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Perk Builds For Doctor and Pyramid Head
So I have this friend, his two favorite killers so far are Doctor and Pyramid Head and he just started playing the game. Any perk build ideas I can give him for those two?
Comments
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Doctor:
- Huntress Lullaby is hilarious when it works. It affects Snap Out of It skillchecks among other things, which can become a chaotic on-screen mess when in tandem with the extra visual noise generated by Madness. It's not a perk that I'd consider reliable or particularly good, but when Doc makes it work (especially on Console) the results are hilarious.
- Iron Maiden is also a pretty awful perk, but it does punish one of the main base-game counters to Doc (hiding in lockers). Might be worth trying if it's available and your friend has a slot free.
- Your standard tracking perks are all fine on Doc (BBQ, Discordance, Thrilling Tremors, etc). I personally skip on Whispers with Doc specifically, as I feel his Static Blast can fulfill the same utility and make that perk redundant.
- Stall perks are great for Doc (Pop, Ruin, Corrupt Intervention, sometimes even Surge).
- Loop Assist perks can be helpful (Enduring, Brutal Strength, Spirit Fury, etc), though Doc has stronger anti-loop in his toolkit than he used to.
- While I don't think it's really a "meta" option for him, Dark Devotion can be used to screw with survivors in interesting ways (Static Blast affects the terror radius passed to the Obsession). I've been using this a lot more recently, and it's been fun. Can be combined with Nemesis to activate it more often.
---Doc probably wants to avoid all perks which would lower his terror radius (Furtive Chase, Beast of Prey, Monitor & Abuse); these effectively weaken his Static Blast.
*Add-ons:
- His chess pieces are easily his best. Iri King is chaotic, while Iri Queen is incredibly strong
- Things that reduce Static Blast recharge time are fantastic
- Electrodes are very helpful (I usually just bring the Moldy one, but there are others who'll swear by the rarer ones)
Though most of his add-ons are useful for something or other, his set overall is pretty good.
A basic Doc build that I usually use is Pop + Discordance + BBQ (for BP) + Huntress Lullaby
For Pyramid Head:
- I really enjoy using the tried and true Ruin + Surveillance combo. I try to have both in any build I run on him when possible.
- I have also found StBfL to be pretty fun on Pyramid Head thanks to his ability to preserve stacks with Punishment (though I sometimes get a little too greedy with trying to save my stacks even when the ranged attack isn't practical).
- I'm All Ears synergizes really well with how his Punishment attack hits through walls.
- Spirit Fury (plus Enduring) combos nicely with his nasty "uncounterable" mindgame when using Rites of Judgement while chasing a survivor towards a pallet.
- Otherwise most perks that the majority of killers benefit from are useful on him too (Whispers, Discordance, Corrupt Intervention, Infectious Fright, etc).
---Because I like to use Cages/Mini-Mori when they are available, I tend to get less use from hook-activated perks (like BBQ, Pop, and friends) and so I avoid using them on PH. It's not that he can't use these perks, but you may have to pass over some of his Torment-related abilities to make use of them. Just something to consider.
*Add-ons: Pyramid Head's add-ons are mostly pretty mediocre. I think he gets the best use out of add-ons that let him:
- Increase the reach of his Punishment attack
- Increase the duration that Rites trails persist in the map
- Increase the recharge rate/total amount of Rites of Judgement (mostly to use Punishment more often in succession, in case of misses).
On PH, I usually run Ruin + Surveillance + StBfL + Discordance
When in doubt, most killers benefit from having at least one Tracking perk and one Stall perk in their loadout. The other two slots can be specialized a little more based on the killer or personal preference.
Hope this helps!
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Unnerving Presence, Overcharge, Hex: Ruin, BBQ. I know overcharge can't be used while Hex Ruin is up, but I like it for when they eventually cleanse it. You'll need to get them into madness 2 or 3 for this build to be max effective.
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Base/character perks?
Both - Whispers, Sloppy, Bitter Murmer, Overcharge (replace overcharge with literally any other regression perk later on).
Good perks?
Doctor - Whispers, Sloppy, Corrupt, PGTW
Pyramid Head - Sloppy, Nurses, M&A, I'm All Ears
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Doc- Lullaby, Distressing, Unnerving Presence, Coulrophobia, Discipline & Order.
