DBD-Toolbox › Builds › Field Medic
Field Medic
A strong (meta) Dead by Daylight build for survivors · playstyle: Healing, Altruism · synergy score 60/100 · patch 10.2.2b
Perks
We'll Make It – After unhooking another Survivor, We'll Make It activates for 70/80/90 seconds: • Increases your Altruistic Healing speed by +100%.
Botany Knowledge – You benefit from the following permanent effect: • Increases your Healing speed by 30/40/50%.
Second Wind – 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…
Resurgence – After you are unhooked by any means, Resurgence triggers the following effect: • Grants you 50/60/70% of Healing progression.
Item & add-ons
Ranger Med-Kit – A large metal box containing medical supplies aimed at emergency rescues in hard to reach, often isolated locations. Can be used to heal other Survivors: •…
Gauze Roll – A sterile gauze used for a variety of wounds. Part of a total wound care system. • Increases the available Healing Charges by +10 Charges.
Surgical Suture – A medical device used to close and hold body tissue. Even though it is very effective, the surgical suture is challenging to use. • Increases the Odds of…
Why it works
Very fast heals for your team and yourself: We'll Make It and Botany Knowledge stack, and Second Wind heals you after your next unhook.
How to play
Heal teammates right after unhooks while We'll Make It is active.
How this score is made
Score 60/100 = rules 58 + 2 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 | 8 / 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 | +2 | 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 |
|---|---|---|---|---|
| We'll Make It | 34.1% | -1.9 | 2,247 | -1.7 |
| Botany Knowledge | 37.9% | +1.9 | 1,728 | +1.6 |
| Second Wind | 35.0% | -1.0 | 180 | -0.4 |
| Resurgence | 41.1% | +5.1 | 2,997 | +4.6 |
Rating details
- ✓ Community stats: these perks win more often than average on NightLight (+2).
- ✓ Resurgence has a high escape rate on NightLight (41.1% vs 36.0% average).