
Character Skills
"content": "# Dead by Daylight: Character Skills Guide
This guide covers every unique power and teachable perk in Dead by Daylight (DbD). Skills are divided into Killer Powers (unique to each Killer) and Perks (teachable abilities for Survivors and Killers). Each entry includes effects, cooldowns (where applicable), upgrades via add-ons, synergies with other perks, recommended builds, and optimal usage scenarios.
Each Killer has a unique Power that defines their playstyle. Powers can be augmented with Add-ons (upgrades) that modify cooldowns, range, duration, or special effects. Below is a complete list of all Killers and their Powers.
Survivors have no unique power; their distinctiveness comes from 3 Teachable Perks each. Below is every survivor (all released) and their perks, with effects, synergies, and recommended builds.
| Yoichi Asakawa | Empathic Connection (see survivor auras when injured) | Parental Guidance (after stun/break, hide aura/scratch marks for 10s) | Power of Two (when teaming with another, action
This guide covers every unique power and teachable perk in Dead by Daylight (DbD). Skills are divided into Killer Powers (unique to each Killer) and Perks (teachable abilities for Survivors and Killers). Each entry includes effects, cooldowns (where applicable), upgrades via add-ons, synergies with other perks, recommended builds, and optimal usage scenarios.
1. Killer Powers
Each Killer has a unique Power that defines their playstyle. Powers can be augmented with Add-ons (upgrades) that modify cooldowns, range, duration, or special effects. Below is a complete list of all Killers and their Powers.
| Killer | Power Name | Description | Key Add-on Synergies | Recommended Perk Combos | Best Use Case |
|---|---|---|---|---|---|
| The Trapper | The Bear Trap | Place up to 8 bear traps on the map. Survivors who step into them are wounded (health state) and trapped. Cooldown: 12s between placements. | Trapper Bag (+2 traps), Setting Tools (faster placement), Iridescent Stone (traps reset automatically after survivor escapes). | Corrupt Intervention (delays gen progress), Pop Goes the Weasel, Agitation (to carry survivors to hooks). | Control key chokepoints (gates, pallets, windows). Trap loops and generator exits. |
| The Wraith | The Wailing Bell | Invisibility (no terror radius or red stain) while cloaked. Can uncloak to attack. Uncloaking stuns briefly. Cooldown: None, but uncloak takes 1.5s. | The \"Windstorm\" (faster uncloak), The \"Bone\" Clapper (silences bell), Shadow Dance (reduced uncloak stun). | Sloppy Butcher (applies Hemorrhage), Thrilling Tremors (gen info), Bitter Murmur (post-gen aura). | Stealth attacks on unaware Survivors. Use Wraith's speed boost to patrol gens quickly. |
| The Hillbilly | The Chainsaw | Sprint at high speed with the chainsaw, instantly downing Survivors. Chainsaw overheat after long use. Cooldown: 1.5s after revving. | Carburetor Tuning Guide (reduces rev time), Death Engravings (faster charge), Iridescent Brick (chainsaw ignites on downed survivor). | Enduring (reduce stuns), Spirit Fury, Bamboozle (blocks windows). | Map pressure and insta-downs. Great for open maps. |
| The Nurse | The Blink | Teleport through obstacles. Can chain 1-2 blinks. Fatigue after chain. Cooldown: 3s per blink (chain resets). | Plaid Flannel (shows blink path), Anxious Grip (increase blink range), Iridescent Ring (no stun after chain but longer fatigue). | Thanatophobia (slow healing), Nurses Calling (track heals), A Nurse's Calling. | Pure mobility; ignore pallets and windows. High skill ceiling. |
| The Shape (Michael Myers) | Evil Within | Stalk Survivors to fill Evil Within meter. Tier I: no terror radius, short lunge. Tier II: normal. Tier III: extended lunge, can insta-down. | Judith's Tombstone (kill survivor by grab in Tier III), Mirror Fragments (see obsession aura), The Shape's Stalk (faster stalk). | Save the Best for Last (obsession-based), Play with Your Food (stack speed), Dying Light. | Snowball potential. Tombstone add-on for guaranteed kill. |
