Hex: Ruin - Complete Perk Guide

Complete guide to Hex: Ruin in Dead by Daylight. Learn how this iconic hex perk works, best builds, synergies, and whether it's still worth running.

Hex: Ruin is one of Dead by Daylight’s most iconic perks. For years, it was the most-used killer perk in the game - a mandatory slowdown tool that appeared in nearly every build. It’s been reworked and nerfed multiple times, but it’s still a strong option when used correctly.

Let’s break down how Ruin works now, when to use it, and whether it’s still worth running in the current meta.

What Does Hex: Ruin Do?

Current Effect (Post-Rework): All generators not being repaired regress at 200% the normal regression speed. This effect persists as long as the hex totem remains standing.

Teachable Perk: Unlocked from The Hag at level 35.

How it works:

  • Ruin spawns as a lit hex totem somewhere on the map
  • Any generator NOT being actively repaired regresses at double speed (0.5 charges per second instead of 0.25)
  • If survivors cleanse the hex totem, Ruin is permanently disabled for the rest of the match
  • Ruin does NOT affect generators being actively worked on

Old Ruin (Pre-Rework): Used to make skill checks harder and regress gens when missed. That version was changed years ago because it was too oppressive against new players.

How Hex: Ruin Works in Practice

Ruin is a passive slowdown perk. You don’t activate it - it just works automatically as long as the totem is alive.

The value of Ruin:

  • Kick a gen and chase survivors away → That gen regresses twice as fast
  • Interrupt survivors on gens → Those gens continue regressing while you chase
  • Apply pressure across multiple gens → All of them regress faster when survivors leave

Key concept: Ruin rewards killers who pressure multiple generators and force survivors to constantly move around. If you kick 3 gens and chase survivors away, all 3 regress at 200% speed until survivors return to them.

Why Hex: Ruin is Strong (When It Works)

Passive pressure: You don’t have to do anything. Just play normally and gens regress faster. No need to walk back and kick gens repeatedly.

Snowball potential: The more pressure you apply, the more value Ruin gives. If you’re winning chases and forcing survivors off gens, Ruin can make it nearly impossible for them to complete gens.

Synergy with high-pressure killers: Killers who can pressure multiple survivors at once (Nurse, Blight, Oni) get insane value from Ruin.

Saves time: You don’t need to walk back and forth kicking gens. Ruin does it for you automatically.

Why Hex: Ruin is Risky

Ruin is a hex perk, which means it can be cleansed at any time. Once it’s gone, you’re playing with 3 perks for the rest of the match.

The risk:

  • Survivors spawn next to your totem → Ruin is cleansed in 30 seconds
  • Coordinated SWF teams prioritize totems → Ruin rarely lasts past 2 minutes
  • You lose pressure early → Survivors have time to search for and cleanse Ruin
  • Bad totem spawns → Some maps have totems in obvious spots (literally next to generators)

Reality check: In high-MMR matches against good survivors, Ruin often lasts 1-3 minutes. Against new players, it can last the entire match.

When to Use Hex: Ruin

Ruin is best on high-mobility killers who can apply constant pressure across the map.

Best Killers for Ruin

Nurse - Teleports let her pressure multiple gens instantly. Survivors can’t stay on gens because she’s everywhere. Ruin gets massive value.

Blight - Rushes between gens extremely fast. Forces survivors off gens repeatedly. Ruin regresses them while he chases.

Spirit - Phase Walk lets her pressure gens quickly and unpredictably. Survivors leave gens and Ruin regresses them.

Oni - Blood Fury sprint covers huge distances. Can pressure 3-4 gens in one chase. Ruin regresses all of them.

Wraith - Cloaked speed lets him patrol gens constantly. Hit-and-run playstyle synergizes perfectly with Ruin.

Hag - Traps near gens force survivors to leave. Ruin regresses gens while survivors trigger traps and get chased.

