[Top 5] Dead By Daylight Best Cheryl Mason Builds

dbd, dead by daylight, silent hill, cheryl, cheryl mason
Updated:
04 Sep 2021

[Top 5] Dead By Daylight Best Cheryl Mason Builds

Cheryl Mason was introduced into Dead by Daylight in the Chapter 16: Silent Hill DLC along with the infamous Pyramid Head. Cheryl’s perks aren’t seen often in the trials, however, they aren’t too bad. A few of her perks are seen somewhat often in tournament play, however, are just too hard to use in solo and casual games to get any value out of them. Nevertheless, let’s take a look at the best builds you can make with Cheryl’s teachable perks.

5. Pick Me Up

SOUL GUARD Perk Build Is OP (NEW PERK) - Dead by Daylight

Pick Me Up is a build that works great when you are playing with other people that you can communicate with. The idea is that you will use the perks here to take advantage of Soul Guard’s endurance effect to help you prolong chases or perhaps even lose the killer and avoid a hook.

First, we have Cheryl’s teachable perk Soul Guard, which gives you 8 seconds of the Endurance status effect when you are recovered from being downed. What that does is allow you to take another hit, and you won’t be immediately downed again. Along with this, if you happen to be cursed by a hex totem, Soul Guard will allow you to pick yourself back up, similar to Unbreakable.

Now this works better with teammates you can talk to and that run the same build because they can run to you and use For The People, which will instantly heal you out of the dying state, and give you the benefit of Soul Guard.

If you do this to your teammate you have to be careful because you will not get the Endurance effect yourself, so that is why we have Dead Hard to help you get out of the area faster, avoid a hit, or get to a loopable tile.

Lastly, we have self-care which is a way for you to heal yourself at half the speed of having a teammate heal you, which you can do once you are picked up and escaped, or when your broken status effect from For The People wears off.

What Pick Me Up Excels In:

  • Self healing
  • Strong exhaustion perk
  • Strong situational perks
  • Instant healing other survivors

Perks Used:

Dead Hard: Press the Active Ability button while running to dash forward.

  • Avoid any damage during the Dash.
  • Dead Hard causes the Exhausted Status Effect for 60/50/40 seconds.
  • Dead Hard cannot be used when Exhausted.

For The People: For the People is only active while at full health.

  • Press the Active Ability button while healing another Survivor without a Med-Kit to instantly heal them 1 Health State.
  • You become the Obsession.
  • For the People causes the Broken Status Effect for 110/100/90 seconds after using it.
  • Reduces the odds of being the Obsession.
  • The Killer can only be obsessed with one Survivor at a time. 

Soul Guard: After being healed from or having recovered from the Dying State, Soul Guard grants you the Endurance Status Effect for the next 4/6/8 seconds.

  • Any damage taken that would put you into the Dying State will instead trigger the Deep Wound Status Effect, after which you have 20 seconds to Mend yourself.
  • Taking any damage while under the effect of Deep Wound or if its timer runs out will put you into the Dying State.
  • Soul Guard allows you to completely recover from the Dying State when you are affected by the Cursed Status Effect.
  • Soul Guard has a cool-down of 30 seconds.

Self Care: Unlocks the ability to heal yourself without needing a Med-Kit at 50% of the normal Healing speed.

  • When using a Med-Kit, its Depletion rate is decreased by 10/15/20%.

4. Fast Together

Blood Pact Value | Dead by Daylight

Fast Together is another build that works well when you have other people you can play with. The build can still be accomplished in solo play, but it is much harder to pull off when you have randoms not understanding the game plan.

The main perk for this build is Cheryl’s teachable perk Blood Pact. When you or the obsession is injured, you see each other’s auras, and whenever you heal each other you both will get a 7% movement speed increase for as long as you are within 16 meters of each other. The trouble comes with the fact that if you become the obsession Blood Pact doesn’t work. This is a weird caveat to the perk that doesn’t make sense if you ask me.

This is an issue because we have For The People, which will make you the obsession. This is why it is helpful to do this in a team because if your teammate also has Blood Pact, you guys can still get the boost. If you do not have a teammate to do this with, it may be best to replace For The People for another healing perk, like Botany Knowledge, Autodidact, or We’ll Make It.

For our last two perks, they do not intrinsically help us with the overall goal of the build, but they can allow us to have some fun. We have Quick and Quiet which will not cause a loud noise notification to the killer when fast vaulting or entering a locker. And we have Head On, which allows you to rush out of a locker while the killer is in front of it and stun them for 3 seconds.

What Fast Together Excels In:

  • Encourages teamwork.
  • Instant heals.
  • Faster movement speed.
  • Possibility to stun killers.

Perks Used:

Blood Pact: When you or the Obsession are injured, you both see each other's Auras.