| The Hag | The Blackened Catalyst | Place 10 traps that spawn phantoms when triggered. Phantoms can be teleported to. Cooldown: 2s per trap placement. | Scarred Hand (teleport immediately), Waterlogged Shoe (reduce trap trigger distance), Rusty Shackles (silence trap trigger). | Devour Hope, Ruin, Haunted Ground (hex synergy). | Zone control around hooks and generators. |
| The Doctor | The Spark | Shock Therapy deals madness, causing illusions, skill check disruptions, and aura reading. Static Blast reveals survivors. Cooldown: 10s for shock, 60s for static blast. | Restraint (add-on reveals illusion auras), Order (increases madness effects), Iridescent King (snap out of it becomes much longer). | Overcharge, Unnerving Presence, Distressing (increase terror radius for static blast). | Antiloop and gen pressure. Madness hinders Survivor actions. |
| The Huntress | The Hatchet | Throw hatchets (up to 5) that injure on hit. Wind-up time increases with distance. Cooldown: 2.5s per throw. | Iridescent Head (hatchet injures, but slow reload), Flower Babushka (increased hatchet velocity), Soldier's Puttee (faster reload). | Monitor & Abuse (smaller terror radius while carrying hatchet), Bitter Murmur, Iron Maiden (faster reload after locker). | Long-range harassment. Deny loops and pallets. |
| The Cannibal (Leatherface) | The Chainsaw (Bubba) | Chainsaw sweep: rev and swing in an arc, downing multiple survivors. Overheat if used too long. Cooldown: 1s between revs. | Speed Limiter (no insta-down but faster chainsaw), Iridescent Gren (chainsaw ignites on hit), The Beast (increased chainsaw range). | Barbecue & Chili, Franklin's Demise, Iron Grasp. | Camping hooks (chainsaw sweep), multi-downs in choke points. |
| The Nightmare (Freddy Krueger) | Dream World | Survivors are put to sleep (slow actions, can wake up at alarms). Freddy can teleport to unfinished generators. Cooldown: 45s for teleport. | Black Box (increase dream transition), Z Block (moves obstacles), Iridescent Letter (see sleeping survivor auras). | Remember Me, Blood Warden, No Way Out (endgame build). | Map pressure via teleport. Dream snares slow survivors. |
| The Pig (Amanda Young) | The Jigsaw's Tail | Crouch to become undetectable. Ambush lunge. Reverse Bear Traps (RBTs) on Survivors after hooking; active timer (150s) that kills if head not removed. Cooldown: 40s for trap placement. | Jigsaw's Sketch (increase ambush lunge), Video Tape (timer starts faster), Iridescent Add-on (RBTs cannot be searched). | Make Your Choice, Surveillance, Corrupt Intervention. | Stealth and pressure with RBTs. Force survivors to waste time searching jigsaw boxes. |
| The Clown | The Afterpiece Tonic | Throw bottles that create clouds of gas (yellow: slow survivors, purple: intoxicate survivors). Cooldown: 8s per bottle. | Tonic Frenzy (increase gas duration), Ether 5% (wider cloud), Iridescent Bottle (gas causes exhaustion). | Bamboozle, Pop Goes the Weasel, Corrupt Intervention. | Zoning in loops. Purple bottle hinders survivors near pallets. |
| The Spirit | The Yamaoka's Wrath | Phase Walk: become invisible, move at increased speed (but cannot see survivors). Listen for sounds to attack. Cooldown: 15s per phase. | Prayer Beads (phase silent), Dried Cherry Blossom (see survivor auras after phase), Iridescent Blade (phase speed boost extended). | Haunted Ground, Devour Hope, Thrill of the Hunt. | Mind games and unpredictable attacks. |
| The Legion | The Feral Frenzy | Tap survivor with weapon to injure; then enter Frenzy (speed boost, can vault pallets, injure more survivors). Ends after hitting 10 survivors or time. Cooldown: 20s after frenzy ends. | Never-Sleep Pills (frenzy lasts longer), Iridescent Button (frenzy ends after down, but no stun), Legion's Pin (mangled on hit). | Discordance, Thanatophobia, Iron Maiden. | Injure multiple survivors quickly. Apply Mend pressure. |
