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All Dead by Daylight Tags

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.

Tag Playbook

Builds should have a job, not just four random favorites. Use this playbook to assemble a loadout that actually survives real matches.

How to Use Tags to Build a Loadout
  1. Pick a win condition tag first: gen rush, anti-tunnel, anti-camp, or anti-3-gen.
  2. Add one consistency tag for reads and routing: aura, directional-info, or terror-radius.
  3. Add one safety tag for bad scenarios: endurance, anti-slug, haste, or self-recover.
  4. Use your fourth slot as flex tech for your queue type: solo for pubs, team for comms.
Common Mistakes
  • Running four perks that all do the same thing, then losing to one counter.
  • No anti-tunnel plan, then hoping post-hook chaos fixes itself.
  • Zero endgame utility and expecting exit-gate phases to be free.
  • Copy-pasting team builds into solo queue with no fallback value.
  • Choosing meme tech without any objective pressure to close games.
3 Starter Builds

Solo Safety Net

anti-tunnelenduranceaurasolo

Best for: Solo queue and unpredictable teammates.

Avoid if: You only play coordinated SWF comps.

Objective Sprint

gen rushrepairhastedirectional-info

Best for: Fast objective tempo and clean rotations.

Avoid if: You struggle surviving first chase.

Rescue Engine

teamunhookhealanti-camp

Best for: Coordinated teams trading hooks efficiently.

Avoid if: You mostly play without comms.

If You Struggle With X, Start With Y
If You Struggle WithStart With TagWhy
Getting tunneled out earlyanti-tunnelTurns first hook into recoverable tempo instead of instant collapse.
Losing track of killer positionauraGives consistent intel so rotations stop being coin flips.
3-gen endgame stalematesanti-3-genAdds tools to break or avoid clustered objective traps.
Dying on unhooks and tradesenduranceCreates safer transitions after risky rescue moments.
Slow objective completionrepairImproves generator throughput without changing your whole style.
No value from random teammatessoloBuilds in self-sufficient value when coordination is low.
Losing endgame escapesexit-gateImproves gate-phase pressure and closing consistency.
When to Pivot Mid-Match

Early Game

Focus: Prioritize info + safety tags.

Avoid greedy trades until you know killer pattern and pressure lane.

Mid Game

Focus: Lean into win condition tags.

If hooks are even, push repair/gen rush. If behind, swap tempo to anti-tunnel or rescue value.

End Game

Focus: Play for conversion tags.

Gate, hatch, and denial tags matter more than long-term scaling here.

Loadout Sanity Checklist
  • Do I have one clear win condition tag?
  • Do I have at least one information or routing tag?
  • Do I survive first hook pressure with this setup?
  • Does at least one slot still matter in endgame?
  • Would this build still function with zero teammate coordination?
Queue Adaptation

Solo Queue

Recommended swap: Prioritize solo, aura, endurance, and anti-tunnel tags.

You need self-contained value when teammate plans are unknown.

SWF / Team Comms

Recommended swap: Lean into team, unhook, heal, and anti-camp tags.

Coordinated timing amplifies rescue and trade windows.

Aggressive Killer Lobby

Recommended swap: Use anti-slug + endurance over greedier objective slots.

Survival consistency beats speed if players keep getting deleted early.

FAQ
How many tags should one build focus on?

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.

Should I copy the same build for every match?

No. Keep a core shell, then swap one flex slot based on queue type and what is actually killing your matches.

What is the safest first tag to learn?

Start with aura or anti-tunnel. Both teach better positioning and reduce the most common early-game losses.

How do I know if my build is too greedy?

If it has objective speed but no answer to first-hook pressure, it is greedy. Add endurance, anti-tunnel, or anti-slug tech.

When do meme tags make sense?

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.

57 TAGS

META PLAYSTYLES

Macro playbooks for winning the whole trial, not just one chase.

Actions

What your hands are doing every minute of the match.

Info

Read the map, read the killer, read the room.

Status & Detection

Buffs, debuffs, and pure suffering states that swing fights.

Blindness

6 perks

  • 6 Survivor
  • 0 Killer

No-aura zone. If you cannot see outlines, you better know your map.

Examples:

Broken

15 perks

  • 12 Survivor
  • 3 Killer

No-heal status. One mistake can snowball, so path like your life depends on it.

Examples:

Deep Wound

2 perks

  • 2 Survivor
  • 0 Killer

Mend tax. It interrupts flow and burns valuable tempo.

