby pallets and windows. When a Survivor drops a pallet, briefly reveals that Survivor's aura.
#3
At the start of the Trial, briefly reveals all Survivors' auras and increases the duration of other Survivor aura reveals.
#4
Permanently increases vaulting speed. After vaulting a window, blocks that window for Survivors for a short time and can refresh or transfer the block by vaulting windows.
#5
Increases vaulting speed while vaulting windows. Pallet stuns recover more slowly and blinds last longer.
#6
As generators are completed, gains tokens that increase action speeds for key interactions such as picking up Survivors, breaking, damaging generators, and vaulting windows.
#7
After a Survivor drops a pallet and moves away shortly after, applies Hindered to them briefly.
#8
Gains Tokens from first-time hooks. After all generators are completed, blocks all windows and upright pallets for a duration that scales with Tokens.
#9
After the Exit Gates are powered, lights a remaining Dull Totem to grant Haste and apply Exposed to all Survivors. Once revealed, the hex totem's aura becomes visible to nearby Survivors with the reveal range expanding over time.
#10
Reduces the duration of pallet stuns. Does not apply when stunned while carrying a Survivor.
#11
After damaging a generator, highlights it, and when a Survivor is put into the dying state, highlighted generators explode and begin regressing. Survivors repairing those generators scream and have their auras revealed.
#12
When a Survivor is put into the dying state, nearby other Survivors are hindered for a short time. Has a cooldown.
Signal Playbook
Haste
Improves chase closure and re-engage speed.
Hindered
Shrinks survivor route options and loop forgiveness.
Window
Improves anti-loop routing and chase closure opportunities.
Pallet
Changes pallet-state interactions to force faster decisions.
Exposed
Converts mistakes into immediate down threat.
Cool-down
Increases action uptime between value windows.
Aura
Improves target selection and reduces dead rotation time.
Injured
Maintains survivor fragility and reset tax pressure.
Match Plan By Phase
Early
- Use your info/pressure opener to force first down in a favorable zone.
- Avoid overcommitting to one survivor if generator structure worsens.
Mid
- Convert hooks into objective pressure while preserving chase efficiency.
- Use fallback triggers when your primary plan gets countered.
Late
- Protect your strongest closeout condition before taking high-risk swings.
- Force survivor pathing into predictable lanes for final conversions.
Related Intent Pages
Related Guides
FAQ
How often should I update my Nemesis best chase build?
Review after major patch notes and validate against patch 9.4.2 outcomes in your own queue patterns.
What if I do not own all listed perks?
Keep the same perk jobs (info, pressure, conversion, fallback) and replace one slot at a time.
Should I copy the top 4 exactly?
Use the top 4 as a baseline pool, then adapt one slot to your personal weak phase or map pressure gaps.