| The Plague | The Black Incense | Vomit on survivors causes infection (sickness). Sick survivors can cough, reveal location. Fully sick survivors can be incapacitated. Plague can also drink from corrupted fountains. Cooldown: 3s for vomit stream. | Iridescent Add-on (sick survivors are broken), Plague's Add-on (vomit range increased), Blessed Apple (faster fountain cleanse). | Corrupt Intervention, Deerstalker, Hex: Ruin. | Area denial and tracking. Infection slows healing. |
| The Ghost Face | Night Shroud | Crouch to become undetectable (no terror radius, no red stain). Can lean around corners to stalk and expose survivors (insta-down). Cooldown: 2s to break stealth. | Walleye's Matchbook (faster crouch), Philly (increase stalk range), Iridescent Reel (reveal auras after stalking). | Thrilling Tremors, Barbecue & Chili, Sloppy Butcher. | Stealth 99% stalk then expose. Close-range ambush. |
| The Oni | The Demon's Wrath | Injure survivors to collect blood orbs. After collecting 5, transform into Demon mode: increased speed, can dash and down instantly. Cooldown: 1s after demon ends. | Iridescent Add-on (demon dash ignores pallets), Mongrel's Wraps (faster blood orb collection), Demon's Bite (longer dash). | Blood Echo (make survivors exhausted after unhook), Infectious Fright, Ruin. | Snowball after first hit. Demon dash chases multiple survivors. |
| The Deathslinger | The Redeemer | Rifle with a chain: shoot to impale a survivor, then reel them in. If hit, survivor is wounded/kidnapped. Cooldown: 3s after shot (chain retract). | Iridescent Add-on (chain breaks instantly after hit), Warden's Packs (faster reeling), Jailer's Key (survivor exposed after reel). | Monitor & Abuse, Save the Best for Last, Pop Goes the Weasel. | Long-range grabs over pallets/windows. |
| The Executioner (Pyramid Head) | The Executioner's Sword | Standard attacks inflict Torment (tracked). Rites of Judgment: can drag sword to create a trail of torment that injures survivors. Cage of Atonement: hook survivors directly (bypasses hook perks). Cooldown: 5s for trail. | Iridescent Add-on (cage sends to opposite side), Scarred (trail lasts longer), Coffin (increase torment duration). | Ruin, Pop, Corrupt Intervention. | Avoid hook perks. Good for map control. |
| The Blight | The Blighted Adrenaline | Rush and bounce off walls at high speed. Can attack after rush. Cooldown: 1.5s between rushes (compound increases time). | Iridescent Blight Tag (speed boost after bounce), Compound 7 (reduce rush cooldown), Adrenaline Vial (faster rush activation). | Dragon's Grip, Thanatophobia, Hex: Blood Favor. | High mobility and map traversal. |
| The Twins | The Kin of the Twin | Victor: small twin that can be sent out to injure survivors. Charlotte: main killer who can recall Victor. Victor can be stomped (cooldown 30s). Cooldown: 5s to send Victor. | Iridescent Add-on (Victor escapes stomp automatically), Silver Brooch (faster Victor pounce), Bloodied (Victor's pounce range). | Save the Best for Last, Discordance, BBQ & Chili. | Dual pressure. Victor patrols area while Charlotte chases. |
| The Trickster | The Showstopper | Throw blades (up to 20) that injure survivors. Laceration meter fills with hits. After full meter, survivor is injured. Cooldown: 0.2s per throw. | Iridescent Add-on (blades cause hemorrhage), Trickster's Add-on (main event duration), Good Luck Charm (faster blade recovery). | Starstruck, Agitation, Iron Maiden (faster locker reload). | Ranged pressure and chases. |
| The Nemesis | The Nemesis's T-Virus | Tentacle strike (can break pallets). Infection rate: after hitting survivors twice, they become infected (can be killed by zombie). Spawn zombies on downed generators. Cooldown: 3s per tentacle. | Iridescent Add-on (zombie movement speed), Serotonin Injector (faster tentacle), Early Vaccine (start with infection). | Lethal Pursuer, Discordance, BBQ & Chili. | Zombie map pressure. Tentacle breaks loops. |
| The Cenobite (Pinhead) | The Lament Configuration | Chain Hunt: creates chains that pull survivors. Can teleport to solve box (ignored by survivors). Cooldown: 15s for chain hunt. | Iridescent Add-on (chain hunt starts sooner), Burn Oil (faster solve), Lament Configuration (see survivor auras). | Hex: Plaything, Hex: Pentimento, Corrupt Intervention. | Constant slowdown via chain hunt. |
