Zarina Kassir is one of the characters, survivors who were introduced in Chapter: 15 Chains of Hate, alongside the killer, the deathslinger which I personally find one of the most interesting chapters as it introduces a new theme 'the wild west' coming alongside some themes from Red Dead Redemption. Nevertheless, she grew up in a Lebanese household and she is able to use her street-smart skills to avoid detection and help others in need. Let's look at her best street-smart builds that will help the game:
5. The Lightweight Zarina Build
The Lightweight Zarina is a build that is perfect for players with good skill levels and therefore requires a flexible movement with the survivor and uses highly effective perks in critical situations which will build up the game. The build isn't highly powerful in the game as it mainly has perks that are useful for solo game situations. Nevertheless, it is a build good enough when used in perfect situations combined with other survivors' builds.
What the Lightweight Zarina Build Excels In:
- The combination of lightweight and deception makes it a perfect cover-up when in a chase with the killer, leaving scratches for less time and using the locker trick at the same time.
- With Red Herring, there are lots of game combinations that can be used with this perk for instance when in a chase with the killer, when entering the locker, the generator noise notification can be treated as a distraction and therefore making a possibility of the killer leaving you.
Build details & Perks:
- Deception: Interact with a Locker while holding the Sprint button to trigger a Loud Noise Notification for the killer at your location instead of entering the Locker. You will not leave any Scratch Marks or Pools of Blood for the next 3 seconds. Deception can only be triggered once every 60/50/40 seconds.
- Red Herring: After repairing a Generator for at least 3 seconds, its Aura is highlighted to you in yellow. The Generator stays highlighted until it is either fully repaired, you start repairing another Generator, or enter a Locker. Entering a Locker will trigger a Loud Noise Notification for the Killer at the highlighted Generator's location. Red Herring has a cool-down of 60/50/40 seconds.
- Lightweight: Reduces the duration of your Scratch Marks by 3/4/5 seconds. Your Scratch Marks are spaced inconsistently.
- Solidarity: When injured, healing another Survivor without using a Med-Kit also heals you with a Conversion rate of 40/45/50 %.
4. Zarina Exe Build
Zarina Exe Build is a build forming of cooperative perks which will be a massive advantage to the whole team. With this build, it has a combination of hook, generator and healing advantages where it is very useful in different situations, and lastly one of the most powerful perks, off the record, which guarantees anonymity, as the killer won't be able to read your aura and at the same time allows you to suppress your grunts of pain whilst injured which is an equivalent to an iron will perk.
What the Zarina Exe Build Excels In:
- An S-tier perk, one of the most powerful perks, Off the record, makes the build so much more effective making the killer unable to read the survivor's aura.
- With the combination of the perks Sabotuer and For the people, you will be able to help survivors by destroying hooks without the toolboxes and nevertheless, be able to use the perk for the people, to heal survivors.
Build details & Perks:
Off the record: After being unhooked or unhooking yourself, Off the Record activates for the next 60/70/80 seconds: Prevents your Aura from being revealed to the Killer, if they attempt to read it. Suppresses Grunts of Pain when injured. Grants the Endurance Status Effect. This effect is cancelled prematurely if you perform a Conspicuous Action
- Red Herring: After repairing a Generator for at least 3 seconds, its Aura is highlighted to you in yellow. The Generator stays highlighted until it is either fully repaired, you start repairing another Generator, or enter a Locker. Entering a Locker will trigger a Loud Noise Notification for the Killer at the highlighted Generator's location. Red Herring has a cool-down of 60/50/40 seconds.
- For the people: For the People is only active while in 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 80/70/60 seconds after using it. Lowers the odds of becoming the Killer's initial Obsession by -100 %. The Killer can only be obsessed with one Survivor at a time.
- Saboteur: For the duration of the Killer carrying another Survivor, you see the Aura of every Hook within 56 metres of the pick-up location: The Auras of regular Hooks are revealed to you in white. The Auras of Scourge Hooks are revealed to you in yellow. Unlocks the ability to sabotage Hooks without needing a Toolbox: Sabotaging a Hook without a Toolbox takes 2.5 seconds. The Sabotage action has a cool-down of 90/75/60 seconds.
