Skill Checks
Skill Checks are a Game Mechanic of Quick Time Events (QTE) in Dead by Daylight, that have a chance of appearing while performing various interactions.
Overview
Skill Checks have a chance of triggering whenever a Survivor is performing specific interactions.
In order to succeed a Skill Check, Survivors must press the Secondary Action button once the pointer is inside the highlighted area, also called the Success Zone.
The Skill Check pointer always moves clockwise on a dial, with the only exception being Madness Skill Checks, which have a chance to rotate counter-clockwise.
The Success Zone is placed in a random location on the dial, with some restriction as to the earliest possible location (see Statistics Table below).
If the game decides to trigger a Skill Check, it will briefly announce it with a gong-like sound, shortly before displaying the Skill Check.
However, that buffer can be shortened or even omitted with the use of Hex: Huntress Lullaby.
Types
There are several types of Skill Checks.
Succeeding them will generally award the Survivor with some Bloodpoints:
Good Skill Check
Succeed a Skill Check in the transparent section of the Success Zone:
- Grants 50 Bloodpoints.
Great Skill Check
Succeed a Skill Check in the white section of the Success Zone:
- Grants 300 Bloodpoints and a +1 % Progression bonus for Repair actions.
- Grants 150 Bloodpoints and a +3 % Progression bonus for Healing actions.
Hex Skill Check
- This Skill Check was part of the original version of Hex: Ruin
and can no longer be triggered.
Succeeded a Skill Check in the transparent section:
- Granted no Bloodpoints and applied a 3/4/5 % Regression penalty.
Succeeded a Skill Check in the white section of the Success Zone:
- Granted 150 Bloodpoints and no Progression bonus for Repair actions.
Madness Skill Checks
- These Skill Checks only occur when playing against The Doctor and while suffering from Madness
.
Succeed a Skill Check that has an equal chance to be placed off-centre (not in the middle of the screen), be reversed (turns counter-clockwise) or be both of these at the same time.
Failed Skill Check
Failing to succeed a Skill Check in any of the aforementioned sections:
- Will pause the interaction for 3 seconds and incur a -10 % Progression penalty for all actions.
Dream World
Survivors can be woken up from the Dream World by failing various Skill Checks:
- Failing a Generator
Skill Check.
- Failing a Healing Skill Check.
Statistics
While performing any interaction that can spawn a Skill Check, Dead by Daylight will check whether or not to trigger one once every second, with the chances to trigger a Skill Check being as follows:
Interaction | Trigger Chance | Great Success Zone Length |
Good Success Zone Length |
Duration | Great Success Reward (Progression) |
Fail Penalty (Regression) |
Fail Cool-down | Earliest Success Zone Position* |
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Decisive Strike![]() ![]() ![]() |
Always | 7 % | - | 1.1 s | - | - | - | 8 o'clock |
Altruistic Healing | 15 % | 3 % | 15 % | 1.2 s | +3 % | -10 % | 3 seconds | 4 o'clock |
Personal Healing with a Med-Kit | 12.5 % | 3 % | 15 % | 1.2 s | +3 % | -10 % | ||
Personal Healing with a Perk | 10.5 % | 3 % | 15 % | 1.2 s | +3 % | -10 % | ||
Installing a Brand New Part![]() ![]() ![]() |
Always (1x) | 7 % | - | 1.1 s | - | -10 % | ||
Oppression![]() ![]() ![]() |
Always | 5 % | - | 1 s | - | -10 % | ||
Overcharge![]() ![]() ![]() |
Always | 7 % | - | 1.2 s | - | -13 % | ||
Overcharge Tier II | Always | 6 % | - | 1.1 s | - | -14 % | ||
Overcharge Tier III | Always | 5 % | - | 1 s | - | -15 % | ||
Repairing a Generator | 8 % | 3 % | 13 % | 1.1 s | +1 % | -10 % | ||
Repairing a Generator with a Toolbox | 40 % | 3 % | 13 % | 1.1 s | +1 % | -10 % | ||
Sabotaging a Bear Trap (obsolete) | Disabled | 3 % | 13 % | 1.1 s | +3 % | -25 % | ||
Sabotaging a Hook (obsolete) | Disabled | 3 % | 13 % | 1.1 s | +3 % | -10 % | ||
Snapping Out of It | 80 % | 12 % | - | 1.2 s | - | -25 % | 2 seconds |
*Using a clock for reference, this refers to the earliest position (hour) the beginning of a Skill Check Success zone can be placed at.
The Skill Check indicator always starts rotating from 12 o'clock onwards.
Skill Checks cannot be placed at an earlier position.
The latest position is generally set at 11 o'clock.
