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  3. Violence District>
  4. Perks

All 48 Perks in Violence District: Which Ones Fit Your Playstyle?

Updated on October 21, 2026 (2 days ago)

Violence District perks are loadout bonuses that shape how a round feels before the first chase starts. Survivors use them for speed, healing, rescues, aura reads, generator work, and recovery, while killers use them to track, punish healing, pressure generators, and control chase routes.

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section

Survivor speed and chase

7 items

These perks help survivors create distance, react to danger, or turn a chase action into a short speed window. Watch the trigger and Winded limits before treating every speed perk as always active.

Time To Grow Up

Time To Grow Up is a simple chase safety perk for surviving the first hit. It helps when you need a little more post-hit distance before the killer can pressure again.

Role
Post-hit speed
Side
Survivor
trigger
After being hit
level values
Speed boost duration +1/+2/+3 seconds
cooldown / limit
-
status effect
Speed boost

Great Collapse

Great Collapse turns a good pallet stun into an escape window. It fits survivors who fight back at loops, but Winded keeps it from chaining into constant speed boosts.

Role
Pallet stun escape
Side
Survivor
trigger
Stun the killer with a pallet
level values
20/30/40% speed boost for 2/2/3 seconds
cooldown / limit
Winded for 40 seconds after triggering
status effect
  • Speed boost
  • Winded

Left Behind

Left Behind is built for the final escape stretch. It does nothing early, but it becomes useful when gates are powered and every second of distance matters.

Role
Endgame escape speed
Side
Survivor
trigger
Escape gates powered
level values
5/6/7% speed boost until the round ends
cooldown / limit
Endgame-only trigger
status effect
Speed boost

Quick Recovery

Quick Recovery rewards clean window routing. It is strongest when the vault actually creates distance, because the Winded timer blocks another activation for a while.

Role
Vault speed burst
Side
Survivor
trigger
Fast or medium vault a window
level values
40% speed boost for 3 seconds; Winded 70/60/50 seconds
cooldown / limit
Does not activate while Winded
status effect
  • Speed boost
  • Winded

Snake Step

Snake Step is a stealth perk for hiding from aura reads without crawling across the map. It helps patient survivors reposition while crouched instead of sprinting into chase.

Role
Crouch stealth
Side
Survivor
trigger
While crouched
level values
Crouch speed +90/100/110%
cooldown / limit
Aura block has a 45 second cooldown
status effect
  • Aura block
  • crouch speed

We're Stronger Together

We're Stronger Together is for team movement, rescues, and grouped pressure. It loses value when everyone splits up, but it helps a tight group move faster around danger.

Role
Team speed aura
Side
Survivor
trigger
Stay within 15 studs of another survivor
level values
4/5/6% speed boost for survivors in range
cooldown / limit
Requires nearby survivors
status effect
Team speed boost

Perfect Landing

Perfect Landing turns a fall into a short speed window. Winded blocks another trigger for 60/50/40 seconds, so save it for a drop that can create space.

Role
Fall recovery speed
Side
Survivor
trigger
Land after falling from a height
level values
75% faster fall recovery, a 40% speed boost for 3 seconds, and Winded for 60/50/40 seconds
cooldown / limit
Does not activate while Winded. Applies Winded for 60/50/40 seconds after triggering.
status effect
  • Speed boost
  • Winded

section

Survivor healing and rescue

8 items

These perks support healing, downed-state recovery, and unspiking. They fit players who spend rounds saving teammates and resetting health after killer pressure.

Against All Odds

Against All Odds is a rescue-focused healing perk. It is best when your team needs someone who can pick up downed survivors quickly while still tracking the killer.

Role
Downed-state healer
Side
Survivor
trigger
Heal a survivor in dying state
level values
50/60/70% healing speed boost
cooldown / limit
-
status effect
Killer aura reveal

Ambitious Medic

Ambitious Medic is for players comfortable with healing skill checks. It can recover progress, but it also changes the rhythm of healing when both survivors bring it.

Role
Skill-check healer
Side
Survivor
trigger
Land a great skill check while injured
level values
  • 2 healing charges recovered
  • 40% more skill checks
cooldown / limit
Healing skill checks rotate 40% slower if both survivors use it
status effect
Sound cue on trigger

Enhanced Touch

Enhanced Touch makes a completed heal create momentum. It fits support players who want the healed teammate to get back to objectives or reposition faster.

