The Xenomorph is one of the many killers currently featured in Dead by Daylight.
It was introduced as the Killer of CHAPTER 29: Alien, a Chapter DLC released on 29 August 2023.
It originates from the 1979 Sci-Fi Horror Movie Alien.
Overview[]
A relentless specimen from a distant planet, The Xenomorph is vicious, agile, and cunning.
Its personal Perks, Rapid Brutality, Alien Instinct, and Ultimate Weapon, allow it to cause nearby Survivors to scream, gain Haste after basic attacks, and see Auras of faraway Survivors.
Difficulty Rating: Moderate
(These Killers require the Player to be comfortable with the basics of the role, though they share common mechanics with easier ones)
Lore[]
A perfect organism, born of violence, designed to kill.
The Xenomorph emerged from the chest cavity of a host named Kane and sought cover in the shadows of the Nostromo. As it shed its skin, the Xenomorph came to understand its environment. Using the ship’s air ducts, it killed its prey one by one, until only the human Ripley remained.
Desperate for survival, Ripley destroyed the Nostromo and sought refuge in an escape vessel. But the Xenomorph’s instincts gave it the edge. As the escape vessel floated through space, the Xenomorph lay in wait, watching its prey.
Just as it was went in for the kill, the vessel’s airlock opened and the Xenomorph was ejected into the cold vacuum of space.
All was lost. The Xenomorph was close to death. And then, in an instant, it disappeared in a cloud of black fog.
Load-out[]
Unique Perks[]
The Xenomorph comes with 3 Perks that are unique to it:
Rapid Brutality | You move with a speed and fury that makes blood run cold.
"Catch it, put it in the airlock, get rid of it." — Dallas | |
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Alien Instinct | You are so stealthy, sometimes it seems like you appear out of nowhere.
Whenever you hook a Survivor, Alien Instinct activates:
"Yellow light's for my eyes only." — Dallas | |
Ultimate Weapon | When they spot you, they know the end is near.
Whenever you open a Locker, Ultimate Weapon activates for 30 seconds:
Ultimate Weapon has a cool-down of 40/35/30 seconds. "I can't lie to you about your chances, but... you have my sympathies." — Ash |
Prestige[]
Prestiging The Xenomorph will automatically add Tier I of its Unique Perks to the inventories of all other Killers and unlock the ability for their higher-tiered versions to spawn in their Bloodweb.
Prestige The Xenomorph twice more to automatically add Tier II and Tier III respectively into the other Killers' inventories.
Weapon: Lithe Arm[]
Lithe Arm is the Primary Weapon of The Xenomorph.
Lean, but muscular, capable of striking the quickest prey.
Power: Hidden Pursuit[]
Supposedly responding to a distress signal, the Nostromo's crew landed on LV-426.What they found there became one of humanity's greatest horrors. |
HIDDEN PURSUIT
When The Xenomorph is in Trial, a series of tunnels is available to it, accessible from several Control Stations.
The Auras of Control Stations are highlighted to The Xenomorph in white at all times.
SPECIAL LOCOMOTION: TUNNELS
By walking up to and accessing a Control Station, The Xenomorph can enter a tunnel system located beneath the Map and use it to quickly traverse it to emerge at any Control Station.
While inside the tunnels, The Xenomorph can detect the movement of any Survivor within 16 metres of its current location, indicated by reddish footsteps seen on the ceiling of the tunnel.
Being inside the tunnels also accelerate the Cool-down timer of its Crawler Mode.
While also inside the tunnels, being in proximity of an Exit Gate will highlight the nearest Control Station to it for The Xenomorph.
Exiting the tunnels from a Control Station will momentarily deactivate any deployed Remote Flame Turrets and tag any Survivors within 12 metres from that Control Station with Killer Instinct.
SPECIAL ABILITY: CRAWLER MODE
The Xenomorph automatically enters Crawler Mode whenever it is not on Cool-down.
