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.
View
section
Survivor speed and chase
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
- effect summary
- Increases the duration of the speed boost after a hit.
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
- effect summary
- Rewards a pallet stun with a short speed burst, then applies 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
- effect summary
- Gives a permanent endgame speed boost once gates are powered.
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
- effect summary
- Adds a short speed burst after a window vault and then applies 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
- effect summary
- Blocks killer aura reveal while crouched and greatly increases 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
- effect summary
- Grants a small speed boost to nearby survivors when grouped.
| Image | Name | Description | Role | Side | trigger | level values | cooldown / limit | status effect | effect summary |
|---|---|---|---|---|---|---|---|---|---|
| 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. | Post-hit speed | Survivor | After being hit | Speed boost duration +1/+2/+3 seconds | - | Speed boost | Increases the duration of the speed boost after a hit. | |
| 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. | Pallet stun escape | Survivor | Stun the killer with a pallet | 20/30/40% speed boost for 2/2/3 seconds | Winded for 40 seconds after triggering |
| Rewards a pallet stun with a short speed burst, then applies 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. | Endgame escape speed | Survivor | Escape gates powered | 5/6/7% speed boost until the round ends | Endgame-only trigger | Speed boost | Gives a permanent endgame speed boost once gates are powered. | |
| 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. | Vault speed burst | Survivor | Fast or medium vault a window | 40% speed boost for 3 seconds; Winded 70/60/50 seconds | Does not activate while Winded |
| Adds a short speed burst after a window vault and then applies 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. | Crouch stealth | Survivor | While crouched | Crouch speed +90/100/110% | Aura block has a 45 second cooldown |
| Blocks killer aura reveal while crouched and greatly increases 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. | Team speed aura | Survivor | Stay within 15 studs of another survivor | 4/5/6% speed boost for survivors in range | Requires nearby survivors | Team speed boost | Grants a small speed boost to nearby survivors when grouped. |
section
Survivor healing and rescue
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
- effect summary
- Speeds up healing on downed survivors and reveals the killer aura.
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
- effect summary
- Rewards great healing skill checks with recovered progress and more frequent skill checks.
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
- effect summary
- After a completed heal, gives the healed survivor better healing, repairing, and movement for a short time.
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
- effect summary
- Gives a large healing speed boost after rescuing a spiked survivor.
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
- effect summary
- Reveals every survivor and improves healing and unspiking when gates are powered.
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
- effect summary
- Gives a permanent healing speed boost that grows when survivors are missing.
| Image | Name | Description | Role | Side | trigger | level values | cooldown / limit | status effect | effect summary |
|---|---|---|---|---|---|---|---|---|---|
| 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. | Downed-state healer | Survivor | Heal a survivor in dying state | 50/60/70% healing speed boost | - | Killer aura reveal | Speeds up healing on downed survivors and reveals the killer aura. | |
| 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. | Skill-check healer | Survivor | Land a great skill check while injured |
| Healing skill checks rotate 40% slower if both survivors use it | Sound cue on trigger | Rewards great healing skill checks with recovered progress and more frequent skill checks. | |
| 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. | Post-heal team buff | Survivor | Finish a heal action you started on another survivor | Buff lasts 20/25/30 seconds | - | Healing, repairing, and movement boost | After a completed heal, gives the healed survivor better healing, repairing, and movement for a short time. | |
| 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. | Post-unspike healer | Survivor | After you unspike a survivor | 75% healing speed boost for 45/60/75 seconds | - | Healing speed boost | Gives a large healing speed boost after rescuing a spiked survivor. | |
| 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. | Endgame rescue support | Survivor | Escape gates powered | 55/65/75% healing and unspiking boost | Endgame-only trigger | Survivor aura reveal | Reveals every survivor and improves healing and unspiking when gates are powered. | |
| 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. | Passive healer | Survivor | Always active |
| Scales with missing survivors | Healing speed boost | Gives a permanent healing speed boost that grows when survivors are missing. |
section
Survivor aura and objectives
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
- effect summary
- When chased, nearby survivors gain action speed and have their aura revealed to you.
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
- effect summary
- Reveals a healed survivor after the killer hits them.
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
- effect summary
- Reveals the killer to every survivor after you interrupt them.
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
- effect summary
- Reveals pallets and windows in a nearby radius.
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
- effect summary
- Rewards solo generator great skill-check streaks with repair speed, but the streak ends on a miss.
