Chapter ??: Chainsaw Man
NEW MAP: Devil Hunter Headquarters
NEW KILLER
Name: Makima, “The Devil”
Movement Speed: 115%/4.6m/s
Weapon: Katana
Height: Average
Terror Radius: 32 meters
The Devil is a varied killer, able to use her position as the Control Devil to wield the powers of various other devils. She can use the abilities of the Angel Devil, the Zombie Devil, or her own powers to Crush her opponents.
Her personal Perks, Threat of Death, Human Pet and Hex: Demonic Contract punish survivors for stunning her, failing skill checks and completing Generators.
Power: Control Devil
Representing the fear of control, The Devil has the ability to control anyone that she believes to be inferior to her and inherit their abilities.
Hold the Active Ability button to change the demonic ability that you wish to use if you have enough BP (Blood Points); your BP is represented by the meter around the Power icon. When you have enough BP to spend, hold the Power button to use a demonic ability.
Ability: Blood Consumption
The consumption and usage of blood allows The Devil to use the powers of the devils she’d contracted or controlled. You passively gain 1 BP per second and automatically gain 55 BP when you hit a survivor. Your BP maxes out at 200 BP.
Special Ability: Angel Devil
Using the powers of the Angel Devil, you replace your katana with a sword that you summon from your fleshy halo.
When the BP meter is full, hold the Power button to pull out an angelic sword. Any survivor hit by the sword is downed instantly, but swinging the sword costs 20 BP regardless of if it hits or not. Using the power of the Angel Devil costs 5 BP per second. Holding the Power button while this ability is active deactivates it, requiring you to wait until the meter is full again to use it.
Special Ability: Zombie Devil
Using the powers of the Zombie Devil, a zombie spawns nearby you that attacks any survivors who come too close to it.
The zombies that The Devil summons act similar to the ones that The Nemesis summons, with a few key differences;
- The zombies do not contaminate survivors
- The zombies cannot be killed by you
- The zombies do not respawn
Summoning a zombie costs 150 BP, and only one zombie can be on the Trial Grounds at a time.
Special Ability: Crush
A power unique to the Control Devil, which allows her to clench her hands together and crush whatever or whoever is in front of her.
If survivors are within a 10m highlighted area in front of you when you use this, then they are damaged. This ability can also break dropped Pallets and Breakable Walls and it costs 30 BP to use.
The Devil’s Perks:
Threat of Death: If they fall out of line, they are to be executed immediately.
Whenever a survivor stuns you, they becomes exposed for 35 seconds. Threat of Death has a cooldown of 80/70/60 seconds.
Human Pet: One of these plucky humans may be a nice pet.
You become Obsessed with one survivor. If the Obsession fails a skill check, then their aura is revealed to you for 4/5/6 seconds. If another survivor unhooks or heals the Obsession, then that survivor becomes the new Obsession.
Hex: Demonic Contract: A deal has been signed between you and the humans for a price.
As long as the related Hex Totem is standing, all survivors receive an 6% buff to Healing, Repairing and Sabotaging speeds.
Whenever a Generator is completed, all survivors suffer from the Obliviousness status effect for 20/26/32 seconds and the Exposed status effect for 25 seconds.
NEW SURVIVOR
Name: Denji
Denji is a skilled Devil Hunter, able to use the skills he learnt and his half-Devil abilities to take out monsters and live another day.
His personal Perks, Devil Hunter, Persistence and Emotional Crutch reward him for stunning the Killer and helping other survivors.
Denji’s Perks
Devil Hunter: You’re skilled at hunting monsters like the Killers in front of you.
When you stun the Killer, Devil Hunter activates and the Killer’s stun duration is increased by 1/1.5/2 seconds. Once activated, Devil Hunter goes into cooldown for 90 seconds.
Persistence: Being half-Devil is really useful when fighting for your life.
If you are revived from the Dying state, healed from Injured to Healthy or have Deep Wounds mended, Persistence activates and you gain the Endurance status effect until either 20/25/30 seconds have passed or until you’ve been hit by the Killer. Once you no longer have Endurance, Persistence goes into cooldown for 80 seconds.
Emotional Crutch: Fighting for so long has resulted in you becoming emotionally dependent on others.
If you unhook, heal, revive or rescue another survivor from a Cage of Atonement, Emotional Crutch gains a token up to a max of 5/6/7 tokens. You gain a 2% buff to Healing, Repairing and Sabotaging speeds for each token, up to a max buff of 10/12/14%. If another survivor is sacrificed or killed, Emotional Crutch loses 3 tokens.