Attacks

In other (unofficial) languages:

**Attacks** are a core Killer Game Mechanic in *Dead by Daylight*.

## Overview

**Attacks** are initiated whenever a Killer presses the *Attack button*.

There are **2** types of **Attacks**: *Basic Attacks* and *Special Attacks*.

## Basic Attacks

*Basic Attacks* are the standard melee **Attack** every Killer has at their disposal.

Some Players refer to this as the *"M1 Attack"* and to Killers who lack a *Special Attack* as *"M1 Killers"*, as this **Attack** is initiated by pressing 'M1' (left click) on a mouse.

*Basic Attacks* come in **2** variations: *Quick Attacks* and *Lunge Attacks*.

### Quick Attack

The *Quick Attack* is a short-ranged, but swift *Basic Attack*.

It is initiated by merely tapping the *Attack button* and causes the Killer to swiftly swing their Weapon in front of them.

Unlike the *Lunge Attack*, it does ***not*** boost the Killer's Movement speed and has a shorter attack window, which is also the cause of its short range.
*Quick Attack* generally only hit Survivors that are in very close proximity to the Killer, but do so relatively reliably.

### Lunge Attack

The *Lunge Attack* is a medium-ranged, but slower *Basic Attack*.

It is initiated by pressing and holding the *Attack button* and causes the Killer to lunge forward, increasing their range considerably.

The *Lunge Attack* temporarily boosts the Killer's Movement speed and has a longer attack window, which allows for its longer range.
Killers retain full manoeuvrability during a *Lunge Attack*, allowing them to lunge around corners and obstacles.

#### Attack Mechanic

*The* Lunge Attack *is standardised amongst every single Killer, all Killers have the exact same default Lunge range.*
While lunging, the Killer's current Movement speed is temporarily boosted by a multiplier of **x1.5**.
This has the effect that the faster the Killer is moving at the moment of starting a *Lunge Attack*, the farther their **Attack** will reach (generally approximately **~6 metres**).

Assuming a Killer is walking at their default Movement speed and not currently affected by any ***Haste*** **Status Effects**, this will boost their speed from **4.6 m/s** to **6.9 m/s** for the duration of the *Lunge Attack*.
Since Patch 2.2.0, this also applies to every Killer walking slower than **4.6 m/s** by default, temporarily resetting their base Movement Speed value to the Killer Standard of **4.6 m/s**.

If the Killer's current Movement speed is affected by ***Haste*** **Status Effects**, their *Lunge Attack* will have a greater reach as the multiplier applies in addition to any existing ones from ***Haste***.

Before Patch 2.2.0, the range of a Killer's *Lunge Attack* was directly determined by their base Movement speed, making it so that slower moving Killers such as The Hag or the Huntress had a shorter range to their *Lunge Attack* compared to the other Killers.

#### Momentum

Due to how the *Lunge Attack* works from a technical point-of-view, it is absolutely imperative to build up a minimum of momentum before initiating a *Lunge Attack* to maximise the available range.

As Killers do ***not*** accelerate to their top speed instantly, initiating a *Lunge Attack* early after starting to move will cause it to have less range.

This is a problem almost exclusive to the Nurse and The Hag, as both Killers have zero momentum right after using their Power to teleport.
It is therefore advised to momentarily wait before initiating the **Lunge Attack** after using the Power of those Killers, allowing them to build up some momentum and reaching top speed first, ensuring that the *Lunge Attack* will have its full range available.

## Special Attacks

*Special Attacks* are only available on some Killers as an alternative **Attack**, which uses their Power.

Some Players refer to this as the *"M2 Attack"*, as this **Attack** is usually initiated by pressing 'M2' (right click) on a mouse.

Unless an Unlockable specifically mentions it does so, *Special Attacks* generally do ***not*** activate any effects related to landing successful hits, and also neither gain nor lose Tokens with Unlockables that use that mechanic.