Role
Post-heal team buff
Side
Survivor
trigger
Finish a heal action you started on another survivor
level values
Buff lasts 20/25/30 seconds
cooldown / limit
-
status effect
Healing, repairing, and movement boost

Grab My Hand

Grab My Hand turns an unspike into a fast reset window. It is useful when your team can rescue first and heal immediately after the killer leaves.

Role
Post-unspike healer
Side
Survivor
trigger
After you unspike a survivor
level values
75% healing speed boost for 45/60/75 seconds
cooldown / limit
-
status effect
Healing speed boost

Nobody Left Behind

Nobody Left Behind is an endgame rescue perk. It helps find teammates and speed up saves when the exit phase turns chaotic.

Role
Endgame rescue support
Side
Survivor
trigger
Escape gates powered
level values
55/65/75% healing and unspiking boost
cooldown / limit
Endgame-only trigger
status effect
Survivor aura reveal

Pacifist

Pacifist is steady healing value with better late-round scaling. It fits players who want a simple support perk that does not need a special trigger.

Role
Passive healer
Side
Survivor
trigger
Always active
level values
  • 20% base healing boost
  • +5/7/10% per missing survivor
cooldown / limit
Scales with missing survivors
status effect
Healing speed boost

Born In Blood

Born In Blood rewards finishing a heal you started on a teammate. You both get a short speed boost, so you can leave the heal and rotate together.

Role
Post-heal duo speed
Side
Survivor
trigger
Finish a heal action you started on another survivor
level values
10/20/30% speed boost for 6 seconds for you and the healed survivor
cooldown / limit
-
status effect
Speed boost

Expensive Decor

Expensive Decor speeds up heals from teammates. Each spike shifts half of the original bonus to an additive 10% healing speed boost.

Role
Faster heals from teammates
Side
Survivor
trigger
Another survivor heals you
level values
Teammates heal you 30/40/50% faster
cooldown / limit
Each time you are spiked, half of the healing bonus is replaced by an additive 10% healing speed boost
status effect
Healing speed boost

section

Survivor aura and objectives

12 items

These perks turn auras, generators, teammates, pallets, windows, and killer movement into decision-making help. They are strongest when information changes where you repair, rotate, or take chase.

Absolute Confidence

Absolute Confidence makes your chase useful for teammates. It is strongest when you can keep the killer busy while nearby survivors work objectives.

Role
Team chase support
Side
Survivor
trigger
While you are in chase
level values
3/5/7% action speed boost within 180 studs
cooldown / limit
Only helps while you are chased
status effect
Survivor aura reveal

Call Me Back

Call Me Back helps support players keep track of someone they recently healed. It is useful when a teammate gets pressured again before the team can fully reset.

Role
Follow-up healer tracking
Side
Survivor
trigger
A survivor you healed gets hit
level values
Aura reveal for 20/30/40 seconds
cooldown / limit
-
status effect
Survivor aura reveal

Debut Showcase

Debut Showcase turns a good defensive play into team information. It works best with survivors who already use parries, pallet stuns, or blinds well.

Role
Stun-to-info support
Side
Survivor
trigger
Parry, stun, or blind the killer
level values
Killer aura reveal for 3/4/5 seconds
cooldown / limit
-
status effect
Killer aura reveal

Eyes of Heaven

Eyes of Heaven helps newer loopers find routes before panic sets in. It is a comfort pick for learning where pallets and windows are during a chase.

Role
Loop route vision
Side
Survivor
trigger
Always active nearby
level values
Pallet and window aura range 80/90/100 studs
cooldown / limit
-
status effect
Pallet and window aura reveal

Flawless Execution

Flawless Execution is for objective players who can hit great skill checks. It can speed up solo repairs, but mistakes reset the value.

Role
Solo generator skill checks
Side
Survivor
trigger
Hit consecutive great skill checks while repairing alone
level values
3/4/5% repair boost; extra +1/2/3% after third great check; 8/10/12s return window
cooldown / limit
Ends when you miss
status effect
Repair speed boost

Heads Up

Heads Up is an early-warning perk for avoiding surprise hits. It helps you leave an unsafe spot, but Winded stops it from repeating too often.

Role
Killer proximity warning
Side
Survivor
trigger
Killer gets within 50 studs
level values
10/15/20% speed boost for 3 seconds
cooldown / limit
Does not activate while Winded; applies Winded for 40 seconds
status effect
  • Sound cue
  • killer aura reveal
  • speed boost
  • Winded

Hearing Aid

Hearing Aid converts killer noise into information. It is useful when the killer is pressuring nearby loops or generators and you need to know where they moved.

