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Fire Up

Summary

As generators are completed, gains tokens that increase action speeds for key interactions such as picking up Survivors, breaking, damaging generators, and vaulting windows.

In-game description
Effect

The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.


For each completed Generator, Fire Up gains +1 Token, up to a maximum of 5 Tokens:

  • Increases the Action speeds for the following interactions by a stack-able 4/5/6 % per Token, up to a maximum of 20/25/30 %:
    • Picking up and dropping Survivors.
    • Breaking Breakable Walls and dropped Pallets.
    • Damaging Generators.
    • Vaulting Windows.
Quote

Now why don't you just fucking die?

Freddy Krueger

Fire Up Mini Guide

Fire Up mini guide: chase-driven usage with explicit activation, pairing, and correction rules.

What This Perk Is For

  • The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.
  • Real-match effect: The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.
  • Tier breakpoint values: 1 / 5 / 4 / 6
  • Treat activation timing as the core skill check for this perk, then build around reliable follow-up value.

How To Pilot It In Match

  • Early phase: force one clean trigger before committing to risky tempo lines.
  • Conversion phase: convert triggers into down/hook pressure.
  • If two trigger windows are missed: fallback to your safest baseline pattern and re-enter later.
  • Role: Killer (142 perks in role pool)

Common Throw + Fix

  • Likely throw: Playing this perk as passive value and never routing around its trigger.
  • Fix: Choose one match phase where this perk is your primary decision anchor, then pivot after conversion.
  • Character: Nightmare
  • Chapter: 6: A Nightmare on Elm Street
  • Tag set: Breakable Wall, Pallet, Vault, Window, Generator, Tokens, Chase
  • Bloodpoint profile: Sacrifice, Brutality, Hunter

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