| The Artist | The Dire Visions | Swarm of crows that can be sent to injure survivors. Crows stay on survivors, revealing location and slowing actions. Cooldown: 3s per crow swarm. | Iridescent Add-on (crows cause deep wounds), Severed Hand (crows linger longer), Painting (increase swarm speed). | Corrupt, Pop, Barbecue & Chili. | Long-range pressure and information. |
| The Onryō (Sadako) | The Manifestation | Condemned: survivors can be marked by TV static. Fully condemned survivors can be mori'd after injury. Can teleport to TVs and become undetectable. Cooldown: 40s for teleport. | Iridescent Add-on (TVs start turned off), Videotape (condemned faster), Ring (faster teleport). | Hex: Ruin, Pop, Call of Brine. | Stealth and condemn pressure. |
| The Dredge | The Remain | Nightfall: after 30 seconds locker spawn, survivors are blind, Dredge can teleport between lockers. Teleport cooldown: 10s. Nightfall reduces terror radius. | Iridescent Add-on (nightfall ends faster or slower), Bad Raccoons (increase locker spawn rate), Macabre (faster teleport). | Hex: Blood Favor, Corrupt Intervention, Discordance. | Map mobility via lockers. Strong indoor maps. |
| The Mastermind (Albert Wesker) | The Virus | Virulent Bound: dash forward, grab a survivor (injured if healthy). If they dodge, lunge attack. Cooldown: 3s per bound. Zombies spawn. | Iridescent Add-on (zombies infect after grab), Deer Bone (faster bound), Lab Logos (increase grab range). | Lethal Pursuer, Agitation, Pop Goes the Weasel. | High mobility and grab pressure. |
| The Knight | The Guardia Compagnia | Summon a guard (Carnifex, Assassin, Jailer) that patrols a path. Guard injures if catches survivor. Cooldown: 10s per summon. | Iridescent Add-on (guard patrol longer), Guarded (guard stays near placement), Jailer's Tag (guard reveals aura). | Corrupt Intervention, Deadlock, No Way Out. | Zone control and chases. Guard forces survivors off gens. |
| The Skull Merchant | The Skull Merchant's Weapon | Place trackers on drones that rotate slowly. Survivors tracked reveal aura and become exposed after being tracked long enough. | Iridescent Add-on (drones rotate faster), Low-Pro File (drones undetectable), Radar (increase tracking range). | Sloppy Butcher, Nurse's Calling, Surveillance. | Stealth and tracking. |
| The Singularity | The Singularity's Biopods | Launch biopods that attach to survivors and mark them (exposed to killer's attacks). Can switch to biopod camera. Cooldown: 3s per pod placement. | Iridescent Add-on (biopod reveals aura), Screw (faster pod attachment), Artificial Life (pods last longer). | Lethal Pursuer, Brutal Strength, Pop. | Information and map control. |
| The Xenomorph | The Runner's Mode | Run on all fours (crawl vents) to move fast and ambush. Tail attack injures survivors. Turrets can stun it. Cooldown: 1s to switch stance. | Iridescent Add-on (tail reaches over pallets), Catacombs (faster crawl speed), Offspring (increase tail hit range). | Barbecue & Chili, Corrupt Intervention, Fearmonger. | Map traversal via tunnels. Good on indoor maps. |
| The Good Guy (Chucky) | The Little Demon | Third person perspective. Can charge attacks and use Hidey Ho (stealth). Small size makes him hard to see. Cooldown: 2s after charge. | Iridescent Add-on (charge breaks pallets), Chucky's Knife (increase charge distance), Tiny (smaller hitbox). | Save the Best for Last, Corrupt Intervention, Agitation. | Unpredictable movement and stealth. |
| The Unknown | The Unknown's Hallucination | Place hallucinations that can teleport to. Hallucination triggers reveal survivor aura. Cooldown: 15s per teleport. | Iridescent Add-on (hallucination causes injury), Deep (hallucination lasts longer), Stalk (faster teleport). | Hex: Ruin, Pop, Devour Hope. | Map pressure and stealth. |
2. Survivor Teachable Perks
Survivors have no unique power; their distinctiveness comes from 3 Teachable Perks each. Below is every survivor (all released) and their perks, with effects, synergies, and recommended builds.
