dbd knight killer guide cover
Game: Dead by Daylight
Content Type: Gaming Guides

Added to the game in Chapter 26: Forged in Fog, the Knight is one of Dead by Daylight’s original Killers, although possibly inspired by the game For Honor. Wielding a Claymore and with the power to summon his loyal Guardia Compagnia, they rely on these allies to patrol and corner Survivors. In this guide, we’ll explain how all of the Knight’s powers and perks work, and cover basic tactics and strategies to help you succeed as the master of the Guardia Compagnia.

knight gauntlet
The next guard to be summoned will appear on your gauntlet.

Cycles between 3 guards to summon. Starts with Carnifex, then Assassin, then Jailer. The symbol at the bottom will show who you will summon next, as well as the green symbol hovering above your gauntlet. Guards will patrol, following the path you mark during power activation. They can perform actions, like damaging generators or breaking structures. After they are summoned, they will Patrol the area until their Patrol time expires or until they see a Survivor (Within 180° in front of them inside their Vision Range), at which point they will switch to Hunt mode. When they hunt, they will go to where they saw the Survivor, plant a standard, and try to hunt the Survivor. After a certain amount of time, or if they hit the Survivor, or if the Survivor picks up the standard, or if the Survivor unhooks another Survivor, the hunt will end.

The Carnifex damages objects in just two seconds (as opposed to the six seconds it takes the other guards), and his hunt phase is twice as long as the other guards.

knight carnifex

This is the best to place on a patrol route ending with Generator Damage, since he can damage them faster, and since his longer hunt cycle will keep Survivors away from the Generator for longer if they approach. Don’t expect him to injure, but rather to distract and prevent access to a Generator.

The Assassin has a faster Hunt speed, and deals Deep Wound when he damages a Survivor.

knight assassin

The Assassin is the best at actually injuring Survivors, and the Deep Wound can be especially brutal if you follow up with a Chase. Best to use near yourself to try to corner Survivors, especially in an enclosed space (like Indoor Maps or buildings). Can be placed at entrances to buildings or rooms you know Survivors are in. Not as effective to leave on patrol; he works best when the Knight and he are both chasing the target at the same time from different directions.

The Jailor has a faster patrol speed, a longer patrol phase, and a larger vision radius on Patrol.

knight jailer

The Jailer is best for limiting access to an area that you want to abandon. If you lose a Survivor in a hunt, or if they are going too far from the Generators, you can leave a Jailer to patrol nearby so you can return to hunt other Survivors. The increased detection radius also means he is better in more open areas, like main roads or other features in the middle of maps. Very effective at Area Denial, so can Patrol around a Generator, Exit Gate, or Hooked Survivor to prevent others from approaching for a while.

The Knight’s perks are diverse, each suiting a different build. Though each is powerful when paired with other perks, they do not synergize together well. To see more details about how to use these perks or which Killers they work the best with, see our guide on how to use the Knight’s Perks.

After you damage a generator, the auras of Survivors within 24 meters are revealed to you for 3/4/5 seconds.

Once you injure a Survivor once, a Dull Totem somewhere on the map will become a Hex Totem. While this Hex Totem is active, the Survivor you hit is Cursed, revealing their aura to other Survivors for 12/10/8 seconds. All other Survivors will periodically scream if they are outside of your Terror Radius, revealing their auras for 2 seconds. This effect persists until the Cursed Survivor is either downed or healed. If the Survivors cleanse its Hex Totem, the Hex is disabled for the rest of the match.

Whenever you are stunned, the Survivor that Stunned you is afflicted with the Exposed status effect for 10/15/20 seconds.

Because the Knight excels at using his guards to chase and corner Survivors, perks that help you in chases or give you benefits for injuring or downing Survivors are generally best. At the same time, the Knight can damage Generators quickly using his Guardia. The best perks, then, either improve your ability to chase Survivors or makes damaging Generators more powerful.

  • Hubris: It is just a fact, sometimes Survivors will stun you. Hubris, when used with other perks that let you win chases, makes them to regret this, turning a smug, healthy survivor into one that will be downed in one hit due to Exposed.
  • Enduring: Combining with Hubris, this perk lets you recover from a Pallet Stun very quickly, allowing you to hit the recently Exposed Survivor.
  • Brutal Strength: Vaulting windows and breaking pallets faster is always nice, and this perk also works well for damaging generators.
  • Fire Up: Combined well with Fire Up, this perk can make breaking Pallets (as well as damaging Generators) extremely fast.
  • Superior Anatomy: Make sure Survivors don’t get away with a lucky vault by speeding up your own vault to match.
  • Call of Brine: Faster regression and guaranteed surveillance makes Call of Brine a must-pick for any Generator-focused build.
  • Dragon’s Grip: Expose survivors that go back to damaged Generators, allowing you and your guards to corner and down them with one hit.
  • Eruption: Cause a chain reaction of Generator regression whenever you down a Survivor. Preferable to Jolt because you won’t tend to down Survivors near Generators as the Knight.