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
- effect summary
- Warns you when the killer is close, reveals them, and gives a short speed boost.
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
- effect summary
- Reveals the killer after they break or damage an objective nearby.
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
- effect summary
- When gates are powered, heals a soul state and reveals the killer.
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
- effect summary
- As the last survivor, reveals the killer and speeds up opening for an escape attempt.
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
- effect summary
- Highlights the three closest unrepaired generators and rewards repairing them faster.
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
- effect summary
- Improves aura visibility and spends generator-earned tokens on killer aura reveals after fast vaults.
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
- effect summary
- Reveals nearby survivor auras so you can find teammates more easily.
| Image | Name | Description | Role | Side | trigger | level values | cooldown / limit | status effect | effect summary |
|---|---|---|---|---|---|---|---|---|---|
| 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. | Team chase support | Survivor | While you are in chase | 3/5/7% action speed boost within 180 studs | Only helps while you are chased | Survivor aura reveal | When chased, nearby survivors gain action speed and have their aura revealed to you. | |
| 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. | Follow-up healer tracking | Survivor | A survivor you healed gets hit | Aura reveal for 20/30/40 seconds | - | Survivor aura reveal | Reveals a healed survivor after the killer hits them. | |
| 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. | Stun-to-info support | Survivor | Parry, stun, or blind the killer | Killer aura reveal for 3/4/5 seconds | - | Killer aura reveal | Reveals the killer to every survivor after you interrupt them. | |
| 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. | Loop route vision | Survivor | Always active nearby | Pallet and window aura range 80/90/100 studs | - | Pallet and window aura reveal | Reveals pallets and windows in a nearby radius. | |
| 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. | Solo generator skill checks | Survivor | Hit consecutive great skill checks while repairing alone | 3/4/5% repair boost; extra +1/2/3% after third great check; 8/10/12s return window | Ends when you miss | Repair speed boost | Rewards solo generator great skill-check streaks with repair speed, but the streak ends on a miss. | |
| 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. | Killer proximity warning | Survivor | Killer gets within 50 studs | 10/15/20% speed boost for 3 seconds | Does not activate while Winded; applies Winded for 40 seconds |
| Warns you when the killer is close, reveals them, and gives a short speed boost. | |
| 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. | Noise-based killer tracking | Survivor | Killer breaks a pallet or damages a generator within 240 studs | Killer aura reveal for 4/5/6 seconds | Requires nearby killer action | Killer aura reveal | Reveals the killer after they break or damage an objective nearby. | |
| 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. | Endgame recovery and info | Survivor | Escape gates powered | Killer aura reveal for 10/15/20 seconds | Endgame-only trigger |
| When gates are powered, heals a soul state and reveals the killer. | |
| 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. | Last-survivor escape | Survivor | You are the last survivor alive | 40/50/60% opening speed boost | Last-survivor-only trigger |
| As the last survivor, reveals the killer and speeds up opening for an escape attempt. | |
| Perfectionist Planning | Perfectionist Planning points you toward a generator route. It is good for objective players, but it punishes ignoring the highlighted generators. | Generator route planning | Survivor | Closest unrepaired generators revealed | Aura reveal to others for 35/45/55 seconds | Other generators repair 5% slower |
| Highlights the three closest unrepaired generators and rewards repairing them faster. | |
| Visual Learner | Visual Learner is an information perk with a setup step. It rewards objective progress first, then gives chase information when you vault. | Aura duration and token info | Survivor | Generators completed, then fast vault a window | Token-based killer aura reveal | Needs generator tokens and a fast vault |
| Improves aura visibility and spends generator-earned tokens on killer aura reveals after fast vaults. | |
| Familiar Soul | Familiar Soul is simple team awareness. It helps support players find teammates for heals, rescues, or grouped objective pressure. | Teammate tracking | Survivor | Nearby survivors | Survivor aura range 80/90/100 studs | - | Survivor aura reveal | Reveals nearby survivor auras so you can find teammates more easily. |
section
Survivor utility and recovery
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
- effect summary
- Grants Endurance after healing from dying state and allows one self-pickup per round.
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
- effect summary
- Gives instant wiggle progress when the killer picks you up.
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
- effect summary
- Makes a fast window vault quicker with a special animation, then goes on cooldown.
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
- effect summary
- Boosts generator repair speed for grouped survivors and shares the effect.
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
- effect summary
- After rescuing someone, lets you self-unspike once later but applies anti-heal afterward.