In Crawler Mode, The Xenomorph walks on all four legs and becomes stealthier, reducing its Terror Radius to 24 metres.
There are only two ways for The Xenomorph to exit this mode:
- The Xenomorph picks up and carries a downed Survivor.
- The Xenomorph takes too much fire damage from Remote Flame Turrets.
SPECIAL ATTACK: TAIL ATTACK
While in Crawler Mode, The Xenomorph has access to a brutal Tail Attack, which has an increased reach of 4.8 metres.
SPECIAL PROP: CONTROL STATIONS
Each Trial spawns a total of 7 Control Stations in the environment.
The Xenomorph can select any Control Station, highlighted in red and mark it, turning its Aura yellow.
When inside the tunnel system, a yellow trail will then show the shortest path through the system to the selected Control Station.
Survivors can interact with any Control Station to receive a Remote Flame Turret, but Control Stations have a cool-down of 30 seconds before another Turret can be retrieved from the same station, given there are still Turrets left in the pool.
SPECIAL ITEM: REMOTE FLAME TURRET
Survivors can retrieve up to 4 Remote Flame Turrets and deploy them in the environment to counteract The Xenomorph.
Turrets can be undeployed, carried to a new location, and redeployed there.
While carrying a Turret a Survivor suffers from a -35 % Hindered Status Effect, as well as the Exhausted and Incapacitated Status Effects, but are immune to being detected by The Xenomorph, when it is roaming about down in the tunnels.
Whenever The Xenomorph enters a Turret's firing-radius and is in line of sight of it, the Turret will attack and throw flames at it.
This attack staggers The Xenomorph and extended exposure can stun it and cause its Crawler Mode to end.
If a Turret successfully knocks The Xenomorph out of Crawler Mode or fires for too long, it will overheat and break.
Survivors can repair overheated Turrets.
If a Survivor drops a Turret from their inventory, it will be destroyed automatically after being left on the ground for 30 seconds.
This timer is paused if a Survivor remains within 6 metres of its drop location.
The Xenomorph can destroy a Turret by attacking it.
Destroyed Turrets only return to the pool after 60 seconds.
Its structural perfection is matched only by its hostility. | ||
~ Ash, Science Officer |
Power Trivia[]
Movement Speeds:
- Main Article
- Tail Attack Cool-down: 1.2 m/s
- Walking (outside the Tunnels): 4.6 m/s
- Walking (inside the Tunnels): 18 m/s
Crawler Mode:
- Activation threshold: 35 Charges
- Charge rate outside of Tunnels: +1 c/s
- Charge rate inside of Tunnels: +8 c/s
- De-Charge rate through Turret attack: -1.5 c/s
- Maximum remaining Charge after picking up a Survivor: 75 %
Tail Attack:
- Charge time: 0.2 seconds
- Attack range: 4.8 metres
- Hitting time: 0.4 seconds
- Cool-down on missed attacks: 3 seconds
- Cool-down on successful attacks: 3 seconds
- Speed Penalty duration upon cancellation: 1 second
Tunnel System:
- Time to enter a tunnel: 0.3 seconds
- Transition time: 0.25 seconds
- This refers to the time it takes for the normal Map to transition to the Tunnel System after finishing the interaction of entering the tunnels.
- Maximum acceleration: x100.0
- Maximum detection distance: 16 metres
- This is the maximum range at which The Xenomorph can detect Survivors moving when in a tunnel.
- Detection linger time: 1.5 seconds
- This is the time when a Survivor can still be detected by The Xenomorph when in a tunnel after having left the detection range.
- Time to exit a tunnel: 2.25 seconds
- This can be broken down into two separate animations, the first lasting 0.5 seconds and the second 1.75 seconds.
- Time penalty when exiting a tunnel close to a hooked Survivor: -200%
- Minimum range for time penalty: 16 metres
- This is the minimum distance between a hooked Survivor and a Control Station for the time penalty for exiting tunnels to be triggered.
