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The iconic asymmetrical horror game Dead by Daylight dips into goth culture for Sable Ward, a Survivor who took her interests in the occult and horror and laid them out for discussion on her own radio show. She then found her way into the Entity's realm while investigating disappearances in her town of Greenville.
Sable Ward was also best friends with Mikaela Reid, and the two worked together at the Moonstone Cafe. After Mikaela's sudden disappearance into a strange black fog while telling a story during a Halloween festival, Sable felt driven to find out what happened to her friend.
Updated by Allyson Cochran on December 24, 2024: We've added a few more perk combos so that you can make the most out of your Sable build.
Sable Ward has three Unique Perks that she brings to Dead by Daylight, including the introduction of a new perk type. Each of her perks revolve around the Basement, and add some gameplay elements with both risk and rewards.
Here are the three Unique Perks for Sable Ward:
Perk |
In-Game Description |
Guide |
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Invocation: Weaving Spiders |
The place where fear festers and terror treads is also where those with the gift can reach across the veil. |
An Invocation circle will appear in the Basement that you can interact with. Invocations take 120 seconds to complete.
Once the Invocation is completed:
Completing an Invocation disables that perk type for all Survivors. |
Strength In Shadows |
A chance for renewed power down where danger calls home. |
When you are in the Basement, Strength in Shadows activates:
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Wicked |
They can try to hurt you. But you're not going down so easily. |
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Since Sable's Unique Perks all revolve around entering the Basement, be careful of a possible increase in Killers using the perk Territorial Imperative, which reveals Survivors auras when they enter the Basement.
As you progress through Sable's Bloodweb, you'll start to gain access to new and stronger perks. You can always run any combination of perks that you'd like, whether they are meta or more of a meme build.
There are plenty of viable perks in Dead by Daylight, but here are a few that tend to always be useful in your load-out:
To unlock the Adept Sable achievement, you will need to escape a trial using only Sable's three Unique Perks.
The three Unique Perks for Sable Ward are actually a strong combo in and of themselves. You could throw whichever fourth perk you like and call it a day. However, there are some other perks that will have decent synergy with Sable's Unique Perks.
Invocation: Weaving Spiders is a unique perk that involves a risk versus reward trade-off. It'll help you repair Generators quicker (and can help out with unfortunate three-Generator scenarios), but the Survivor who started the Invocation will remain Broken for the rest of the Trial.
A potential build using Sable's Invocation perk revolves around the fact that it will leave you Broken after it's completed. Typically, you would want to use your Invocation perk later in a Trial, or after a few Generators are already completed. Enter No Mither.
When using No Mither, you start the Trial with the Broken status effect. The trade-off here is that your pools of blood are suppressed, your grunts of pain are reduced, your recovery speed increases, and then you can also recover from the Dying State.
You can still use the Invocation perk even when using No Mither, which means that with this combo, you can immediately go to start the Invocation at the beginning of the Trial. Then, the benefits of Invocation: Weaving Spiders will apply to all Generators.
For your other two perks, you will likely want to run Resilience, which increases your interaction speeds on numerous tasks when you are injured; and then, either Déjà Vu, which increases your repair speed on three highlighted Generators; or Prove Thyself, which increases your repair speed on Generators while repairing with other Survivors.
Obviously, being Broken for an entire Trial is a risky move. This No Mither and Invocation: Weaving Spiders combo could be a good build only for Survivors that are skilled at avoiding Killers, and looping and escaping chases.
Strength in Shadows is a useful way to heal yourself without a Med-kit, and has the added benefit of revealing the Killer's aura to you. This perk could work well with other perks that reveal the Killer's aura, so you can stay in the loop with the Killer's location often. Additionally, perks that help you finish healing to get the aura ability work well here.
Here are some of the best perks you can combo with Strength in Shadows:
Perk |
Description |
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Fogwise |
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Wiretap |
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Iron Will |
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Desperate Measures |
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The first part of Wicked allows you to always unhook yourself on your first hook in the Basement. While this is definitely useful, it's incredibly situational. The other (and better) use of Wicked is to reveal the Killer's aura when you get unhooked. This is a great perk by itself to help counter potential tunneling or camping Killers.
You could combo Wicked with other perks that will help you escape a tunneling Killer once you get unhooked:
Perk |
Description |
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Aftercare |
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Deception |
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Lightweight |
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Additionally, this is useful for other perks that synergize well with being able to see the killer's aura.
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Description | ||||||
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Windows of Opportunity Reveals the locations of nearby pallets and windows. Lets you plan an escape route from the basement as soon as you see the Killer's aura. | |||||||
Kindred Reveals all survivors’ auras when you’re hooked and shows the Killer’s aura if they’re nearby. Doubles down on aura-reading, giving teammates the information needed to counter camping Killers. |
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