[Top 5] Dead By Daylight Best Nightmare Builds That Are Excellent

Dead By Daylight Freddy builds, Dead By Daylight nightmare builds

The Nightmare is described as one of the most 'annoyingly scary' killers to play against in the game of Dead by Daylight. His presence-like nightmare will create a dark atmosphere in the game, which will lure you into focusing more and therefore create more mistakes, especially when repairing the generator, where at any moment, the killer could appear from the inside of the generator or maybe not, luring you into his trap, who knows.

Now, let's look at the Nightmare's best builds which will create a chaotic nightmare for the survivors. 

5. The Incognito Lullaby Freddy Build 

Dead by Daylight gameplay by Jave Hunt

The Incognito Lullaby Freddy Build is a perk that creates a massive amount of progress loss for the survivors with the least effort, where you can pop generators with the survivor's fault and further decrease the progression with the Hex: Huntress Lullaby.

Otherwise, it can be a great build when looking at the progression weakness; however, it can be easily avoided by the survivors during the progressed stage of the game, where they can easily overcome the perk merciless storm if experienced enough and also get rid of the Hexes, which would then leave off with only one perk, in conclusion, leaving this build in 5th place. 

What the Incognito Lullaby Freddy Build Excels In: 

  • The combination of Merciless Storm and Pop Goes the Weasel will allow you to take on the opportunity to decrease the progress of the game massively, where when the survivor makes one mistake from the skill checks, the generator gets blocked, which will allow you to use the perk 'Pop goes the Weasel' to pop the generator with -20% progress, which would then leave with around 70% progress, which is a massive loss for the survivors. 
  • With the combination of Hex: Huntress Lullaby and Hex: Undying, you will be able to save the huntress lullaby hex for further penalties within the game, which is highly advantageous when wanting to slow down the game massively. 

Build details & perks:

  • Merciless Storm: Whenever a Generator is repaired to 90 %, Survivors repairing it are faced with continuous Skill Checks. If they miss one or stop repairing, the Generator becomes blocked for 16/18/20 seconds.
  • Pop Goes the Weasel: After hooking a Survivor, Pop Goes the Weasel activates for the next 35/40/45 seconds: The next Generator you damage instantly loses -20 % of its current Progression. Regular Generator Regression applies afterwards, and Pop Goes the Weasel deactivates.
  • Hex: Undying: The Auras of Survivors within 2/3/4 metres of any Dull Totem are revealed to you. When another Perk's Hex Totem is cleansed or blessed, its Hex is transferred to the Undying Totem, including any accumulated Tokens, disabling Hex: Undying instead. The Hex effects persist until its Hex Totem is cleansed.
  • Hex: Huntress Lullaby: Survivors receive a 2/4/6 % Regression penalty on Failed Skill Checks for Repair and Healing actions. Hex: Huntress Lullaby grows in power each time you Hook a Survivor, gaining 1 Token and affecting Repair and Healing Skill Checks:1 Token: shortens the time between the Warning sound and the Skill check by -14 %. 2 Tokens: shortens the time between the Warning sound and the Skill check by -28 %. 3 Tokens: shortens the time between the Warning sound and the Skill check by -42 %. 4 Tokens: shortens the time between the Warning sound and the Skill check by -56 %. 5 Tokens: disables the Warning sound.


4. Obscene Freddie Carry Build

Dead by Daylight gameplay by Slate

The Obscene Freddie Carry Build is a build that will not allow any escape for the survivors who are trying to wiggle out from the killer's grasp, as the combination of the perks that are included in the build will make it highly unlikely to do so, especially with the perk 'Iron Grasp', which will increase the wiggle progression by a maximum of 12%.

Nonetheless, the fun part about this build is with the perk 'blood warden' which would allow you to block the exit gates, and if timed late enough, with the timer running out, you have the possibility of sacrificing all the survivors in the game if they do not escape in time, which makes it one of the best ending game perks in the game, overall, making this build one of the best in anti-wiggling and end-game opportunities. 

What the Obscene Freddie Carry Build Excels In: 

  • With the perk 'blood warden', it will allow you to open up an opportunity of sacrificing most, or if not, 'all' the survivors, as if timed correctly with the hooking stage, you will be able to get a 4-survivor sacrifice. 
  • The combination of Iron Grasp, Agitation and Mad Grit will make it impossible for the survivor to wiggle out from the killer's grasp, making it one of the most powerful anti-wiggling combinations in the game. 