- Footstep delay: 0.35 seconds
- This is the delay between each footstep spawning when a Survivor is detected from a tunnel.
- Exit block duration when entering a tunnel: 2.5 seconds
- Detection downtime duration when entering a tunnel: 2.5 seconds
Turrets:
- Maximum number in pool: 4 Turrets
- Spawn time: 1 second
- This refers to the time it takes for Turrets to manifest inside a Control Station.
- Pickup time: 1.5 seconds
- Hindered strength when carrying: -35 %
- Auto-destroy timer when dropped: 30 seconds
- This timer is paused if a Survivor remains within 6 metres of the dropped Turret.
- Respawn timer after destruction: 60 seconds
- Deploy/Un-deploy time: 2 seconds
- Aura Linger duration: 3 seconds
- Detection radius for firing: 10 metres
Flame Damage:
- Crawler Mode Deactivation threshold: 100 Charges
- This refers to how much damage Turrets must apply to The Xenomorph to knock him out of Crawler Mode.
- Damage Charge rate: +66 c/s
- Damage De-Charge rate: -25 c/s
- Damage De-Charge delay: 1 second
- Full Damage Stun timer: 1 second
Turret Overheating:
- Heat Accumulation rate: +25 % per second firing
- Heat Dissipation rate: -25 % per second not firing
- Malfunction duration: 3.5 seconds
- Motion Tracker range: 41 metres
- Repair time: 3 seconds
Control Stations:
- Availability Cool-down for Turrets from the same station: 30 seconds
- Aura-reveal range: 12 metres
- Killer Instinct Linger duration: 3 seconds
Add-ons for Hidden Pursuit[]
Icon | Name | Description |
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Ripley's Watch | On a ship as massive as the Nostromo, synchronising watches was important to keep track of work shifts.
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Ovomorph | It looks harmless, but the horrors held inside are immeasurable.
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Drinking Bird | One of the many tchotchkes littering the Nostromo's living quarters.A bit of whimsy in an otherwise sterile environment.
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Cereal Rations | Contains 100 % of the recommended daily intake of Vitamin A.Tastes awful.
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Light Wand | A portable light source used by Ash and Dallas while looking for the invasive creature.Mostly ineffective for lighting larger spaces.
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Lambert's Star Map | Vital for interstellar travel, but not as useful on a smaller scale.
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Crew Headset | While they facilitated team communication, the constant chatter made the crew easier to track.
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Brett's Cap | This Nostromo ballcap was fashionable, but severely limited his vertical field of vision.
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Ash's Innards | While hardier, mechanical beings break too when enough force is applied.
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Parker's Headband | A bold fashion choice that doubled as a handy way to wick sweat from the eyes.
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Multipurpose Hatchet | Equally useful for destruction and repair.
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Moulted Skin | The Xenomorph moulted many times as it rapidly grew on the Nostromo.Its shed skin was a constant reminder of its presence.
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Kane's Helmet | A thin layer of glass was the difference between a minor inconvenience and the tragic destruction of the Nostromo's crew.
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Emergency Helmet | An extra helmet on the bridge, for use in emergencies only.
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Semiotic Keyboard | Its symbols are designed to be universally recognisable, but they may take some getting used to.
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Self-Destruct Bolt | They needed to be removed to start, and replaced to end, the self-destruct sequence.Just seeing them evokes a sense of urgency.
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Harpoon Gun | Barely a weapon, its use is only viable in a situation of last resort.
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Cat Carrier | Saving the cat is a noble goal.It's also very distracting.
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Improvised Cattle Prod | A brutal and noisy weapon, which might have been more effective against a cow.
Each time a Generator is completed, the following effect applies for the next 15 seconds:
"It shouldn't damage the little bastard, unless its skin's thinner than ours." — Brett | |
Acidic Blood | When damaged, The Xenomorph's unique physiology made it deadlier than ever.
"I think we oughta discuss the bonus situation." — Parker |