http://dbd.game/killswitch
Killer and two Survivor - FNAF second Chapter Concept
Inspired by: Balloon Boy from Five Nights at Freddy's 2
Role: Global Pressure / Objective Controller
Skill Expression: Map awareness & macro decision-making
Height: Short
Terror Radius: 32 m
Movement Speed: 4.6 m/s
πΉ Power β βHiβ¦ Hello?β
The Entertainer revolves around a global mechanic called the Party Timer.
Concept: Survivors arenβt just escapingβyouβre forcing them to delay you.
π΅ Party Timer
- Starting Time: 150 seconds
- Maximum Time: 180 seconds
- Party Mode Trigger: 0 seconds
Passive Drain: Timer decreases 1 second per second.
Killer Interaction:
- Downing a survivor: +20 seconds
(Prevents snowballing too early)
Survivor Counterplay β Music Boxes
- 5 Music Boxes spawn across the map.
- Survivors can wind boxes to add time:
Survivors winding | Time added |
|---|---|
1 | +4 sec |
2 | +8 sec |
3 | +12 sec |
4 | +16 sec |
- Channeling: 1 second per action (max 10 seconds per box)
- Cooldown per survivor: 40 seconds
This balances stalling while rewarding teamwork.
π Party Mode
Triggered when Party Timer hits 0. Lasts until the timer reaches 45 seconds again.
Effects during Party Mode:
- Basic attacks inflict Exposed
- Pallets break instantly on hit
- Breakable walls destroyed instantly
- Terror Radius +8 m
- Survivors hear distorted laughter globally
- Applies Panic status
- Cheese Volley becomes lethal (see below)
π Status Effect β Panic
- Lasts until Party Mode ends
- Failed skill checks reveal survivor aura for 5s
- Grunts of pain +50%
- Healing speed β15%
πΉ Secondary Ability β Balloon Drift
- Cooldown: 18 seconds
- Duration: 2.5 seconds
Effect:
- Floats forward over pallets
- Cannot be stunned
- Movement speed 4.8 m/s during drift
- Survivors see balloon inflate for 0.8s before activation
- Terror Radius β8 m
Purpose: Reliable anti-loop, predictable counterplay.
πΉ M2 β Cheese Volley
- Charge: 0.7 s
- Recovery: 2.2 s
- Projectile passes over pallets and short walls
Normal Mode:
- Injures survivors
- Applies 6% Hindered for 2 seconds
Party Mode:
- Puffs steam
- Insta-down survivors
- Instantly breaks pallets & walls
π Perks
π My Turn!
- Trigger: After a generator is completed
- Effect: Survivors who havenβt performed a non-repair interaction in 40 seconds:
- Scream and reveal location
- Repair speed β7% for 30 seconds
- Cooldown: 60 / 50 / 40 seconds
π Itβs Me!
- Trigger: After 18 seconds in chase
- Effect: Survivor becomes:
- Oblivious 20s
- Blindness 30s
- Cooldown per survivor: 60 / 50 / 40 seconds
π Donβt Leave Me!
- Trigger: When a survivor is hooked
- Effect: Injured survivors farther than 16 / 20 / 24 m from another survivor:
- Scream and reveal aura for 4 seconds
β‘ Intended Match Flow
Early Game (0β3 min):
- Survivors ignore boxes β fast gens β Entertainer weak
Mid Game (4β7 min):
- Timer pressures survivors β splitting occurs β killer gains control
Late Game:
- Mismanagement of timer β Party Mode spikes β potential snowball
- Focus: Dominates attention, not chase
Balance Notes:
- Downing survivors adds +20s β prevents instant snowball
- Survivors can recover with proper coordination
- SWF coordination is beneficial but costly in gen progress
- Party Mode is temporary, not permanent
From: Five Nights at Freddy's: Sister Location
Role: Adaptive Survivor / Late-Game Specialist
Playstyle: Survives through learning patterns and enduring fear.
πΉ Perks
π¦ Night Shift
- After 6s interacting with a non-generator objective: gain a token (max 3)
- Active Ability: Consume a token to suppress grunts & scratch marks for 8 / 9 / 10 s
- Cooldown: 30 s
- Purpose: Reposition safely, counters macro killers
π§ Learn the Pattern
- After 20s in chase:
- Gain 4% Haste for 6 / 7 / 8 s after losing chase
- See killer aura for 2 s
- Cooldown: 40 s
- Purpose: Rewards surviving chase, not winning
β€οΈ I Always Come Back
- First time entering dying state: remain injured, Broken 40 / 35 / 30 s, no blood pools 10 s
- Purpose: Once-per-trial comeback, punishable if misused
Playstyle Identity:
- Stabilizes bad matches
- Repositions safely
- Survives oppressive killers
- Weak at gen rushing, infinite looping, stealth camping
From: Five Nights at Freddy's: Security Breach
Role: Information & Team Support Survivor
Playstyle: Wins through awareness, coordination, and disaster prevention
πΉ Perks
π· Security Protocol
- While repairing a generator: every 12 s, reveal killer aura 2 s
- Leaving generator: teammates within 16 / 20 / 24 m see aura remaining duration
- Cooldown: 20 s
- Purpose: Anti-stealth, team awareness
πͺ Restricted Area
- After vaulting/dropping a pallet: vault/pallet blocked 3 s
- Survivor becomes Exhausted 40 / 30 / 20 s
- Purpose: Defensive chase tool
π§ Emergency Procedures
- After a survivor is downed:
- See all survivor auras 6 / 7 / 8 s
- Gain 7% Haste toward downed survivor
- Healing a dying survivor grants 5 s Endurance
- Cooldown: 60 s
- Purpose: Anti-snowball, team stabilizer
Playstyle Identity:
- Prevents team collapse
- Coordinates rescues
- Tracks killer movement
- Stabilizes late game
- Weak at solo stealth survival