Dead by Daylight: Best Trickster Perk Builds

Dead by Daylight

The Trickster recently released in Dead by Daylight and he’s got some pretty good perks.

In fact, he’s one of the killers in recent months that have three perks we could actually see ourselves using in the game. But do these perks combine well with other perks? We asked ourselves the same question and came up up some good combinations to make best use of The Trickster’s perks.

To start off, here are The Trickster’s perks:

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Starstruck

  • When carrying a survivor, Starstruck activates
  • Survivors suffer from the exposed status effect while in your terror radius.
  • The status effect lingers for 26/28/30 seconds after leaving your terror radius.
  • After hooking or dropping the carried survivor, Starstruck deactivates
  • The status effect persists for 26/28/30 seconds for any survivor inside your terror radius at that moment.
  • Starstruck has a cool-down of 60 seconds once the survivor is no longer being carried.

Hex: Crowd Control

  • Survivors who perform a rushed vault through a window prompt The Entity to block it for the next 10/12/14 seconds.

No Way Out

  • When the last generator is completed, The Entity blocks both exit gate switches for 10 seconds and an additional 4/6/8 seconds per token in your possession, up to a combined maximum of 26/34/42 seconds.

And here are three combos that we think best use The Trickster’s perks. Try them out if you want to get the most out of the killer.

The “You’re Not Leaving” Combo

  • No Way Out  (The Trickster Perk)
    • When the last generator is completed, The Entity blocks both exit gate switches for 10 seconds and an additional 4/6/8 seconds per token in your possession, up to a combined maximum of 26/34/42 seconds.
  • Remember Me (The Nightmare Perk)
    • Each time you hit your obsession with a basic attack, Remember Me gains 1 token.
    • The opening time of both exit gates is increased by 4 seconds per token, up to a maximum of 8/12/16 additional seconds.
    • The obsession is unaffected by this penalty.
  • Blood Warden (The Nightmare Perk)
    • As soon as at least one exit gate is opened, Blood Warden activates.
    • The auras of survivors standing within the exit gate area are revealed to you.
    • One per trial, hooking a survivor while Blood Warden is active calls upon The Entity to block the exits for all survivors for 30/40/60 seconds.
  • Hex: No One Escapes Death (General Perk)
    • Once the exit gates are powered, if there is a dull totem remaining on the map, the hex is applied to it.
    • While Hex: No One Escapes Death is active, survivors suffer from the exposed status effect and your movement speed is increased by 2/3/4%.

We love the idea of this combination from a killer’s standpoint. As a survivor this would be terrifying to go up against. Not only does it leave survivors fully exposed because of Hex: No One Escapes Death, but they can’t even head to the gate and open it up right away because of No Way Out. Then, once they’ve finally got access to the gate switch, it takes ages to open with Remember Me. Finally, if the killer manages to hook anyone in that time, the exit gate is blocked. This is an incredibly toxic build and we love it.

The “Think Before You Vault” Combo

  • Hex: Crowd Control (Trickster Perk)
    • Survivors who perform a rushed vault through a window prompt The Entity to block it for the next 10/12/14 seconds.
  • Bamboozle (The Clown Perk)
    • Performing a vault action is 5/10/15% faster and calls upon The Entity to block that vault location for survivors for 8/12/16 seconds.
  • Cruel Limits (The Demogorgon Perk)
    • Each time a generator is repaired, all windows and vault locations within 32 metres of it become blocked for all survivors for the next 20/25/30 seconds.
  • Zanshin Tactics (The Oni Perk)
    • The auras of breakable walls, pallets and windows are revealed to you within 24 metres.

We really like this Trickster perk combo because it helps keep the survivor moving rather than chasing them around in a circle during an infinite loop. Zanshin Tactics allows you to see where things are plus Bamboozle and Hex: Crowd control block windows altogether if used at the right time. Cruel Limits can come in handy if you’re chasing someone who has just finished a generator. There are some things about this combination that are very circumstantial, but we think it works pretty well.

The “Can’t Touch This” Combo

  • Starstruck (The Trickster Perk)
    • When carrying a survivor, Starstruck activates
    • Survivors suffer from the exposed status effect while in your terror radius.
    • The status effect lingers for 26/28/30 seconds after leaving your terror radius.
  • Mad Grit (The Legion Perk)
    • While carrying a survivor, you suffer no cool-down on missed attacks.
    • Successfully hitting a survivor will pause the carried survivor’s wiggling progression for 2/3/4 seconds.
  • Iron Grasp (General Perk)
    • The survivor’s struggle effects from wiggling, causing you to strafe sideways are reduced by 75%.
    • The time for the survivor to wiggle free from your grasp is increased  by 4/8/12%.
  • Agitation (The Trapper Perk)
    • While carrying a survivor, your movement speed is increased by 6/12/18% and your terror radius is increased by 12 metres.

For this Trickster perk combo, Starstruck and Mad Grit work really well together especially if you’ve got survivors that like to try and walk in front of you to block you while you’re carrying a survivor. Mad Grit makes it so that you won’t have a long wait between each of your attacks, and Starstruck will down any survivor in one hit. Iron Grasp and Agitation are simply there to help you get the hook that much faster. Iron Grasp and Agitation also work really well for those trying to hook in the basement.