On this page 10 sections
Every aura in Dead by Daylight is a piece of information the game has chosen to give you, and it gives it out stingily. You do not see the killer. You do not see your teammates. You do not see a generator until you walk up to it. The few moments where an outline appears through a wall decide trials, which is why aura perks are among the most run perks on both sides. Here is what an aura is, what the perks and items add, how to block them, and what to do with the seconds a reveal gives you.
How Dead by Daylight aura reading works
An aura is a coloured outline of a player or an object, drawn over everything else so you can see it through walls, trees, rock and floors. It has no depth cue. A survivor across the map looks the same as one just behind a wall, so you judge distance by the size of the outline and where it sits against the map in your head.
Colour tells you what you are looking at. Survivors see the killer in red, other survivors in a pale yellow-white, and generators in yellow. the killer sees survivors in yellow, generators in yellow and hooks in white. The colourblind presets in the settings shift all of these.
Two things look like auras and are not. A loud noise notification, the burst of white lines when someone misses a skill check, fast vaults or drops a pallet, marks a spot once and vanishes. The guide to how Dead by Daylight skill checks work covers what a miss costs beyond that ping. The other lookalike is Killer Instinct, the pulsing red silhouette used by powers such as the Legion’s Feral Frenzy. The perks that hide auras do nothing against it.
Aura reading is rationed on purpose. Almost every reveal has a trigger, a range and a timer: a perk fires when someone is hooked or a generator pops, shows what is inside a radius, and switches off after a few seconds. Knowing which triggers are live in a match is most of what separates a player who uses aura perks from one who merely has them equipped.
Auras you get for free
Some reveals are built in and cost nothing.
As a survivor:
- A hooked teammate’s aura is shown to every other survivor for as long as they hang there. It is the most common aura in the game and the most wasted.
- When the last generator is completed, the exit gate auras appear so everyone knows where the doors are.
As the killer:
- Every generator that still needs work is outlined at all times. The killer never has to search for objectives.
- Every hook is outlined at all times, which is what lets the killer pick one while carrying someone instead of wandering.
- The exit gates once they are powered.
Just as important is what you do not get. Survivors do not see generators, totems, chests, the hatch or the killer. The killer does not see survivors, chests or standing totems. Those gaps are what every perk, item and add-on below is selling you.
Killer aura perks and what each is for
| Perk | Trigger | What you learn |
|---|---|---|
| Barbecue & Chilli | You hook a survivor | Every survivor far from that hook, briefly |
| Lethal Pursuer | The trial starts | Every spawn position; your other aura effects last longer |
| A Nurse’s Calling | A survivor heals or is healed near you | Where a heal is happening, through walls |
| Bitter Murmur | A generator is completed | Survivors near that generator; everyone on the last one |
| Nowhere to Hide | You damage a generator | Survivors near you, including the one crouched at the tile’s edge |
| Discordance | Two or more survivors repair the same generator | That generator in yellow while they stay on it |
Barbecue & Chilli is the one everyone learns first. Hook, turn round, read. Survivors beyond the range light up; anyone closer, or in a locker, does not. An empty read is information too: a save is coming, or someone is in a locker. Pick the target that puts pressure on the generator you want to protect, not the survivor furthest away.
Lethal Pursuer is the spawn read. Survivors usually spawn together or in pairs on the far side of the map, so the opening reveal tells you which generators get touched first. Its second effect, extra duration on every other aura perk you carry, is why it sits next to Barbecue and Nowhere to Hide so often.
A Nurse’s Calling exploits the one moment survivors stand still. People heal where they feel safe, usually round a corner from where you last were, and the perk is at its best on killers that close distance fast.
Bitter Murmur fires on generator completion. Survivors leave a gen the second it pops, so you get a direction and a pair of feet to follow. The last-generator reveal shows everyone, which sets up the endgame.
Nowhere to Hide is the one I would pick if I could only run one. Kicking a generator is something you do anyway, so the read costs nothing, and it catches the survivor crouched behind a rock ten paces away waiting for you to leave.
Discordance shows a generator, not the survivors. When two people stack on one gen it goes yellow and stays yellow while they stay on it. Walk there and you get a chase and two people pushed off the objective at once. I’m All Ears and Darkness Revealed are the notable extras beyond these six.
Survivor aura perks
| Perk | Trigger | What you learn |
|---|---|---|
| Kindred | You are hooked | Teammates see each other, and the killer when close to your hook |
| Bond | Passive | Teammates’ auras inside a radius around you |
| Empathy | Passive | Injured and dying teammates at long range |
| Windows of Opportunity | Passive | Pallets, windows and breakable walls within range |
| Detective’s Hunch | A generator is completed | Generators, chests and totems within range, briefly |
| Alert | The killer breaks a pallet or wall or damages a generator | The killer’s aura for a few seconds |
| Object of Obsession | The killer reads your aura, or periodically while you are the obsession | The killer’s aura for the same duration |
Kindred is the solo queue answer to the question that loses most matches: is anyone going for the save? While you hang, your team sees each other, so two people do not both leave their gens for the same unhook, and they see the killer’s outline whenever they are close to your hook, a camping detector nobody has to guess at. It only works when the person carrying it is hooked, so it is a perk you bring for the team.
