Read the names on your current ability bar before pressing a key. The three survivor combinations are Flashbang / King's Shot / Smoke, Shock / Blackout / Car Crash, and Maine's Cannon / Fuel Cell / Psychosis. Within each combination, those abilities occupy Z / X / G, respectively.
After use, a slot displays a cooldown countdown, then returns to its icon when ready. A remaining-time reading partway through a fight is not the ability's full cooldown. Flashbang, King's Shot, Cannon and Fuel Cell all have countdown feedback to help you track availability.
Choose your approach around the effect you need:
-
Recovery while firing: Smoke lets you regain health without giving up shooting or reloading while its healing status is active.
-
Disruption alongside gunfire: Shock provides a Short Circuit quickhack, Blackout interferes with selected killer skills, and Car Crash adds a vehicle attack.
-
A burst of sustained Zhuo fire: Maine's Psychosis activates Berserk. See Maine's combat guide for the weapon and buff cycle.
Adam's five actions belong to the Adam Smasher Psycho role. Backhand is his click attack; Sandy activates Sandevistan with a blue screen effect, meter and DODGED counter. Missile has an aiming frame and projectile trail, Crush displays a countdown after use, and Launch produces a short countdown and highlighted ground area.
Capri's five actions belong to the Capri Psycho role, separate from the Capri survivor class. Redline attacks nearby survivors, Overdrive provides car movement, Thunder produces lightning effects, Watch highlights survivors, and Satellite opens a target feed for a strike.
For equipping and switching survivor configurations, use the classes and loadouts guide.
Smoke
- Effect
-
Creates a smoke area where HIDDEN can provide healing while you keep shooting.
- Healing rate
-
5 HP/s
(HIDDEN active inside the smoke)
- Can shoot while Hidden
-
Yes
(HIDDEN active inside the smoke)
- Example cooldown remaining
-
29 seconds
(After use during a street fight against Capri)
Flashbang
- Cooldown display
-
The slot counts down after use and returns to its icon.
- Example cooldown remaining
-
10 seconds
(Combat against Adam)
King's Shot
- Cooldown display
-
The slot displays a countdown after use.
- Example cooldown remaining
-
8 seconds
(Combat against Adam)
Shock
- Effect
-
Uses a Short Circuit quickhack sequence with upload progress, execution feedback and electrical effects near the target.
(Combat against Adam or Capri)
- Cooldown display
-
The slot displays a countdown after use.
- Uses the quickhack associated with
Short Circuit (SHORT CIRCUIT upload and execution sequence)
Blackout
- Effect
-
Darkens and desaturates the scene while affected killer abilities display NO SIGNAL. Character outlines remain visible.
(During the interference countdown)
- Survivors can keep shooting
-
Yes
(During Blackout)
- Example cooldown remaining
-
25 seconds
(After activation during an indoor fight against Adam)
- Example effect time remaining
-
4.5 seconds
(Survivor NO SIGNAL countdown after activation)
4.7 seconds
(Adam's JAMMED countdown)
- Recovery
-
Affected skill slots return to their icons or cooldown displays after the interference ends; another Blackout can follow.
(Capri's affected skill slots)
- Displays the interference indicator
NO SIGNAL (During Blackout)
- Accompanies the killer interference state
JAMMED (Killer HUD during Blackout)
- Causes the skill slot to display NO SIGNAL
Sandevistan (Adam's Sandy slot during JAMMED)
Missile (Adam during JAMMED)
Overdrive (Capri during JAMMED)
Thunder (Capri during JAMMED)
Watch (Capri during JAMMED)
Satellite (Capri during JAMMED)
Car Crash
- Effect
-
Brings a vehicle into the fight, with lock and remote takeover feedback.
- Vehicle feedback
-
LOCKED; REMOTE ACCESS; OVERRIDE progress; ENGINE ON; BRAKES OFF; TARGET LOCK; EXECUTE.
(During vehicle arrival and takeover sequences)
- Indoor use
-
Yes
(Corridor fight against Adam)
- Example cooldown remaining
-
20 seconds
(After activation during an indoor fight against Adam)
21 seconds
(After activation during a street fight against Capri)
- Street sequence
-
A blue vehicle arrives, with overturned or burning vehicles later in the fight.
