Health States

In other (unofficial) languages:

**Health States** are a Game Mechanic exclusive to Survivors in *Dead by Daylight*.

## Overview

Survivors have **3** main **Health States**: Healthy State, Injured State, and Dying State.

There is a special fourth **Health State**: ***Deep Wound***, which is also a **Status Effect**.

**Health States** may affect a Survivor's prowess at surviving and also inhibit certain interactions.

## Healthy State

This is the default **Health State** of Survivors, they start the Trial in this **Health State**, with the exception of Survivors using the Perk No Mither.

**Healthy** Survivors can perform all interactions and move at their default Movement Speed. They don't make excessive noises other than heavy breathing after running.

### Damage

Receiving damage from a Killer's Weapon puts **Healthy** Survivors into the **Injured State**.

Receiving damage while already in the **Injured** or in the **Deep Wound State** puts them into the **Dying State**.

### Double Damage

Receiving double damage from a Killer's Power, or a Killer's Weapon puts **Healthy** Survivors directly into the **Dying State**.

## Injured State

This is the default **Health State** of Survivors using the Perk No Mither.

While **Injured**, Survivors will bleed and grunt in pain, making them easier to track. Though an injured Survivor limps, their Movement Speed is unaffected and the same as when **Healthy**.

Receiving damage from a Killer's Power or Weapon puts **Injured** Survivors into the **Dying State**.

Survivors that were grabbed during an interaction with a Prop are also put into the Dying State.

Survivors can reduce or stop the grunting by using No Mither, Iron Will, Off the Record, Parental Guidance, Self-Preservation, Low Profile, Bite the Bullet, or Lucky Star.

Killers can improve their ability to hear grunting by using Stridor.

Survivors can also ignore being put from the **Injured State** into the **Dying State** once should Mettle of Man activate.

## Deep Wound State

*Main article:* Deep Wound

This **Health State** is also a **Status Effect** inflicted by various Unlockables and some Powers.

While **Deep Wounded**, Survivors are on a bleed-out timer (shown as a yellow bar on the HUD) until they either *Mend* themselves, are *Mended* by other Survivors, or the timer runs out.

The bleed-out timer is paused whenever the affected Survivor is either running or *Mending*.
Partial *Mending* progress is saved, if the interaction is interrupted.

If the bleed-out timer runs out, the Survivor will fall into the **Dying State**.

As a unique side-effect of Madness, Survivors cannot *Mend* themselves, if they are on **Madness Tier III**, but can still be *Mended* by other Survivors that are not on that Tier.

## Dying State

In the **Dying State**, a Survivor's Movement speed is limited to a slow crawl and they are unable to use any of their Items.

A crawling Survivor has two options: recover as much health as they can (at maximum **95 %** at a rate of **50 %** of the normal Healing speed, which equates to recovery taking **30.4 seconds**), or crawl away to find help. Without the aid of certain Perks, a Survivor cannot fully recover by themselves; they will need another Survivor to finish healing them. A crawling Survivor can be picked up by the Killer and brought to sacrificial Hooks.

While in the **Dying State**, Survivors slowly bleed out till death (after **240 seconds**). The bleed-out progress can be seen below the Survivor's Status Icon in the HUD.

Healing from the **Dying State** puts a Survivor into the **Injured State.**

**Dying** Survivors can see the Auras of their teammates and vice versa. **Dying** Survivors can use their teammates' locations to determine whether they should move or attempt to recover.

* It takes 240 seconds (4 minutes) for a **Dying** Survivor to bleed out and die.
	+ This is a fixed value and there are to date no mechanics or Unlockables that can influence it.
	Contrary to some popular believes in the community, moving around while bleeding out does ***not*** accelerate one's death.
* A Killer can see the Aura of a nearby **Dying** Survivor if they have the Perk Deerstalker.
* Tenacity allows Survivors in the **Dying State**, to recover and crawl at the same time.
* Unbreakable, No Mither, Soul Guard, Boon: Exponential and Plot Twist allow a Survivor to fully recover from the **Dying State**.
* Adrenaline instantly recovers a Survivor one full **Health State** when the Exit Gates become powered.
* A Killer using Knock Out will prevent the other Survivors from seeing the **Dying** Survivor's Aura outside of a certain range, similar to a reverse Deerstalker.
* Survivors can reduce the grunting by using No Mither or Tenacity.

## Healing

**Healing** can put Survivors back into higher **Health States**.
It is considered a Healing action and affected by various Unlockables.

It takes **16 Charges** to heal a Survivors for the equivalent of **1 Health State**.

There are **2** types of Healing amongst Survivors:

### Altruistic Healing

**Altruistic Healing** occurs when a Survivor is being healed by one or two other Survivors:

**Altruistic Healing *does not require*** the use of Med-Kits and is a default ability of all Survivors.
However, using a **Med-Kit** greatly increases the Healing speed.

Survivors have an individual default Healing speed of **+1 c/s**, which is doubled to a combined **+2 c/s** if two Survivors heal a third Survivor together, halving the Healing time.

### Personal Healing

**Personal Healing** occurs when a Survivor is healing themselves without the help of other Survivors.

**Personal Healing *requires*** the use of Med-Kits or Perks that provide the *Self-Care* ability.

**Personal Healing**, with few exceptions, usually comes at the cost of a reduced Healing speed, which depends on the type of Unlockable used to heal one's self.

## Mending

**Mending** will put Survivors afflicted by ***Deep Wound*** back into the **Injured State**.
It is ***not*** considered a Healing action and therefore remains unaffected by Unlockables, with the exception of Killer Power Add-ons that affect its duration.
Should the bleed-out timer run out or the affected Survivor receive damage by the Killer, they will be put into the **Dying State**.

* Self-*Mending* takes **12 seconds** to complete.
* Altruistic *Mending* takes **8 seconds** to complete.
	+ Up to two Survivors may *Mend* a third Survivor.
	However, this incurs a *Mending* Speed penalty of **-25 %**
* Partial *Mending* progress is saved.

## Change Log

### Patch 2.3.0

* ***Survivor Nerf:*** increased the Health State capacity from **12 Charges** to **16 Charges**.

### Patch 3.4.0

* ***Survivor Buff:*** reduced the Mending times of Survivors from an unknown amount (~15 seconds) to **12 seconds** for Self-*Mending* and **8 seconds** for Altruistic *Mending*.