Sourcemined
Dead by Daylight
KillerVerified on build 25912225
The Xenomorph icon

The Xenomorph

Hidden Pursuit: the numbers

Supposedly responding to a distress signal, the Nostromo's crew landed on LV-426. What they found there became one of humanity's greatest horrors. When The Xenomorph is in a trial, a series of tunnels become available to it. By accessing a Control Station, it can enter these tunnels to quickly move around the map, detect the presence of nearby Survivors, and speed up the cooldown time of its Crawler Mode. Exiting a Control Station momentarily deactivates deployed Turrets and tags nearby Survivors with Killer Instinct. SPECIAL ABILITY: CRAWLER MODE The Xenomorph enters Crawler Mode automatically when not on cooldown. In Crawler Mode, The Xenomorph walks on four legs and becomes stealthier, reducing its Terror Radius. While in Crawler Mode, The Xenomorph also has access to a brutal Tail Attack. SPECIAL MAP FEATURE: CONTROL STATIONS Seven Control Stations are scattered across the map. Survivors can interact with these stations to get a Remote Flame Turret, while The Xenomorph can enter and exit the tunnels underneath the Control Stations. SPECIAL ITEM: REMOTE FLAME TURRET Turrets can be placed in the map to counteract The Xenomorph. When The Xenomorph enters the radius and line of sight of a Turret, the Turret attacks; this attack staggers The Xenomorph and can cause Crawler Mode to end. If a Turret successfully knocks The Xenomorph out of Crawler Mode or fires for too long, it overheats, and must be repaired by a Survivor. The Xenomorph can attack Turrets to destroy them. Carrying a Turret makes you immune to detection while the killer is in the tunnel. “Its structural perfection is matched only by its hostility.” – Ash, Science Officer

The power's tunables as the game stores them. Distances and speeds are converted from engine centimetres to metres; everything else is shown as stored.

