The Xenomorph
The Xenomorph | |
---|---|
Gender | Not applicable (not human) |
Origin | None (Creature, Extraterrestrial Origin) |
Realm | Dvarka Deepwood |
Power | Hidden Pursuit |
Power Attack Type | Special Attack
(Tail Attacks) |
Weapon | Lithe Arm |
Movement Speed![]() ![]() ![]() |
115 % | 4.6 m/s |
Alternate Movement speed | 115 % | 4.6 m/s (Crawler Mode) |
Terror Radius![]() ![]() ![]() |
32 metres |
Alternate Terror Radius | 24 metres (Crawler Mode) |
Height ![]() ![]() ![]() |
Average |
DLC | CHAPTER 29: Alien |
Voice Actor | Sébastien Croteau (The Monster Factory) |
Cost | 500 Auric Cells![]() ![]() ![]() |
Menu Music | |
Terror Radius Music | |
CharID | K33 |
The Xenomorph is one of 39 Killers currently featured in Dead by Daylight
.
It was introduced as the Killer of CHAPTER 29: Alien, a Chapter DLC released on 29 August 2023.
It originates from the 1979 Sci-Fi Horror Movie Alien.
Overview
A relentless specimen from a distant planet, The Xenomorph is vicious, agile, and cunning.
Its personal Perks, Rapid Brutality, Alien Instinct
, and Ultimate Weapon
, allow it to cause nearby Survivors to scream, gain Haste after basic attacks, and see Auras of faraway Survivors.
Difficulty Rating: Moderate
(These Killers require the Player to be comfortable with the basics of the role, though they share common mechanics with easier ones)
Lore
A perfect organism, born of violence, designed to kill.
The Xenomorph emerged from the chest cavity of a host named Kane and sought cover in the shadows of the Nostromo. As it shed its skin, the Xenomorph came to understand its environment. Using the ship’s air ducts, it killed its prey one by one, until only the human Ripley remained.
Desperate for survival, Ripley destroyed the Nostromo and sought refuge in an escape vessel. But the Xenomorph’s instincts gave it the edge. As the escape vessel floated through space, the Xenomorph lay in wait, watching its prey.
Just as it was went in for the kill, the vessel’s airlock opened and the Xenomorph was ejected into the cold vacuum of space.
All was lost. The Xenomorph was close to death. And then, in an instant, it disappeared in a cloud of black fog.
Load-out
Unique Perks
The Xenomorph comes with 3 Perks that are unique to it:
Alien Instinct | "You are so stealthy, sometimes it seems like you appear out of nowhere."
Whenever you hook a Survivor, Alien Instinct activates:
| |
---|---|---|
Rapid Brutality | You move with a speed and fury that makes blood run cold.
"Catch it, put it in the airlock, get rid of it." — Dallas | |
Ultimate Weapon | When they spot you, they know the end is near.
Opening a Locker
"I can't lie to you about your chances, but... you have my sympathies." — Ash |
Prestige
Prestiging The Xenomorph will automatically add Tier I of its Unique Perks to the inventories of all other Killers and unlock the ability for their higher-tiered versions to spawn in their Bloodweb.
Prestige The Xenomorph twice more to automatically add Tier II and Tier III respectively into the other Killers' inventories.
Weapon: Lithe Arm
Lithe Arm is the Primary Weapon of The Xenomorph.
Lean, but muscular, capable of striking the quickest prey.
Power: Hidden Pursuit
"Supposedly responding to a distress signal, the Nostromo's crew landed on LV-426.
What they found there became one of humanity's greatest horrors."
SPECIAL ABILITY: HIDDEN PURSUIT
The Xenomorph has a set of intertwining Tunnels available to it beneath the environment that it can access from any of the 7 Control Stations spawning in the environment.
SPECIAL OBJECT: CONTROL STATIONS
The Auras of Control Stations are revealed to The Xenomorph in white at all times and within 12 metres to nearby Survivors.
SPECIAL INTERACTION: HIGHLIGHTING CONTROL STATIONS
Press the Secondary Power button while aiming at any Control Station to highlight it in yellow:
- This reveals the shortest path to that Control Station when navigating through the Tunnels.
When near an Exit Gate, the nearest Control Station is automatically highlighted.
