DBD-Toolbox › Builds › Team Gen Squad
Team Gen Squad
A strong (meta) Dead by Daylight build for survivors · playstyle: Gen-rush, Altruism · synergy score 49/100 · patch 10.2.2b
Perks
Prove Thyself – Increases the Repair speed by a stack-able 6/8/10% per other Survivor within 4 metres of your location, up to a maximum of 18/24/30%. Prove Thyself extends its effect to all Survivors within its…
Bond – Unlocks potential in your Aura-reading ability: • The Auras of all other Survivors are revealed to you within 20/28/36 metres.
Leader – All other Survivors within 10 metres of your location benefit from the following effect: • Increases their Action speeds for Cleansing, Gate-Opening, Healing, Sabotaging, Unhooking, and Unlocking by…
Friendly Competition – Each time you complete a Generator together with at least one other Survivor, Friendly Competition activates: • Increases the Repair speed of all participating Survivors, including yourself, by +10%…
Item & add-ons
Commodious Toolbox – A large metal box containing basic tool and extra mechanical parts. Even without training, can be used to repair or break various mechanical components. • 32…
Socket Swivels – Modifies the Toolbox with the following effect: • Increases its Repair speed by +30%.
Wire Spool – A portable but heavy spool of copper wire. • Increases the capacity of Toolboxes by +12 Charges.
Why it works
Bond finds teammates, and Prove Thyself, Leader and Friendly Competition all reward working on gens together.
How to play
Repair in pairs.
How this score is made
Score 49/100 = rules 51 − 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 | 21 / 50 | Known strong perk pairs (13 each) and purposes shared by 2+ perks (4 each), max 50. |
| Balance | 30 / 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 |
|---|---|---|---|---|
| Prove Thyself | 35.4% | -0.6 | 1,900 | -0.5 |
| Bond | 34.8% | -1.2 | 2,753 | -1.1 |
| Leader | 31.9% | -4.1 | 427 | -2.4 |
| Friendly Competition | 39.3% | +3.3 | 135 | +1.0 |
Rating details
- ✓ Bond finds teammates to repair with.
- ✗ No chase or second-chance perk: you can go down quickly when found.
- ✗ Community stats: these perks win less often than average on NightLight (-2).
- ✗ Leader has a low escape rate on NightLight (31.9% vs 36.0% average).