Role
Noise-based killer tracking
Side
Survivor
trigger
Killer breaks a pallet or damages a generator within 240 studs
level values
Killer aura reveal for 4/5/6 seconds
cooldown / limit
Requires nearby killer action
status effect
Killer aura reveal

Last Stand

Last Stand is a late-round safety perk for the gate phase. It helps you recover and see the killer when the match is close to ending.

Role
Endgame recovery and info
Side
Survivor
trigger
Escape gates powered
level values
Killer aura reveal for 10/15/20 seconds
cooldown / limit
Endgame-only trigger
status effect
  • Soul state heal
  • killer aura reveal

On My Own

On My Own is a clutch perk for the final survivor. It has no value while the team is alive, but it can make the last escape attempt more realistic.

Role
Last-survivor escape
Side
Survivor
trigger
You are the last survivor alive
level values
40/50/60% opening speed boost
cooldown / limit
Last-survivor-only trigger
status effect
  • Killer aura reveal
  • opening speed boost

Perfectionist Planning

Perfectionist Planning points you toward a generator route. It is good for objective players, but it punishes ignoring the highlighted generators.

Role
Generator route planning
Side
Survivor
trigger
Closest unrepaired generators revealed
level values
Aura reveal to others for 35/45/55 seconds
cooldown / limit
Other generators repair 5% slower
status effect
  • Generator aura reveal
  • repair speed change

Visual Learner

Visual Learner is an information perk with a setup step. It rewards objective progress first, then gives chase information when you vault.

Role
Aura duration and token info
Side
Survivor
trigger
Generators completed, then fast vault a window
level values
Token-based killer aura reveal
cooldown / limit
Needs generator tokens and a fast vault
status effect
  • Extended aura duration
  • killer aura reveal

Familiar Soul

Familiar Soul is simple team awareness. It helps support players find teammates for heals, rescues, or grouped objective pressure.

Role
Teammate tracking
Side
Survivor
trigger
Nearby survivors
level values
Survivor aura range 80/90/100 studs
cooldown / limit
-
status effect
Survivor aura reveal

section

Survivor utility and recovery

11 items

These perks cover self-pickup, wiggle progress, spike pressure, group repair, terror-radius value, and post-rescue protection. They are more situational, so the trigger matters as much as the reward.

Built Different

Built Different is a recovery perk for surviving after a down. The one-time self-pickup makes it valuable, but timing still matters after you stand up.

Role
Dying-state recovery
Side
Survivor
trigger
Heal up from dying state
level values
Endurance for 6/7/8 seconds
cooldown / limit
Self-pickup once per round
status effect
Endurance

Desperate

Desperate is for players who want a better chance to escape a carry. It is narrow, but the trigger matters when the killer is trying to spike you.

Role
Carry escape help
Side
Survivor
trigger
After being picked up by the killer
level values
10/15/20% wiggle progression
cooldown / limit
Only after pickup
status effect
Wiggle progress

Flowstate

Flowstate is a clean chase perk for window routes. It helps when one faster vault can deny a hit, but it needs a real window path to matter.

Role
Fast vault upgrade
Side
Survivor
trigger
Fast window vault while active
level values
  • 20% quicker vault
  • 70/60/50 second cooldown
cooldown / limit
Cooldown 70/60/50 seconds
status effect
Faster vault animation

Group Project

Group Project rewards teaming on the same generator. It can push an objective faster, but duplicate users do not stack the perk.

Role
Grouped generator repair
Side
Survivor
trigger
Repair the same generator with other survivors
level values
3/5/7% repair speed per survivor on the same generator
cooldown / limit
Does not stack with itself from multiple users
status effect
Shared repair speed boost

High Karma

High Karma rewards making the first rescue. It can save you later, but the anti-heal drawback means the self-save is not a free full reset.

Role
Self-unspike after rescue
Side
Survivor
trigger
After you unspike another survivor
level values
Anti-heal after self-unspike for 90/75/60 seconds
cooldown / limit
First self-unspike only
status effect
Anti-heal after self-unspike

Intense Workout

Intense Workout is a rescue tempo perk. It makes the unspike faster and helps the saved survivor move away before pressure returns.

Role
Faster unspike
Side
Survivor
trigger
Unspike a survivor
level values
  • 40/45/50% faster unspike
  • 10% speed boost for 8 seconds
cooldown / limit
-
status effect
Rescued survivor speed boost

Iron Tranquility

Iron Tranquility makes you harder to track while spiked. It is defensive value for players who expect the killer to camp information around rescue states.