The global anti heal, anti gen, anti snap out of it HELL for survivors.
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If you wanna play full on Skill Check Doc, a very fun build to try out is:
- Unnerving Presence (to make survivors within your terror radius have their skill check success zone decrease by up to 60%, also make them have skill checks 10% more as long as they remain in your TR)
- Distressing (to make your terror radius 26% larger which helps Unnerving Presence gain more value, also has the neat effect of increasing your Deviousness Bloodpoint gain by 100%
- Hex: Huntress Lullaby (as you start hooking people, the time notification survivors get when repairing a generator, Snapping out of it, healing, etc and if they fail a skill check the regression of a gen goes down by 6%.
- Overcharge (madness and lullaby effect Overcharge skill check)
All while doing your best to keep everyone in madness tier 2/3.
This really tests a survivor’s ability to hit a skill check with zones being smaller, the screen shaking and skill check being off-centered with madness, and no noise notification from Lullaby (as long as you’re able to protect the hex totem). It’s a fun build to play but not everyone loves to go against it.
Other good choices are:
- BBQ & Chili (for bloodpoints and knowing what to do after hooking someone)
- Dark Devotion (fun to use with Doctor as well. Hit your obsession with a basic attack to transfer your terror radius to them and let them run away. Use your static blast while it’s still active and the blast will come from the survivor that you hit and possibly reveal everyone’s location that’s near them)
- Caulrophobia (could work well replacing Overcharge in the skill check build as it pairs well with Distressing and make everyone in your TR heal significantly slower)
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Not a build, as I'm sure you'll get plenty of those, but a Perk that is surprisingly effective on Pyramid Head:
Franklin's Demise
Knocking Items out of survivors hands has its uses, but on certain killers, you gain more advantages. Hag and Trappers are obvious: Traps need Bait, but For PH, it's all about getting more usage from his power than is normally possible.
Lets face it, PH's Rites of Judgement Trails are garbage. Not only are they easy to see and hear, but survivors can completely ignore getting tormented just by crouching over them. I've had a plethora of matches where, no matter where I put those damn trails, Nobody gets tormented; Hell, Survivors will even crouch-walk over a trail, MID-FREAKING-CHASE, to avoid getting tormented! Luckily this is where FD shines best. When survivors retrieve items off of the ground, they are forced to stand up during the pick up animation, and coincidentally this actually counts against them when it come to Rites of Judgement trails.
You want survivors to get tormented consistently? Bring in FD, Knock items out of their hands and Draw a Trail over them. If you also use the Mannequin's Foot add-on, that extends the time your trails last in the environment to 95 seconds, and with FD making items only last 90 before they're destroyed... Survivors have no choice but to get tormented if they don't want to lose their item.
Even More fun with PH and his hatred of items: If you knock down a tormented survivor with his Punishment of the Damned attack, send them to a cage, and they Die in that cage with their item in hand... No other survivor will ever retrieve that item. When survivors die on the hook, the item they were carrying falls at their feet; same goes for the cages, except the cages themselves sit on top of the items and block anyone from reaching them.
All in all, FD is just a wonderful perk on PH (you have no idea how many keys I've destroyed using FD on him), so if your friend is having problems getting survivors tormented, or issues with survivors bringing in too many baneful items, you absolutely can't go wrong with suggesting Franklin's Demise and this strategy of how to use it.
Post edited by TWiXT on3 -
ArchdruidDrey, a streamer that plays the Doctor exclusively, most often uses a build of Barbecue & Chili, Iron Maiden, Save the Best For Last, and Surge. Barbecue is obvious enough. Iron Maiden's usefulness to the Doctor has already been explained, too. STBFL is a generally useful perk. I think his choice of Surge is mostly so he doesn't have to go around and keep kicking gens. He uses it as a convenience perk so it's probably the most replaceable one in the bunch.
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Bruh thats one of the biggest brain moves for a dorito boy build ive heard of. You must tell me your build with him lol so I can mess around with it.