| Survivor | Perk 1 | Perk 2 | Perk 3 | Synergies | Build Example |
|---|---|---|---|---|---|
| Dwight Fairfield | Bond (see survivor auras within 36m) | Prove Thyself (coop action speed bonus: +10% per survivor up to +50%) | Leader (allies within 8m get +25% action speed) | Prove + Leader for fast gen coop; Bond for awareness. | Prove Thyself, Bond, Leader, Sprint Burst (exhaustion) |
| Meg Thomas | Sprint Burst (run at 150% speed for 3s before exhaustion) | Adrenaline (instantly heal and sprint when last gen completed) | Quick and Quiet (silent fast vaults/locker enters) | Sprint + Adrenaline for escape; Quick + Lithe (if using). | Sprint Burst, Adrenaline, Iron Will, Prove Thyself |
| Claudette Morel | Empathy (see injured survivors auras) | Self-Care (self-heal without medkit, slow) | Botany Knowledge (healing speed +50%) | Self-Care + Botany = fast self-heal. Empathy for team. | Self-Care, Botany, Empathy, Sprint Burst |
| Jake Park | Iron Will (silent grunts of pain while injured) | Calm Spirit (no aura reading from crows, silent rushed actions) | Saboteur (disarm hooks within 56m, see hook auras) | Iron Will + Calm Spirit for stealth; Saboteur for anti-hook. | Iron Will, Saboteur, Prove Thyself, Bond |
| Nea Karlsson | Urban Evasion (crouch movement speed 100% of normal) | Balanced Landing (reduced stagger from falls, no stagger on fall, then 150% speed for 3s) | Streetwise (item consumption reduction -25%) | Urban + Balanced for map mobility; Streetwise for item builds. | Balanced, Urban, Iron Will, Prove Thyself |
| Laurie Strode | Sole Survivor (killer loses aura reading as survivors die) | Object of Obsession (see killer aura when killer sees you, hide yourself) | Decisive Strike (after unhook/hook, succeed skill check to stun killer 5s) | DS for anti-tunnel; Object for information (risky). | Decisive Strike, Borrowed Time, Unbreakable, Iron Will |
| Ace Visconti | Open-Handed (increase aura reading range by 16m) | Up the Ante (increase luck by 9% for each survivor alive) | Ace in the Hole (item add-ons reappear after using in chest) | Open-Handed + Bond/Windows; Ace in the Hole for chest builds. | Ace in the Hole, Plunderer's Instinct, Appraisal, Streetwise |
| Bill Overbeck | Left Behind (hatch aura when last alive) | Borrowed Time (unhooked gain endurance for 20s/60s/80s) | Unbreakable (recover fully once per match in 40s/30s/20s) | BT + Unbreakable = anti-tunnel. Left Behind for solo hatch. | Borrowed Time, Unbreakable, Decisive Strike, Iron Will |
| Feng Min | Technician (quiet gen repair, failure reduces explosion) | Lithe (after fast vault, run 150% speed for 3s) | Alert (see killer aura when they break pallet/gen) | Lithe for chase; Alert for information; Technician for stealth. | Lithe, Alert, Iron Will, Prove Thyself |
| David King | No Mither (broken from start, grunts loud, recover quickly) | Dead Hard (dodge attack, exhaustion. Old version removed, now endurance) | We're Gonna Live Forever (bonus bloodpoints for protection hits) | Dead Hard + Iron Will (if not No Mither); WGLF for BP. | Dead Hard, Iron Will, Borrowed Time, Decisive Strike |
| Kate Denson | Dance With Me (after fast vault, no scratch marks for 3s) | Windows of Opportunity (see pallet/window auras within 20m) | Boil Over (hook struggle effects: wiggle faster, drop height reduces) | Windows + Dance for chase; Boil Over for wiggling. | Windows, Dance, Lithe, Iron Will |
| Adam Francis | Diversion (throw pebble to distract killer) | Deliverance (after unhook self, unhook yourself with 100% chance after safe unhook) | Autodidact (healing skill checks give partial progress, up to 200%) | Autodidact + Empathy/Botany; Deliverance for self-unhook. | Deliverance, Autodidact, Borrowed Time, Iron Will |
| Jeff Johansen | Breakdown (hook destroyed after unhook, aura hidden for 30s) | Aftercare (see survivors you heal/heal you) | Distortion (start with 3 tokens to block aura reading) | Distortion vs aura builds; Aftercare for awareness. | Distortion, Iron Will, Prove Thyself, Bond |
| Jane Romero | Head On (rush out of locker to stun killer 3s) | Solidarity (transfer healing progress to injured survivor) | Poised (after gen complete, no scratch marks for 20s) | Head On + Quick & Quiet; Solidarity for healing. | Head On, Quick & Quiet, Lithe, Iron Will |