(Street fight against Capri)
Psychosis
- Effect
-
Activates Berserk.
(Maine)
- Approximate Berserk duration
-
7 seconds
(Maine with Kang Tao Zhuo; example activation)
- Damage taken reduction
-
65 %
(Berserk active)
- Speed increase
-
55 %
(Berserk active in the Maine and Kang Tao Zhuo setup)
- Zhuo fire rate multiplier
-
1.6 ×
(Berserk active)
- No reload
-
Yes
(Zhuo during Berserk)
- Pellet damage
-
13 damage
(Berserk panel for Zhuo)
- Knockback
-
Yes
(Berserk panel for Zhuo)
- Approximate cooldown remaining
-
32 seconds
(Psychosis slot while Berserk is already active)
- Timers
-
Berserk's remaining duration and Psychosis's cooldown count down separately.
- Enhances during Berserk
Kang Tao Zhuo (Faster fire rate, no reload, listed pellet damage and knockback)
Cannon
- Cooldown display
-
The slot counts down after use and becomes available again when the countdown ends.
Fuel Cell
- Cooldown display
-
The slot displays a countdown after use.
Backhand
- Cooldown feedback
-
The attack icon displays a cooldown counter after use.
- Use during interference
-
Backhand can still be used during the demonstrated BLACKOUT interference.
(The indoor pursuit in which Sandy and Missile display NO SIGNAL)
- Used during
JAMMED (BLACKOUT pursuit example)
Sandevistan
- Activation feedback
-
A blue screen effect, SANDEVISTAN meter and DODGED counter appear.
- Meter behavior
-
The meter can decrease while Adam continues moving and pursuing survivors.
(Late indoor pursuit)
- Counter behavior
-
DODGED can increase during combat.
(While the status is active)
- Follow-up status
-
The status display can change from SANDEVISTAN to OVERCLOCK; OVER CLOCK is another displayed spelling.
(During the pursuit)
- Cooldown feedback
-
Sandy enters cooldown after activation.
- Signal interference
-
Sandy can display NO SIGNAL during BLACKOUT / JAMMED, then return to its normal icon as interference ends.
(Indoor hunt)
- Can display
NO SIGNAL (During BLACKOUT / JAMMED)
Missile
- Skill feedback
-
An aiming frame and projectile trail accompany the attack.
(Indoor pursuit)
- Remaining cooldown example
-
13 seconds
(Approximately; displayed after a use during the early indoor pursuit)
- Signal interference
-
Missile can display NO SIGNAL during BLACKOUT / JAMMED and return to its normal icon as interference ends.
(Indoor hunt)
- Can display
NO SIGNAL (During BLACKOUT / JAMMED)
Crush
- Cooldown feedback
-
The skill icon displays a countdown after use.
- Remaining cooldown example
-
18 seconds
(Approximately; displayed after use while pursuing Janne)
19 seconds
(Displayed after use near the library)
19 seconds
(Approximately; displayed after use while pursuing H3CHAZEL)
Launch
- Activation feedback
-
A LAUNCH countdown and highlighted ground area appear, followed by large visual effects.
(Indoor pursuit)
- Ground effect
-
A pink ground area and vertical light column.
(Use while pursuing luvsscar in the storage area)
- Camera behavior
-
The view can leave the building and show a high overhead perspective before returning indoors.
(Launch pursuit sequences)
- Remaining cooldown example
-
24 seconds
(Approximately; displayed after uses in the early pursuit, near maintenance and while pursuing luvsscar)
23 seconds
(Later cooldown display in the maintenance-area sequence)
- Countdown example start
-
1.1 seconds
(Visible portion of the countdown near maintenance and while pursuing luvsscar)
- Countdown example end
-
0.1 seconds
(Later visible countdown value in those sequences)
Redline
- Use
-
Attack nearby survivors during pursuit.
- Damage example
-
33 damage
(One encounter with CRYO)
- Jammed display
-
Retains the click prompt or countdown while the other four ability slots display NO SIGNAL.
