"Conductor"

**Conductor** is an External Trait that belongs to the "Prisoner." As an external trait, it is a passive ability that the character starts the game with.

## Trait Details

### Charge

An incident changed the "Prisoner's" body composition and made him a "Conductor" capable of accumulating electric charges. When the "Prisoner" decodes a Cipher Machine in a Connection, an **electrical area** will be formed as a result of electrical charges focusing around the Cipher Machine. When Hunters enter such an area for a long time, they will be electrocuted and stunned. With each electrocution, the Hunter's resistance to electric charges is permanently increased so that the stun duration of the Hunter will decrease until it drops to **0**. When a Connection becomes invalid or destroyed, the electrical area will disappear with it.

### Enhanced Charge

Due to his unique body composition, the "Prisoner" will recharge when he enters the electrical area. Once the recharge is completed, he can release **severe electric currents** 1 time. The severe electric currents will send an Electric Shock towards Hunters nearby and stun them for **1** seconds.

As the effects of Electric Shock is strong, it won't be affected by Hunter's resistance to electric charges.

## Other details

#### **Other Details**

* "Prisoner's" charge can ignore stun resistance persona talents like Rage, Desperate Fight and Addiction etc.
	+ Though it doesn't ignore Excitement.
* It takes "Prisoner" 75 seconds to passively charge his Enhanced Charge without any influence from the Electrical Area.

#### **Survivor tips**

* The "Prisoner" has an electric charge stored in his body at the beginning of the match, thus allowing an unlucky "Prisoner" to be able to buy other survivors some time by kiting the Hunter. Use this stun wisely as this stun isn't generally a helpful anti-Hunter ability due to its extremely short stun duration; a good usage of the stun would be to use it before you are able to be attacked while the Hunter is performing an attack animation. Generally, this tactic is difficult to achieve as most Hunter has different attack speeds depending on their animation. Using this stun a decent amount of time before vaulting would also generally able to buy the "Prisoner" an adequate amount of time to gain distance (best used in pair with the "Knee Jerk Reflex" trait).
* A percentage of "Prisoner" players would attempt to save someone tied on a balloon by stunning the Hunter and attempting to body-block said ballooned survivor as a last ditch rescue attempt as although the stun duration is short. It is still able to remove survivors from the hands of the Hunters. Though this strategy might work for some people and situation, the extremely short duration of the stun would mean that unless the "Prisoner" is close enough to body-block damage, it would be highly unlikely to correctly free someone and body-block them with success. Though it is a great time waster for said Hunter, it would be wise to focus on decoding Cipher instead of doing supportive work as "Prisoner."
* A well-placed stun is able to compensate for the lacking performance of this ability, unlike most other Hunters. The "Prisoner" does not produce an audible/visible changes in his model/survivor status even if the stun ability is ready to be able to be used, making it impossible for Hunters to tell whether if the ability is ready or not. A good example of a well placed stun would be in the middle of a standing pallet while juking the Hunter for a while in order to trick the Hunter into chasing you without the consideration that you may have the stun, with proper placement and/or timing, a Hunter might be able to be combo-stunned easily.

#### **Hunter tips**

* Most of the time, Hunters are able to recover quickly from the stun as it's 1 second stun duration is lacking compared to the other stuns other survivors may produce. Never show fear towards the stuns of "Prisoners" if they're not using it correctly.
* Certain Hunters, such as the "Undead" and The Breaking Wheel are able to be in a state of complete immunity against all form of stuns, including "Prisoner's" electric shock, this makes them an extremely powerful counter against the "Prisoner" no matter of how good a "Prisoner" player may perform.
* Hell Ember can take advantage of the electric area around a Cipher Machine by purposely getting stunned to gain Rage charges, as electric stuns grant a noticeable amount of Rage. Be careful however as Survivors may use the window of time granted by the stun to leave an area. This is best done if the Hunter ties a survivor to a Rocket Chair near a Cipher Machine with an active electric field, since they can gain Phantoms to use for camping.