The Texas Chain Saw Massacre

The Texas Chain Saw Massacre

60 ratings
Victim Builds [Final Patch]
By willum.d
A compilation of builds for Victim, updated up to the final patch
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Introduction


This game has been abandoned by the devs.

I do not recommend buying it if you haven't already, nor do I recommend buying any future products from GUN due to their track record of failing to maintain their games.


Family Builds: https://cs2bus.com/sharedfiles/filedetails/?id=3213292554
This is a compilation of strong build paths for Victim. The effects of every perk will not be described in this guide. They can be found here:
https://texaschainsaw-massacre-the-game.fandom.com/wiki/Perks#Victim_Perks

Check the "Meta Builds" sections at the bottom if you just want to copy a build!

General Notes
  • Skill tree and Ability tree paths are marked with either L, M, or R. L indicates to go left. M indicates to go down the middle. R indicates to go right.
Perk Notes
  • Irrelevant perks are ignored for perk pools. These are generally weak and/or situational perks, like Dead Weight or Full Hearts. Feel free to use them, but they will be ignored for the purpose of this guide. See my "Victim Perk Ratings" guide (WIP) in the "Resources" section for my thoughts on all of the perks.
  • I have included some weaker perks in build paths, such as Fish Hooks or Seeing Red. These perks are okay enough to be able to use, but aren't as strong as some other options. They are not included in any actual builds except for certain meme builds.
  • Bomb Squad, Choose Fight, and Fast Hands are recommended for any serious build assuming there is access to them, due to how strong they currently are. Other notably strong perks are Efficient Locksmith and Saboteur.
  • Intuition, Knock Knock, and Tool Tracks are all decent perks for new players or for learning new maps. They should be replaced once properly acclimated, however. Exit Strategy is decent in solo queue for communicating exits to teammates. All of these perks will be ignored in this guide since they are guaranteed default perks.
Attribute Notes
  • Toughness is a good stat all around, but is a bit more noticeable on distraction characters who are getting into close encounters a lot or are just generally getting in the Family's face often and aren't just running away to the nearest loop. It's also notably good when needing to jump out of the front window on Family House. 40 is a good spot for it to be around, but higher is always better.
  • Endurance is a great stat ever since it got adjusted/buffed. Having it at 40 is highly recommended for everyone and should be your first priority when distributing points. Having it higher is a bit overkill. Endurance is probably not worth bringing too high if Jump Start is equipped, since it compensates for it heavily. It's only worth bringing to 30 or 35 with Jump Start. Do keep in mind that Johnny and Hitchhiker with Scout are ~10% faster than a dashing Victim, with Leatherface being a whopping ~23% faster with Scout, so Endurance won't necessarily save you from getting hit if completely out in the open. Sissy and Nancy are only ~1% faster with Scout, so there's not too much to worry about there.
  • Strength has become more worthwhile of an attribute with the close encounter changes and Suffocating Grip becoming a dominant Grandpa perk. Having it at at least 25 is a good idea, and bringing it to at least 30 or 35 is recommended for distraction characters.
  • Proficiency is an excellent attribute. Bringing it to 41 will allow you to mash to 1/3 of a locked door, but will break the lock pick unless you wait a bit. Bringing it to 45 will allow you to mash to 1/3 of a locked door without breaking your lock pick. Bringing Proficiency up to 45 is a great idea for every character. Maxing Proficiency can be okay, since it will still reduce the time you wait in between thirds, and helps against Security Pins and Nobody Escapes Hell. I would personally recommend stopping at 45, since it's good enough. The only reasons not to put a lot of points into Proficiency are to invest those points into other stats for survival or if committing to a distraction build.
  • Stealth is currently a weak attribute and should just be outright ignored. If you want to invest into it, you should only do so after bringing Proficiency to at least 45. You should use at least one attribute perk if doing this. Recommended characters for this are Connie, Danny, then Julie in that order. Don't bother with everyone else - it's way too much of an investment.
  • To avoid having to list them for each build, there are three general attribute setups that I recommend. Do note that Endurance can be 30-35 instead if using Jump Start. The attribute setups that I recommend are as follows:


