Solo Safety Net
Best for: Solo queue and unpredictable teammates.
Avoid if: You only play coordinated SWF comps.
This is the tag war room. Compare perk archetypes fast, see role split at a glance, then dive into the tag page that matches your game plan.
Builds should have a job, not just four random favorites. Use this playbook to assemble a loadout that actually survives real matches.
Best for: Solo queue and unpredictable teammates.
Avoid if: You only play coordinated SWF comps.
Best for: Fast objective tempo and clean rotations.
Avoid if: You struggle surviving first chase.
Best for: Coordinated teams trading hooks efficiently.
Avoid if: You mostly play without comms.
| If You Struggle With | Start With Tag | Why |
|---|---|---|
| Getting tunneled out early | anti-tunnel | Turns first hook into recoverable tempo instead of instant collapse. |
| Losing track of killer position | aura | Gives consistent intel so rotations stop being coin flips. |
| 3-gen endgame stalemates | anti-3-gen | Adds tools to break or avoid clustered objective traps. |
| Dying on unhooks and trades | endurance | Creates safer transitions after risky rescue moments. |
| Slow objective completion | repair | Improves generator throughput without changing your whole style. |
| No value from random teammates | solo | Builds in self-sufficient value when coordination is low. |
| Losing endgame escapes | exit-gate | Improves gate-phase pressure and closing consistency. |
Focus: Prioritize info + safety tags.
Avoid greedy trades until you know killer pattern and pressure lane.
Focus: Lean into win condition tags.
If hooks are even, push repair/gen rush. If behind, swap tempo to anti-tunnel or rescue value.
Focus: Play for conversion tags.
Gate, hatch, and denial tags matter more than long-term scaling here.
Recommended swap: Prioritize solo, aura, endurance, and anti-tunnel tags.
You need self-contained value when teammate plans are unknown.
Recommended swap: Lean into team, unhook, heal, and anti-camp tags.
Coordinated timing amplifies rescue and trade windows.
Recommended swap: Use anti-slug + endurance over greedier objective slots.
Survival consistency beats speed if players keep getting deleted early.
Usually two core tags plus one safety tag and one flex slot is the sweet spot. Four unrelated tags often means your build has no plan.
No. Keep a core shell, then swap one flex slot based on queue type and what is actually killing your matches.
Start with aura or anti-tunnel. Both teach better positioning and reduce the most common early-game losses.
If it has objective speed but no answer to first-hook pressure, it is greedy. Add endurance, anti-tunnel, or anti-slug tech.
After your core plan is covered. Fun slots are great, but only if the build still has objective pressure and survivability.
Field manual is updated against the current perk pool and tag taxonomy.
Macro playbooks for winning the whole trial, not just one chase.
11 perks
Cluster busters. Use these to break miserable 3-gen prisons before they start.
7 perks
Hook standoff breakers. Turn camp scenarios into rescues with teeth.
9 perks
Floor-gaming counterplay. If the killer wants a slug film festival, these perks skip to credits.
7 perks
Post-hook armor package. Built to stop the 'same survivor twice' business plan.
14 perks
Chaos toolkit for coordinated gremlins. Saves, blocks, interruptions, and maximum mental stack.
13 perks
Objective speed demons. You stack these when the plan is simple: do gens, leave trial, refuse eye contact.
What your hands are doing every minute of the match.
12 perks
Boon economy perks. Claim a zone, light the totem, make the area your headquarters.
13 perks
Totem cleanup tech. Remove hex threats and cash in on cleanse value.
70 perks
Reset engine perks. Patch up faster, safer, and with less drama.
60 perks
Generator productivity stack. Less touching grass, more touching wires.
4 perks
Hook denial package. You turn carry routes into bad decisions.
6 perks
Pick-yourself-up tech. Built for matches where teammates are busy or missing in action.
16 perks
Momentum breakers. Convert pallets and timing into hard resets.
21 perks
Rescue specialist perks. Better saves, safer exits, cleaner recoveries.
11 perks
Open-it-faster tech for gates, chests, and hatch moments that decide games.
18 perks
Traversal juice. Better vaults means longer loops and fewer free hits.
Read the map, read the killer, read the room.
5 perks
Sound-based scouting. You hear the play before you see the play.
122 perks
Wallhack-adjacent intel. Read positions, plan routes, punish mistakes.
4 perks
Compass perks. They point your next move so you stop wandering like a lost solo queue soul.
18 perks
Alert pings that say 'someone touched something' and force instant decisions.
22 perks
Heartbeat math. These perks weaponize terror-radius timing.
Buffs, debuffs, and pure suffering states that swing fights.
6 perks
No-aura zone. If you cannot see outlines, you better know your map.
15 perks
No-heal status. One mistake can snowball, so path like your life depends on it.
2 perks
Mend tax. It interrupts flow and burns valuable tempo.
23 perks
Ground-state control. These perks decide whether slug pressure sticks or collapses.
8 perks
Temporary extra life. Great for risky saves and greedy transitions.
6 perks
Sprint economy management. Spend exhaustion wisely or die tired.
14 perks
One-hit danger mode. Positioning mistakes get deleted instantly.
7 perks
Reset sabotage. Healing gets awkward, slower, and more punishable.
34 perks
Speed injections for chases, rotations, and clutch timings.
4 perks
Movement nerf status. Suddenly every loop feels one tile shorter.
27 perks
One-state gameplay perks. You stay hurt and still get value.
2 perks
Longer heal timers, longer pressure windows, longer suffering.
9 perks
No heartbeat warning. Ambushes become jump scares.
18 perks
Single-target economy. One player becomes the center of the perk universe.
30 perks
Detection denial package. Quiet movement, fewer tells, surprise value.
Map toys and interactables your perks are glued to.
22 perks
Loot route perks. Faster searches, better pulls, less wasted time.
23 perks
Endgame gate tech. When the power is on, these perks clock in.
2 perks
Beam synergy perks for blinds, saves, and pickup disrespect.
72 perks
Core objective control. Repair speed, regression, protection, and gen intel live here.
4 perks
Last-survivor insurance. Hatch routes, timing, and escape odds.
62 perks
Hook-state pressure tools for carries, rescues, and denial lines.
17 perks
Item economy upgrades. More value per charge, less dead inventory.
17 perks
Locker tech for hide plays, mobility gimmicks, and surprise timing.
28 perks
Pallet control perks. Better stuns, better timing, better loop mileage.
15 perks
Blood-trail manipulation. Tracking gets easier or harder depending on who owns the perk.
20 perks
Scratch-mark control for cleaner tracking or cleaner disappear acts.
38 perks
Totem ecosystem perks: dull, hex, and boon plays all funnel through this tag.
3 perks
Area control through forced checks and bad steps. Welcome to the minefield.
13 perks
Window-loop enhancers that reward route discipline and timing.
The math layer: cooldowns, checks, stacks, and tempo.
48 perks
Action uptime tools. Less waiting, more doing.
31 perks
Minigame modifiers for players who can hit checks on command.
35 perks
Stack now, cash out later. Token perks reward patience and timing discipline.
4 perks
Carry-phase resistance. Make every hook trip longer and more expensive.
10 perks
Map territory control. You pick a region and dare the other side to enter.
Choose your lane: self-sufficient hero or synced squad demon.