SPECIAL LOCOMOTION: TUNNELS
Press the Interaction button at a Control Station to enter the Tunnels:
- Grants the Undetectable Status Effect.
- Increases its Movement speed to 18 m/s.
- Increases the Charge speed of Crawler Mode to 8 c/s.
Press it again while underneath the same or another Control Station to exit the Tunnels, which triggers the following effects within 16 metres of the Control Station:
- Triggers Killer Instinct for 3 seconds.
- Deactivates any deployed Turrets for 2.5 seconds.
SPECIAL ABILITY: TRACKING FOOTSTEPS
While inside the Tunnels, The Xenomorph can detect the movement of Survivors walking or running above it within 16 metres of its location, indicated by reddish footsteps spawning on the ceiling.
Survivors can avoid being detected by crouching or standing still.
SPECIAL STATE: CRAWLER MODE
The Xenomorph passively charges Crawler Mode at a rate of 1 c/s when outside of the Tunnels.
Once the Power Gauge is full at 35 Charges, it automatically enters it:
- Causes The Xenomorph to walk on all fours.
- Reduces its Terror Radius
to 24 metres.
- Grants the ability to perform a Tail Strike Attack.
There are only two ways for The Xenomorph to exit this mode:
- It picks up and carries a downed Survivor.
- It receives too much fire damage from Remote Flame Turrets.
SPECIAL ATTACK: TAIL STRIKE
While in Crawler Mode, press the Power button to perform a Tail Strike, which has an increased reach of 4.8 metres.
SPECIAL ITEM: REMOTE FLAME TURRET
Survivors can interact with a Control Station to retrieve up to 4 Remote Flame Turrets in total and deploy them in the environment to counteract The Xenomorph
Turrets can also be undeployed, carried to a new location, and be redeployed.
While carrying a Turret, Survivors experience the following effects:
- Causes them to suffer from a -35 % Hindered Status Effect and the Exhausted and Incapacitated Status Effects.
- Grants immunity from being detected by The Xenomorph when it is inside the Tunnels.
- Reveals their Aura and that of the Turret to other Survivors.
Whenever The Xenomorph comes within 10 metres of a Turret while in Crawler Mode and has Line of Sight with it, the Turret attacks, staggering The Xenomorph and inflicting fire damage, indicated by the Power gauge filling in red.
Once the Power gauge is full at 125 Charges, The Xenomorph is stunned and knocked out of Crawler Mode.
The Xenomorph can destroy deployed Turrets by attacking them, causing them to return to Control Stations after 60 seconds.
Control Stations have a cool-down of 30 seconds, before another Turret can be retrieved from the same one.
"Its structural perfection is matched only by its hostility." — Ash, Science Officer
Power Trivia
Movement Speeds:
- Tail Attack Cool-down: 1.2 m/s
- Walking (outside the Tunnels): 4.6 m/s
- Walking (inside the Tunnels): 18 m/s
Crawler Mode:
- Activation threshold: 35 Charges
- Charge rate outside of Tunnels: +1 c/s
- Charge rate inside of Tunnels: +8 c/s
- De-Charge rate through Turret attack: -1.5 c/s
- Maximum remaining Charge after picking up a Survivor: 75 %
Tail Attack:
- Charge time: 0.3 seconds
- Attack range: 4.8 metres
- Hitting time: 0.4 seconds
- Cool-down on missed attacks: 2.5 seconds
- Cool-down on successful attacks: 2.7 seconds
- Speed Penalty duration upon cancellation: 1 second
- It is possible to cancel the Tail Strike, though only during an incredibly brief window right after initiating the attack.
Tunnel System:
- Time to enter a tunnel: 0.3 seconds
- Transition time: 0.25 seconds
- This refers to the time it takes for the normal Map to transition to the Tunnel System after finishing the interaction of entering the tunnels.
- Maximum acceleration: x100.0
- Maximum detection distance: 16 metres
- This is the maximum range at which The Xenomorph can detect Survivors moving when in a tunnel.
- Detection linger time: 1.5 seconds
- This is the time when a Survivor can still be detected by The Xenomorph when in a tunnel after having left the detection range.
- Time to exit a tunnel: 2.25 seconds
- This can be broken down into two separate animations, the first lasting 0.5 seconds and the second 1.75 seconds.