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
- effect summary
- Speeds up unspiking and gives the rescued survivor a short 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
- effect summary
- Hides your aura while spiked and shortens the lifetime of your blood pools.
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
- effect summary
- Trades permanent injury for self-recovery, no blood pools, and faster recovery speed.
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
- effect summary
- Gives small movement and action boosts while near the killer but not being chased.
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
- effect summary
- Builds repair-speed tokens with a nearby teammate inside terror radius, then loses tokens when pressure changes.
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
- effect summary
- Extends Endurance after another survivor unspikes you.
| Image | Name | Description | Role | Side | trigger | level values | cooldown / limit | status effect | effect summary |
|---|---|---|---|---|---|---|---|---|---|
| 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. | Dying-state recovery | Survivor | Heal up from dying state | Endurance for 6/7/8 seconds | Self-pickup once per round | Endurance | Grants Endurance after healing from dying state and allows one self-pickup per round. | |
| 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. | Carry escape help | Survivor | After being picked up by the killer | 10/15/20% wiggle progression | Only after pickup | Wiggle progress | Gives instant wiggle progress when the killer picks you up. | |
| 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. | Fast vault upgrade | Survivor | Fast window vault while active |
| Cooldown 70/60/50 seconds | Faster vault animation | Makes a fast window vault quicker with a special animation, then goes on cooldown. | |
| Group Project | Group Project rewards teaming on the same generator. It can push an objective faster, but duplicate users do not stack the perk. | Grouped generator repair | Survivor | Repair the same generator with other survivors | 3/5/7% repair speed per survivor on the same generator | Does not stack with itself from multiple users | Shared repair speed boost | Boosts generator repair speed for grouped survivors and shares the effect. | |
| 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. | Self-unspike after rescue | Survivor | After you unspike another survivor | Anti-heal after self-unspike for 90/75/60 seconds | First self-unspike only | Anti-heal after self-unspike | After rescuing someone, lets you self-unspike once later but applies anti-heal afterward. | |
| Intense Workout | Intense Workout is a rescue tempo perk. It makes the unspike faster and helps the saved survivor move away before pressure returns. | Faster unspike | Survivor | Unspike a survivor |
| - | Rescued survivor speed boost | Speeds up unspiking and gives the rescued survivor a short 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. | Spike stealth | Survivor | While on the spike | Blood pool lifetime reduced by 3/4/5 seconds | Only while spiked | Aura hidden from killer | Hides your aura while spiked and shortens the lifetime of your blood pools. | |
| 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. | Permanent injury recovery | Survivor | Always active with permanent injury | 20/25/30% self recovery speed boost | You become permanently injured |
| Trades permanent injury for self-recovery, no blood pools, and faster recovery speed. | |
| 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. | Terror-radius efficiency | Survivor | Inside terror radius but not in chase |
| Stops mattering once chase starts | Movement, healing, and repair boost | Gives small movement and action boosts while near the killer but not being chased. | |
| 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. | Duo repair tokens | Survivor | Two survivors stay in terror radius for 15 seconds while not in chase | Up to 3 tokens; 2/3/4% repair speed per token | Lose a token every 25 seconds while not repairing and lose one when entering chase | Repair speed tokens | Builds repair-speed tokens with a nearby teammate inside terror radius, then loses tokens when pressure changes. | |
| 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. | Post-unspike protection | Survivor | After you are unspiked | Endurance duration +15/20/25 seconds | Requires being unspiked | Endurance extension | Extends Endurance after another survivor unspikes you. |
section
Killer aura and generator pressure
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
- effect summary
- Alerts the killer and reveals the generator when two survivors stack on it.
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
- effect summary
- Shows loop structures and slows survivors briefly after they vault.
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
- effect summary
- Turns near-finished generators into a skill-check trap with regression and survivor punishment on failure.
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
- effect summary
- Creates cursed spikes and reveals high-progress generator information when survivors interact with spike states.
