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Hex: Two Can Play

Summary

After being stunned or blinded enough times, activates on a random Totem if a Dull Totem remains. Blinds Survivors who stun or blind the Killer for a short time until the Hex Totem is cleansed or blessed.

In-game description

A Hex that teaches those who mess with you a lesson.

Effect

Anytime you are stunned or blinded by any Survivor a total of 4/3/2 times, and if there is not yet a Hex Totem already associated with Hex: Two Can Play and there is at least one Dull Totem remaining in the Trial Grounds, Hex: Two Can Play activates on a random Totem:

  • Blinds all Survivors who stun or blind you for 1.5 seconds.
    • This does not affect carried Survivors.

The Hex Effects persist until the Hex Totem is either blessed or cleansed by a Survivor, disabling it for the remainder of the Trial.

Quote

From now on, no more Mr Good Guy.

Chucky

Hex: Two Can Play Mini Guide

Hex: Two Can Play mini guide: utility-driven usage with explicit activation, pairing, and correction rules.

What This Perk Is For

  • Anytime you are stunned or blinded by any Survivor a total of 4 / 3 / 2 times , and if there is not yet a Hex Totem already associated with Hex: Two Can Play and there is at least one Dull Totem remaining in the Trial Grounds , Hex: Two Can Play activates on a random Totem : Blinds all Survivors who stun or blind you for 1.
  • Practical effect: Anytime you are stunned or blinded by any Survivor a total of 4 / 3 / 2 times , and if there is not yet a Hex Totem already associated with Hex: Two Can Play and there is at least one Dull Totem remaining in the Trial Grounds , Hex: Two Can Play activates on a random Totem : Blinds all Survivors who stun or blind you for 1.
  • Tier values shown: 4 / 3 / 2 / 1.5
  • Treat activation timing as the core skill check for this perk, then build around reliable follow-up value.

How To Pilot It In Match

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

Common Throw + Fix

  • Common throw: Playing this perk as passive value and never routing around its trigger.
  • Fix line: Choose one match phase where this perk is your primary decision anchor, then pivot after conversion.
  • Character: Good Guy
  • Chapter: 30: Chucky
  • Tag profile: Stun, Blind, Totem
  • Bloodpoint profile: Deviousness

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