An example using The Hillbilly with Save the Best for Last:

* Hitting regular Survivors with his Hammer (*Basic Attack*) will grant Tokens for the Perk and reduce the Cool-down duration and hitting the ***Obsession*** will do the opposite.
* Hitting regular Survivors with his Chainsaw (*Special Attack*) will not grant any Tokens for the Perk, but also not lose any when hitting the ***Obsession***.
	+ *Special Attacks* would also not benefit from **Save the Best for Last's** Cool-down reduction.

### Killers with Special Attacks

* The Hillbilly: *Chainsaw* hits
* The Nurse: *Lethal Blink* hits
* The Huntress: *Hatchet* hits
* The Cannibal: *Chainsaw* hits
* The Pig: *Ambush Dash* hits
* The Legion: *Feral Frenzy* hits
* The Plague: *Corrupt Purge* hits
* The Demogorgon: *Shred Attack* hits
* The Oni: any attack during *Blood Fury* (i.e. with either his sword or the Kanabo)
* The Deathslinger: *Harpoon* hits
* The Executioner: *Punishment Trail* hits
* The Blight: *Lethal Rush* hits
* The Twins: *Pounce Attack* hits with **Victor**
* The Nemesis: *Tentacle* hits
* The Cenobite: *Chain* hits
* The Artist: *Crow* hits
* The Mastermind: *Bound* hits
* The Knight: any attacks inflicted by his **Guards**
* The Xenomorph: *Tail* hits

### Killers with other Attacks

While these **Attacks** are neither *Basic nor Special Attacks*, they are coded to behave like the latter.

* The Trapper: catching Survivors in **Bear Traps**
* The Doctor: hitting Survivors with his *Shock Attacks*
* The Clown: hitting Survivors directly with his *Bottle*
* The Trickster: hitting Survivors with his *Knives*
* The Cenobite: catching Survivors with uncontrolled *Chains*

## Attack Cool-downs

*Potential changes in these numbers would be mentioned in the Power Trivia section on a Killer's article page.
The numbers here are the standard default Cool-downs.*
* Successful attack: **2.7 seconds**
* Missed attack: **1.5 seconds**
	+ also applies to hitting obstacles

## Dodging Attacks

If a Survivor is within **5 metres** of either the Killer or their projectile (if applicable), but are not hit, the Game regards that attack as having been dodged.
This is mostly important for Score Events, Tome Challenges and the Achievement *Whiffing to Success*.

## Unique Attacks

* The Shape in **Evil Within I** has a reduced Lunge duration, decreasing his range.
* The Shape in **Evil Within III** is granted an extended Lunge duration, increasing his range.
* The **Ambush Attack** of The Pig is technically an extensively prolonged Lunge animation, allowing her to cover a vast distance with her Dash.
* Prior to Patch 1.9.0, The Nurse had a special post-blink Lunge with aim-assist, which used to be the longest Lunge range in the Game.
	+ She now has the default Killer Lunge, that is not tied to her Movement speed anymore.
		- Her default Lunge Attack reaches **6 metres**.
		- Her post-blink Lunge Attack reaches **5.667 metres**.
		- Her post-blink Quick Attack reaches **3.333 metres**.

## Change Log

### Patch 1.9.0

* ***Quality of Life:*** removed the aim-assist feature on **The Nurse's** post-blink attacks, giving her full rotational control instead of only being able to lunge in straight lines.

### Patch 2.2.0

* ***Quality of Life:*** standardised all Killer *Lunge Attacks* to work the same as **The Trapper's** (Killer default).

### Patch 6.1.0

* ***Buff:*** reduced the Cool-down time of successful attacks from **3 seconds** to **2.7 seconds**.

## Trivia

* From a mechanical point-of-view, the Lunge Mechanic works very similar to the old version of the Survivor Perk Dead Hard.
* Killers retain full rotational control during their **Attacks** and are not forced to perform them in a straight line.

## Gallery

* Visualising the Attack Cones and Hitboxes