Killers That Struggle with Ruin

Slow killers - Huntress (110% speed), Trickster, Deathslinger struggle to pressure multiple gens. Ruin doesn’t get as much value.

Setup killers - Trapper, Hag (without Ruin synergy builds), Myers need time to set up. Survivors cleanse Ruin while you’re setting up.

Killers that commit to long chases - If you chase one survivor for 60+ seconds, other survivors will find and cleanse Ruin.

Hex: Ruin Synergies

Ruin works best when paired with perks that protect it or amplify its regression.

Strong Synergies

Hex: Undying - When Ruin is cleansed, Undying transfers Ruin to another totem (once per match). Also reveals survivors’ auras when they’re near totems. This is THE best synergy for Ruin - it makes Ruin last 2-3x longer.

Surveillance - Highlights gens in white when they start regressing. With Ruin, you can see which gens are regressing and which survivors are working on. Great for tracking survivor movements.

Thrill of the Hunt - Slows down totem cleansing speed and alerts you when survivors are cleansing totems. Helps protect Ruin, but survivors can power through it.

Tinkerer - Alerts you when a gen hits 70% progress and gives you Undetectable. Lets you interrupt gens before they’re completed. Interrupted gens then regress with Ruin.

Surveillance + Tinkerer combo - See when gens are being worked on (Surveillance) and get alerts when they hit 70% (Tinkerer). Interrupt them and let Ruin regress. Classic slowdown combo.

Sample Builds with Ruin

Ruin + Undying Build (Classic):

  • Hex: Ruin
  • Hex: Undying
  • Tinkerer
  • Barbecue & Chili

Regression Build:

  • Hex: Ruin
  • Surveillance
  • Tinkerer
  • Pop Goes the Weasel

Totem Defense Build:

  • Hex: Ruin
  • Hex: Undying
  • Thrill of the Hunt
  • Hex: Haunted Ground (fake hex to waste survivors’ time)

High-Pressure Build (Nurse/Blight):

  • Hex: Ruin
  • Hex: Undying
  • Lethal Pursuer
  • Shadowborn

Playing Around Hex: Ruin

To maximize Ruin’s value, you need to play aggressively and apply constant pressure.

Early Game Strategy

Find survivors fast: The sooner you start chasing, the sooner gens start regressing. Don’t waste time patrolling - find someone and apply pressure.

Interrupt gens constantly: Your goal is to force survivors off gens as much as possible. Each time they leave, Ruin regresses their progress.

Don’t commit to long chases: If someone’s looping you well, break off and pressure other survivors. Ruin is strongest when you’re everywhere at once.

Kick high-progress gens: Ruin makes regression faster, but kicking a gen triggers even more regression. Kick gens at 50%+ and let Ruin do the rest.

Mid-Game Strategy

Patrol multiple gens: Don’t focus on one gen. Move between 3-4 gens and interrupt survivors repeatedly. Ruin regresses all of them while you chase.

Snowball pressure: Once you down someone, hook them near multiple gens. Patrol those gens while defending the hook. Ruin regresses everything you’re controlling.

If Ruin is cleansed: Don’t panic. You still have 3 other perks. Adjust your playstyle to focus on chases instead of gen pressure.

Protecting Ruin

Don’t camp your totem: This is a noob trap. You’re wasting time standing near a totem when you should be chasing survivors.

Use Undying: This is the best way to protect Ruin. It gives Ruin a second chance and reveals survivors near totems.

Pressure survivors away from totems: If you see a survivor heading toward your totem (via Undying aura), chase them away. Don’t commit to a down - just force them to leave.

Accept that Ruin will be cleansed eventually: Even with protection, Ruin rarely lasts the entire match. Get value while it’s up, but don’t rely on it being permanent.

Hex: Ruin vs Other Slowdown Perks

How does Ruin compare to other gen regression perks?

