The Wesker - also known as The Mastermind - is Dead by Daylight’s Resident Evil killer with incredible mobility and chase potential. He uses Virulent Bound to dash forward, grab survivors, and slam them into objects for damage. Wesker combines speed, range, and infection mechanics to dominate chases and apply map pressure.
Wesker is considered one of the strongest and most fun killers in the game. He has a moderate skill ceiling but rewards good positioning, prediction, and tech plays. Let’s break down how to master him.
The Wesker’s Power: Virulent Bound
Ability: Wesker dashes forward at high speed. If he grabs a survivor, he slams them into objects for damage and infection.
Bound Mechanics (M2)
How it works:
- Press M2 to activate Virulent Bound
- You have 2 Bound charges
- First Bound: Dash forward ~12 meters at high speed
- If you hit a survivor during First Bound, you grab them
- After grabbing (or missing), you can immediately use Second Bound
- Second Bound: Dash forward again with the grabbed survivor
- If you hit an object (wall, obstacle) while carrying a survivor, they take damage and become infected
Bound charges:
- You have 2 charges
- Each Bound consumes 1 charge
- Charges recharge after ~10 seconds
- You can use both Bounds back-to-back
Grabbing survivors:
- First Bound grabs survivors if you collide with them
- You automatically transition to Second Bound while carrying them
- Second Bound lets you slam them into objects
Slamming/Throwing:
- During Second Bound, if you hit an object while carrying a survivor, they’re thrown
- Thrown survivors take 1 health state damage (injured or downed)
- If you don’t hit an object, survivor is dropped and only takes minor Hindered (slowdown)
- After throwing, survivors are infected with Uroboros
Key concept: Wesker’s power is a two-part dash. First Bound grabs survivors, Second Bound slams them for damage. You need objects to slam into for damage.
Infection Mechanics (Uroboros)
Survivors who are thrown by Wesker’s Bound become infected with Uroboros.
How Infection Works
Infection buildup:
- Survivors hit by Bound slam are infected (0% → 50% infection instantly)
- Infection passively increases over time
- At 100% infection, survivors become Fully Infected
Fully Infected status:
- Survivors move 8% slower
- Hindered for the rest of the match (unless cured)
- Infection can be seen on survivor portraits (tentacle veins)
Curing infection:
- Survivors use First Aid Sprays (found in supply cases)
- 6 supply cases spawn on the map
- Using a spray removes infection completely
- Survivors can only use sprays once (they’re consumed)
Key concept: Infection is permanent slowdown unless survivors waste time getting sprays. This is Wesker’s built-in slowdown mechanic.
Bound Strategies
Basic Bound Usage
Standard combo:
- First Bound toward survivor (grab them)
- Second Bound toward wall/object
- Slam them into the object for damage
- They’re now injured/downed and infected
When to Bound:
- Survivors in the open (easy grabs)
- Survivors at short loops (Bound around the loop)
- Survivors running in straight lines
- Survivors at pallets (Bound through or around)
When NOT to Bound:
- Survivors at safe windows/pallets with no walls nearby (can’t slam)
- Wide open areas with no objects (can’t slam for damage)
- When survivors are right next to you (M1 is faster)
Advanced Bound Techniques
1. Hug Tech
What it is: Sliding along walls during Bound to turn sharply and grab survivors around corners.
How to do it:
- Start Bound at an angle to a wall
- As you slide along the wall, turn your camera
- You can turn ~90 degrees around corners
- Grab survivors who think they’re safe behind walls
Why it works: Survivors expect you to Bound in a straight line. Hug Tech lets you curve around obstacles.
2. Flick Grabs
What it is: Turning your camera mid-Bound to grab survivors who juke.
How to do it:
- Start First Bound
- Survivor jukes left or right
- Flick your camera to track them
- Grab them despite the juke
Why it works: Wesker’s hitbox is narrow. Flicking widens your effective grab range.
3. Window Bounds
What it is: Bounding through windows to grab survivors vaulting.