Examples:

Dying

23 perks

  • 15 Survivor
  • 8 Killer

Ground-state control. These perks decide whether slug pressure sticks or collapses.

Examples:

Endurance

8 perks

  • 8 Survivor
  • 0 Killer

Temporary extra life. Great for risky saves and greedy transitions.

Examples:

Exhausted

6 perks

  • 0 Survivor
  • 6 Killer

Sprint economy management. Spend exhaustion wisely or die tired.

Examples:

Exposed

14 perks

  • 3 Survivor
  • 11 Killer

One-hit danger mode. Positioning mistakes get deleted instantly.

Examples:

Haemorrhage

7 perks

  • 1 Survivor
  • 6 Killer

Reset sabotage. Healing gets awkward, slower, and more punishable.

Examples:

Haste

34 perks

  • 24 Survivor
  • 10 Killer

Speed injections for chases, rotations, and clutch timings.

Examples:

Hindered

4 perks

  • 4 Survivor
  • 0 Killer

Movement nerf status. Suddenly every loop feels one tile shorter.

Examples:

Injured

27 perks

  • 15 Survivor
  • 12 Killer

One-state gameplay perks. You stay hurt and still get value.

Examples:

Mangled

2 perks

  • 1 Survivor
  • 1 Killer

Longer heal timers, longer pressure windows, longer suffering.

Examples:

Oblivious

9 perks

  • 2 Survivor
  • 7 Killer

No heartbeat warning. Ambushes become jump scares.

Examples:

Obsession

18 perks

  • 6 Survivor
  • 12 Killer

Single-target economy. One player becomes the center of the perk universe.

Examples:

Stealth

30 perks

  • 30 Survivor
  • 0 Killer

Detection denial package. Quiet movement, fewer tells, surprise value.

Examples:

Objects

Map toys and interactables your perks are glued to.

Chest

22 perks

  • 19 Survivor
  • 3 Killer

Loot route perks. Faster searches, better pulls, less wasted time.

Examples:

Exit Gate

23 perks

  • 16 Survivor
  • 7 Killer

Endgame gate tech. When the power is on, these perks clock in.

Examples:

Flashlight

2 perks

  • 2 Survivor
  • 0 Killer

Beam synergy perks for blinds, saves, and pickup disrespect.

Examples:

Generator

72 perks

  • 33 Survivor
  • 39 Killer

Core objective control. Repair speed, regression, protection, and gen intel live here.

Examples:

Hatch

4 perks

  • 4 Survivor
  • 0 Killer

Last-survivor insurance. Hatch routes, timing, and escape odds.

Examples:

Hook

62 perks

  • 31 Survivor
  • 31 Killer

Hook-state pressure tools for carries, rescues, and denial lines.

Examples:

Item

17 perks

  • 13 Survivor
  • 4 Killer

Item economy upgrades. More value per charge, less dead inventory.

Examples:

Locker

17 perks

  • 13 Survivor
  • 4 Killer

Locker tech for hide plays, mobility gimmicks, and surprise timing.

Examples:

Pallet

28 perks

  • 12 Survivor
  • 16 Killer

Pallet control perks. Better stuns, better timing, better loop mileage.

Examples:

Pools Of Blood

15 perks

  • 13 Survivor
  • 2 Killer

Blood-trail manipulation. Tracking gets easier or harder depending on who owns the perk.

Examples:

Scratch Marks

20 perks

  • 20 Survivor
  • 0 Killer

Scratch-mark control for cleaner tracking or cleaner disappear acts.

Examples:

Totem

38 perks

  • 16 Survivor
  • 22 Killer

Totem ecosystem perks: dull, hex, and boon plays all funnel through this tag.

Examples:

Trap

3 perks

  • 3 Survivor
  • 0 Killer

Area control through forced checks and bad steps. Welcome to the minefield.

Examples:

Window

13 perks

  • 6 Survivor
  • 7 Killer

Window-loop enhancers that reward route discipline and timing.

Examples:

Resources & Systems

The math layer: cooldowns, checks, stacks, and tempo.

Teamwork

Choose your lane: self-sufficient hero or synced squad demon.

Tag Field Manual

Guide-like definitions with sharp edges. Use this as your quick lookup before committing to a build path.