3. Zarina Power Chase Build
The Fade Away Meta Build is a build consisting of pressure perks and emergency perks, making it quite a good build as it would massively save on time and allow the other survivors to either continue doing the generators or escape safely, leaving this kind of like toxic bate. An example can be seen when having to use adrenaline and decisive strike which is potentially effective if the killer has Noed (No one escapes death), a killer perk that can down a survivor two health states, in other words leaving everybody exposed. Nonetheless in this situation, decisive strike is available if anything goes wrong after you tried to escape with adrenaline and therefore allowing you to stun the killer after being grabbed and therefore having to escape safely, making this quite a beatable build.
What the Fade Away Meta Build Excels In:
- Iron Will and dead hard are very good perks for chase duration where it will make it much harder for the killer to notice you and if anything doesn't go right, dead hard is available for a fast avoidance from the killer.
- Adrenaline is a powerful perk to use during the endgame as it can help you escape if you are in a chase, or very close to the killer.
Build details & Perks:
- Iron Will: Reduces the volume of Grunts of Pain while in the Injured State by 25/50/75 %.
- 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 in a Skill Check to automatically escape their grasp, stunning them for 3 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, performing Conspicuous Actions will deactivate it for the remainder of the Trial. Decisive Strike deactivates once the Exit Gates are powered. Increases the odds of becoming the Killer's initial Obsession by +100 %. The Killer can only be obsessed with one Survivor at a time.
- Dead Hard: You can take a beating. When you are injured, tap into your adrenaline bank to avoid damage. Press the Active Ability button while running to trigger the Endurance Status Effect for 1 second. Dead Hard causes the Exhausted Status Effect for 60/50/40 seconds. Dead Hard cannot be used when Exhausted.
- Adrenaline: Once the Exit Gates are powered, instantly heal one Health State and sprint at 150 % of your normal Running Movement 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.
1. Slippery Zarina Build
The Slippery Zarina Build is what you can call an OP build, which it includes perks for every situation in the game and allows you to effectively win the game if everything goes to plan. This build consists of a combination of stun, healing, sabotaging (cooperative) and solo perks leaving this in a win-win situation depending on the style of gameplay. For instance, short gameplay can be created out of all four perks at the same time, saving so much time and effort for the rest of the survivors. The gameplay can go by starting off by saving a survivor and sabotaging a hook and then automatically be able to heal the survivor twice as fast speeding up the game and after the killer comes you will be able to use the stun perks such as head-on to stun the killer whilst in a chase and as the time comes where you have no choice or plan and you are about to get downed by the killer, decisive strike will be available where you are able to escape the killer and continue the progress. In this situation, it makes this build one of the most toxic builds in the game and is recommended to every player who would like to play around.
What the Slippery Zarina Build Excels In:
- The combination of perks Saboteur and We'll make it makes it a perfect hook destroyer where you are able to destroy hooks effectively without the use of toolboxes and at the same time save the survives from the hook whilst healing them 100% faster with the perk We'll make it.
- Head-on makes it a perfect locker stun perk, and if anything goes wrong decisive strike will be active therefore you can use it in case of emergency if you get picked up by the killer.
Build details & Perks:
- 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 in a Skill Check to automatically escape their grasp, stunning them for 3 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, performing Conspicuous Actions will deactivate it for the remainder of the Trial. Decisive Strike deactivates once the Exit Gates are powered. Increases the odds of becoming the Killer's initial Obsession by +100 %. The Killer can only be obsessed with one Survivor at a time.
- Saboteur: For the duration of the Killer carrying another Survivor, you see the Aura of every Hook within 56 metres of the pick-up location: The Auras of regular Hooks are revealed to you in white. The Auras of Scourge Hooks are revealed to you in yellow. Unlocks the ability to sabotage Hooks without needing a Toolbox: Sabotaging a Hook without a Toolbox takes 2.5 seconds. The Sabotage action has a cool-down of 90/75/60 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.
- We'll make it: Increases your Altruistic Healing speed by 100 % for the next 30/60/90 seconds whenever you rescue another Survivor from a Hook
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