How to do it:
- Survivor vaults a window
- Bound through the window
- Grab them on the other side
- Slam them into a nearby wall
Why it works: Survivors are locked in vault animations and can’t dodge.
4. Pallet Bounds
What it is: Bounding through dropped pallets to grab survivors on the other side.
How to do it:
- Survivor drops a pallet
- Bound through the pallet
- Grab them on the other side
- Slam them into a wall
Why it works: Pallets don’t stop Wesker’s Bound. You pass right through them.
5. Second Bound Slam Angles
What it is: Angling your Second Bound to slam survivors into nearby walls instead of straight ahead.
How to do it:
- Grab survivor with First Bound
- During Second Bound, turn toward the nearest wall
- Slam them into the wall at an angle
Why it works: You don’t always need to Bound straight ahead. Turn to find walls and guarantee slams.
Early Game Strategy
Wesker’s early game is strong due to his mobility.
Opening sequence:
- Bound across the map - Use Bounds to patrol gens quickly
- Find survivors fast - Check 3-4 gens with Bounds
- First Bound grab - Grab someone and slam them
- Infect and chase - They’re now infected and injured
- Hook and patrol - Bound to the next gen
Goal: Get survivors infected early. Infection slowdown builds up over time.
Common mistake: Missing First Bounds repeatedly. Practice your aim - Bound hitbox is narrow.
Mid-Game Strategy
Mid-game is where Wesker dominates with infection and mobility.
Infection pressure:
- Multiple survivors infected = team-wide slowdown
- Survivors waste time getting sprays or stay Fully Infected
- Fully Infected survivors are MUCH easier to catch
Bound mobility:
- Use Bounds to patrol gens constantly
- You cross the map in seconds
- Interrupt gen progress frequently
Chase efficiency:
- Bound at loops to grab survivors
- Slam them for quick downs
- Chain downs efficiently with mobility
Snowball potential:
- Wesker ends chases FAST with Bounds
- Down someone, Bound to the next survivor
- Multiple infected survivors = massive pressure
Endgame Strategy
Wesker is strong endgame with Bounds and infection.
Bound between exit gates:
- Patrol both gates in seconds with Bounds
- Survivors can’t open gates freely
Bound grabs at gates:
- Survivors opening gates are stationary
- First Bound grab, Second Bound slam into gate
- Easy downs
Infection slowdown:
- Fully Infected survivors move 8% slower
- Harder for them to reach gates and escape
NOED synergy:
- If you run NOED, Wesker becomes terrifying endgame
- Bound grabs + one-shot downs = unstoppable
Best Perks for Wesker
Wesker wants perks that help him capitalize on his speed and infection.
Top Tier Perks
Awakened Awareness - See survivors’ auras within 20 meters while carrying a survivor. EXTREMELY strong on Wesker because you carry survivors during Second Bound. You can see nearby survivors and plan your next chase.
Nowhere to Hide - After kicking a gen, see survivors’ auras within 24 meters for 5 seconds. Shows you exactly where to Bound next.
Lethal Pursuer - See all survivors at the start for 9 seconds. Find your first chase immediately and start infection pressure.
Hex: Ruin - Gens not being repaired regress at 200% speed. Wesker applies pressure well with Bounds, so Ruin gets tons of value.
Strong Perks
Scourge Hook: Pain Resonance - Hooking on scourge hooks regresses the gen with most progress. Wesker hooks survivors frequently, so this gets tons of value.
Pop Goes the Weasel - After hooking, kick a gen to regress it by 30%. Wesker can reach any gen quickly with Bounds.
Corrupt Intervention - Blocks the 3 farthest gens for 120 seconds. Gives you time to find survivors and infect them.
Deadlock - Blocks the gen with most progress for 30 seconds when a gen completes. Buys you time to Bound across the map and pressure.
Barbecue & Chili (BBQ) - See survivors’ auras after hooking. Shows you where to Bound next.
