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Builds

Killer·Intermediate

The Slasher

Omnipresent EvilPowerOmnipresent Evil
POWER: Omnipresent Evil

Press the Active Ability button to activate Omnipresent Evil. The Slasher becomes invisible and gains Undetectable, but cannot see Survivors or their Scratch Marks. Mist Clouds reveal the location of Survivors who are not moving. Footprints reveal the path of Survivors who are walking or running.

Omnipresent Evil is deactivated by using Jump Scare.

SPECIAL ABILITY: Jump Scare

While Omnipresent Evil is activated, look at a Pallet, Breakable Wall, or Window to quickly move to it and perform a special-break or special-vault action. The Secondary Action button switches the side you will face when performing Jump Scare.

Jump Scare exits Omnipresent Evil mode, temporarily grants Haste, and reveals detected Survivors with Killer Instinct. Haste is removed if The Slasher directly downs a Survivor.

SPECIAL ABILITY: Throwing Spikes

Grab a Spike from Scrap Piles or Hooks. Hold the Secondary Action button to ready the Spike and tap the Attack button to throw. Spikes are replenished throughout the map when Omnipresent Evil is activated.

A Spike knocks back a Survivor and damages them for one health state.

Survivors will be Impaled if they are hit with a Hook Spike. They cannot heal past the injured state and the embedded Hook Spike will have an Aura visible to the Killer.

Injured Survivors will be both Impaled and Immobilized if they are hit with a Spike and knocked into a wall.

Teachable perks

The Slasher builds

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  • Bent WheelCommon
    All that remained of the victim's wheelchair after the fatal blow.

    Increases the range at which you can trigger Jump Scare by 4 meters.
  • Garden ClawCommon
    Good for digging up weeds and digging into human flesh.

    Increases the duration of Killer Instinct after a Jump Scare by 2 seconds.
  • Knitting NeedleCommon
    You won't believe what—and who—this thing has been through.

    Increases the time it takes for injured Impaled Survivors to extract the Spike from themselves by 20%.

Orderly's ShoeCommon
It hung from her twitching foot as the knife plunged into her belly.

Increases the duration of Haste after a Jump Scare by 5 seconds.

Haste increases Killer movement speed.
  • Bloody SmileUncommon
    He wasn't happy after his face was smashed into a tree.

    Increases Jump Scare and Omnipresent Evil's detection range of Survivors by 4 meters.
  • Coroner's CoffeeUncommon
    A cup of coffee that went unfinished.

    Increases the distance Survivors are pushed by Spikes by 25%.

    Gain 13% Haste for 3 seconds after injuring a Survivor with a Spike if they do not collide with the environment.

    Haste increases Killer movement speed.
  • Party NoisemakerUncommon
    A party instument that tore through a woman's eyeball and gouged her brain.

    Breaking a Pallet or Breakable Wall with Jump Scare reveals the Auras of Survivors further than 28 meters for 6 seconds.
  • Sleeping BagUncommon
    An absolutely awful place to hide from a killer.

    After grabbing a Hook Spike while in Omnipresent Evil mode, see the locations of Survivors within 10 meters of hooks.
  • Toxic WasteUncommon
    No one could survive being submerged in this poison.

    After a Jump Scare, Survivors within 10 meters of a hook or Scrap Pile gain Oblivious for 13 seconds.

    Oblivious prevents Survivors from hearing and being affected by the Killer's Terror Radius.
  • Eye GoopRare
    What remains when a harpoon is shoved into one's eye.

    Gain Undetectable for 13 seconds after grabbing a Hook Spike.

    Undetectable hides the Killer's aura, Terror Radius, and Red Stain.
  • Imprinted AluminumRare
    It's either avant-garde artwork, or the horrified imprint of a woman whose face was slammed into it.

    Injuring a healthy Survivor with a Spike inflicts the Mangled and Hemorrhage status effects for 70 seconds.

    Mangled increases time required to heal by 25% and lasts for a set duration or until fully healed.

    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.
  • Mirror ShardsRare
    A weapon that dealt more than bad luck.

    Impaled Survivors become Broken for 40 seconds after extracting the Spike.

    Broken prevents Survivors from being healed.
  • Sauna RockRare
    Nicely weighted, could be used to crush a rib cage.

    After a Jump Scare, inflict all Survivors within Killer Instinct's detection range with Exhausted for 3 seconds.

    Exhausted prevents Survivors from activating exhausting perks.
  • Two NailsRare
    A reliable way to hold a corpse's wrist in place.

    Spikes that come within 1 meter of a Survivor reveal their Aura for 5 seconds.
  • Bloody MagazineVery rare
    The spattering of blood told the story of a brutal massacre.

    When a Hook Spike misses, all Survivors within 8 meters of the impact scream and reveal their Auras for 3 seconds.
  • Burnt FuseVery rare
    The surge of electricity was overwhelming. It left the man's flesh charred and smelling of cooked meat.

    While a Survivor is Impaled and for 5 seconds after they extract the Spike, the Exit Gates are blocked for them and any Survivors within 13 meters.
  • Deputy's BadgeVery rare
    The badge of an officer who discovered that some things aren't worth investigating.

    While in Omnipresent Evil, passing within 2 meters of a generator will cause it to explode, losing 5% progress and begin regressing. If any survivors are repairing the generator, it doesn't explode, but they get a special Skill Check.
  • Missing CorkscrewVery rare
    It seems to always be missing when you need it on-hand.

    Impaled Survivors emit a 32 meter Terror Radius until the Spike is extracted.

    Gain Undetectable from the time a Survivor is Impaled to 13 seconds after they extract the Spike.

    Undetectable hides the Killer's aura, Terror Radius, and Red Stain.
  • Dirty MoneyVisceral
    No amount of money can save you from him.

    Gain 2 Tokens whenever a Generator is completed.

    If you are not holding a Spike when vaulting a Window or breaking a Pallet or Breakable Wall, immediately spend a Token and gain a Spike.
  • Iridescent Boat MotorVisceral
    The blades are chipped and cracked, as if having cut through something solid.

    Passing through Windows while in Omnipresent Evil mode marks them for 13 seconds. When you perform a Jump Scare, all marked Windows become blocked for 13 seconds.
  • Hex: Scared to Death
    Rampage
    Silent Shadow
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