(BLACKOUT with JAMMED)
Overdrive
- Use
-
A car carries Capri quickly along streets and through intersections, with a pink or red trail.
- Cooldown remaining example
-
24 seconds
(One chase after activation)
- Displays
NO SIGNAL (BLACKOUT with JAMMED)
Watch
- Visible effect
-
Multiple survivors appear as red outlines during RED://WATCH.
(RED://WATCH active)
- Countdown example
-
20 seconds
(Example chase that started with 15 survivors)
25 seconds
(Other example chases that started with 14 survivors)
- Displays
NO SIGNAL (BLACKOUT with JAMMED)
Thunder
- Visible effect
-
Red ground-area effects and pink or red lightning accompany casts during street combat.
- Countdown example
-
11 seconds
(Approximately, after example casts)
- Displays
NO SIGNAL (BLACKOUT with JAMMED)
Satellite
- Switch target
-
A/D or the interface's left and right arrows
(SAT-07 target feed)
- Drop strike
-
Click DROP or press R
(SAT-07 target feed)
- Target display
-
Current survivor name, position, and a highlighted target under TRACKING.
(SAT-07 target feed)
- Ground warning
-
Circular warning areas and IMPACT countdowns precede light columns or impact effects.
(After DROP)
- Cooldown remaining example
-
49 seconds
(After returning to street combat in example uses)
- Uses the target feed of
SAT-07
- Displays
NO SIGNAL (BLACKOUT with JAMMED)
-
Flashbang
- Key
Z
(Flashbang, King's Shot and Smoke loadout)
- Cooldown display
The slot counts down after use and returns to its icon.
-
King's Shot
- Key
X
(Flashbang, King's Shot and Smoke loadout)
- Cooldown display
The slot displays a countdown after use.
-
Smoke
- Key
G
(Flashbang, King's Shot and Smoke loadout)
- Effect
Creates a smoke area where HIDDEN can provide healing while you keep shooting.
- Healing rate
5 HP/s
(HIDDEN active inside the smoke)
-
Shock
- Key
Z
(Shock, Blackout and Car Crash loadout)
- Effect
Uses a Short Circuit quickhack sequence with upload progress, execution feedback and electrical effects near the target.
(Combat against Adam or Capri)
-
Blackout
- Key
X
(Shock, Blackout and Car Crash loadout)
- Effect
Darkens and desaturates the scene while affected killer abilities display NO SIGNAL. Character outlines remain visible.
(During the interference countdown)
-
Car Crash
- Key
G
(Shock, Blackout and Car Crash loadout)
- Effect
Brings a vehicle into the fight, with lock and remote takeover feedback.
-
- Cooldown display
The slot counts down after use and becomes available again when the countdown ends.
-
- Cooldown display
The slot displays a countdown after use.
-
- Effect
Activates Berserk.
(Maine)
-
- PC control
Click
(Playing as Adam)
- Cooldown feedback
The attack icon displays a cooldown counter after use.
-
- PC control
Shift
(Playing as Adam)
- Activation feedback
A blue screen effect, SANDEVISTAN meter and DODGED counter appear.
-
- PC control
E
(Playing as Adam)
- Skill feedback
An aiming frame and projectile trail accompany the attack.
(Indoor pursuit)
-
- PC control
V
(Playing as Adam)
- Cooldown feedback
The skill icon displays a countdown after use.
-
- PC control
F
(Playing as Adam)
- Activation feedback
A LAUNCH countdown and highlighted ground area appear, followed by large visual effects.
(Indoor pursuit)
-
- Use
Attack nearby survivors during pursuit.
-
- Use
A car carries Capri quickly along streets and through intersections, with a pink or red trail.
-
- Visible effect
Red ground-area effects and pink or red lightning accompany casts during street combat.
-
- Visible effect
Multiple survivors appear as red outlines during RED://WATCH.
(RED://WATCH active)
-
- Control
R
(PC; activate Satellite)
- Type
Targeted satellite strike
- Target display
Current survivor name, position, and a highlighted target under TRACKING.
(SAT-07 target feed)