  • After healing the Obsession or being healed by the Obsession, you both gain the Haste Status Effect, moving at an increased speed of 5/6/7% until you are no longer within 16 meters of each other.
  • If you are the Obsession, Blood Pact deactivates.
  • Reduces the odds of being the Obsession.
  • The Killer can only be obsessed with one Survivor at a time.

For The People: For the People is only active while at full health.

  • Press the Active Ability button while healing another Survivor without a Med-Kit to instantly heal them 1 Health State.
  • You become the Obsession.
  • For the People causes the Broken Status Effect for 110/100/90 seconds after using it.
  • Reduces the odds of being the Obsession.
  • The Killer can only be obsessed with one Survivor at a time. 

Quick and Quiet: Loud Noise notifications for rushing to vault Windows, or to enter or exit Lockers are completely suppressed.

  • Quick & Quiet has a cool-down of 30/25/20 seconds.

Head On: While standing in a Locker for 3 seconds, Head On activates.

  • When performing a rushed action to leave a Locker, stun the Killer for 3 seconds if they are within range.
  • Head On causes the Exhausted Status Effect for 60/50/40 seconds.
  • Head On cannot be used when Exhausted or when you have accrued Stillness Crows. 

3. Faster Forever

Running Faster Forever With Blood Pact

Faster Forever takes the same principle of Fast Together, however, it provides you with more perks that increase movement speed.

Once again the star of this build is Blood Pact which will give you and the obsession a 7% movement speed boost when either of you heal each other and as long as you stay within 16 meters.

Next, we have Sprint Burst which will give you 150% sprint speed for 3 seconds when you start running.

Then we have the perk Hope which gives you another 7% movement speed for 120 seconds when the exit gates are powered.

Lastly, we have Decisive Strike, which is somewhat detrimental to the build because when you use Decisive Strike, you will become the obsession, which will not allow you to use Blood Pact. It would be reasonable if you wanted to switch this perk out for another one, perhaps Adrenaline which will instantly heal you when the exit gates are powered and provide you with another speed boost for a few seconds.

What Faster Forever Excels In:

  • Anti tunneling perk
  • Encourages teamwork
  • Good exhaustion perk
  • Strong end game perk
  • A lot of movement speed buffs

Perks Used:

Decisive Strike: After being unhooked or unhooking yourself, Decisive Strike activates for the next 40/50/60 seconds:

  • When being grabbed or picked up by the Killer, succeed a Skill Check to automatically escape their grasp, stunning them for 5 seconds.
  • Successfully stunning the Killer will disable Decisive Strike for the remainder of the Trial and result in you becoming the Obsession.
  • While Decisive Strike is active, the following interactions will deactivate it:
  • Repairing a Generator.
  • Healing yourself or other Survivors.
  • Cleansing a Totem. Sabotaging a Hook.
  • Unhooking other Survivors. Increases the odds of being the Obsession. 
  • The Killer can only be obsessed with one Survivor at a time.

Sprint Burst: When starting to run, break into a sprint at 150% of your normal running speed for a maximum of 3 seconds.

  • Sprint Burst causes the Exhausted Status Effect for 60/50/40 seconds.
  • Sprint Burst cannot be used when Exhausted.

Hope: As soon as the Exit Gates are powered, you gain a 5/6/7% Haste Status Effect for 120 seconds. 

Blood Pact: When you or the Obsession are injured, you both see each other's Auras.

  • After healing the Obsession or being healed by the Obsession, you both gain the Haste Status Effect, moving at an increased speed of 5/6/7% until you are no longer within 16 meters of each other.
  • If you are the Obsession, Blood Pact deactivates.
  • Reduces the odds of being the Obsession.
  • The Killer can only be obsessed with one Survivor at a time.

2. Repressed Gens

Gen Rushing With REPRESSED ALLIANCE (NEW PERK) - Dead by Daylight

Repressed Gens is a hard build to pull off, and it’s interesting because its star perk doesn’t synergize with anything. It is just helpful to you and your team but only when used correctly.

This perk is Cheryl’s teachable perk Repressed Alliance. What this does is allow you to have the entity block the generator you are working on for 30 seconds. During this time, you cannot work on the gen, but the killer cannot kick it either. This also means Ruin can’t affect the gen. So you may see what the goal is. If you are about to get pushed off of the gen and don’t want the killer to kick it, especially if they have Pop Goes the Weasel, or if you have to run off to save a teammate and don’t want Ruin to get rid of all of your progress, then you use Repressed Alliance to stop you from losing that progress.

The next perk we are going to use is Object of Obsession, which is a very strange choice. However, it does have some strategy to it. The point of it is to see if the killer is coming to get you and then you can decide whether or not you want to block off the generator. Well, you can do this just by listening to the terror radius you may think, and yes you can do that too. However, this provides you with more information about their whereabouts and gives you a bit more time to think about it instead of having to make a rushed decision.