Role
Spike stealth
Side
Survivor
trigger
While on the spike
level values
Blood pool lifetime reduced by 3/4/5 seconds
cooldown / limit
Only while spiked
status effect
Aura hidden from killer

No Pain No Gain

No Pain No Gain is a risky self-recovery perk. It removes blood pools and lets you recover yourself, but permanent injury makes every chase more dangerous.

Role
Permanent injury recovery
Side
Survivor
trigger
Always active with permanent injury
level values
20/25/30% self recovery speed boost
cooldown / limit
You become permanently injured
status effect
  • Self recovery
  • no blood pools

On Screen Fear

On Screen Fear rewards staying productive near danger. It is useful when the killer is close, but it drops in value once you are actually in chase.

Role
Terror-radius efficiency
Side
Survivor
trigger
Inside terror radius but not in chase
level values
  • 1/2/3% movement
  • 5/8/10% healing and repairing
cooldown / limit
Stops mattering once chase starts
status effect
Movement, healing, and repair boost

Partners In Crime

Partners In Crime is a duo objective perk. It rewards staying calm near the killer, but chase pressure or time away from repairs burns the tokens down.

Role
Duo repair tokens
Side
Survivor
trigger
Two survivors stay in terror radius for 15 seconds while not in chase
level values
Up to 3 tokens; 2/3/4% repair speed per token
cooldown / limit
Lose a token every 25 seconds while not repairing and lose one when entering chase
status effect
Repair speed tokens

Second Wind

Second Wind helps after a rescue, especially against repeat pressure. It does not prevent the spike, but it gives more time to escape after the save.

Role
Post-unspike protection
Side
Survivor
trigger
After you are unspiked
level values
Endurance duration +15/20/25 seconds
cooldown / limit
Requires being unspiked
status effect
Endurance extension

section

Killer aura and generator pressure

4 items

These perks help killers find grouped survivors, read high-progress objectives, and connect spike pressure to generator patrols. They are built around map information rather than direct damage.

All Seeing Eye

All Seeing Eye punishes grouped objective pressure. It helps the killer notice when survivors are rushing the same generator.

Role
Grouped generator tracking
Side
Killer
trigger
Two survivors work one generator for 5 seconds
level values
Cooldown 60/50/40 seconds
cooldown / limit
3 second generator aura reveal
status effect
  • Loud noise notification
  • generator aura reveal

Eyes of Hell

Eyes of Hell helps killers read loop routes before survivors use them. It is strongest against window-heavy chases and pallet paths.

Role
Loop route tracking
Side
Killer
trigger
Survivor performs a vault
level values
Aura range 80/90/100 studs; cooldown 60/50/40 seconds
cooldown / limit
Cooldown 60/50/40 seconds
status effect
  • Pallet/window aura reveal
  • slowness

King's Scourge

King's Scourge is heavy generator pressure. It is best when survivors are close to finishing objectives and one failed check can swing the repair back.

Role
High-progress generator punish
Side
Killer
trigger
A generator reaches 90% progress once
level values
  • 9/12/15 special skill checks
  • 5/10/15 seconds repair penalty on failed check
cooldown / limit
Once per generator
status effect
  • Loud sound
  • generator pause
  • Vulnerable
  • regression

Trade Off

Trade Off turns rescue pressure into map information. It helps killers connect spike saves to generator patrol decisions.

Role
Cursed spike information
Side
Killer
trigger
Trial start and survivor saves from normal spikes
level values
Highest-progress generator aura reveal for 4/8/12 seconds
cooldown / limit
Starts with 2 cursed spikes
status effect
  • Cursed spike aura
  • generator aura reveal

section

Killer anti-heal and debuffs

2 items

These perks punish rescue and healing patterns with anti-heal, Vulnerable, blood pools, and aura pressure. They fit killers who keep survivors injured and force risky resets.

Deep Wound

Deep Wound makes cursed spike saves hurt more. It is pressure for killers who want rescues to create a healing problem afterward.

Role
Cursed spike anti-heal
Side
Killer
trigger
Survivor is unspiked from a cursed spike
level values
Anti-heal for 20/30/40 seconds
cooldown / limit
3 cursed spikes spawn
status effect
  • Anti-heal
  • 100% more blood pools

Exposure Therapy

Exposure Therapy is for killers who keep survivors injured and nearby. It makes rushed healing inside terror radius much riskier.