    • Objectives
      • Get Endurance to 40 first.
      • Bring Proficiency to 45-50 next.
      • Any remaining points should go into Toughness.
      • Strength can optionally be raised to 25-35 (mainly if using Choose Fight / Fast Hands to brute force objectives with close encounters).
    • All-Rounder
      • Get Endurance to 40 first.
      • Proficiency should be at least 35.
      • Toughness should be at least 30.
      • If all of these minimums are met, then get Proficiency to 45.
      • Then, get Toughness up to 40 and/or Strength up to 25-35.
      • Any remaining points can be spent on Toughness or Strength.
      • Don't raise Strength past 35.
    • Distraction
      • Get Endurance to 40 first.
      • Strength needs to be at least 25, but it should be 30-35 for distracting.
      • Toughness should be at least 35, but 50 is ideal.
      • If there's still points left after this, then the rest can be distributed among Endurance/Strength if fully committing to a distraction build. However, I recommend putting the remaining points into Proficiency.


  • Attributes do not have any effect above 50. Make sure that your attribute is no higher than 50 if using Tougher Stuff, Ran Track, Been Workin' Out, Highly Skilled, or Sneaky Pete.
Ana

Recommended Ability Path: M, M, L or L/R, M, M
Character Notes
  • Ana is best as a distraction character with high Toughness, decent Strength, and an ability that lets her survive pretty much anything. However, she can also be built for doing objectives, using her ability to help her survive if she's found.

Path 1-1: Jump Start + Stunt Double
Tree Path
R, L, R, L, R
Perks
  • Bad Blood
  • Bounce Back Better
  • Jump Start
  • Sanguine Shadow
  • Slippery
  • Stunt Double
  • Tougher Stuff
  • What Doesn't Kill You
Build 1 - Generalist / Meta
  • Jump Start
  • Bounce Back Better / What Doesn't Kill You
  • Slippery / Tougher Stuff
Build 2 - Family House
  • Jump Start
  • Stunt Double
  • Bounce Back Better / Tougher Stuff / What Doesn't Kill You
Attributes
31 Points Total
Notes
  • Path for Jump Start and Stunt Double. Also notably gets Slippery and What Doesn't Kill You, but loses Bomb Squad, Choose Fight, and Extra Drip.
  • One of Ana's best paths - There's a lot of good perks here, along with a good number of attribute points.
  • Going left at the last fork will get Overlooked but lose What Doesn't Kill You. Not recommended, since WDKY fits Ana's playstyle better and is better with the current state of Grandpa.

Path 1-2: Choose Fight + Stunt Double
Tree Path
R, L, R, R, R
Perks
  • Bad Blood
  • Bounce Back Better
  • Choose Fight
  • Sanguine Shadow
  • Stunt Double
  • Tougher Stuff
Build 1 - Generalist / Meta
  • Choose Fight
  • Bounce Back Better / Stunt Double / Tougher Stuff
Attributes
29 Points Total
Notes
  • Variation of Path 1-1 which notably gets Choose Fight but loses Jump Start, Slippery, What Doesn't Kill You, and 2 attribute points.
  • Great variation that competes for Ana's best - Choose Fight is an amazing perk that allows for brute forcing objectives, but the loss of the other perks and attribute points does limit this path's build options. The options here are still good, at least. The lack of attribute points and no Highly Skilled or Ran Track means that Proficiency can't go that high while keeping Endurance at 40, though. This path isn't as good for solo queue as a result.

Path 2: Bomb Squad + Extra Drip
Tree Path
L, L, L, R, R
Perks
  • Bomb Squad
  • Clear Eyes
  • Extra Drip
  • Ran Track
  • Second Wind
  • Slippery
  • Twinkle Toes
  • What Doesn't Kill You
Build 1 - Generalist
  • Extra Drip / What Doesn't Kill You
  • Bomb Squad / Ran Track / Slippery
Attributes
33 Points Total
Notes
  • Path for Bomb Squad and Extra Drip. Also notably gets Slippery and What Doesn't Kill you, but loses Choose Fight, Jump Start, and Stunt Double.
  • Good path overall, just because Bomb Squad is such a strong perk. The other perk choices are serviceable enough, too.
  • Going left at the last fork will get Overlooked but lose What Doesn't Kill You. Not recommended, since WDKY fits Ana's playstyle better and is better with the current state of Grandpa.
  • Going L, L, L, L, R instead will get Highly Skilled, 2 attribute points, and will be forced to take Overlooked instead of What Doesn't Kill You. It will lose Extra Drip and Slippery in return. This variation is okay, but not really worth it - you can already get Endurance to 40 and Proficiency to 45 with 33 attribute points and Ran Track. It's generally going to be better to have Extra Drip, Slippery, or What Doesn't Kill You instead of 7 extra attribute points that would likely go into Toughness.
Connie

