DBD-Toolbox › Builds › Bleeding Hero
Bleeding Hero
A fun Dead by Daylight build for survivors · playstyle: Chase, Gen-rush · synergy score 70/100 · patch 10.2.2b
Perks
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…
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…
Unbreakable – Whenever you are put in the Dying State by the Killer, Unbreakable activates: • Increases your Recovery speed by 25/30/35%. • Unlocks the Self-Recovery ability, allowing you to fully recover from…
Iron Will – While injured, you benefit from the following effects: • Reduces the volume of Grunts of Pain by 80/90/100%. Iron Will cannot be used while Exhausted, but does not cause the Status Effect.
Item & add-ons
Worn-Out Tools – A metal box containing out of condition tools that could break at any moment. Even without training, can be used to repair or break various mechanical…
Scraps – Springs, screws and gears. Mostly unusable junk. • Increases the capacity of Toolboxes by +8 Charges.
Clean Rag – A mundane rag. Suspiciously clean. • Increases the Action speed for Toolbox Repair by +20%.
Why it works
No Mither keeps you injured all game but lets you pick yourself up. Resilience gives you its speed bonus all game long because you are always injured. Unbreakable gives you an extra self-pickup, and Iron Will hides your grunts of pain.
How to play
Rush gens with the Resilience bonus and keep coming back up. The killer will slug you, so they waste time.
How this score is made
Score 70/100 = rules 71 − 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 | 21 / 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 |
|---|---|---|---|---|
| No Mither | 35.0% | -1.0 | 117 | -0.3 |
| Resilience | 37.0% | +1.0 | 8,837 | +1.0 |
| Unbreakable | 34.9% | -1.1 | 2,883 | -1.0 |
| Iron Will | 34.9% | -1.1 | 3,593 | -1.0 |
Rating details
- ✓ No Mither keeps you injured, so Resilience is always active.