DBD-Toolbox › Builds › First Trials
First Trials
A beginner-friendly Dead by Daylight build for survivors · playstyle: Aura reading, Chase · synergy score 59/100 · patch 10.2.2b
Perks
Kindred – Unlocks potential in your Aura-reading ability. Whenever any Survivor is hooked, Kindred activates and applies the following effects: • The Aura of the Killer is revealed to all Survivors whenever…
Spine Chill – An unnatural tingle warns you of impending doom. Whenever the Killer is within 40 metres of your location and is looking at you, Spine Chill activates: • You are notified. • You cannot scream for 12…
Sprint Burst – Starting to run triggers Sprint Burst: • Grants a +50% Haste Status Effect for 2 seconds. Sprint Burst cannot be used while Exhausted. Sprint Burst causes the Exhausted Status Effect for 60/50/40…
Bond – Unlocks potential in your Aura-reading ability: • The Auras of all other Survivors are revealed to you within 20/28/36 metres.
Item & add-ons
First Aid Kit – A standard First Aid Kit with all the necessary equipment for treating common to more serious injuries. Can be used to heal other Survivors: • Increased…
Why it works
Kindred and Bond show where your team is, Spine Chill warns you when the killer looks your way, and Sprint Burst gives you a head start when a chase begins. Only uses perks every survivor has from the start (General perks) plus one or two perks from the free base-game characters, so you can run it right away.
How to play
Walk instead of running so Sprint Burst stays ready. When Spine Chill lights up, stop and look around. Use the auras to find teammates who need help.
How this score is made
Score 59/100 = rules 62 − 3 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 | 12 / 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 | -3 | 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 |
|---|---|---|---|---|
| Kindred | 36.5% | +0.5 | 2,170 | +0.4 |
| Spine Chill | 32.2% | -3.8 | 808 | -2.8 |
| Sprint Burst | 34.9% | -1.1 | 2,092 | -1.0 |
| Bond | 34.8% | -1.2 | 2,753 | -1.1 |
Rating details
- ✗ Community stats: these perks win less often than average on NightLight (-3).