Recommended Ability Path: M, R, M
Character Notes
  • Connie is one of the best rushers in the game and should generally be played as such. Investing into some survival is a good idea, however, since Family members will prioritize eliminating her when possible.

Path 1-1: Objectives
Tree Path
M, L, L, R
Perks
  • Bomb Squad
  • Choose Flight
  • Efficient Locksmith
  • Extra Drip
  • Saboteur
  • Sneaky Pete
  • Speed Search
Build 1 - Objectives
  • Efficient Locksmith
  • Saboteur
  • Bomb Squad / Extra Drip
Build 2 - Survival
  • Choose Flight
  • Extra Drip
  • Bomb Squad / Efficient Locksmith / Saboteur
Attributes
30 Points Total
Notes
  • Objectives-oriented path with access to Bomb Squad, Efficient Locksmith, and Saboteur. Notably loses Jump Start, Slippery, and a few attribute points compared to Connie's other paths.
  • Connie's best path, since Bomb Squad is important to have when facing Hands/Hitchhiker, and Efficient Locksmith and Saboteur are also very strong perks which fit a rushing playstyle.
  • Going L, L/R, R instead will get 1 extra attribute point but lose Bomb Squad. Not recommended, since Bomb Squad is a great perk that counters meta Family members. Go for it if you refuse to use Bomb Squad out of principle or just don't like having to change your build whenever certain characters load in.

Path 1-2: Bomb Squad + Slippery
Tree Path
M, L, R, R
Perks
  • Agitator
  • Bomb Squad
  • Extra Drip
  • Last Ditch Effort
  • Radar Detector
  • Ran Track
  • Slippery
Build 1 - Generalist
  • Bomb Squad / Extra Drip / Ran Track / Slippery
Attributes
31 Points Total
Notes
  • Variation of Path 1-1 which notably gets Slippery and 1 attribute point but loses Efficient Locksmith and Saboteur.
  • Good for a more survival-oriented build, namely because of access to Slippery. Not really worth losing Efficient Locksmith and Saboteur, though.

Path 2: Jump Start + Attributes
Tree Path
R, R, R
Perks
  • Been Workin' Out
  • Bounce Back Better (See Notes)
  • Clear Eyes
  • Highly Skilled
  • Jump Start
  • Parting Gift (See Notes)
  • Radar Detector
  • Slippery
  • Tougher Stuff
  • What Doesn't Kill You
Build 1 - Chases
  • Jump Start
  • Slippery
  • What Doesn't Kill You
Build 2 - Attributes
  • Highly Skilled
  • Tougher Stuff
  • Been Workin' Out / Jump Start
Attributes
33 Points Total
Notes
  • Path for Jump Start. Notably also gets the most attribute points along with Highly Skilled, Slippery, Tougher Stuff, and What Doesn't Kill You but loses Bomb Squad, Efficient Locksmith, Extra Drip, and Saboteur.
  • Connie's best survival path, but losing Bomb Squad, Efficient Locksmith, and Saboteur means that this isn't worth it.
  • Going left at the second fork will get Parting Gift but lose 2 attribute points. This is okay - Parting Gift is a decent perk in solo queue.
  • Going M, R, R, R instead will get Bounce Back Better but lose Clear Eyes, Highly Skilled, Tougher Stuff, and 4 attribute points. While Bounce Back Better is a solid, consistent healing perk, the downsides of this variation are not worth it. This path already gets access to What Doesn't Kill You for a healing perk anyway.
Danny

Recommended Ability Path: R, M, L
Character Notes
  • Danny is a great objectives oriented character. His Tamper is game changing if it can be pulled off in a match. Building him for at least some survival is recommended, since Family members will try to target him whenever possible. Danny also takes a bit to set up his ability, especially without upgrades.

