DBD-Toolbox › Builds › Endgame Core
Endgame Core
A auto-generated Dead by Daylight build for survivors · playstyle: Endgame · synergy score 85/100 · patch 10.2.2b
Perks
Adrenaline – Once the Exit Gates are powered, Adrenaline activates and triggers the following effects: • Heals you to the next Health State. • Grants a +50% Haste Status Effect for 4 seconds. Adrenaline can be…
Hope – Once the Exit Gates are powered, Hope activates for the remainder of the Trial: • Grants a 3/4/5% Haste Status Effect.
Resilience – Whenever you are in the Injured State, Resilience activates: • Increases the Action speeds for the following interactions by 7/8/9%: • Blessing or Cleansing Totems. • Healing yourself or other…
No Mither – You suffer permanently from the Broken Status Effect in exchange for the following benefits: • Suppresses the creation of Pools of Blood. • Suppresses your Grunts of Pain while in the Injured State…
Item & add-ons
Utility Flashlight – A sturdy but heavy Flashlight that packs a lot of power. • Press the Use Item button to light the Flashlight for up to 12 seconds. • Has an increased Beam…
Odd Bulb – A heavy and completely opaque bulb of unknown origin which emits a faint light even when turned off. • Increases the brightness of the Beam by +50%. •…
High-End Sapphire Lens – A wide lens made of unscratchable sapphire that optimises the power and range of the light beam. • Increases the reach of the Beam by +25%. • Increases the…
Annotated Blueprint – THIS OFFERING IS SECRET Grants the following effect at the start of the Trial: • Increases the likelihood of the Hatch spawning by the Killer Shack by +100%,…
Why it works
Generated automatically for patch 10.2.2b from perk tags and known synergies. No Mither keeps you injured, so Resilience is always active. Both trigger in the endgame for a big speed burst.
How to play
Play safe early; your perks win games once the gates are powered.
How this score is made
Score 85/100 = rules 84 + 1 from NightLight community stats. The rules part is calculated by this site from the perk descriptions; only the community part comes from real match results.
| Part | Points | What it measures |
|---|---|---|
| Synergy | 34 / 50 | Known strong perk pairs (13 each) and purposes shared by 2+ perks (4 each), max 50. |
| Balance | 50 / 50 | Basic needs: killers want gen slowdown (−20 without) and info (−10 without); survivors want a chase or second-chance perk (−20 without) and something for the team (−10 without). −10 per empty slot. |
| Conflicts | 0 | Penalties: the same perk twice (licensed copy, −15), two Exhaustion perks (−15), 2+ hexes without Undying or Thrill of the Hunt (−6). |
| Community stats | +1 | NightLight: how often these perks win compared with the average perk of their role, corrected for small samples (−10 to +10). Only when stats are imported. |
NightLight numbers per perk
Escape rate of each perk vs the average survivor perk (36%). Strength = difference × games ÷ (games + 300); perks under 100 games count 0. Build points = 0.6 × sum of strength, at most ±10. Source: NightLight.gg, 17 Oct – 14 Nov.
| Perk | Escape rate | vs avg | Games | Strength |
|---|---|---|---|---|
| Adrenaline | 35.7% | -0.3 | 2,770 | -0.3 |
| Hope | 36.8% | +0.8 | 663 | +0.6 |
| Resilience | 37.0% | +1.0 | 8,837 | +1.0 |
| No Mither | 35.0% | -1.0 | 117 | -0.3 |
Rating details
- ✓ No Mither keeps you injured, so Resilience is always active.
- ✓ Both trigger in the endgame for a big speed burst.