| Image | Name | Description | Role | Side | trigger | level values | cooldown / limit | status effect | effect summary |
|---|---|---|---|---|---|---|---|---|---|
| All Seeing Eye | All Seeing Eye punishes grouped objective pressure. It helps the killer notice when survivors are rushing the same generator. | Grouped generator tracking | Killer | Two survivors work one generator for 5 seconds | Cooldown 60/50/40 seconds | 3 second generator aura reveal |
| Alerts the killer and reveals the generator when two survivors stack on it. | |
| 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. | Loop route tracking | Killer | Survivor performs a vault | Aura range 80/90/100 studs; cooldown 60/50/40 seconds | Cooldown 60/50/40 seconds |
| Shows loop structures and slows survivors briefly after they vault. | |
| 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. | High-progress generator punish | Killer | A generator reaches 90% progress once |
| Once per generator |
| Turns near-finished generators into a skill-check trap with regression and survivor punishment on failure. | |
| Trade Off | Trade Off turns rescue pressure into map information. It helps killers connect spike saves to generator patrol decisions. | Cursed spike information | Killer | Trial start and survivor saves from normal spikes | Highest-progress generator aura reveal for 4/8/12 seconds | Starts with 2 cursed spikes |
| Creates cursed spikes and reveals high-progress generator information when survivors interact with spike states. |
section
Killer anti-heal and debuffs
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
- effect summary
- Spawns cursed spikes that punish rescues with anti-heal and 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
- effect summary
- Builds damage tokens, then punishes healing inside terror radius with Vulnerable and aura reveal.
| Image | Name | Description | Role | Side | trigger | level values | cooldown / limit | status effect | effect summary |
|---|---|---|---|---|---|---|---|---|---|
| Deep Wound | Deep Wound makes cursed spike saves hurt more. It is pressure for killers who want rescues to create a healing problem afterward. | Cursed spike anti-heal | Killer | Survivor is unspiked from a cursed spike | Anti-heal for 20/30/40 seconds | 3 cursed spikes spawn |
| Spawns cursed spikes that punish rescues with anti-heal and 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. | Healing punish tokens | Killer | Damage survivors, then survivors finish a heal in terror radius | 3/4/5 extra seconds of Vulnerable per token consumed | 30 second cooldown; up to 8 tokens; consumes up to 4 tokens |
| Builds damage tokens, then punishes healing inside terror radius with Vulnerable and aura reveal. |
section
Killer chase speed
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
- effect summary
- Lets the killer vault faster in chase and gain a short haste boost afterward.
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
- effect summary
- Turns survivor aura reveals into a speed boost for the killer.
| Image | Name | Description | Role | Side | trigger | level values | cooldown / limit | status effect | effect summary |
|---|---|---|---|---|---|---|---|---|---|
| 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. | Killer vault chase | Killer | Vault a window in chase once every 60 seconds |
| Once every 60 seconds |
| Lets the killer vault faster in chase and gain a short haste boost afterward. | |
| 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. | Aura-reveal punish | Killer | Your aura is revealed to a survivor | 5/6/7% speed boost for the reveal duration | Only while revealed | Speed boost | Turns survivor aura reveals into a speed boost for the killer. |
section
Killer window and utility control
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
- effect summary
- Speeds up killer vaults and blocks the window for survivors after vaulting.
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
- effect summary
- Marks up to two windows. Survivors who vault a marked window become Vulnerable and briefly reveal aura.
| Image | Name | Description | Role | Side | trigger | level values | cooldown / limit | status effect | effect summary |
|---|---|---|---|---|---|---|---|---|---|
| Containment | Containment is a route-control perk. It helps close off a window after the killer uses it, forcing survivors to find another path. | Window block | Killer | Killer vaults a window | 5/10/15% faster killer vault | Blocks the window for 16 seconds; killer can still vault it | Window block | Speeds up killer vaults and blocks the window for survivors after vaulting. | |
| 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. | Marked window trap | Killer | Killer vaults a window to apply Touch of Death | Vulnerable for 15/20/25 seconds | Up to 2 affected windows at the same time |
| Marks up to two windows. Survivors who vault a marked window become Vulnerable and briefly reveal aura. |
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.
| Playstyle | Perk roles to check first | Why it fits |
|---|---|---|
| Survivor chase and looping | Speed, vault, pallet-stun, and killer-warning perks | These perks help create distance or react before the killer lands another hit. |
| Survivor support | Healing, unspiking, teammate aura, and rescue perks | These perks help teammates recover, reset, or survive after spike pressure. |
| Survivor objective focus | Generator, action-speed, and aura-routing perks | These perks help repair smarter instead of wandering between objectives. |
| Killer tracking | Aura, noise, cursed spike, and generator-info perks | These perks turn survivor actions into patrol information. |
| Killer chase pressure | Vault, haste, window block, vulnerable, and anti-heal perks | These 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
How many perks are in Violence District?
There are 45 listed perks: 35 survivor perks and 10 killer perks.
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.
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.
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.




