Rate the build //current ptb edition//
Killer : The Nemesis //i honestly prefer their alias of the pursuer but ehh//
Add-on's : Licker tongue and Marvin's Blood
Perks : Hex : Blood favour , Hex : thrill of the hunt , Hex : undying , Hex : Crowd control
the idea behind this build is to capitalise on the buff to blood favour and the use of totem defence to minimise the time spent in a chase to enable better generator defence - Blood favour and Crowd control work in tandem to reduce the overall amount a survivor can run the same loop while undying and thrill of the hunt help to protect the core of your strategy by giving one hex a second chance and making the time to bless/cleanse a totem a time sink
due to the more aggressive nature of this build you might be at your strongest in the early-mid game when survivors will be spending more time running to heal and save rather than focusing on generators.
However in the late game unless you still have your totems up it'll be a rough time as you might run into the scenario where you'll essentially be playing a perk less nemesis which is daunting to some
Blood favour is a cornerstone of this build , but if you want a little flexibility here are some recommendations
swapping out undying for save the best for last to sacrifice a little defence for a semi-consistent source of chase pressure
swapping out Crowd control for agitation if you feel confident enough to effectively play around windows to help you to keep up the aggression by limiting the "safe window" survivors get when you're carrying a survivor
Swapping out Crowd control for lethal pursuer to add onto this early game monster
we think nemesis could make the most out of this build as they already have the tentacle strike to make loops more bearable and this build patches up a weakness of theirs - the first hit of tentacle strike does not damage uninfected survivors.
By giving the pursuer an easier time landing the opening attack we hope this build will enable them to snowball into becoming a relentless monster that forces survivors to spend more time mending their wounds than they spend fiddling with generators
killer substitutions :
this build would also work well on killer's who have an easier time getting that first hit off : so a majority of stealth killers minus pig //the roar kinda puts me off recommending this build for them// , legion , blight , spirit //i ain't the surest about the spirit recommendation// , trickster , Freddy , deathslingner
Doctor : this killer get's its own recommendation description because shock therapy allows the doctor to bypass the cornerstone of this build as they already have a superb ability to shut down pallets
not recommended killers:
the chainsaw people : they have consistent intsa downs with their chainsaw's which already cuts most chase time's in half meaning you'd be better off running a more defensive build
nurse : she already ignores pallets and windows so why give her a redundant build to work with it?
PYRAMID HEAD : his power works best when you catch a survivor in an animation , by preventing a survivor from getting into these animations by blocking off windows and pallets his power becomes more of a pain to use
Twins : purely because i have no idea how blood favour interacts with victor
Hag and trapper : while their powers are excellent at defending totems - due to the nature of the traps you'll be spending more time setting up your defences than you will be chasing survivors and pressuring them into a panicky position
Oni : i wouldn't recommend this build on oni as the periodic longer chase benefits their power build up via the blood orbs - you'll end chases faster by playing into their power for the demon dash and bash insta downs than you would attempting to play them like an m1 killer.
Pinhead : for similar reasons to the twins , i have no idea how their chains interacts with blood favour or if they even need the boost in the chase
i hope this build was imaginative and please give me your feedback on this