Unlockables
Add-ons
Adi Valente Issue 1 | An original copy of the first issue of Adi Valente, the comic her father made while Adriana was a child.
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Instructions | Someone quickly painted what seems to be repair instructions on this piece of bark.
While repairing a Generator
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Interlocking Razor | A modification to the Reverse Bear Trap: The addition of interlocking razor blades makes it impossible to move suddenly in the Jigsaw Box without slitting one's wrists.
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Rubber Gloves | Disposable medical gloves to avoid cross-contamination.
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Needle & Thread | Not exactly a medical device. However, it can be used to quickly and painfully close up a wound.
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Razor Wires | A modification to the Reverse Bear Trap: The addition of razor sharp wires makes it extra difficult and potentially painful to search them.
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Shotgun Speakers | Capable of directing high-frequency noises in a single direction over great distances, the Drones can focus in on one individual and distract them from danger for some time.
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Sponge | A mundane sponge used to soak up extra blood, providing easier access to wounds.
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Surgical Suture | A medical device used to close and hold body tissue. Even though it is very effective, the surgical suture is challenging to use.
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Wooden Oni Mask | A mask that a young Kazan bought to celebrate Setsubun, its repulsively fanged mouth began haunting his nightmares.
"It is no coincidence that man is so familiar with demons." — Renjiro's Doctrine 3:8 | |
Splintered Hull | Fragments of a ship that carried Renjiro Yamaoka. Against all odds, the legendary samurai seemed to survive.
"To plan subterfuge, begin with a counsel of none." — Renjiro's Doctrine 7:9 | |
Brand New Part | This intricate mechanical part feels oddly out of place. It is clean and shiny as if straight out of the factory. Press the Use Item button while standing next to a Generator
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Items
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Perks
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Autodidact | Succeeding a Skill Check![]() ![]() ![]()
Autodidact is inactive when healing using a Med-Kit "There's no limit to what you can achieve, as long as you back with hard work." — Adam Francis |
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Bardic Inspiration | It's time to give your audience a show. Will you bring the house down or will you choke? Press the Active Ability button while standing and motionless to enter the Performance interaction that lasts up to 15 seconds and empowers other Survivors within 16 metres of your location. The empowering effect depends on the result of you rolling a d20 and lasts for 90 seconds after completing the Performance:
"Listen closely! I'm about to save your life!" — Aestri |
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Bite the Bullet | Pain hurts you as much as anyone, but you would prefer others do not know that.
When healing yourself or another Survivor, you benefit from the following effects:
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Call of Brine | "Your psychic abilities influence technology in devastating ways."
After performing the Damage Generator action on a Generator
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Corrective Action | "You quickly analyse problems and correct others' work when they make a mistake."
You start the Trial with 1/2/3 Token(s) and succeeding a Great Skill Check grants +1 Token, up to a maximum of 5 Tokens.
"Cannot hurt to have another set of eyes on the problem." — Jonah Vasquez |
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Coulrophobia | Even those without a fear of clowns know to be terrified of you.
For all Survivors within your Terror Radius
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Deadline | "Desperation creeps in, and you push yourself to work harder."
Whenever you are in the Injured State
"The night had been one desperate situation after another." — Departure |
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Decisive Strike | Using whatever is at hand, you stab your aggressor in an ultimate attempt to escape.
After being unhooked or unhooking yourself, Decisive Strike activates for the next 40/50/60 seconds:
![]() ![]() ![]() Decisive Strike is disabled for the remainder of the Trial after use. Decisive Strike is deactivated prematurely when performing a Conspicuous Action and remains disabled for the remainder of the Trial. Increases your chance of becoming the initial Obsession by increasing the default value by +100 %. "There is nothing to be scared of." — Laurie Strode |
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Do No Harm | "Helping those in need comes easily, no matter how dire things get."
When healing another Survivor, depending on their accumulated Hook Stages, you benefit from the following effects:
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Fast Track | Sometimes the sacrifice of others is necessary to get ahead.
Whenever a Survivor other than yourself is hooked, Fast Track is granted 1/2/3 Token(s), up to a maximum of 9/18/27 Tokens.
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Fogwise | In your countless years in The Fog, you have seen it all, and when you are focused, you can remember most of it too.
"I have seen great cruelty... and I have also seen another way." — Vittorio Toscano |
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Gearhead | You have got an ear for well-oiled gears.
After a Survivor loses a Health State
"Sometimes a man's best work is what puts him in the grave." — The Prison Warden |
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Hex: Huntress Lullaby | A Hex rooting its power in despair. Your hunt is an irresistible song of dread which muddles your prey's attention.