Role
Healing punish tokens
Side
Killer
trigger
Damage survivors, then survivors finish a heal in terror radius
level values
3/4/5 extra seconds of Vulnerable per token consumed
cooldown / limit
30 second cooldown; up to 8 tokens; consumes up to 4 tokens
status effect
  • Vulnerable
  • aura reveal

section

Killer chase speed

2 items

These perks improve chase tempo through vault speed, haste, or survivor aura reveals. They help when the killer can turn a small speed edge into another hit.

Murderous Acrobatics

Murderous Acrobatics gives killers a chase tool around windows. It helps when a survivor expects the vault to buy more time than it actually does.

Role
Killer vault chase
Side
Killer
trigger
Vault a window in chase once every 60 seconds
level values
  • 30% faster vault
  • 3/4/5% haste for 4 seconds
cooldown / limit
Once every 60 seconds
status effect
  • Faster vault
  • Haste

Stage Fright

Stage Fright punishes information perks and items that reveal the killer. It can turn a survivor read into a faster chase if the reveal lasts long enough.

Role
Aura-reveal punish
Side
Killer
trigger
Your aura is revealed to a survivor
level values
5/6/7% speed boost for the reveal duration
cooldown / limit
Only while revealed
status effect
Speed boost

section

Killer window and utility control

2 items

These perks make windows less safe by blocking routes or marking windows with Touch of Death. They reward killers who know which loops survivors want to reuse.

Containment

Containment is a route-control perk. It helps close off a window after the killer uses it, forcing survivors to find another path.

Role
Window block
Side
Killer
trigger
Killer vaults a window
level values
5/10/15% faster killer vault
cooldown / limit
Blocks the window for 16 seconds; killer can still vault it
status effect
Window block

Touch Of Death

Touch Of Death makes chosen windows dangerous for survivors. It rewards killers who know which routes survivors are likely to use next.

Role
Marked window trap
Side
Killer
trigger
Killer vaults a window to apply Touch of Death
level values
Vulnerable for 15/20/25 seconds
cooldown / limit
Up to 2 affected windows at the same time
status effect
  • Vulnerable
  • aura reveal
  • faster killer vault on affected windows

How perk levels change a build

Many perk effects show three values. In Violence District, those values follow the perk level order from yellow to green to red, with red carrying the strongest listed value. That matters because a perk can feel weak at a lower level but become a real build piece once the higher value shortens a cooldown, extends a reveal, improves a speed boost, or raises an action bonus.

How to pick perks by side and role

Start with the side you actually play, then pick the role you trigger most often. A survivor who gets chased a lot should care about speed, vault, and warning perks before deep generator perks. A teammate-focused survivor gets more value from healing, unspiking, aura, and rescue perks. Killers should choose between finding survivors faster, punishing healing, slowing objectives, or making window routes less safe.

PlaystylePerk roles to check firstWhy it fits
Survivor chase and loopingSpeed, vault, pallet-stun, and killer-warning perksThese perks help create distance or react before the killer lands another hit.
Survivor supportHealing, unspiking, teammate aura, and rescue perksThese perks help teammates recover, reset, or survive after spike pressure.
Survivor objective focusGenerator, action-speed, and aura-routing perksThese perks help repair smarter instead of wandering between objectives.
Killer trackingAura, noise, cursed spike, and generator-info perksThese perks turn survivor actions into patrol information.
Killer chase pressureVault, haste, window block, vulnerable, and anti-heal perksThese perks make safe routes and healing resets harder to rely on.

Where Screws and Emblems fit

Screws are tied to leveling perks and items, while Emblems are tied to buying shop perks. That makes perk choice part of the same loadout budget as items and cosmetics. Spend into perks you can trigger often; a high-value effect does not help much if it only activates in a situation you rarely create.

Mistakes that waste strong perks

Do not choose only by the biggest number. Some perks are endgame-only, some need a pallet stun or fast vault, and some stop working while Winded is active. Killer perks can also depend on survivors grouping, healing inside terror radius, finishing generators, or using windows. The best perk is usually the one that matches your normal round habits, not the one with the flashiest value.

FAQ

Q.

How many perks are in Violence District?

There are 48 listed perks: 38 survivor perks and 10 killer perks.

Q.

What do the three numbers on many perk effects mean?

The three numbers are the perk's level values. Violence District lists them in yellow, green, and red order, from the lowest listed value to the most prestigious value.

Q.

Which currency is connected to perks?

Screws are used to level perks and items, while Emblems are used for shop perks and some other shop purchases.

Q.

Which perk type should a new player try first?

New survivors usually get clearer value from speed, healing, warning, or simple rescue perks. New killers usually get clearer value from tracking, generator pressure, chase speed, or window-control perks.

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