Bond is the general awareness perk. It stops you running the killer into a teammate’s generator and shows you who is free to heal you.
Empathy reads injured and dying survivors at long range, and its real use is not healing. An injured teammate who is running is the killer’s position, drawn for you. Work the generator furthest from it and move when it moves.
Windows of Opportunity is the chase perk. Every standing pallet and vault in range is outlined before you need it, so you are choosing a route rather than hoping one appears, and broken pallets drop out of the read so you know which tiles are dead. It is the fastest way to learn a map you rarely see, and the ranking of every Dead by Daylight map from best to worst shows which ones need it most.
Detective’s Hunch is a totem hunter. Each time a generator finishes, nearby gens, chests and totems light up for a moment, which is how you find Hex: Ruin or a dull totem before it becomes No One Escapes Death. Hold a map and the perk adds what it finds to it.
Alert turns the killer’s own maintenance against them. Every kicked generator and broken pallet or wall shows you where the killer is for a few seconds, and because kicking gens is how most killers play, that is a near-constant feed.
Object of Obsession is a trade. Whenever the killer reads your aura you read theirs for the same length of time, and while you are the obsession your aura is shown to the killer on a cycle whether you like it or not. It is for the survivor who wants to be found, and it will get a hider killed.
Open-Handed makes the rest better. It extends the range of every aura reading effect for every survivor in the trial, not just yours, so Kindred’s camping check reaches further and Bond and Empathy cover more map. It does not stack, so one player brings it.
Counters: how to hide an aura
Distortion is the direct answer. It holds tokens, spends one whenever the killer would read your aura, and hides your aura and scratch marks for a short while. The current version starts you with a single token and hands them back for time spent in chase, not for hiding, which killed the old habit of sitting in a corner immune to Barbecue.
Off the Record hides your aura after you are unhooked, alongside quieter grunts of pain and an endurance hit. It switches off the moment you do something conspicuous like touching a generator, so it protects the walk away from the hook, not the rest of the match.
Boon: Shadow Step is area denial. Inside the boon’s range survivors leave no scratch marks and their auras cannot be read. It is the only counter that covers the whole team at once, and a killer who finds the totem can snuff it.
Lockers hide everything. A survivor inside one has no aura to read, which is why the classic answer to Barbecue & Chilli is to hop in when a teammate goes down. Killers know this, so perks like Iron Maiden exist to punish it.
The killer’s own counter is the Undetectable status, which hides their aura along with their terror radius and red stain. A cloaked Wraith, a stalking Ghost Face, Tier I Myers and perks such as Tinkerer all grant it, and it blanks Kindred, Alert and Object of Obsession.
None of the survivor counters touch Killer Instinct, and none of them hide a hooked survivor from their own team.
Items and add-ons that read auras
The map item is aura reading you hold in your hand. Raise it and it reveals the objects it tracks within range; the basic map covers generators, the Rainbow Map adds hooks, chests, totems and exit gates. Add-ons extend the range and duration, and the Glass Bead lets you drop a marker every survivor can see. Detective’s Hunch feeds a map, which is why the two travel together.
Keys are better known for the hatch, but their add-ons are a reason to carry one all trial. Blood Amber lets you read the killer’s aura while you channel the key and Gold Token does the same for survivors. Channelling burns charges, so the read is short and you choose when to spend it. A few killers have aura add-ons of their own, the Wraith’s All Seeing line being the best known.
How good players use an aura window
A reveal lasts seconds. What you do with it is the whole skill.
A hook aura tells you where the killer is not. When a teammate goes up, the killer was at that hook a moment ago and in most matches will move off to pressure generators. The gens furthest from the hook are the safest to work, and the one that drags the killer’s patrol route away from the hook is the best.
A Kindred reveal decides whether to go for the save. Killer outline glued to the hook: nobody goes, everyone does generators. Killer outline leaving: the closest teammate goes and the other two stay put. Two outlines already heading for the hook: you stay on your gen, because a third body at the hook is a third body for the killer.
On the killer side, a Barbecue read is a decision, not an invitation. Take the survivor closest to a generator you care about, or the injured one. A Lethal Pursuer read tells you the split: if three spawned together, the fourth is your first chase, because they will have a generator to themselves.
Watch out for floors. An aura shows no height. On Midwich, Lery’s, The Game and the Raccoon City maps, an outline directly above or below you can be a full lap away, and chasing it through a stairwell costs a generator’s worth of time.