Note: Other perks that affect Generator regression (Like Scourge Hook: Pain Resonance or Hex: Ruin), or which give intel about Survivors on generators (like Call of Brine or Nowhere to Hide), can also be useful. However, your Power can help cover both of these bases, so these perks should be considered secondary to those above.

dbd knight loadout

A suggested loadout:
Add-Ons: Knight’s Contract, Treated Blade
Perks: Hubris, Brutal Strength, Dragon’s Grip, Superior Anatomy
Offering: Any Hunter Wreath

The following add-ons are available to the Knight:

  • Knight’s Contract
  • Iridescent Company Banner
  • Healing Poultice
  • Flint and Steel
  • Lightweight Greaves
  • Blacksmith’s Hammer
  • Ironworker’s Tongs
  • Chain Mail Fragment
  • Broken Hilt
  • Grim Iron Mask
  • Town Watch’s Torch
  • Dried Horsemeat
  • Call to Arms
  • Treated Blade
  • Cold Steel Manacles
  • Battle Axe Head
  • Pillaged Mead
  • Tattered Tabard
  • Gritty Lump
  • Map of the Realm

To see how best to use each add-on, as well as what combinations of add-ons work best for the Knight, see our Knight Add-Ons Guide.

The Knight is a strategic Killer and is considered of average difficulty to play.

Begin the game as normal, but do your best to hook a Survivor using your powers, using any of your Guards to help you win an early chase. Your goal is to hook a Survivor to get an early lead, and if you are running my “Expose” build, doing so should be an absolute priority, since easily downing Survivors is your main goal. Regardless, the very earliest gameplay of the Knight should be very similar to any other Killer.

After you’ve chased a few Survivors, you should figure out your patrol route. To do so, use your guard cycle to dictate what you’ll do next. This allows you to be a versatile killer that is always up to something different, and can be surprisingly hard for Survivors to read/predict. Because you’ll be alternating between regressing generators, focusing on chases, and guarding objectives, the Knight very easily becomes a high-pressure Killer, punishing cautious and safe Survivors the most.

Generally, you should follow your cycle of Guards to decide what to do next, based on which guard is up next (as you can tell by looking at the symbols on your gauntlet or power gauge). Depending on which Guard is up next:

  • Carnifex: Focus on damaging a Generator. To decide which Generator to focus on, consider finding an efficient 3-Generator patrol.
  • Assassin: Run your patrol/Generators until you get into a chase. When you do, try to win it using Assassin
  • Jailer: If you won the chase, use Jailer to guard the hook for you. If you didn’t, use Jailer to block a Generator.

Repeat that cycle, either at the same generator or a different one (depending on where Survivor are). If you are using an add-on that causes a guard to appear twice, simply do the action twice, since you’ve chosen that as your focus playstyle.

If there are 2 Survivors or 1 Generator left, you should switch focus: all your energy should be on winning chases, and you should use all your guards to do so, rather than use them for area denial or generator damage. This means that the beginning and end of your games should be similar to each other, and allow you to play simpler and looser, whereas the mid-game will require tighter strategy and planning.

When you are in a chase (or about to be), you can use your power to block exits to buildings and loops. This works especially great in Killer’s Huts, but any building or room with two exits can essentially trap Survivors, since your Guardia acts as a multiplying factor for yourself.

It is also worth noting that your speed is increased greatly when summoning Guards, and that they spawn at the end of whatever path you draw, while you remain in place. This means that you can often chase a Survivor, use your power and get ahead of where you know they will go, and therefore sandwich the Survivor between yourself and your Guard.

Now that you have a complete strategy guide for the Knight, including how to play them, their best perks and add-ons, and their best strategies, you have everything you need to win trials and earn iridescent medals with them. Have fun killing!

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15 days ago

hi. The Knight does not belong to For Honor. He is an entirely original Killer by Dead by Daylight. Please correct your article, and doubly verify the information you share!

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