- Time penalty when exiting a tunnel close to a hooked Survivor: -200 %
- Minimum range for time penalty: 16 metres
- This is the minimum distance between a hooked Survivor and a Control Station for the time penalty for exiting tunnels to be triggered.
- Footstep delay: 0.35 seconds
- This is the delay between each footstep spawning when a Survivor is detected from a tunnel.
- Exit block duration when entering a tunnel: 2.5 seconds
- Detection downtime duration when entering a tunnel: 2.5 seconds
Turrets:
- Maximum number in pool: 4 Turrets
- Spawn time: 1 second
- This refers to the time it takes for Turrets to manifest inside a Control Station.
- Pickup time: 1.5 seconds
- Hindered strength when carrying: -35 %
- Auto-destroy timer when dropped: 30 seconds
- This timer is paused if a Survivor remains within 6 metres of the dropped Turret.
- Respawn timer after destruction: 60 seconds
- Deploy/Un-deploy time: 2 seconds
- Aura Linger duration: 3 seconds
- Detection radius for firing: 10 metres
Flame Damage:
- Crawler Mode Deactivation threshold: 125 Charges
- This refers to how much damage Turrets must apply to The Xenomorph to knock it out of Crawler Mode.
- Damage Charge rate: +66 c/s
- Damage De-Charge rate: -25 c/s
- Damage De-Charge delay: 1 second
- Full Damage Stun timer: 1 second
Turret Overheating:
- Heat Accumulation rate: +25 % per second firing
- Heat Dissipation rate: -25 % per second not firing
- Malfunction duration: 3.5 seconds
- Motion Tracker range: 41 metres
- Repair time: 3 seconds
Control Stations:
- Availability Cool-down for Turrets from the same station: 30 seconds
- Aura range: 12 metres
- Area of Effect: 16 metres
- Killer Instinct Linger duration: 3 seconds
Add-ons for Hidden Pursuit
Icon | Name | Description |
---|---|---|
Cereal Rations | Contains 100 % of the recommended daily intake of Vitamin A. Tastes awful. While inside the Tunnels, you benefit from the following effect:
| |
Drinking Bird | One of the many tchotchkes littering the Nostromo's living quarters. A bit of whimsy in an otherwise sterile environment.
| |
Ovomorph | It looks harmless, but the horrors held inside are immeasurable.
| |
Ripley's Watch | On a ship as massive as the Nostromo, synchronising watches was important to keep track of work shifts.
| |
Ash's Innards | While hardier, mechanical beings break too when enough force is applied.
| |
Brett's Cap | This Nostromo ballcap was fashionable, but severely limited his vertical field of vision.
Whenever a Remote Flame Turret
| |
Crew Headset | While they facilitated team communication, the constant chatter made the crew easier to track.
| |
Lambert's Star Map | Vital for interstellar travel, but not as useful on a smaller scale.
| |
Light Wand | A portable light source used by Ash and Dallas while looking for the invasive creature. Mostly ineffective for lighting larger spaces.
| |
Emergency Helmet | An extra helmet on the bridge, for use in emergencies only.
| |
Kane's Helmet | A thin layer of glass was the difference between a minor inconvenience and the tragic destruction of the Nostromo's crew.
| |
Moulted Skin | The Xenomorph moulted many times as it rapidly grew on the Nostromo. Its shed skin was a constant reminder of its presence.
| |
Multipurpose Hatchet | Equally useful for destruction and repair.
| |
Parker's Headband | A bold fashion choice that doubled as a handy way to wick sweat from the eyes.
| |
Cat Carrier | Saving the cat is a noble goal. It's also very distracting. Whenever a Remote Flame Turret
| |
Harpoon Gun | Barely a weapon, its use is only viable in a situation of last resort.
Hitting a Survivor within 30 seconds of exiting the Tunnels triggers the following effect:
| |
Self-Destruct Bolt | They needed to be removed to start, and replaced to end, the self-destruct sequence. Just seeing them evokes a sense of urgency.
| |
Semiotic Keyboard | Its symbols are designed to be universally recognisable, but they may take some getting used to.
Causes Generators
| |
Acidic Blood | When damaged, The Xenomorph's unique physiology made it deadlier than ever.
