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Second Wind

Summary

After healing others enough, your next unhook leaves you Broken but automatically heals a health state after a delay unless you go down first.

In-game description

You have learnt to avoid awkward situations with parents. Part of you still thinks your best option is to run away and hope things will take care of themselves.

Effect

When you heal another Survivor for the equivalent of 1 Health State, Second Wind activates:

  • The next time you are unhooked or unhook yourself, you suffer from the Broken Status Effect until Second Wind deactivates.
  • You are automatically healed 1 Health State after 28/24/20 seconds.

While Second Wind is active, the following conditions will deactivate it:

  • Successfully being healed by Second Wind.
  • Being put into the Dying State before the timer elapses.

Second Wind does not activate if you already suffer from the Broken Status Effect.

Quote

Yeah, that's a no.

Steve Harrington

Second Wind Mini Guide

Second Wind mini guide: stabilization-driven usage with explicit activation, pairing, and correction rules.

What This Perk Is For

  • When you heal another Survivor for the equivalent of 1 Health State , Second Wind activates: The next time you are unhooked or unhook yourself, you suffer from the Broken Status Effect until Second Wind deactivates.
  • Practical effect: When you heal another Survivor for the equivalent of 1 Health State , Second Wind activates: The next time you are unhooked or unhook yourself, you suffer from the Broken Status Effect until Second Wind deactivates.
  • Tier breakpoint values: 1 / 28 / 24 / 20
  • 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.
  • Mid-match phase: convert triggers into objective or survival stability.
  • After two missed trigger windows: fallback to your safest baseline pattern and re-enter later.
  • Role: Survivor (167 perks in role pool)

Common Throw + Fix

  • Likely 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: Steve Harrington
  • Chapter source: 13: Stranger Things
  • Primary tags: Hook, Broken, Dying, Heal, Unhook, Team
  • Bloodpoint categories: Survival

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