[Top 5] Dead By Daylight Best Detective Tapp Builds

Detective Tapp, Saw, Dead by Daylight, Tapp, DbD Tapp, DbD Detective Tapp
Updated:
02 Jul 2021

[Top 5] Dead By Daylight Best Detective Tapp Builds

Accompanying the Pig in Dead by Daylight’s Saw Chapter is Detective David Tapp. Detective Tapp is a loved member in the survivor crew, yet is somewhat of a rare occurence to see while playing. Well, I’m here to try and change that, with these 5 amazing Detective Tapp builds utilizing his teachable perks.

5. Gen Psychic

Detective's Hunch got a buff! | Dead By Daylight

Gen Psychic takes advantage of Detectives Hunch and Dark Sense as its two major perks. While playing the game normally, you will get generators done, because that is your main objective as a survivor. When those generators are done, you will be able to see other generators, totems, chests, and the killer for 10 whole seconds. This can help you avoid the killer if they decide to turn around and come towards where the finished generator is or find any hex totems that may be lying around.

Sprint Burst is a nice synergy here because the radius of Detective’s Hunch follows you and not where the generator finished. So you can sprint across the map and see the aura of many more objectives than just the ones around the generator that was completed.

The use of Borrowed Time is unrelated to the build, however, it is a strong meta perk that can save people from being tunneled off of the hook.

What Gen Psychic Excels In:

  • Finding main and side objectives by playing normally.
  • Knowing the killer’s position.

Perks Used:

Borrowed Time: For 8/10/12 seconds after unhooking a Survivor, the unhooked Survivor is protected by the Endurance Status Effect.

  • Any damage taken that would put the Survivor into the Dying State will instead trigger the Deep Wound Status Effect, after which the Survivor has 20 seconds to Mend themselves.
  • Taking any damage while under the effect of Deep Wound or if its timer runs out will put the Survivor into the Dying State.

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.

Detective’s Hunch: Each time a Generator is completed, the Auras of any Generators, Chests, and Totems within 32/48/64 meters are revealed to you for 10 seconds.

  • If you are holding a Map that can track the corresponding objects revealed by Detective's Hunch, they are automatically added to it.

Dark Sense: Each time a Generator is completed, the Killer's Aura is revealed to you for 5 seconds and for 5/7/10 seconds when the last Generator is completed. 

 

4. Map Tracker

Underrate Perks: Detective's Hunch | Dead By Daylight

Map Tracker is similar to Gen Psychic. It uses Detective’s Hunch to help you find the other objectives, and it is expected that you are going to bring a map in with you.

Also like Gen Psychic, you have Sprint Burst to get you around faster and track as much as you can as possible after a single generator. Unlike Gen Psychic, however, we utilize Prove Thyself, to get the generators done as fast as we can, and then we use Poised to make it harder for the killer to find you since you get 10 seconds free of no scratch marks. That mixed with Sprint Burst can get you a far distance without leaving a trace.

What Map Tracker Excels In:

  • Track nearly every objective and side objective with a map after a single generator.
  • Faster generator repair with Prove Thyself.
  • Makes it harder for the killer to track you after a generator is complete with Poised.

Perks Used:

Detective’s Hunch: Each time a Generator is completed, the Auras of any Generators, Chests, and Totems within 32/48/64 meters are revealed to you for 10 seconds.

  • If you are holding a Map that can track the corresponding objects revealed by Detective's Hunch, they are automatically added to it.

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.

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

Prove Thyself: Gain a stack-able 15% Repair Speed bonus for each Survivor within 4 meters of you, up to a maximum of 45%.

  • This effect is also applied to all other Survivors within that range.
  • Prove Thyself grants 50/75/100% bonus Bloodpoints for Co-operative actions.
  • Prove Thyself does not stack with other instances of itself.

 

3. Great Skill Checks Build

Shrine Showcase - Stake Out & Dance With Me

The Great Skill Checks build has a lot of technical strategiesmixed in with its perks making it very interesting, trying to show off Stake Out’s usefulness.

Whenever you are around the killer and not in a chase you will get a stack of Stake Out, with a maximum of 4 stacks. When you are doing an action and get a skill check, if you miss the “great” area and hit the “good” spot, it will consume a token and count as if you hit the great skill check. This provides you with more bloodpoints as well as a little bit of extra progression.

Now the genius of this is that when you heal other survivors, you will be using Autodidact. Autodidact has special skill checks that aren’t good nor great, they just exist. Therefore, it will not consume a token, and considering how many stacks of Autodidact you have, will provide a large boost in progression to healing the survivor. Since you are going to be healing people anyways, it makes sense to throw on Second Wind, which will provide you with a free heal after being unhooked, after you have healed another survivor.