Ruin vs Pop Goes the Weasel:

  • Ruin is automatic and passive, but can be cleansed
  • Pop is reliable and can’t be removed, but requires you to walk to gens
  • Verdict: Pop is more consistent, Ruin is stronger when it stays up

Ruin vs Pain Resonance:

  • Pain Resonance gives instant regression on scourge hook, can’t be cleansed
  • Ruin is passive but can be cleansed
  • Verdict: Pain Res is more reliable in high-MMR matches

Ruin vs Corrupt Intervention:

  • Corrupt blocks 3 gens for 120 seconds, forcing survivors toward you
  • Ruin regresses gens passively but can be cleansed
  • Verdict: Corrupt is stronger early game, Ruin is stronger mid-to-late game (if it survives)

Ruin vs Call of Brine:

  • Call of Brine makes kicked gens regress 200% (same as Ruin) but survivors can tap them to stop regression
  • Ruin is automatic, Call of Brine requires kicking
  • Verdict: Ruin is more passive, Call of Brine is more active and reliable

Is Hex: Ruin Still Worth Running?

It depends on your killer and playstyle.

When Ruin is Worth Running

You play high-mobility killers - Nurse, Blight, Spirit, Oni, Wraith benefit hugely from Ruin.

You apply constant pressure - If you’re good at chasing and forcing survivors off gens, Ruin gets tons of value.

You pair it with Undying - Ruin + Undying is still a strong combo that can carry matches.

You’re facing casual survivors - Lower-MMR survivors often don’t prioritize totems. Ruin can last the entire match.

When Ruin is NOT Worth Running

You play slow killers - Huntress, Trickster, Deathslinger struggle to pressure gens. Ruin gets cleansed before you get value.

You commit to long chases - If you tunnel one survivor for 2 minutes, Ruin will be cleansed while you chase.

You’re facing coordinated SWFs - High-MMR teams prioritize totems. Ruin rarely lasts past 2 minutes.

You want consistency - If you hate the RNG of hex perks, use Pop or Pain Res instead.

Common Mistakes with Ruin

Relying on Ruin too much: Don’t build your entire strategy around Ruin. It can be cleansed at any time. Have a backup plan.

Camping your totem: You’re wasting time. Pressure survivors and let Ruin do its job. If it gets cleansed, adapt.

Not kicking gens: Ruin doesn’t replace kicking gens. Kick high-progress gens to trigger extra regression, then let Ruin maintain it.

Running Ruin on the wrong killer: Slow killers and setup killers don’t get enough value from Ruin. Use Pop or Pain Res instead.

Giving up when Ruin is cleansed: You still have 3 perks. Play normally and focus on chases.

Totem Spawns and RNG

Ruin’s biggest weakness is totem RNG. Some maps have terrible totem spawns where survivors find them instantly.

Maps with bad totem spawns:

  • Shelter Woods (totems in the open)
  • Azarov’s Resting Place (totems next to gens)
  • Disturbed Ward (totems in obvious spots)

Maps with decent totem spawns:

  • Lery’s Memorial Institute (indoor, hard to find)
  • The Game (multiple floors, lots of hiding spots)
  • Midwich Elementary (indoor, corners and classrooms)

Reality: You can’t control totem spawns. Sometimes Ruin spawns next to survivors and gets cleansed in 20 seconds. Sometimes it lasts the entire match. That’s the gamble with hex perks.

Final Thoughts

Hex: Ruin is a high-risk, high-reward perk. When it stays up, it’s one of the strongest slowdown perks in the game. When it gets cleansed early, you’re playing with 3 perks.

If you play high-mobility killers and apply constant pressure, Ruin is absolutely worth running - especially paired with Undying. If you play slow killers or struggle to pressure gens, use Pop or Pain Res instead.

Ruin teaches you to play aggressively and pressure multiple survivors at once. Master it, and you’ll understand how to control matches through pure pressure rather than camping or tunneling.

Good luck, and may your totems always spawn in hidden corners.


Last Updated: Patch 9.3.0 - November 2025