Hag with FD is great...idk why I never thought of using it on dorito boy
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It's not much of a build: BBQ, Nurses Calling, Monitor & Abuse, Franklin's Demise. Mannequin's Foot + ? (usually Burning Man Painting)
I always liked the synergy between NC and M&A, and it sometimes comes in useful on PH when you can can use his ranged damage through walls on healing survivors highlighted by NC, and BBQ is mostly just for the points. I've also used Infectious Fright or I'm All Ears to great effect over BBQ in this build, but honestly I'm sure people will suggest better alternative perks to use in place of the first 3.
Regardless, FD really helps PH no matter what build you put it in, and you'd be surprised how often survivors will keep going back for their items, especially if they drop a key, even after they realize that doing so results in them getting tormented. Since not many people know about this with PH, no one expects it, which is probably why I'm having so much fun with it currently. These days I rarely get matches where no one brings in an item, or scrounges one from a chest, so as long as they keep doing that FD doesn't feel like a wasted perk slot to me.
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Well it's old school and better for low ranks but the classic "impossible skill checks doctor"
Choose the Game map and pick
Distressing
Unnerving presence
Overcharge
And one other of your choice (I choose huntress lullaby .
Can be fun when it works
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Thanks alot bud. Im surprised you dont use any slowdown with him. Whats your strategy typically when you play him? I mean to slow down gen progress. Im guessing you slug and split pressure.
I also use Nurses calling on pyramid head, the only difference is I dont use monitor on him, I use Im all ears. Also instead of franklins, I used pop goes the weasel. I also enjoy bbq on him bc im a slave to bp and its good for map awareness as well.
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here are mine:
Doctor:
- Barbecue & Chili
- Brutal Strength
- Enduring
- Pop Goes The Weasel
(very creative, i know)
Triangular Headpiece Humanoid:
- I'm All Ears
- Discordance
- Pop Goes The Weasel
- Save The Best For Last
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Doc is awesome with Whispers and Iron Maiden. If you pop off your static blast while whispers is active and no one screams, they are in a locker. On certain maps you know instantly about where they are.
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My strategy is also pretty simple:
knock items out of hands, draw torment trails over them and at loops to get survivors to leave the loop or get tormented, slug if 2 or more are near unless the slug is tormented; at which point just cage them and chase the other survivor, down with Punishment of the Damned as often as possible, and always spread damage to as many survivors as possible so they spend more time healing than doing gens. It's hard to explain, but I guess I've just gotten to the point where aiming Punishment of the Damned has become 2nd nature to me, and so I'd say 7 out of 10 times it connects, so most of my chases end pretty quickly, and I haven't really needed slowdown perks, but I admit that I could use at least one, especially against SWF teams. I'm currently a Rank 2 on killer, so I dunno why my simple strat is so effective TBH, it just has been.
FD is only a recent change to my build, beforehand it had Corrupt Intervention in it's place, but once I realized how useful FD was on him... Shrugs, something had to go. I'll have to play around with a few builds to find one that suits him/me better and still incorporates FD honestly, but for now, I'm comfortable with my current build.
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Perks:
I'm All Ears
Infectious Fright
BBQ
Pop Goes The Weasel
Add-ons:
Valteil-Sect Photograph, Tablet of the Oppressor
Explanation
I'm All Ears provides invaluable wallhacks, which should never be underestimated on a killer who can hit through walls. BBQ is still one of the best perks in the game plus double bloodpoints, and Pop is the typical gen regression perk that's almost a requirement right now. Infectious is very helpful in knowing if you should cage or not, and provides some very solid information for decision making, which as PH can make or break the game. The add-ons increase the time you can use your power, and increase the recharge time of said power. Alternate add-ons you can use are Spearhead and Forgotten Videotape, basically the weaker versions of those add-ons.
If you wanna have some fun, go for double range add-ons (Burning Man Paining and Wax Doll), just be warned that using your ranged attack too frequently and missing can and will throw the game.
Also, as another tip: Only break god pallets. Your best bet of hitting Punishment of the Damned is when someone is stuck in an animation, vaulting windows/pallets or dropping them. Force people into a damned if you do damned if you don't scenario, since you can cancel your power almost instantly and get the hit, or get an easy m2. You can even deal with shack pallet being dropped like this, but it's still reccommended you break it.
This has been your friendly neighbourhood Pyramid Head Main, have a great day.