| Ash Williams | Flip-Flop (wiggle progress from slug recovery) | Mettle of Man (after 3 endurance hits, become exposed at injured) | Buckle Up (see downed survivor aura, pick up speed) | Flip-Flop + Unbreakable; Mettle of Man + Iron Will. | Flip-Flop, Unbreakable, Borrowed Time, Dead Hard |
| Nancy Wheeler | Better Together (see gen auras when working on one; others see your aura) | Fixated (see scratch marks, walk speed 110%) | Inner Strength (hide in locker after cleansing totem to heal) | Inner Strength + Empathy; Fixated for stealth. | Inner Strength, Prove Thyself, Windows, Iron Will |
| Steve Harrington | Babysitter (after unhook, see killer aura, no scratch marks for 10s) | Camraderie (when hooked, extend self-unhook timer while teammates near) | Second Wind (after unhooking 2 survivors, heal from injured to healthy after 30s) | Camraderie + Babysitter for anti-hook; Second Wind for healing. | Babysitter, Second Wind, Borrowed Time, Iron Will |
| Yui Kimura | Lucky Break (after healing, no blood trails for 90/120/300s) | Any Means Necessary (reset pallets after dropped) | Breakout (while near carried survivor, wiggle speed +20%) | Any Means + Windows; Breakout for anti-carry. | Any Means, Breakout, Iron Will, Borrowed Time |
| Zarina Kassir | Off the Record (after unhook, no aura reading, endurance for 60/80/100s) | For the People (sacrifice health state to heal another, recover for 32s) | Red Herring (activate generator to trigger loud noise elsewhere) | Off the Record + Borrowed Time; For the People + Empathy. | Off the Record, Borrowed Time, Dead Hard, Iron Will |
| Cheryl Mason | Soul Guard (after totem cleanse, endurance for 6/8/10s) | Blood Pact (when injured, see obsession aura; heal exchange) | Repressed Alliance (after gen repair, block gen at 50% for 30s) | Soul Guard + Unbreakable; Repressed + Prove Thyself. | Soul Guard, Unbreakable, Borrowed Time, Iron Will |
| Felix Richter | Desperate Measures (healing speed +14% per injured survivor) | Visionary (see nearest gen aura every 32/28/24s) | Built to Last (after leaving locker, replenish 30/40/50% of item) | Built to Last + items; Desperate for healing. | Built to Last, Prove Thyself, Bond, Iron Will |
| Élodie Rakoto | Appraisal (reroll chest from distance) | Deception (fast vault locker creates loud noise and scratch marks) | Power Struggle (when carried, if pallet dropped near, stun killer and escape) | Deception + Head On; Power Struggle + Flip-Flop. | Power Struggle, Flip-Flop, Unbreakable, Iron Will |
| Yun-Jin Lee | Fast Track (gen repair tokens for lost health states, extra repair speed) | High Endurance (when killer kicks gen, block it for 15s) | Self-Preservation (when survivor near downed, aura hidden) | Fast Track + Prove Thyself; High Endurance for gen protection. | Fast Track, Prove Thyself, Borrowed Time, Iron Will |
| Jill Valentine | Counterforce (totem cleansing speed +20%, after cleanse see totem aura) | Resurgence (after unhook, instantly heal 50/60/70%) | Blast Mine (after fixing gen 50%, install mine, stun killer on kick) | Blast Mine + Repressed Alliance; Resurgence + Empathy. | Resurgence, Blast Mine, Prove Thyself, Iron Will |
| Leon S. Kennedy | Bite the Bullet (when healing in survival zone, suppress sounds) | Flashbang (after gen repair 50%, create flashbang to blind killer) | Rookie Spirit (see regressing gens) | Flashbang + Head On; Rookie Spirit + Surveillance (different roles). | Flashbang, Bite the Bullet, Borrowed Time, Iron Will |
| Mikaela Reid | Circle of Healing (place boon totem: healing speed +50%, self-heal) | Shadow Step (boon: no scratch marks, no aura reading within 24m) | Exponential (boon: recover speed +50%, not needed for Unbreakable) | Boon builds; Circle + Shadow for strong support. | Circle of Healing, Shadow Step, Prove Thyself, Iron Will |
| Jonah Vasquez | Overcome (after hit, run 150% speed for 2s) | Corrective Action (skill check fails become great for you and others) | Potential Energy (store gen progress by kicking gen; up to 300%) | Overcome + Sprint Burst (stack? No, separate exhaustion). Corrective + Prove. | Overcome, Corrective, Prove Thyself, Bond |