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Builds

Killer·Intermediate

The Knight

Guardia CompagniaPowerGuardia Compagnia
The Knight alone is a terrifying monster on the battlefield, but with his loyal Guards, he is nearly unstoppable. Together, the Guardia Compagnia fights for their own freedom, killing anyone who gets in their way.

SPECIAL ABILITY: GUARD SUMMON

Tap the Power button to activate Guard Summon mode. Once activated, move around to create a Patrol Path. While in Guard Summon mode, you can aim at a generator in progress, a dropped pallet or a breakable wall and tap the Attack button. This will summon a Guard to damage or special-break the selected object.

You can also tap the Power button or drain the Power Gauge completely to end the Guard Summon mode. This will summon a Guard who will follow and Patrol the created Path. The longer the Patrol Path, the longer the Guard's Hunt Timer will be. There are three Guards that can be summoned one at a time: The Carnifex, who can damage or special-break objects faster; The Assassin, who moves faster during the Hunt; and The Jailer, who patrols and hunts longer, and is better at detection.

GUARD SPECIAL ABILITY: THE HUNT

While a Guard is patrolling, he can spot and detect Survivors. If a Survivor is detected, the Guard will move to their location, leave a Standard on the ground, and start Hunting the Survivor for a set amount of time. The Survivor can escape a Guard by unhooking another Survivor, grabbing the Standard, or surviving until the Hunt timer ends. If the Survivor is successfully attacked by the Guard or The Knight, the Guard will disappear. When a Guard downs a Survivor, The Knight receives a Killer Instinct notification.

Teachable perks

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  • Gritty LumpCommon
    A rock-hard, dense loaf filled their stomachs on most days, giving them the energy to commit truly heinous acts.

    Increases Guards' movement Speed while on Patrol by 9%.
  • Map of the RealmCommon
    These unique leather maps were not easy to come by, but when they could not be purchased, they could be taken by force.

    Increases the detection Range for Guards on Patrol by 2 meters.
  • Pillaged MeadCommon
    Drinks taken from their victims tasted sweet, but such frivolities were often short-lived.

    Guards special-break Pallets and Breakable walls, and damage Generators 10% faster.

  • Tattered TabardCommon
    Cloaked in heavy fabrics, neither human nor nature could stop them once they had their target.

    Increases Patrol time for all Guards by 8 seconds.
  • Battleaxe HeadUncommon
    Sander Rault was a tower of a man, terrifying in form and demeanor.

    Decreases the cooldown after summoning The Carnifex by 20%.
  • Call To ArmsUncommon
    Posted across many towns, lords desperate to protect their riches posted for able-bodied mercenaries. None survived.

    Increases the length of a Patrol Path by 4 meters, and, while creating the path, movement speed is increased by 7%.
  • Cold Steel ManaclesUncommon
    Alejandro Santiago apprenticed as an armorer, and showed no remorse.

    Decreases the cooldown after summoning The Jailer by 20%.
  • Dried HorsemeatUncommon
    Long campaigns often required restocking, and the steeds of fallen enemies were as good as any farm-fresh ration.

    Increases the amount of time a Guard will Hunt a Survivor by 4 seconds.
  • Treated BladeUncommon
    Durkos Malecek stuck to the shadows, and was an efficient slaughterer.

    Decreases the cooldown after summoning The Assassin by 20%.
  • Broken HiltRare
    A fresh weapon is clean, even surgical; an attack with a broken one is malicious and desperate.

    Guards inflict the Hemorrhage and Mangled status effects for 70 seconds when damaging a Survivor.

    Hemorrhage regresses healing progress when not healing, and increases blood trails left by injured Survivors.This lasts for a set duration or until fully healed.

    Mangled increases time required to heal by 25% for a set duration or until fully healed.
  • Grim Iron MaskRare
    No method of torture was too base for Guardia Compagnia. Pain and humiliation went hand-in-hand.

    When a Survivor is Detected by a Guard, the Survivor suffers from Blindness for 75 seconds.

    Blindness prevents Survivors from seeing auras.
  • Ironworker’s TongsRare
    Vital for repairs between battles and a horrifying, gauging, tearing improvisational weapon.

    When a Survivor escapes a Guard Hunt successfully, they suffer from the Oblivious status effect for 60 seconds.

    Oblivious prevents survivors from hearing or being affected by the Killer's Terror Radius.
  • Sharpened MountRare
    To stand before the Standard of the Guardia Compagnia was to stand at the threshold between life and death.

    Increases the time it takes for the Standard to spawn by 15%.
  • Town Watch’s TorchRare
    Upon breaching a village, the first thing they would extinguish was the torches, and with them, hope.

    While a Guard is actively Hunting a Survivor, gain the Undetectable status effect.

    Undetectable hides the Killer's aura, Terror Radius, and Red Stain.
  • Blacksmith’s HammerVery rare
    In their hands, everything was a weapon.

    Guards inflict the Broken status effect for 60 seconds when damaging a Survivor.

    Broken prevents Survivors from being healed.
  • Flint and SteelVery rare
    Attacks at night were not uncommon. Fear was often their greatest ally.

    After summoning The Carnifex, The Knight can see the auras of Survivors within 24 meters of downed pallets for 8 seconds.
  • Healing PoulticeVery rare
    Their reputation was so large, so horrible, that the mere knowledge that they were coming was enough to bring people to their knees.

    After summoning The Assassin, all Survivors within 8 meters from the Guard's initial position have their aura revealed for 8 seconds.
  • Jailer's ChimesVery rare
    Many captives met the same grisly end for attempting to escape his clutches.

    After summoning The Jailer, Survivors that cross his Patrol Path have their aura revealed for 8 seconds.
  • Iridescent Company BannerVisceral
    Where this banner was raised, those who called themselves "civilized" ran and hid, because for all their codes and laws, they had nothing resembling actual strength.

    While a Survivor is Hunted by a Guard, spikes block the exit for the Hunted Survivor. When they vault, that vault location is blocked for all Survivors for the duration of the Hunt.While creating a Patrol Path, passing through vault locations will block these locations for 25 seconds after summoning a Guard.
  • Knight’s ContractVisceral
    The original document contracting Tarhos to Vittorio’s employ. The laws of man could not stand up, though, to natural law.

    After giving an Order, the Guard will remain for an extra 8 seconds, triggering a Hunt if they detect a Survivor.
  • Hex: Face the Darkness
    Hubris
    Nowhere to Hide
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