Our last two perks are simply used to help us out in chases or by being sneaky. We have Iron Will which completely removes your grunts of pain while you are injured so the killer cannot hear you if you are hiding somewhere, or are out of their line of sight while you are in a chase.

The last perk is Sprint Burst which will let you run at 150% speed for 3 seconds when you start running and that helps you get some extra distance from the killer at the start of the chase.

What Repressed Gens Excels In:

  • Good exhaustion perk
  • Strong counter to Ruin and Pop Goes The Weasel
  • Strong information perk

Perks Used:

Iron Will: When injured, Grunts of Pain are reduced by 50/75/100%.

Sprint Burst: When starting to run, break into a sprint at 150% of your normal running speed for a maximum of 3 seconds.

  • Sprint Burst causes the Exhausted Status Effect for 60/50/40 seconds.
  • Sprint Burst cannot be used when Exhausted.

Object of Obsession: Whenever the Killer reads your Aura, Object of Obsession activates:

  • The Killer's Aura is revealed to you for the same duration as they read your Aura.
  • Your Action speeds in Repairing, Healing, and Cleansing are increased by 2/4/6%.
  • If you are the Obsession, your Aura is revealed to the Killer for 3 seconds every 30 seconds.
  • Increases the odds of being the Obsession.
  • The Killer can only be obsessed with one Survivor at a time. 

Repressed Alliance: After repairing Generators for a total of 80/70/60 seconds, Repressed Alliance activates:

  • Press the Active Ability button to call upon The Entity to block the Generator you are currently repairing for 30 seconds, after which Repressed Alliance deactivates.
  • The Aura of the blocked Generator is revealed to all Survivors in white.

1. Extreme Soul Guard

SOUL GUARD DONE RIGHT!

Our last build revolves around making Soul Guard much more effective and more likely that we will be able to use it.

As a recap, Soul Guard gives you the endurance status effect for 8 seconds when you recover or are picked up, from the dying state. If you happen to be cursed by a hex totem as well, then you can pick yourself up from being downed as many times as you want.

To help us get up from the dying state we have Unbreakable, which will increase our recovery speed by 35%.

If the killer doesn’t feel like slugging, and you happen to be tunneled, we have Decisive Strike, which doesn’t proc Soul Guard, but it does allow you to get away one last time. It also creates this neat mind-game for the killer where he has to worry about picking you up and getting Decisive Striked or worry about slugging you and letting you use Unbreakable. It’s a win-win situation if you happen to be tunneled.

Lastly, we have Adrenaline, which will heal you one health state, and if you happen to be downed when that happens, Soul Guard will proc and give you 8 seconds of the endurance effect. Along with this you also get the 150% sprint speed bonus for 5 seconds.

It is a highly situational build, but sometimes all you need is that one situation to completely turn a game around.

What Extreme Soul Guard Excels In:

  • Strong end game perks
  • Counters tunneling killers
  • Counters slugging killers
  • Possible infinite self pick ups from the dying state

Perks Used:

Adrenaline: When the Exit Gates are powered, instantly heal one Health State and sprint at 150% of your normal Running speed for 5 seconds.

  • Adrenaline is on hold if you are disabled at the moment it triggers and will instead activate upon being freed.
  • If playing against The Nightmare, Adrenaline will wake you from the Dream World upon activation.
  • Adrenaline ignores an existing Exhaustion timer, but causes the Exhausted Status Effect for 60/50/40 seconds.

Decisive Strike: After being unhooked or unhooking yourself, Decisive Strike activates for the next 40/50/60 seconds:

  • When being grabbed or picked up by the Killer, succeed a Skill Check to automatically escape their grasp, stunning them for 5 seconds.
  • Successfully stunning the Killer will disable Decisive Strike for the remainder of the Trial and result in you becoming the Obsession.
  • While Decisive Strike is active, the following interactions will deactivate it:
  • Repairing a Generator.
  • Healing yourself or other Survivors.
  • Cleansing a Totem. Sabotaging a Hook.
  • Unhooking other Survivors. Increases the odds of being the Obsession. 
  • The Killer can only be obsessed with one Survivor at a time.

Soul Guard: After being healed from or having recovered from the Dying State, Soul Guard grants you the Endurance Status Effect for the next 4/6/8 seconds.

  • Any damage taken that would put you into the Dying State will instead trigger the Deep Wound Status Effect, after which you have 20 seconds to Mend yourself.
  • Taking any damage while under the effect of Deep Wound or if its timer runs out will put you into the Dying State.
  • Soul Guard allows you to completely recover from the Dying State when you are affected by the Cursed Status Effect.
  • Soul Guard has a cool-down of 30 seconds.

Unbreakable: Once per Trial, you can completely recover from the Dying State.

  • Your Recovery speed is permanently increased by 25/30/35%.

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