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also ######### @The__High_Ground remember me from reddit lmao?
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Yes lmao your dorito build is the one I liked alot lol. I use the DBDR app on my phone. Even have that build named "Dorito Boy - GoodBoyKaru" haha
I see so you took off nurses for infectious fright?
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Aww thanks man :D
Yeah I took off Nurse's just because I wasn't getting that much value from it and I find IF to give more information, but I can still swamp it back on if I gotta. Usually Nurse's is great when it works for an easy through-the-wall but survivors adapted quicker than I'd hoped :(
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No problem dude!
I would agree. Ive gotten some great usage from it, like hitting people behind rocks/walls/healing at the hook...but that happens maybe 1/3 games? Most people stop healing once they hear the TR.
Mind me asking your thoughts on that other guys build with franklins? I know he isnt a PH main (no shade on him at all) but that seems very big brain to me lol.
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It seems like an omega brain play but honestly seems boring to me :/
I play to have as much fun as possible, and make sure everyone else does too. Just drawing torment over items doesn't seem that fun to me. Plus it's hardly efficient.
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Thanks for your time! Take it easy! Ill def try out infectious on your build lol
Always thought it would be good on him for valuable information on when to cage and when not to.
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Ayo no worries, if you ever gotta contact your Local Resident Pyramid Head Main (who's still bad as him lol) you know where to find me :D
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Hmm, my favorites at the moment for these two are kind of opposites: Pyramid Head is the "I want to ambush everyone" build and Doctor is "I want everybody to hear me coming"
Doctor "I want them to hear me coming"
- Distressing: Increases terror radius (which also increases the size of his Static Blast) and gives bonus bloodpoints
- Unnerving Presence: Skill checks within his terror radius happen more often and have 60% smaller ranges.
- Overcharge: Whenever you kick a gen the next survivor who touches the gen has to do a tremendously hard skill check or it explodes and regresses. This skill check is also reduced 60% by Unnerving Presence, making it about the same size as hitting a typical Great skill check on gen repair (i.e. pretty difficult, even for good survivors)
- Agitation: You carry survivors more quickly and while carrying them your terror radius is increased
The first three are kind of the core of the gimmick, Agitation could be replaced by Huntress Lullaby (which makes skill checks have quicker or no sound cues), Coulrophobia (which halves healing speed within your terror radius) or Overwhelming Presence (which makes equipment expire twice as quickly in your terror radius). Either way you try and defend one half of the map in the beginning of the game to set up for a 3- or 4-gen late game that is all going to be within your terror radius the entire rest of the game. The build is obviously gimmicky but it does work pretty well on most survivors except people who are really, really consistent at hitting Great skill checks on gens. (If you can hit a Great skill check every time then you can hit that 60% smaller Overcharge).
Pyramid Head "They won't hear me coming"
- Trail of Torment: Become Undetectable for 16 seconds after kicking a gen, has a cooldown.
- Tinkerer: Whenever a gen hits 70% completion you become Undetectable for 15 seconds and see an alert on the gen
- Nemesis: Whenever someone pallet stuns or flashlight blinds you they become Oblivious for 60 seconds
- Hex-Retribution: Whenever someone cleanses a dull totem they become Oblivious for 60 seconds. If they cleanse a Hex totem then all survivor auras are shown for 10 seconds
The idea is pretty simple - for much of the game you are either Undetectable or various survivors are Oblivious (or both). This is great for getting very close to survivors before they start to run away, making the first hit of a chase quick. Trail of Torment and Tinkerer would be the main two perks here. The first makes you Undetectable to head to a gen that's about to be done and ambush them. And then once you drive them off, you kick the gen and become Undetectable again and head to a different gen. The other two perks are optional, this build is the one that is going all-in on the meme. 🙂 A more practical combo is something like replace Nemesis and Hex-Retribution with Hex:Haunted Grounds (so when you ambush someone you also might get an exposed down or two) and Nurse's Calling or Bloodhound or Spies From the Shadows (i.e. a short range tracking perk of your choice)
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Contrary to the flawed belief of many here - the impossible skillchecks build is not actually the best Doc build. It's literally a meme build.
