[Top 5] Dead By Daylight Best Jane Romero Builds

dbd, dead by daylight, jane romero, dbd jane, dead by daylight jane
Updated:
28 Jul 2021

[Top 5] Dead By Daylight Best Jane Romero Builds

Jane Romero was introduced in Chapter XI: Demise of the Faithful in Dead by Daylight alongside the killer The Plague. Jane brings in three really solid teachable perks that can be used in many different builds. While they may not be strong enough to be “meta” defining, they all have their place in the trials.

5. No Footsteps

The No Footstep Build | Jane Romero Poised Build

The No Footsteps build takes advantage of Jane’s teachable perk Poised. When using Poised, once a generator is completed anywhere on the map, you will not leave Scratch Marks for the killer to track you with for the next 10 seconds.

The Killer not being able to see your scratch marks is an insanely strong advantage to you, and when you combine these perks with others with the same goal, your chances of being found are very slim, and your chances of escaping a chase are even better.

If you do happen to get into a chase, you have an exhaustion perk at your ready, Lithe. When you vault a window or pallet with Lithe, you will get a large movement speed increase while sprinting for a while, and then when you combine that with Dance With Me, you will once again not leave any scratch marks for 3 seconds. This will be very confusing for killers as a lot of their tracking while in a loop relies on following your scratch marks.

And if you don’t have any of those perks used up, you still have Lightweight which reduces the amount of time your scratch marks are shown to the killer.

What No Footsteps Excels In:

  • Not leaving behind scratch marks for the killer to follow.
  • Strong chase potential.
  • Benefit from others doing generators while you are in a chase.
  • Vaulting can mind game killers.

Perks Used:

Lightweight: Your Scratch Marks start to disappear 1/2/3 seconds sooner.
Dance With Me: When performing a rushed action to vault a Window or leave a Locker, you will not leave any Scratch Marks for the next 3 seconds.

  • Dance With Me has a cool-down of 60/50/40 seconds.

Lithe: After performing a rushed vault, break into a sprint at 150% of your normal running speed for a maximum of 3 seconds.

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

Poised: After a Generator is completed, you will not leave any Scratch Marks for the next 6/8/10 seconds.

 

4. Leave No Trace

This perk combo is INSANE! - Dead By Daylight

Leave No Trace is very similar to the No Footsteps build. Even though 3 of the 4 perks are different, it has the same goal in mind, and that is to not be tracked.

Once again we use Poised so we don’t leave any scratch marks shortly after a generator is completed. But instead of Lithe we will be using Sprint Burst. With Sprint Burst you can use the effect whenever you want, as long as you aren’t sprinting beforehand and waste it. We will be replacing Dance With Me with Lucky Break, and what this does is that whenever you get injured, you won’t leave scratch marks or blood trails for a maximum of 60 seconds. The caveat of this is that when the 60 seconds have run out, you cannot use the perk again for the rest of the match.

Because of this, I highly advise running a good medkit so once you do lose the killer, you can quickly heal yourself up and be able to use Lucky Break in a future encounter. It is also a really good idea to run Iron Will because if you aren’t leaving any trail back to you but you are crying in pain, then it leaves you to be caught again. Running Iron Will gets rid of that risk.

What Leave No Trace Excels In:

  • Strong chase potential.
  • Very hard for the killer to track after a generator is finished.
  • Even harder to track after recently being put into the injured state.

Perks Used:

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.

Iron Will: When injured, Grunts of Pain are reduced by 50/75/100%.
Lucky Break: Whenever you are in the Injured State, Lucky Break activates:

  • Bleeding and Scratch Marks are suppressed for a maximum of 40/50/60 seconds, after which Lucky Break is disabled for the remainder of the Trial.
  • Lucky Break deactivates when you are Healthy or in the Dying State.

Poised:  After a Generator is completed, you will not leave any Scratch Marks for the next 6/8/10 seconds.

