The Executioner (Pyramid Head) Guide - Master Punishment and Torment

Complete guide to playing The Executioner (Pyramid Head) in Dead by Daylight. Learn Punishment of the Damned, Rites of Judgement, Torment mechanics, cages, best perks and add-ons.

The Executioner - better known as Pyramid Head - is Dead by Daylight’s anti-loop killer from Silent Hill. He uses Rites of Judgement to create torment trails, forces survivors into cages instead of hooks, and attacks through walls with Punishment of the Damned. Pyramid Head ignores most survivor defenses and punishes safe plays.

Executioner is one of the strongest killers in the game when played correctly. He bypasses hook perks, denies loops, and can attack through walls. Let’s break down how to dominate with him.

The Executioner’s Power: Rites of Judgement

The Executioner has two main abilities: Rites of Judgement (trails) and Punishment of the Damned (ranged attack).

Rites of Judgement (M2)

What it does: Pyramid Head drags his sword through the ground, creating Torment trails. Survivors who walk through trails become Tormented.

How it works:

  • Hold M2 to drag your sword and create trails
  • Trails remain on the ground for 90 seconds
  • Survivors who walk through trails become Tormented
  • Tormented survivors can be sent to Cages of Atonement instead of hooks
  • While creating trails, you move at 92% speed (slower than survivors)

Torment Status:

  • Tormented survivors have a barbed wire aura around their icon
  • They leave pools of blood at their feet
  • You can see their aura when they’re dying (downed)
  • You can send them to Cages of Atonement instead of hooking them

Key concept: Rites of Judgement is about forcing survivors into Torment and using Cages to bypass hook perks like Borrowed Time and Decisive Strike.

Punishment of the Damned (M2 - Attack Mode)

What it does: Pyramid Head channels his power and sends a shockwave attack through walls, obstacles, and survivors.

How it works:

  • Hold M2 to start creating a trail
  • Tap M1 while holding M2 to switch to attack mode
  • Release M2 to send a shockwave forward
  • The shockwave travels ~8 meters, goes through walls, and damages survivors
  • Survivors hit are injured or downed (depending on health state)
  • Brief cooldown after attacking (similar to M1 cooldown)

Key uses:

  • Attacking through walls at loops
  • Hitting survivors at pallets (they can’t dodge)
  • Zoning survivors away from safe areas
  • Punishing pallet vaults and window vaults

Key concept: Punishment of the Damned is an anti-loop tool. Use it to hit survivors at unsafe loops and force them into bad positions.

Torment Mechanic Explained

Torment is Pyramid Head’s unique status effect.

How Torment Works

Survivors become Tormented when:

  • They walk through a Rites of Judgement trail
  • They rescue someone from a Cage of Atonement (they become Tormented by proximity)

Effects of Torment:

  • Survivor has barbed wire icon around their portrait
  • Pyramid Head can see their aura when they’re in the dying state
  • Pyramid Head can send them to a Cage of Atonement instead of hooking them
  • Pyramid Head can execute them with Final Judgement (after being caged/hooked twice)

Removing Torment:

  • Being rescued from a Cage of Atonement removes Torment
  • Torment is NOT removed by being hooked normally

Cages of Atonement

When you down a Tormented survivor, you can send them to a Cage instead of hooking them.

How Cages work:

  • Down a Tormented survivor
  • Press M2 to send them to a Cage of Atonement
  • They’re teleported to a Cage far away from you (like a hook)
  • Teammates can rescue them from Cages (like unhooking)
  • Cages count as hook stages (first cage = first hook, etc.)

Why Cages are strong:

  • Bypasses hook perks: Borrowed Time, Decisive Strike, Deliverance, etc. don’t work on Cages
  • No time wasted carrying survivors to hooks
  • Survivors are teleported far away, forcing teammates to travel
  • You can immediately pressure gens instead of walking to hooks

When to Cage vs Hook:

  • Cage when survivors have hook perks (you see BT, DS, flashlights for saves, etc.)
  • Hook when you want to activate your own hook perks (Scourge Hook: Pain Resonance, BBQ, etc.)
  • Cage when you’re far from hooks and want to save time

Final Judgement (Mori)

If a survivor has been caged/hooked twice and is Tormented, you can execute them with Final Judgement.

How it works:

  • Down a survivor who has been caged/hooked twice
  • They must still be Tormented
  • Press M2 to execute them with Final Judgement (kills them instantly)
  • This removes them from the match (like a Mori)

Key detail: Final Judgement is rare. Most survivors will be hooked/caged three times before you get the opportunity. But when it happens, it’s a free kill.