For Doctor - the build you really want is as follows:
PERKS:
Iron Maiden - One of Doc's biggest counters is hiding in a locker. Iron Maiden counters that counter. The exposed status effect it gives is secondary to the tracking here. It compliments his power well.
Save The Best For Last - If you have 4 stacks or more of STBFL, and you deny a vault or a pallet, you can get the hit, and have enough time to get the hit again, or even grab before they can get away. It also has the added bonus of being able to deny the unhook if they try to unhook in your face if you have enough stacks.
Pop Goes the Weasel (or even Surge) - At the end of the day, Doc has no map mobility. Slowdowns are a huge asset for him. I may even say replace this with Dragons Grip when the DLC comes out.
The 4th perk is up to you. One of Doc's biggest advantages is tracking, so you could use BBQ (which compliments Doc nicely since his power enables him to be one of the best killers for bloodpoint gains). Or if you don't need bloodpoints, something like Surveillance. You could even use Whispers, honestly. Since Whispers will tell you when a survivor is within range of your static blast, and static blast will pinpoint the location.
As for addons - Discipline is ARGUABLY his best addon just by virtue of what it does; but you won't get any better at Doc by using it. You could use it, but My go to is always Restraint (which counters Calm Spirit, and also provides more tracking similar to I'm All Ears), and a range addon of your choice.
That's a REALISTIC Doc build that will work well in basically any situation. Also - anyone here who suggested bamboozle, uninstall. If you need Bamboozle on a killer who's power already deny's vaults, you're doing it wrong.
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BBQ is a good perk in general. It helps tell you where to go after a hook. You can also get double blood points with it, and Doc is a blood point machine.
Distressing increases the range of your Terror Radius (and Static Blast since it’s tied to the TR) by 8 meters (from 32m to 40m). If you don’t see someone on BBQ, you can use your Static Blast to see if they’re nearby (the BBQ blind spot is 40m and Distressing also makes your Static Blast 40m). You do run the risk of wasting it because Survivors could just hiding in lockers, blending in with a gen, or run Distortion. There’s also a 100% bonus Deviousness points while in-game, so you’ll be able to get 8k in that category very quickly.
Pop is probably the best Killer perk in the game. You run to a gen after a hook, kick it, and it’s lost 25% progress. BBQ and Surveillance can tell you where to exactly to go to get the most value out of it. Survivors can try to rush that gen so you can’t use your Pop, but Doc can use either of his shocks to get them off so he can kick it or put the Survivor into Madness 3 so they have to Snap Out of It and cannot work on the gen. You’ll get Pop plus a little extra regression.
Surveillance is there to help out BBQ and Pop. It also tells me if I need to stay in an area and use Static Blast to find someone or just leave. It’s probably the most interchangeable perk in this build. Unfortunately it’s getting nerfed in the next patch. Why? Nobody knows.
If you don’t want to use this, you can go for an impossible skillcheck build (the same build others have brought up in this thread). Just be aware that you will have a hard time on bigger maps or if the Survivors can hit skill checks (I’ve seen Survivors hit Unnerving + Overcharge while running, it’s nuts).
Iridescent King applies all of his afflictions at once after a single shock or blast and Iridescent Queen allows the Survivor to carry a static charge after being shocked. The charge does the same thing as a normal shock therapy (no interactions for 2.5 seconds, raises Madness by half a tier). It’s expensive but good.
If you want, you can use Discipline - “Carter’s Notes” and High Stimulus Electrode. Discipline shortens the shock delay (the time between releasing your shock and it hitting the Survivor) by 0.1/0.2/0.3 seconds and High Stimulus Electrode increases the range of shock therapy by 75%. Both add-ons are good on their own, but together they can do a lot of damage. You don’t have to be as precise with your shock timing because of the shortened delay and increased range. It’s probably his best add-on combo.
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Just in-case anyone had any doubts about whether or not FD works on PH:
Note: My own Audio wasn't recorded for some reason I can't at the moment figure out why, but I instructed my Friend Guzma to crouch walk to the item, and pick it up while holding crouch in order to prove FD's usefulness on PH. What you hear from Guzma is responses to our conversation when testing the effectiveness of FD on Pyramid Head, and his insight on the Rites of Judgement Trails. His last comment is about how he never sees PH players using FD.
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