Building around auras with the perk builder
Do not fill four slots with aura perks. Pick one trigger you can act on and build the rest of the loadout around it. For killer, Barbecue & Chilli with Lethal Pursuer is the standard pair, and Nowhere to Hide with a regression perk suits any killer who kicks generators. For survivor, Kindred plus Windows of Opportunity covers solo queue, and Kindred plus Open-Handed suits a team.
The free Dead by Daylight perk builder is the quickest way to test overlap before you commit bloodpoints. Bond and Empathy cover a lot of the same ground, Detective’s Hunch and a map are a pair, and Object of Obsession and Distortion fight each other. For a starting point rather than a blank slate, the random killer build generator hands you a four-perk build to adjust and the survivor build generator does the same for survivors. For every perk outside the aura category, see the complete survivor and killer perks guide.
What permanent aura ESP does in the Elocarry build
The honest version first: this is a cheat, it runs on a game protected by Easy Anti-Cheat, and no cheat is ever guaranteed undetected. The team runs a live status page and pauses sales when anything looks off, but the risk is never zero, as the post on how Dead by Daylight anti-cheat and bans work explains.
What the aura module does is simple. The permanent aura option draws outlines on generators, hooks, pallets, totems, chests, exit gates and traps, plus lockers, windows, glyphs, fountains and hallucinations, and they stay on from the start of the trial to the end. No trigger, no timer, no perk slot spent. It plays like Windows of Opportunity, Detective’s Hunch and a Rainbow Map running at once, with nothing to pop or hold.
It does not draw players. That is the separate survivor and killer ESP, which uses boxes, skeletons and distance readouts rather than auras and adds state the game never gives you, such as a survivor’s wiggle progress or a warning that the killer can currently see you. Most people who use the full Dead by Daylight cheat run the object auras all the time and keep the player ESP subtle, because a killer who walks straight to a survivor in a locker gets reported by the spectating survivors.
The difference from in-game perks comes down to three things. Perks give you a window; the module gives you the whole trial. Perks cost a slot; the module leaves all four free. And perks have counters, from Distortion to a snuffed boon, while an outline drawn from the game’s own world data has nothing that turns it off. That is why the legit settings exist, and why sensible users treat the extra information like a Kindred read: something to act on quietly, not to show off.
Frequently asked questions
What is an aura in Dead by Daylight?
An aura is a coloured outline of a player or an object that you can see through walls, floors and terrain. The game shows a few by default, such as hooked survivors and powered exit gates, and perks, items and add-ons supply the rest. The colour tells you what you are looking at, and the outline vanishes the moment the effect ends.
What is the best aura reading perk for killer in DBD?
Barbecue & Chilli and Lethal Pursuer are the two most run. Barbecue gives you a read on far-off survivors every time you hook, and Lethal Pursuer shows every spawn at the start and extends every other aura effect you carry. Nowhere to Hide is the strongest of the newer ones because it fires on something you do anyway, which is kicking a generator.
What is the best aura perk for survivor?
Kindred if you play solo queue, because it fixes the biggest problem in the game, which is not knowing whether anyone is going for the save. Windows of Opportunity is the best chase perk and Bond is the best general awareness perk. Most good players run one or two aura perks, never four.
Does Distortion still counter aura reading?
Yes, but it works differently to the old version. You start with a single token, one is spent whenever the killer would read your aura, and you earn tokens back through time spent in chase rather than by hiding. A survivor who avoids the killer all game runs dry quickly, which is the point of the rework.
Can the killer see survivors in lockers with aura perks?
No. A survivor inside a locker has no aura to reveal, so Barbecue & Chilli, Bitter Murmur and similar perks show nothing. The killer can still open the locker, and perks like Iron Maiden and the Dredge's power punish locker use, so it is a trade rather than a free escape.
Does Open-Handed work on other survivors' perks?
Yes. Open-Handed extends the aura reading range of every survivor in the trial, not just the person carrying it, so one player bringing it makes the whole team's Kindred, Bond and Empathy reach further. Two copies do not stack, so only one player needs to run it.
Is Killer Instinct the same as aura reading?
No. Killer Instinct is a separate mechanic used by powers like the Legion's Feral Frenzy and shows survivors as a pulsing red silhouette. Because it is not an aura, Distortion, Off the Record and Boon: Shadow Step do nothing against it, and Lethal Pursuer does not extend it.
What does the Elocarry aura option do that perks cannot?
It draws permanent auras on generators, hooks, pallets, totems, chests, exit gates and traps with no trigger, no timer and no perk slot. It does not show players; that is the separate ESP module. It is a cheat running on a game protected by Easy Anti-Cheat, so there is always risk and nothing is guaranteed undetected.
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