While in Crawler Mode, whenever a Survivor stuns you by any means within 20 seconds of you exiting the Tunnels, either of the following effects applies:
| |
Improvised Cattle Prod | A brutal and noisy weapon, which might have been more effective against a cow.
Whenever a Generator
|
Achievements
There are 2 Achievements related to The Xenomorph:
Icon | Name | Description |
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Adept Xenomorph | Playing as The Xenomorph, achieve a Merciless Victory using only its 3 Unique Perks: Rapid Brutality, Alien Instinct, and Ultimate Weapon |
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Terror of LV-426 | Playing as The Xenomorph![]() ![]() ![]() |
Cosmetic Options
Players can choose from a variety of Cosmetic options to customise The Xenomorph:
Default
Prestige
Perk Charms
Prestige Level 7 Reward | Prestige Level 8 Reward | Prestige Level 9 Reward |
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A keepsake gained upon mastery of a particular skill. |
Alternatives
In-Game Store
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A fierce opponent, scarred from combat.
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A deadly creature fused with parts of an ancient ship.
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The wretched result of multiple genetic experiments.
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The serum slowly circulated bit by bit, eating away at the perfect organism.
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Mother. Hive Leader. The highest of lifeforms.
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Alternate Character Models
The Xenomorph has 4 alternate Character models available in the in-game Store:
- The Xenomorph Queen
- The Xenomorph Clone (Costume)
- The Grid Xenomorph (Costume)
- The Juggernaut Xenomorph (Costume)
DLC
The Xenomorph is part of 1 DLC:
Change Log
Patch 7.2.2
- Nerf: reduced the Movement speed during the Cool-down after a missed or obstructed Tail Strike from 2 m/s to 1.2 m/s (same as after a successful hit).
Patch 8.6.0
- Buff: reduced the Cool-down for missed or obstructed Tail Attacks from 3 seconds to 2.5 seconds.
- Buff: reduced the Cool-down for successful Tail Attacks from 3 seconds to 2.7 seconds.
- Buff: increased the Killer Instinct range when exiting a tunnel from 12 metres to 16 metres.
- Buff: increased amount of fire needed to burn The Xenomorph out of Crawler Mode from 100 Charges to 125 Charges.
- Nerf: increased Tail Attack charge time from 0.2 seconds to 0.3 seconds.
- Nerf: increased Tail Attack charge sound volume for Survivors
- Change: adjusted several Add-ons to align with these changes.
Trivia
- The Xenomorph's four-legged mode of locomotion was originally called "Runner Mode" on the Public Test Build of its Release Patch.
- The mode was renamed to its current "Crawler Mode" for release, due to some Players reasonably believing "Runner Mode" to refer to its two-legged gait instead.
- The Xenomorph is unable to hear the Hatch
when inside the tunnels, so Players should not attempt searching for it that way.
- The Xenomorph uniquely carries Survivors holding them by their necks, rather than carrying them over its shoulder.
- The Xenomorph is currently the only Killer featuring Killer-specific Hooks, rather than Realm-specific ones.
- That behaviour, however, is not a first in Dead by Daylight's history, as all Hooks used to be Killer-specific when the Game first released and until the introduction of CHAPTER 2: The HALLOWEEN® Chapter.
- The Xenomorph's Tunnels are a reference to how it traversed the Nostromo mainly through its ventilation shafts in the original movie and the visual design of them reflects the bio-matter covering structures The Xenomorphs incorporate into their nests.
- The Xenomorph has a skull underneath its dome that is visible in promotional art, but not in-game.
Voice Actor
- The Xenomorph is voiced by Sébastien Croteau, who previously voiced The Nemesis
and also provided his vocals for the many wailing human voices surrounding the sound design of The Dredge
.
Cosmetic Trivia
- Canonically, all of The Xenomorph Outfits in Dead by Daylight represent a different character — the only exception being the Blighted Outfit — with some of them originating or being inspired from various Alien films:
- The Xenomorph Queen originates from Aliens.
- The Grid Xenomorph originates from Alien vs Predator.
- The Xenomorph Clone is inspired by Ripley 5 in Alien: Resurrection.
- The Juggernaut Xenomorph is inspired by the Engineers 'from Prometheus'.
- The Inoculated Xenomorph is inspired by The Newborn from Alien: Resurrection with its exposed Skull.