TunableValueNote from the game data
Max walk speed4.6 m/s
Carrying camper max walk speed percent0.8
Terror radius32 m
---------------tail attack---------------0
Tail attack seconds to charge0.3
Tail attack sphere trace radius14
Tail attack length480
Tail attack open time0.25
Tail attack hitting time0.4
Tail attack succeed cooldown time2.7
Tail attack miss cooldown time2.5
Tail attack obstruct cooldown time2.5
Tail attack horizontal offset0Negative is toward the left of the killer
Tail attack start height65The height used to trigger the collision at the start of the attack
Tail attack end height65The height used to trigger the collision at the end of the attack
Tail attack end point height start offset0The height offset at the start of the attack of the end point of the attack collision compared to the start point of the attack collision
Tail attack end point height end offset-40The height offset at the end of the attack of the end point of the attack collision compared to the start point of the attack collision
Tail attack debug reticle height50
Tail attack max sweep length500Limits the horizontal movement of the attack after launching
Tail attack emulate gamepad for mouse yaw1Should we use gamepad emulation to limit turn speed? 1 for yes, 0 for no. Works like billy chainsaw.
Tail attack yaw scale100Limit the camera yaw rotation during the attack
Tail attack pitch scale100Limit the camera pitch rotation during the attack
Tail attack rotation speed smoothing time0.1The time it takes the rotation scaling of the killer's camera to take place when the attack starts.
Tail attack rotation speed reset smoothing time0.01The time it takes for the rotation of the character to get back to normal once the attack is over.
Tail attack rotation scale delay time0Time after the attack is launched before the rotation scale kicks in (Must be between 0 and 0.33)
Tail attack view pitch min-32
Tail attack view pitch max32
Tail attack cancel slowdown duration1When cancelling a tail attack charge, the duration of the movement slowdown penalty
---------------special mode---------------0
Special mode charge time35The default charge rate of the special mode (i.e. when outside of tunnel and when able to increase charge)
Special mode maximum percent on pick up0.75Percentage of the maximum charge time that the special mode will be when picking up a survivor
Special mode charge rate moving in tunnel8Rate at which the cooldown decrease when walking in a tunnel
Special mode decharge rate per attacking turrets-1.5Rate at which the cooldown increase when attacked by a turret
Special mode terror radius size2,400
--------------tunnel system----------------0
Enter tunnel charge time0.3The time it takes to charge the enter tunnel interaction
World to tunnel transition time0.25The time it takes to transition from the world to the tunnel system when the enter tunnel interaction is confirmed.
Tunnel max acceleration100The acceleration of the killer while in the tunnel system. (Default acceleration is 1)
Tunnel survivor detection range16 mThe detection distance the killer is able to see survivors moving when in the tunnels. This distance does not take height into consideration.
Tunnel survivor detection lingering time1.5The linger time the survivor is marked to still be detected when getting out of the detection range of the killer.
Tunnel survivor detection offscreen indicator visible distance0The distance the detected offscreen indicators are seen from the killer.
Tunnel survivor detection offscreen indicator lifetime5The lifetime the detection offscreen indicators have.
Exit tunnel interaction animation time part10.5The time the first animation should take when the killer exits the tunnel.
Exit tunnel interaction animation time part21.75The time the second animation should take when the killer exits the tunnel.
Exit tunnel interaction slowdown penalty percentage2Slowdown penalty that is applied to the time of the exit tunnel interaction when the exit is located near a hooked survivor.
Exit tunnel interaction slowdown penalty range16 mThe minimum range between the control station and hooked survivor for the exit tunnel penalty to be applied
--------------turrets----------------0
Turret count4Maximum number of turrets available in the pool
Turret spawning duration1The time it takes for turrets to spawn on a Control Station
Turret collect charge time1.5Charge action time it takes for turrets to be picked up from Control Station
Turret carry movement speed penalty0.35hindering percentage penalty on movement speed while carrying a turret
Turret auto destroy time30The time it takes for a turret to auto destroy when dropped on the ground
Turret auto destroy pause survivor range6 mIf a survivor is under that distance (in cm) from a turret, the auto destroy timer will be paused.
Turret destroyed duration60The time it takes for a destroyed turret to come back into the pool of turrets
Turret deploy charge time2The time it takes for survivors to deploy a turret
Turret undeploy charge time2The time it takes for survivors to undeploy a turret
Turret max damage amount125How much damage the killer can take before special mode is disabled
Turret damage reduction rate15The damage reduced per second when the killer is not being attacked by a turret
Turret stunned after fully damaged duration1Time being stunned after fully damaged by turret
Turret damage reduction delay duration1Time before regaining health after no longer being shot by turret
Turret aura linger duration3How long the aura on turret remain visible after survivor goes out of range of a control station
Turret heat accumulation rate0.25Percentage per second heat builds up when turret is firing
Turret malfunction duration3.5The duration of the malfunctioning state of the turret
Turret motion tracker max detection range41 mMax range at which the motion tracker detects the killer and will start bipping
Turret detection radius10 mThe radius of the killer detection zone of the turret, in cm
Turret heat dissipation rate0.25Percentage per second heat cools down when turret is not firing
Tunnel footstep time between spawn0.35The time between each footstep spawning when a survivor is detected by the killer.
Turret repair time3Time to repair a turret that's overheated
Tunnel tunnel exit blocked time after entering tunnel2.5The time that the power of the killer is disabled when entering the tunnel, meaning the killer cannot exit the tunnel during this time.
Tunnel survivor detection downtime after entering tunnel2.5The time that the survivor detection system is disabled when entering the tunnel, meaning the killer cannot see footsteps of survivor during this time.
--------------control stations----------------0
Control station turret availability cooldown30Cooldown after picking up a turret on a control station
Control station max distance to reveal aura to survivors1,200Survivors must be within this distance of a control station to reveal its aura
Distance threshold for generator near control stations1,600If an already spawned control station is closer than this threshold from the generator being evaluated, apply an harsher penalty for spawning a control station near another control station.
Exit control station killer instinct range16 mThe minimum distance a survivor needs to be from the control station the killer is coming out of for the killer instinct effect to be applied on them.
Exit control station killer instinct linger duration3The linger duration of the status effect applied on survivors close to the control station.
------------------addons------------------------0
Addon20 effect duration20The duration of the effect for the K33 power addon (Time where stunning the killer with a pallet injures the survivor)
Distance to see tunnel connection aura1,400The Distance for the killer to see the tunnel connection when nearing an exit
--------------miscallaneous-----------------0
Z offset for distance checks when in tunnels0This is mostly used for perks, and is used to add a Z offset to the current 2D distance between the killer and survivor

Teachable perks 3

Add-ons 20

Overview

Power
Hidden Pursuit
Difficulty
Intermediate
Chapter
Wormhole