Anti 3 Gen
Cluster busters. Use these to break miserable 3-gen prisons before they start.
Anti Camp
Hook standoff breakers. Turn camp scenarios into rescues with teeth.
Anti Slug
Floor-gaming counterplay. If the killer wants a slug film festival, these perks skip to credits.
Anti Tunnel
Post-hook armor package. Built to stop the 'same survivor twice' business plan.
Bully Squad
Chaos toolkit for coordinated gremlins. Saves, blocks, interruptions, and maximum mental stack.
Gen Rush
Objective speed demons. You stack these when the plan is simple: do gens, leave trial, refuse eye contact.
Bless
Boon economy perks. Claim a zone, light the totem, make the area your headquarters.
Cleanse
Totem cleanup tech. Remove hex threats and cash in on cleanse value.
Heal
Reset engine perks. Patch up faster, safer, and with less drama.
Repair
Generator productivity stack. Less touching grass, more touching wires.
Sabotage
Hook denial package. You turn carry routes into bad decisions.
Self Recover
Pick-yourself-up tech. Built for matches where teammates are busy or missing in action.
Stun
Momentum breakers. Convert pallets and timing into hard resets.
Unhook
Rescue specialist perks. Better saves, safer exits, cleaner recoveries.
Unlock
Open-it-faster tech for gates, chests, and hatch moments that decide games.
Vault
Traversal juice. Better vaults means longer loops and fewer free hits.
Audio Cue
Sound-based scouting. You hear the play before you see the play.
Aura
Wallhack-adjacent intel. Read positions, plan routes, punish mistakes.
Directional Info
Compass perks. They point your next move so you stop wandering like a lost solo queue soul.
Loud Noise
Alert pings that say 'someone touched something' and force instant decisions.
Terror Radius
Heartbeat math. These perks weaponize terror-radius timing.
Blindness
No-aura zone. If you cannot see outlines, you better know your map.
Broken
No-heal status. One mistake can snowball, so path like your life depends on it.
Deep Wound
Mend tax. It interrupts flow and burns valuable tempo.
Dying
Ground-state control. These perks decide whether slug pressure sticks or collapses.
Endurance
Temporary extra life. Great for risky saves and greedy transitions.
Exhausted
Sprint economy management. Spend exhaustion wisely or die tired.
Exposed
One-hit danger mode. Positioning mistakes get deleted instantly.
Haemorrhage
Reset sabotage. Healing gets awkward, slower, and more punishable.
Haste
Speed injections for chases, rotations, and clutch timings.
Hindered
Movement nerf status. Suddenly every loop feels one tile shorter.
Injured
One-state gameplay perks. You stay hurt and still get value.
Mangled
Longer heal timers, longer pressure windows, longer suffering.
Oblivious
No heartbeat warning. Ambushes become jump scares.
Obsession
Single-target economy. One player becomes the center of the perk universe.
Stealth
Detection denial package. Quiet movement, fewer tells, surprise value.
Chest
Loot route perks. Faster searches, better pulls, less wasted time.
Exit Gate
Endgame gate tech. When the power is on, these perks clock in.
Flashlight
Beam synergy perks for blinds, saves, and pickup disrespect.
Generator
Core objective control. Repair speed, regression, protection, and gen intel live here.
Hatch
Last-survivor insurance. Hatch routes, timing, and escape odds.
Hook
Hook-state pressure tools for carries, rescues, and denial lines.
Item
Item economy upgrades. More value per charge, less dead inventory.
Locker
Locker tech for hide plays, mobility gimmicks, and surprise timing.
Pallet
Pallet control perks. Better stuns, better timing, better loop mileage.
Pools Of Blood
Blood-trail manipulation. Tracking gets easier or harder depending on who owns the perk.
Scratch Marks
Scratch-mark control for cleaner tracking or cleaner disappear acts.
Totem
Totem ecosystem perks: dull, hex, and boon plays all funnel through this tag.
Trap
Area control through forced checks and bad steps. Welcome to the minefield.
Window
Window-loop enhancers that reward route discipline and timing.
Cool-down
Action uptime tools. Less waiting, more doing.
Skill Check
Minigame modifiers for players who can hit checks on command.
Tokens
Stack now, cash out later. Token perks reward patience and timing discipline.
Wiggle
Carry-phase resistance. Make every hook trip longer and more expensive.
Zone
Map territory control. You pick a region and dare the other side to enter.
Solo
Reliable value without comms. Built for random teammates and trust issues.
Team
Coordination multipliers. With comms and timing, these perks become terrifying.