Trail Placement Strategy

Where you place trails determines how often survivors become Tormented.

Best Trail Locations

1. At loops and pallets:

  • Place trails at jungle gyms, LT-walls, and pallet loops
  • Survivors have to run through the trail to loop you
  • They become Tormented or take a bad path

2. Around hooks:

  • Place trails around hooks in a web pattern
  • Rescuers have to walk through trails to unhook
  • They become Tormented, you can cage them later

3. At narrow passages and doorways:

  • Indoor maps: Place trails in hallways and doorways
  • Survivors MUST walk through them to progress

4. At generator clusters:

  • Place trails between nearby gens
  • Survivors traveling between gens walk through trails

5. In front of pallets:

  • Place a trail right in front of a dropped pallet
  • Survivors have to walk through it to reach the pallet vault

Bad Trail Locations

  • Open areas with lots of space to walk around
  • Places survivors never visit
  • Single trails in isolation (survivors will just avoid them)

Key principle: Place trails in HIGH-TRAFFIC areas where survivors are FORCED to walk through them.

Punishment of the Damned Strategy

Punishment of the Damned is Pyramid Head’s anti-loop tool. Master this and you’ll dominate chases.

When to Use Punishment

At dropped pallets:

  • Survivor drops a pallet
  • They’re locked in the vault animation
  • Use Punishment to hit them through the pallet
  • They can’t dodge during the animation

At windows:

  • Survivor vaults a window
  • Use Punishment to hit them during the vault
  • Works on both fast vaults and medium vaults

Through walls at loops:

  • Survivor is running around a short loop (jungle gym, LT-wall)
  • Use Punishment to hit them through the wall
  • They can’t see you charging and get hit

Zoning survivors:

  • Charge Punishment to force survivors away from strong loops
  • Even if you don’t hit them, you force them into bad positions

Punishment Timing

Punishment has a charge time and travel time. You need to predict where survivors will be.

At pallets: Charge as they approach the pallet, release as they vault. The timing is tight but consistent with practice.

At windows: Same as pallets - charge early, release during vault animation.

Through walls: Predict their path and release when they’ll be in front of you (even if there’s a wall between you).

Practice tip: Play a few matches focusing ONLY on Punishment timing. You’ll develop muscle memory.

Early Game Strategy

Pyramid Head’s early game is about placing trails and getting survivors Tormented.

Opening sequence:

  1. Place trails at key loops - Spend 10-20 seconds placing trails at strong loops near spawn
  2. Find survivors - Patrol gens, find someone
  3. Chase them toward trails - Herd them toward your trails
  4. Use Punishment at loops - Hit them through pallets and walls
  5. Down and cage - If they’re Tormented, cage them. If not, hook normally

Goal: Get 2-3 survivors Tormented early. Once Tormented, you can cage them and bypass hook perks.

Mid-Game Strategy

Mid-game is where Pyramid Head dominates. Survivors are Tormented, you’re caging instead of hooking, and you’re hitting through walls.

Trail web maintenance:

  • Refresh trails that disappear (90-second duration)
  • Place new trails at loops survivors are using

Cage pressure:

  • Cage Tormented survivors to save time
  • Immediately patrol gens after caging (no time wasted carrying)

Punishment spam:

  • Use Punishment liberally at loops
  • Even if you miss, you force survivors into bad positions
  • Survivors can’t safely loop you

Snowball potential:

  • Tormented survivors are easy to down and cage
  • Chain cages quickly to apply massive pressure

Endgame Strategy

Pyramid Head is strong endgame with Punishment and trails.

Trail exit gates:

  • Place trails at both exit gate switches
  • Survivors opening gates walk through trails
  • They become Tormented or waste time avoiding trails

Punishment at gates:

  • Use Punishment to hit survivors at exit gates
  • Attack through obstacles and hit them

Cage to prevent saves:

  • If someone’s hooked endgame and you down a Tormented survivor, cage them
  • This splits survivor attention (one on hook, one in cage)

NOED synergy:

  • If you run NOED, Pyramid Head becomes terrifying endgame
  • One hit downs + Punishment through walls = unstoppable

Best Perks for Pyramid Head

Pyramid Head wants perks that help him pressure gens, track survivors, and capitalize on his anti-loop power.