Sloppy Butcher - Survivors heal slower. Keeps survivors injured longer, making Bound grabs more lethal.
Sample Builds
Aura Reading Build (Best for Wesker):
- Awakened Awareness
- Nowhere to Hide
- Lethal Pursuer
- Barbecue & Chili
Slowdown Build:
- Hex: Ruin
- Scourge Hook: Pain Resonance
- Pop Goes the Weasel
- Deadlock
Beginner Build:
- Nowhere to Hide
- Lethal Pursuer
- Corrupt Intervention
- NOED
Gen Defense Build:
- Scourge Hook: Pain Resonance
- Pop Goes the Weasel
- Deadlock
- Corrupt Intervention
Best Add-Ons
Wesker’s add-ons modify his Bound distance, speed, infection, and hindered effects.
Top Tier Add-Ons
Iridescent Uroboros Vial (Pink - Ultra Rare) - Survivors who use First Aid Sprays become Exposed for 30 seconds. Punishes survivors for curing infection. Very strong pressure tool.
Unicorn Medallion (Purple - Very Rare) - Considerably increases Bound distance. You Bound ~15 meters instead of 12. Easier to grab survivors from farther away.
Loose Crank (Purple - Very Rare) - Considerably reduces Bound recharge time. You can Bound more frequently. More mobility and pressure.
Dark Sunglasses (Pink - Ultra Rare) - Survivors don’t see Wesker’s aura while Fully Infected, but Wesker doesn’t see their infection status either. Niche but strong in some scenarios.
Strong Add-Ons
Lion Medallion (Green - Rare) - Moderately increases Bound distance. Budget version of Unicorn Medallion.
Leather Gloves (Green - Rare) - Moderately increases Bound speed. You Bound faster, making grabs easier.
Green Herb (Yellow - Uncommon) - Slightly increases infection rate. Survivors reach Fully Infected status faster.
Chalice (Gold) (Yellow - Uncommon) - Slightly reduces Bound recharge time. Budget version of Loose Crank.
Avoid These Add-Ons
Helicopter Stick - Slightly increases Bound speed. Effect is too minor to matter.
Egg (Gold) - Slightly increases infection duration. Effect is too small to be useful.
Sample Add-On Combos
Distance Build: Unicorn Medallion + Lion Medallion (huge Bound distance, easy grabs)
Speed Build: Loose Crank + Chalice (Gold) (fast recharge, Bound constantly)
Infection Build: Iridescent Uroboros Vial + Green Herb (Exposed on spray use + faster infection)
Budget Build: Lion Medallion + Leather Gloves (decent distance + decent speed)
Playing Against Good Survivors
Good survivors make Wesker work harder, but he’s still very strong.
They dodge First Bounds: Good survivors juke Bounds. Counter by flicking your camera to track them.
They avoid walls: Some survivors run to open areas where you can’t slam them. Force them toward walls and objects.
They predrop pallets: Good. Bound through pallets and grab them on the other side.
They get sprays immediately: Some survivors prioritize sprays to cure infection. That’s fine - they’re wasting time, not doing gens.
They stay Fully Infected: Some survivors ignore infection and stay at 100%. They’re now 8% slower permanently. Easy to catch.
They’re in a SWF: Comms let them coordinate spray usage and call out your Bounds. Counter by applying pressure quickly and infecting everyone.
Common Mistakes to Avoid
Missing First Bounds constantly: Practice your aim. Wesker’s hitbox is narrow - lead your shots.
Not using Second Bound: Some new Wesker players forget to use Second Bound. ALWAYS use both Bounds.
Bounding in wide open areas: You need objects nearby to slam survivors. Don’t Bound in dead zones.
Not infecting survivors: Infection is your slowdown. Make sure to slam survivors into objects (not just drop them).
Overcommitting to Bound hits: If you miss both Bounds, just M1 chase normally. Don’t tunnel vision on Bounds.
Not using Hug Tech: Hug Tech is ESSENTIAL for Wesker. Learn to slide along walls and curve Bounds.