 

3. Head On vs 4Head

HEAD ON vs 4HEAD | Dead By Daylight JANE ROMERO

The intent of using this build is fairly “trolly” at heart, however, it uses 3 very strong meta perks. This build takes advantage of Jane’s teachable perk Head On. When you hide inside a locker and wait a few seconds, you will be able to jump out of the locker while the killer is in front of it to stun them and try to make a quick getaway.

The synergy of Decisive Strike and Head On is that you can hide in a locker, get grabbed, use Decisive Strike to stun the killer, quickly get in the locker again, and as soon as their stun from Decisive Strike finished, you stun them with Head On and try to make your escape.

While this may be funny for the survivor doing this build, you may find yourself being tunneled because it can be seen as fairly toxic.

The last 2 perks are somewhat self-explanatory, you use Unbreakable to pick yourself up after being slugged, and you use Adrenaline to heal yourself instantly once all the generators are done and for a quick speed boost.

What Head On vs 4Head Excels In:

  • Mostly uses very strong meta perks.
  • Very safe from being tunneled.
  • Safe end game if you can make it there.
  • Protection from being slugged.

Perks Used:

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.

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.

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

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

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.

 

2. “Infinite” Head On

The Infinite Head On Stun Build - Dead by Daylight

The “Infinite” Head On build is also essentially the same as Head On vs 4Head, however here we utilize our last 2 perks to better suit the build.

We use Vigil because after we use Head On once, we become exhausted for 40 seconds. Vigil will help us recover from that exhaustion 20% faster. And Iron Will will help us hide in lockers better while we are injured so the killer can’t hear you inside of them, allowing you a better opportunity to use Head On.

And once again we have the Head On and Decisive Strike combo that is available to you. Whether you want to use that combo to toy with the killer is up to you, I would advise against it so you can use Decisive Strike at a more opportune time.

What “Infinite” Head On Excels In:

  • A lot of opportunities to stun the killer.
  • Iron Will makes you harder to track and be spotted inside lockers.
  • Recover from exhaustion quicker.
  • Fun build to joke around with.

Perks Used:

Iron Will: When injured, Grunts of Pain are reduced by 50/75/100%.
Vigil: You recover 10/15/20% faster from the Blindness, Exhaustion, Haemorrhage, and Hindered Status Effects.

  • This effect also applies to all other Survivors within 8 meters of you and lingers for 15 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.

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.

 

1. Instaheals

INSTAHEALS! PT. 4 | Dead By Daylight LEGACY SURVIVOR PERK BUILDS

Instaheals is one of my favorite builds to run, honestly, it is just very exciting and entertaining to see it work and watch the progress bar when healing a teammate to jump up so high.

Utilizing Autodidact, if you can manage to heal a lot of teammates throughout the game and make it to the endgame, you potentially can have very fast heals. And by using Jane’s teachable perk Solidarity, if you happen to be injured yourself while healing someone, you can convert a lot of their heal progress towards yourself as well. Potentially cutting the total time to heal your teammate and vice versa to less than half.

Empathy helps you find those injured survivors to heal so you can get those stacks of Autodidact up as early into the game as possible, and Adrenaline gives us an automatic instaheal for yourself once all 5 generators are completed.

What Instaheals Excels In:

  • Insanely fast heals.
  • Knowledge of where other survivors are and can deduce where the killer is.
  • Strong end game perk.

Perks Used:

Solidarity: When injured, healing another Survivor without using a Med-Kit also heals you with a Conversion rate of 40/45/50%.
Autodidact: You start the Trial with a -25% Progression penalty for Skill Checks to heal Survivors.

  • For every successful Skill Check completed while healing a Survivor, you receive a Token for a maximum of 3/4/5 Tokens.
  • Each Token grants you a +15% bonus Progression for a successful Skill Check while healing Survivors.
  • Great Skill Checks cannot be performed while using Autodidact.
  • Autodidact is not active when using a Med-Kit to heal.

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.

Empathy: The Auras of dying or injured Survivors are revealed to you within a range of 64/96/128 meters.

  • Empathy does not reveal the Aura of a Survivor currently being carried by the Killer.

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