Top Tier Perks

I’m All Ears - See survivors’ auras for 6 seconds when they fast vault within 48 meters. Lets you line up Punishment attacks perfectly through walls. EXTREMELY strong on Pyramid Head.

Hex: Ruin - Gens not being repaired regress at 200% speed. Pyramid Head applies pressure well with Cages and fast chases, so Ruin gets tons of value.

Pop Goes the Weasel - After hooking, kick a gen to regress it by 30%. Still works with Cages (caging counts as hooking for perk purposes).

Corrupt Intervention - Blocks the 3 farthest gens for 120 seconds. Gives you time to place trails and get first downs.

Strong Perks

Forced Penance - Survivors who take a protection hit are Broken for 80 seconds. Punishes altruistic plays and keeps survivors injured longer.

Scourge Hook: Pain Resonance - Hooking on scourge hooks regresses the gen with most progress. NOTE: This only works if you HOOK survivors, not cage them. If you want to use this perk, hook instead of cage sometimes.

Barbecue & Chili (BBQ) - See survivors’ auras after hooking. Shows you where to patrol next. Works with Cages.

Deadlock - Blocks the gen with most progress for 30 seconds when a gen completes. Buys you time to pressure other areas.

Trail of Torment - Kicking a gen makes you Undetectable for 16 seconds. Synergizes with Pyramid Head’s mobility. Lets you sneak up on survivors.

Sloppy Butcher - Survivors heal slower. Good for hit-and-run playstyle with Punishment.

Sample Builds

Anti-Loop Build (Best for Pyramid Head):

  • I’m All Ears
  • Hex: Ruin
  • Pop Goes the Weasel
  • Corrupt Intervention

Slowdown Build:

  • Hex: Ruin
  • Deadlock
  • Pop Goes the Weasel
  • Barbecue & Chili

Beginner Build:

  • Corrupt Intervention
  • Sloppy Butcher
  • Barbecue & Chili
  • NOED

Scourge Hook Build (Hook-Focused):

  • Scourge Hook: Pain Resonance
  • Forced Penance
  • Deadlock
  • I’m All Ears

Best Add-Ons

Pyramid Head’s add-ons modify his trails, Punishment, and Torment effects.

Top Tier Add-Ons

Range Add-Ons (Rust-Colored Egg, Obsidian Goblet) - Increase Punishment of the Damned range. Longer range = easier hits through walls. Very strong.

Valtiel Sect Photograph (Purple - Very Rare) - Survivors rescuing from Cages of Atonement become Oblivious for 45 seconds (can’t hear Terror Radius). Makes it easier to catch rescuers.

Crimson Ceremony Book (Purple - Very Rare) - Punishment of the Damned recharges faster. Lets you spam Punishment more often at loops.

Obsidian Goblet (Pink - Ultra Rare) - Considerably increases Punishment range. Easiest add-on for landing hits through walls.

Strong Add-Ons

Rust-Colored Egg (Green - Rare) - Moderately increases Punishment range. Budget version of Obsidian Goblet.

Spearhead (Green - Rare) - Survivors hit by Punishment are Hindered for 3 seconds (move slower). Makes it easier to follow up with M1 hits.

Wax Doll (Yellow - Uncommon) - Slightly increases Punishment range. Budget option.

Tablet of the Oppressor (Yellow - Uncommon) - Slightly decreases trail placement time. Faster trail placement = more trails.

Avoid These Add-Ons

Iridescent Seal of Metatron (Pink - Ultra Rare) - Tormented survivors are Oblivious. Sounds good, but Torment already gives you aura reading when they’re downed. This add-on is underwhelming for an Ultra Rare.

Black Strap - Slightly increases movement speed while using Rites of Judgement. Effect is too minor to matter.

Sample Add-On Combos

Range Build: Obsidian Goblet + Rust-Colored Egg (massive Punishment range)

Spam Build: Crimson Ceremony Book + Rust-Colored Egg (fast recharge + good range)

Cage Pressure Build: Valtiel Sect Photograph + Spearhead (Oblivious rescuers + Hindered hits)

Budget Build: Wax Doll + Tablet of the Oppressor (decent range + faster trails)

Playing Against Good Survivors

Good survivors make Pyramid Head work harder, but he’s still strong with the right adjustments.

They avoid trails: If survivors avoid your trails, that’s fine. They’re taking longer routes and wasting time. Place trails at chokepoints they CAN’T avoid.

They fake vaults: Some survivors fake vault animations to bait Punishment. Don’t fall for it - wait for the actual vault.