Whenever a Survivor is hooked, Hex: Huntress Lullaby grows in power and gains +1 Token, up to a maximum of 5 Tokens:
All effects of the Hex Perk persist until its Hex Totem "That song, it drives me crazy!" |
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Hyperfocus | You throw yourself entirely into your tasks and find ways to be more efficient than anyone else.
Succeeding a Great Skill Check
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Merciless Storm | "Your horrible trauma is felt by everyone."
Whenever a Generator
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No Quarter | "Every skirmish ended with a relentless volley of cannon fire, leaving no doubt who was superior."
Whenever a Survivor healing themselves by any means reaches 75 % Healing Progress, No Quarter triggers its effect:
"Fire another broadside! Don't stop until the sea takes them!" — Portia Maye |
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Oppression | Life has been difficult for you, so you will make it difficult for others.
Performing the Damage Generator action on a Generator
"Damn them as they would damn us." — Charlotte Deshayes |
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Overcharge | You are fuelled by your hate for progress.
Performing the Damage Generator action on a Generator
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Potential Energy | Your arcane abilities have adapted to The Entity's Realm after centuries of wandering, granting you unprecedented control over its many devices.
After uninterruptedly repairing Generators
When Potential Energy has at least 1 Token, press the Active Ability button while repairing a Generator to instantly progress it by +1 % per accumulated Token, deactivating Potential Energy. Potential Energy loses all Tokens and deactivates upon losing a Health State "When you look a layer deeper, you realise... everything is connected." — Vittorio Toscano |
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Rookie Spirit | You keep a careful eye on objectives when they are slipping away.
While repairing Generators
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Scavenger | "Where others see junk, you see valuable improvised tools."
While holding a depleted Toolbox, Scavenger activates:
Scavenger grants the ability to rummage through an opened Chest "It's amazing what people will throw away around here." — Gabriel Soma |
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Specialist | Adventure. Exploration. Excavation. You are in your element. Whenever you unlock or rummage through a Chest
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Stake Out | "Getting close to the Killer fills you with determination."
Staying in the Terror Radius
"I had you, I had you on your knees. You're runnin' scared because we had you. We're gonna close this case!" — Detective David Tapp |
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Technician | "You are apt at handling machinery with the greatest care and precision."
While repairing a Generator
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This Is Not Happening | You perform at your best when you are under extreme stress.
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Undone | "Hope is the delusion that keeps its victims alive."
For every Repair or Healing Skill Check
"Erratic behavior in machinery could be related to [REDACTED], further testing required." — OSS Report, 12/02/1943 |
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Unnerving Presence | "Your presence alone instils great fear."
While inside your Terror Radius
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History
Sabotage Skill Checks
- Up to Patch 3.6.0, the Sabotage action took considerably longer and had a chance to trigger Skill Checks, which would grant +3 % Progression bonus when succeeding a Great Sabotage Skill Check.
- A Failed Sabotage Skill Check used to also be one possible way to wake oneself up from the Dream World.
Change Log
Unknown Patch
- Quality of Life: moved the earliest possible clock-face-based starting position of a Skill Check's Success zone from 3 o'clock to 4 o'clock.
Patch 1.2.0
- Nerf: removed the bonus Progression for succeeding Good Repair Skill Checks.
- This was originally set at +1 %.
- Nerf: reduced the Success zone sizes for all Skill Checks, making them more difficult.
Patch 1.5.0
- Buff: reduced the Progression penalty for Failed Sabotage Skill Checks from -25 % to -10 %.
Patch 1.8.0
- Nerf: removed the bonus Progression for succeeding Good Healing Skill Checks.
- This was originally set at +1 %.
- Balance:
- reduced the chances of triggering Healing Skill Checks during Personal Healing while using a Med-Kit from 15 % to 12.5 %.
- reduced the chances of triggering Healing Skill Checks during Personal Healing using a Perk's Self-Care ability from 15 % to 10.5 %.
- increased the chances of triggering Repair Skill Checks while using a Toolbox from 8 % to 10.5 %.
- reduced the chances of triggering Sabotage Skill Checks while using a Perk's Sabotage ability from 15 % to 10.5 %.
Patch 3.6.0
- Quality of Life: Sabotage no longer triggers Skill Checks.
Patch 3.7.0
- Nerf: reduced the bonus Progression awarded for succeeding Great Repairing Skill Checks from +2 % to +1 %.
Patch 4.7.0
- Balance: increased the multiplier affecting the chances of triggering Repair Skill Checks while using a Toolbox from x2 to x5.
Patch 6.7.0
- Nerf: reduced the bonus Progression awarded for succeeding Great Healing Skill Checks from +5 % to +3 %.
Patch 8.7.0
- Quality of Life: added a protection for failing Skill Checks that trigger right as the interaction is interrupted.