Build details & perks:

  • Mad Grit: Successfully hitting a Survivor will pause the carried Survivor's Wiggling Progression for 2/3/4 seconds.
  • Blood Warden: As soon as one Exit Gate is opened, Blood Warden activates. The Auras of Survivors standing within the Exit-Gate area are revealed to you. Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity to block the exits for all Survivors for 30/40/60 seconds.
  • Agitation: While carrying a Survivor, you benefit from the following effects: Increases your Carrying Movement speed by 6/12/18 %. Increases your Terror Radius by 12 metres.
  • Iron Grasp: While carrying a Survivor, you benefit from the following effects: Decreases Wiggle effects, which cause you to strafe sideways by 75 %. Increases Wiggle duration by 4/8/12 %.


3. The Toxicity of the End-Game Nightmare Build

Dead by Daylight gameplay by Jave Hunt

The toxicity of the End-Game Nightmare Build is a build. That is considered to be one of the best builds when it comes to the end-game stage. As shown within the perks, the build mainly depends on the advantage of offence once all the generators have been completed, and therefore you can use the advantage of the perks to go on a full-on attack on the survivors. 

In conclusion, it is an amazing end-game build, where you can use pure skill during the normal game, and once all the generators have been completed and the survivors are over-motivated, the energy from the perks kicks in, therefore allowing you to get for easier sacrifices. 

What the Toxicity of the End-Game Nightmare Build Excels In: 

  • The combination of all perks makes it one of the best end-game builds in this game, with the possibility of winning the game whilst in the end-game, making it a great opportunity to catch the survivors off-guard. 
  • With the combination of No way out and remember me, opening the exit gates would take an amazingly long time, which would conclusively make it aware for the killer where the survivors are, and therefore, be able to go on the chases. 

Build details & perks:

  • Hex: No one escapes Death: Once the Exit Gates are powered, if there is still a Dull Totem remaining on the Map, Hex: No One Escapes Death activates and lights it: Increases your movement speed by 2/3/4 %.Survivors suffer from a permanent Exposed Status Effect. Hex: No One Escapes Death remains inactive if no Dull Totems are available. Once the Status Effect is revealed to Survivors, Hex: No One Escapes Death reveals the Aura of its Hex Totem to all Survivors within 4 metres and gradually expands that range to 24 metres over 30 seconds. The Hex effects persist until its Hex Totem is cleansed.
  • Remember me: Each time the Obsession loses a Health State, Remember Me gains 1 Token: Increases the Opening time of both Exit Gates by 4 seconds per Token, up to a maximum of 8/12/16 additional seconds. The Obsession remains unaffected by this penalty.
  • Blood Warden: As soon as one Exit Gate is opened, Blood Warden activates. The Auras of Survivors standing within the Exit-Gate area are revealed to you. Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity to block the exits for all Survivors for 30/40/60 seconds.
  • No way out:  For each survivor you hook for the first time, the perk 'No Way Out' gains 1 Token. Once the Exit Gates have been powered, No Way Out activates: When a Survivor interacts with an Exit Gate Switch, you receive a Loud Noise Notification, and The Entity blocks both Exit Gate Switches for 12 seconds and an additional 6/9/12 seconds per Token in your possession, up to a combined maximum of 36/48/60 seconds.


2. The Pressuring Annoyance of Freddy Build

Dead by Daylight gameplay by SpookyLoopz

Freddie's Interior Nightmare Build is a build that creates pressure on the survivors, mainly through generators, as it would cause constant blocks and attacks directly on the survivors, making it quite hard for them to continue repairing the generators.

Nonetheless, with perks such as Scourge Hook: Pain Resonance, it will be able to cause an explosion on the most progressed generator, automatically losing 15%, which is quite good, especially when the survivors will scream, allowing you to go to that specific generator to go and pressure the area. Overall it is a great build, and especially one of the best in the pressure category, considering there are different sections of the build that build up to that power with great chemistry. 

