deadbydaylight

The Guards are a Game Mechanic unique to The KnightIconHelpLoading knightIconHelpLoading knightIconHelpLoading knight, as well as non-player Characters, that were implemented into Dead by DaylightIconHelp DBDlogoIconHelp DBDlogoIconHelp DBDlogo in Patch 6.4.0.


Overview

The Guards, as former members of the "Guardia Compagnia" and loyal friends to The KnightIconHelpLoading knightIconHelpLoading knightIconHelpLoading knight as "The Faithful Three", can be summoned by him at will.

Summoned Guards patrol nearby areas along a set Patrol Path, execute orders, and even hunt nearby Survivors, while providing some intelligence to The KnightIconHelpLoading knightIconHelpLoading knightIconHelpLoading knight, as he can read their AurasIconHelp aurasIconHelp aurasIconHelp auras at all times.

Patrolling Guards will start a Hunt when a Survivor comes within their Detection radius, which is outlined in white and visible to both The KnightIconHelpLoading knightIconHelpLoading knightIconHelpLoading knight and Survivors.

The Hunt will continue until either the Survivor outlasts the timer, grabs the Guard's Standard, or unhooks another Survivor.
If a Guard manages to close enough distance to the Survivor, they will attack them, which injures or even downs the Survivor, depending on their Health State.


The Carnifex

Sander charSelect portrait
IconPowers guardiaCompagnia Carnifex

The Carnifex, formerly known as "Sander Rault", matched Tarhos in size and strength and wields a massive Battle Axe.

He is able to break and damage objects faster than the other Guards.

Numbers


The Assassin

Durkos charSelect portrait
IconPowers guardiaCompagnia Assassin

The Assassin, formerly known as "Durkos Malecek", showed an aptitude for stealth and silent kills.

He moves faster than the other Guards during a Hunt and causes the Deep WoundIconStatusEffects deepWoundIconStatusEffects deepWoundIconStatusEffects deepWound Status Effect on Survivors he attacks.

Numbers


The Jailer

Alejandro charSelect portrait
IconPowers guardiaCompagnia Jailer

The Jailer, formerly known as "Alejandro Santiago", apprenticed with the Guardia Compagnia's Armourer.

He moves faster than the other Guards during a Patrol, has a larger Detection radius, and longer Patrol and Hunt phases.

Numbers


General Statistics


General Abilities

Guards, unlike Zombies, are impervious to stuns and cannot be blinded by FlashlightsIconItems flashlightIconItems flashlightIconItems flashlight.
Guards also cannot be stunned by dropping a PalletIconHelp pullDownIconHelp pullDownIconHelp pullDown on them, as they will simply phase through the obstacle.
Guards also phase through WindowsIconHelp windowIconHelp windowIconHelp window and do not need to vault over them.

When a Survivor is detected by a Guard, the Guard is programmed to reach that exact location during the wind-up phase of a Hunt in exactly 2.5 seconds.
To achieve this, a Guard will beeline to that location and phase through any solid object in their path.

Should a Survivor have been detected on a different floor to the Guard himself, he will float through the air or even floors/ceilings to reach the location in the given time frame.
During the wind-up phase of a Hunt, Guards do not follow their regular pathing using during the Hunt itself.


Hunt Phase

When a Guard spots a Survivor anywhere within their Detection radius, they will roar and immediately beeline towards the Survivor's exact location to place a Standard.

Once the Standard is placed and starts to materialise, the actual Hunt starts and the Guard starts chasing the Hunted Survivor.
The Guard will chase the Hunted Survivor for the duration of the Hunt until he manages to injure or down them.
If the Survivor outlasts the Hunt or manages to fulfil one of the ending conditions, the Guard will stop the chase and dissolve.

The Hunted Survivor has three options to prevent taking damage from the Guard during a Hunt:

If The Knight manages to hit the Hunted Survivor first, the Guard will immediately stop the Hunt and dissolve as well.

If the Survivor enters a LockerIconHelp lockersIconHelp lockersIconHelp lockers, the Guard will open the Locker, pull the Survivor out and damage them.

Standards

The texture of all 3 Standards: Carnifex, Jailer, Assassin (l.t.r

The texture of all 3 Standards: Carnifex, Jailer, Assassin (l.t.r.)

Each Guard places a Standard into the ground at the location they first detected the Survivor at.

The Standard takes some time to materialise first, during which the Survivor cannot grab it.
Once the Standard has fully materialised, a signal horn sounds.

From that point onwards, the Survivor can grab the Standard simply by walking into it, which immediately ends the Hunt and grants that Survivor a 50 % HasteIconStatusEffects hasteIconStatusEffects hasteIconStatusEffects haste Status Effect and the EnduranceIconStatusEffects enduranceSurvivorIconStatusEffects enduranceSurvivorIconStatusEffects enduranceSurvivor Status Effect, both for 3 seconds (the effect is equivalent to using the Perk Sprint BurstIconPerks sprintBurstIconPerks sprintBurstIconPerks sprintBurst).

The Hunted Survivor can see the AuraIconHelp aurasIconHelp aurasIconHelp auras of the Standard in white as soon as the signal horn has sounded.


Change Log

Patch 7.7.0

Patch 8.1.0


Trivia


Gallery

Guards


Guards carrying Standards


Deep Wound


Hologram


Standards