What The Great Skill Checks Build Excels In:

  • Slightly faster generator repairs and more points from great skill checks.
  • Autodidact removes the chance of spending Stake Out tokens while healing, saving it only for repairing generators.
  • Great heals on teammates.
  • Automatically heal after being unhooked with Second Wind.

Perks Used:

Stake Out: Every 15 seconds you are standing within the Killer's Terror Radius without being chased, Stake Out gains 1 Token, up to a maximum of 2/3/4 Tokens.

  • When Stake Out has at least 1 Token, Good Skill Checks consume 1 Token and are considered Great Skill Checks, granting an additional Progression bonus of 1%.
  • Great Skill Checks do not consume any Tokens.

Bond: The Auras of other Survivors are revealed to you when they are within a range of 20/28/36 meters.

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.

Second Wind: When you heal another Survivor for the equivalent of 1 Health State, Second Wind activates:

  • The next time you are unhooked or unhook yourself, you suffer from the Broken Status Effect until Second Wind deactivates.
  • You are automatically healed 1 Health State after 28/24/20 seconds.
  • While Second Wind is active, the following conditions will deactivate it:
  • Successfully being healed by Second Wind.
  • Being put into the Dying State before the timer elapses.
  • Second Wind does not activate if you already suffer from the Broken Status Effect.

 

2. Anti Slugging Build

The Anti Slugging Build - Dead by Daylight

Getting towards the meta, the Anti Slugging build is not too uncommon to see in the wilderness of red ranks. Tenacity has been a staple of the anti slugging build as it lets you crawl faster to try to hide from the killer that is slugging you, as well as allowing you to recover at the same time. That mixed with Unbreakable allows you to pick yourself up, in a spot where the killer doesn’t know where you are, which by itself is strong.

If the killer does happen to find you, however, you can use however much you recovered and convert it to your “wiggle” progression with Flip Flop. Also, if you happen to be tunneled after being unhooked, you can use Decisive Strike as an extra chance at freedom.

While this is a pretty situational build, basically requiring the killer to slug you, if you do get to use the build properly, it is insanely strong.

What The Anti Slugging Build Excels In:

  • Fast recovery time and movement while in the dying state.
  • Ability to pick yourself up.
  • More likely to wiggle out if you recovered enough.
  • Have another chase entirely with Decisive Strike

Perks Used:

Tenacity: Your ferocious tenacity in dire situations allows you to crawl 30/40/50% faster and also recover at the same time.

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

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

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.

Flip Flop: While in the Dying State, 50% of your Recovery progression is converted into Wiggling progression, up to a maximum of 40/45/50%, once you are picked up by the Killer.

 

1. Gen Jockey

GEN JOCKEY! | Dead By Daylight LEGACY SURVIVOR PERK BUILDS

Now we are getting into the meat of what Stake Out is truly made for. Devoting your life to repairing generators.

The idea is to bring in a toolbox, have at least one other survivor jump onto a generator with you, and get that generator done as fast as possible with the extra speed of Prove Thyself and of the toolbox that you will be able to use more with Streetwise.

Back when this build was uploaded, Leader used to provide your teammates with a speed boost to repairing generators, while Prove Thyself would give that buff to you. Since then Prove Thyself has been buffed so that you and your teammates get the boost to repairing while Leader helps other teammates with actions other than repairing. So realistically, you can replace Leader for another perk of your choosing. I would recommend some type of exhaustion perk to help you out in chases or perhaps Built to Last so that after you use up all of your toolbox’s charges, it will be replenished up to half for you to use again.

What Gen Jockey Excels In:

Getting generators done as fast as possible.

Providing bonuses for teammates.

Allowing you to use your items for longer.

Perks Used:

Leader: When other Survivors are within 8 meters of you, Leader increases their Action speeds for Healing, Sabotaging, Unhooking, Cleansing, Opening, and Unlocking actions by 15/20/25%.

  • This effect lingers for 15 seconds when leaving Leader's range.
  • Leader does not stack with other instances of itself.

Streetwise: The Depletion rate of your Items is reduced by 15/20/25%.

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

Prove Thyself: Gain a stack-able 15% Repair Speed bonus for each Survivor within 4 meters of you, up to a maximum of 45%.

  • This effect is also applied to all other Survivors within that range.
  • Prove Thyself grants 50/75/100% bonus Bloodpoints for Co-operative actions.
  • Prove Thyself does not stack with other instances of itself.

Stake Out: Every 15 seconds you are standing within the Killer's Terror Radius without being chased, Stake Out gains 1 Token, up to a maximum of 2/3/4 Tokens.

  • When Stake Out has at least 1 Token, Good Skill Checks consume 1 Token and are considered Great Skill Checks, granting an additional Progression bonus of 1%.
  • Great Skill Checks do not consume any Tokens.

 

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