Ignoring infection pressure: Fully Infected survivors are 8% slower. Capitalize on this by targeting them.
Map-Specific Tips
Indoor Maps (The Game, Lery’s, Midwich, RPD) - VERY strong for Wesker. Tons of walls to slam survivors into. Tight corridors make Bound grabs easy. Wesker dominates indoor maps.
Open Maps (Coldwind, MacMillan, Autohaven) - Decent for Wesker. Fewer walls but still plenty of objects (trees, hay bales, structures). Bound mobility is strong for patrols.
Large Maps (Mother’s Dwelling, Red Forest) - Still strong for Wesker. Bound mobility covers huge maps quickly. Other killers struggle, Wesker doesn’t.
Multi-Level Maps (The Game, Midwich) - Great for Wesker. Bounds work on all floors. Survivors can’t escape to different levels easily.
Corn Maps (Coldwind Farm) - Strong for Wesker. Bound through corn easily. Survivors can’t see you coming.
Why Play Wesker?
Pros:
- High mobility (Bound covers ground quickly)
- Strong anti-loop (Bound through pallets and windows)
- Built-in slowdown (infection)
- Fun and satisfying Bound grabs
- Moderate skill ceiling (not as hard as Nurse/Blight)
- Very strong in the current meta
- Unique playstyle with grabs and slams
- “7 minutes. 7 minutes is all I can spare to play with you.” (iconic voice lines)
Cons:
- Narrow hitbox (easy to miss Bounds)
- Requires objects to slam survivors (weak in open areas)
- Survivors can cure infection with sprays
- Infection slowdown is only 8% (noticeable but not huge)
- Hug Tech and flicks require practice
Advanced Tips
Hug Tech constantly: Slide along walls to curve Bounds. This is essential for high-level Wesker play.
Flick grabs: Turn your camera during Bounds to grab survivors who juke.
Bound through pallets: Don’t respect pallets. Bound through them and grab survivors.
Window Bounds: Bound through windows to grab vaulting survivors.
Second Bound angles: Turn during Second Bound to slam into nearby walls at angles.
Bound for mobility: Use Bounds to patrol gens, not just chase. Wesker’s speed is his strength.
Target Fully Infected survivors: They’re 8% slower. Easy chases.
Fake Bounds: Tap M2 to start a Bound, then cancel and M1. Survivors panic and make mistakes.
Infection pressure: Keep everyone infected. Team-wide slowdown adds up.
Post-slam positioning: After slamming a survivor, position yourself between them and the nearest loop.
Learning Curve and Practice
Wesker has a moderate learning curve.
Hours 0-10: You’ll miss Bounds frequently. Hitbox feels narrow. Slam angles are awkward.
Hours 10-30: You’re landing Bounds more consistently. Learning Hug Tech basics. Understanding infection pressure.
Hours 30-60: You’re landing Bounds reliably. Hug Tech is improving. Winning most matches.
Hours 60-100: You’re a strong Wesker. Hug Tech and flicks are consistent. Dominating matches.
Hours 100+: You’re a Wesker main. Every Bound lands. Hug Tech is second nature. Unstoppable.
Practice tips:
- Play custom matches to practice Bound aim
- Focus on Hug Tech (slide along walls)
- Learn every map’s wall/object locations
- Watch Wesker streamers (C4 the Claw, Otzdarva)
Final Thoughts
The Wesker is one of Dead by Daylight’s strongest and most fun killers. He combines mobility, anti-loop, and built-in slowdown into a satisfying and powerful package.
Wesker rewards good positioning, prediction, and tech plays. Master Hug Tech, practice your Bound aim, and capitalize on infection pressure. Once you get comfortable, Wesker feels incredible to play.
Practice your Bounds, learn Hug Tech, and dominate matches. Wesker is one of the most rewarding killers when played well.
Good luck, and remember: “Complete. Global. Saturation.”
Last Updated: Patch 9.3.0 - November 2025