They predrop pallets: Good. Use Punishment to hit them through dropped pallets.

They’re unpredictable at loops: Mix up Punishment with M1 attacks. Don’t always go for Punishment or survivors will dodge it.

They use Iron Will: Injured survivors with Iron Will are harder to track. Use trails and aura reading to find them.

They don’t rescue from Cages quickly: Some survivors leave teammates in Cages to deny you Torment spread. That’s fine - survivors waste time traveling to Cages.

They’re in a SWF: Comms let them coordinate Cage rescues and call out trail locations. Counter by applying pressure quickly and using Punishment to end chases fast.

Common Mistakes to Avoid

Placing trails randomly: Trails need to be in high-traffic areas. Don’t just spam trails everywhere.

Always caging: Sometimes hooking is better (to activate Scourge Hooks, BBQ, etc.). Don’t autopilot cage every Tormented survivor.

Missing Punishment at pallets: Practice the timing. Punishment at pallets is guaranteed hits if timed correctly.

Overusing Punishment: Don’t spam Punishment when survivors are in the open. Use it at loops and obstacles.

Not using M1: Pyramid Head has a basic attack. Sometimes M1 is faster than charging Punishment.

Forgetting trails expire: Trails last 90 seconds. Refresh important trails.

Camping Cages: DON’T camp Cages. If you’re too close, the Cage teleports to a different location and rescues the survivor automatically. Move away after caging.

Map-Specific Tips

Indoor Maps (The Game, Lery’s, Midwich, RPD) - EXTREMELY strong for Pyramid Head. Tight corridors force survivors through trails. Punishment hits through walls easily. Pyramid Head dominates indoor maps.

Open Maps (Coldwind, MacMillan, Autohaven) - Decent for Pyramid Head. Punishment is weaker in open areas. Focus on placing trails at loops and using Punishment at pallets.

Multi-Level Maps (The Game, Midwich) - Great for Pyramid Head. Trails work on all floors. Punishment can hit through floors (with range add-ons).

Large Maps (Mother’s Dwelling, Red Forest) - Rough for Pyramid Head. Huge maps mean longer patrols. Cages save time since you don’t carry survivors.

Corn Maps (Coldwind Farm) - Mixed. Corn blocks vision but doesn’t block Punishment. You can hit through corn.

The Game (Saw Map) - THE Pyramid Head map. Tons of corridors, multiple floors, forced trail pathing. Very strong.

Why Play Pyramid Head?

Pros:

  • Ignores hook perks (Borrowed Time, Decisive Strike, etc.)
  • Anti-loop (Punishment hits through walls)
  • Built-in slowdown (Cages save time)
  • Strong on most maps
  • Ranged attack
  • Mori potential (Final Judgement)
  • Extremely satisfying Punishment hits

Cons:

  • Trails take time to place
  • Punishment can be dodged if telegraphed
  • Slower while placing trails (92% speed)
  • Camping Cages teleports them away
  • Requires good prediction and aim
  • Weak if survivors avoid trails entirely

Advanced Tips

Trail webs at hooks: Create trail patterns around hooks so rescuers MUST walk through them.

Punishment fake-outs: Start charging Punishment, then cancel and M1. Survivors dodge unnecessarily.

Zone with Punishment: Charge Punishment at loops to force survivors away from strong areas, even if you don’t attack.

Trail + Punishment combo: Place trails at loops, then use Punishment to hit survivors who avoid the trails.

Cage immediately after downing: Don’t wait. Cage Tormented survivors instantly to maximize time saved.

Use Final Judgement for style points: It’s rare, but when you get the opportunity, it’s incredibly satisfying.

Mix up caging and hooking: Don’t always cage. Hook sometimes to keep survivors guessing and activate hook perks.

Punishment through dropped pallets: This is a guaranteed hit if timed correctly. Practice this until it’s muscle memory.

Final Thoughts

The Executioner is one of Dead by Daylight’s strongest and most satisfying killers. He ignores survivor defenses, denies loops, and pressures gens efficiently with Cages.

Pyramid Head rewards smart trail placement, good Punishment timing, and strategic caging. Master these and you’ll dominate matches.

Practice your Punishment timing at pallets, place trails in high-traffic areas, and learn when to cage vs hook. Pyramid Head has a learning curve, but once it clicks, he’s incredibly oppressive.

Good luck, and may your Punishment always strike true.


Last Updated: Patch 9.3.0 - November 2025