What The Pressuring Annoyance of Freddy Build Excels In: 

  • The combination of the generator blocking coming from the perks 'deadlock' and 'dead man's switch is highly advantageous, especially when the survivors are under pressure, allowing you to go for a quick chase without having other survivors return on the generator, as it would be blocked by then. 
  • With the perk Nemesis, you can use the obsession opportunity, which would allow you to see the aura of the survivor who has been switched to obsession for 4 seconds, and at the same time, allowing it to be oblivious for a whole minute, which can be quite impossible and pressuring. 

Build details & perks:

  • Deadlock: Whenever a Generator is completed, The Entity blocks the Generator with the most progression for 20/25/30 seconds. The Aura of the blocked Generator is revealed to you in white during this time.
  • Nemesis: Any Survivor who blinds or stuns you become the Obsession. Anytime your Obsession switches to another Survivor by any means, that Survivor then suffers from the Oblivious Status Effect for 40/50/60 seconds, and their Aura is revealed to you for 4 seconds.
  • Scourge Hook: Pain Resonance: At the start of the Trial, four random Hooks are changed into Scourge Hooks: The Auras of Scourge Hooks are revealed to you in white. Each time a Survivor is hooked on a Scourge Hook, the following effects apply: The Generator with the most Progression explodes, instantly losing 9/12/15 % of its Progression and starting to regress. Survivors repairing that Generator will scream but not reveal their location.
  • Dead Man's Switch: After hooking a Survivor, Dead Man's Switch activates for the next 20/25/30 seconds: Any Survivor that stops repairing a Generator before it is fully repaired causes The Entity to block the Generator until Dead Man's Switch's effect ends. White Aura highlights affected Generators.


1. Freddie's Interior Nightmare Build

Dead by Daylight gameplay by King Wolfe 2

Freddie's Interior Nightmare Build is considered one of the best builds for Freddie, as it mainly focuses on the universality and how it can sacrifice the survivors in the most effective way possible. For instance, with corrupt intervention, it will allow you to cut a part of the section of the map so that you can find the survivors early and catch them off-guard, which would increase your chance of winning; nonetheless, taking time would not be a problem, as it is slowly being affected by Thanatophobia which would slowly slow down the progress for the survivors. 

Nevertheless, with perks such as Overcharge, it will allow you to create impossible skill checks on the generator; in other words, once the survivor comes back to the generator, it will come face to face with the skill check, and if failed, you will be automatically notified which is good for pressuring generators, overall, making this build an amazing build in terms of universality, which I would personally recommend to all the players with all killer level. 

What Freddie's Interior Nightmare Build Excels In: 

  • With corrupt intervention, it will be highly advantageous, especially with a killer such as Trapper, that will have a lot of time to place the traps in places where the generators are blocked, and therefore, with an increased possibility of the survivors stepping on those traps because they will have no clue that the traps were placed there in the first place.
  • The perk Thanatophobia will make it harder for the survivors to progress within the game, as there will be massive penalty skill checks, and it will be much slower with the progress of sabotaging, cleansing or repairing generators.

Build details & perks:

  • Save the best for last: Each time you hit a Survivor other than your Obsession with a Basic Attack, Save the Best for Last gains 1 Token, up to a maximum of 8 Tokens: Gain a stack-able 5 % Cool-down reduction on successful attacks per Token, up to a maximum of 40 %. Each time you hit your Obsession with a Basic Attack, Save the Best for Last loses 4/3/2 Tokens. When the Obsession is sacrificed or killed, you can neither gain nor lose any more Tokens.
  • Corrupt Intervention: At the start of the Trial, the 3 Generators located farthest from you are blocked by The Entity for 80/100/120 seconds. Corrupt Intervention deactivates prematurely once the first Survivor is put into the Dying State.
  • Thanatophobia: Each injured, dying, or hooked Survivor afflicts Survivors with a stackable 1/1.5/2 % Action Speed penalty to Repairing, Sabotaging, and Cleansing, up to a maximum of 4/6/8 %. Increases the Action Speed penalty by a further 12 % if there are 4 Survivors, who are either injured, dying, or hooked simultaneously.
  • Overcharge: Overcharge a Generator by performing the Damage Generator on it: The next Survivor interacting with that Generator is faced with a difficult Skill Check. Failing the Skill Check results in an immediate Progression loss of 3/4/5 %. Succeeding the Skill Check grants no bonus Progression but prevents the Generator from exploding. After Overcharge is applied to a Generator, the following effect applies: Increases the Regression speed from 75 % to 200 % over the next 30 seconds.


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