Path 1-1: Fast Hands + Attributes
Tree Path
M, R, L
Perks
  • Fast Hands
  • Fish Hooks
  • Headstart
  • Highly Skilled
  • Ran Track
  • Safety in Numbers
  • Sanguine Shadow
  • Sneaky Pete (See Notes)
  • Twinkle Toes
Build 1 - Attributes / Meta
  • Highly Skilled
  • Ran Track
  • Fast Hands (Meta) / Sneaky Pete (Attributes)
Build 2 - Stealth Meme
  • Hush or Die
  • Sanguine Shadow
  • Sneaky Pete
Attributes
34 Points Total
Notes
  • Path for Fast Hands along with Highly Skilled, Ran Track, and a lot of attribute points at 34. Notably loses Bomb Squad, Jump Start, Stunt Double, and What Doesn't Kill You.
  • Probably Danny's best path - Fast Hands is amazing, and all of the attribute points (48) you get with this path and the attribute perks is enough to bring Endurance high enough and have plenty of points left for Toughness/Strength/Proficiency. Having a high Endurance can now make up for a lack of Jump Start, meaning that it isn't as necessary anymore.
  • Going left at the second fork will get Sneaky Pete but lose Headstart and Twinkle Toes. Neither choice here is that important, but getting Sneaky Pete lets you use 3 attribute perks for a meme build, and gives you Hush or Die for a stealth meme build. Good luck getting that to work.
  • Going L, R, R instead will get Empowered, Second Wind, and Slippery but lose Fast Hands, Headstart, Sanguine Shadow, and Twinkle Toes. Not worth it, just because Fast Hands is so strong. Slippery is good at least.

Path 1-2: Fast Hands + Jump Start
Tree Path
M, R, R
Perks
  • Empowered (See Notes)
  • Fast Hands
  • Headstart
  • I Know Engines
  • Jump Start
  • Quick Exit
  • Radar Detector
  • Sanguine Shadow
  • Second Wind (See Notes)
  • Slippery (See Notes)
Build 1 - Generalist
  • Fast Hands
  • Jump Start
  • Any
Build 2 - Chases
  • Jump Start
  • Slippery
  • Empowered / I Know Engines / Quick Exit / Sanguine Shadow / Second Wind
Attributes
31 Points Total
Notes
  • Variation of Path 1-1 which notably gets Jump Start but loses Highly Skilled, Ran Track, and 3 attribute points.
  • Strong variation, but probably not as good as Path 1-1 - The other path gets so many attribute points to invest into Endurance and Proficiency. Jump Start isn't as necessary anymore, since a high Endurance can make up for it now. Also, this path has lackluster third perk choices.
  • Going left at the second fork will get Sneaky Pete but lose Headstart and Twinkle Toes. Neither choice here is that important, although I recommend Headstart slightly more to help with rushing.
  • Going L, R, R instead will get Empowered, Second Wind, and Slippery, but lose Fast Hands, Headstart, and Sanguine Shadow. Not worth it, just because Fast Hands is so strong. Slippery is good at least, and going with this variation lets you use a full chase build.

Path 2: Bomb Squad + Stunt Double
Tree Path
L, L, R, L, L
Perks
  • Bomb Squad
  • Clear Eyes
  • Conditioned
  • Empowered
  • Get It Off Me
  • Hare or Meat
  • Stunt Double
  • Tae Kwon Door
Build 1 - Survival
  • Bomb Squad / Conditioned / Empowered / Stunt Double / Tae Kwon Door
Build 2 - Family House + Hitchhiker
  • Bomb Squad
  • Get It Off Me
  • Stunt Double
Build 3 - Anti-Traps
  • Bomb Squad
  • Clear Eyes
  • Get It Off Me
Attributes
30 Points Total
Notes
  • Path for Bomb Squad and Stunt Double. Notably loses Fast Hands, Jump Start, and What Doesn't Kill You.
  • Good path just because it gets Bomb Squad, but no Fast Hands means that it isn't worth it. This path can be good on Family House, though - Stunt Double + Get It Off Me allow for front window to be brute forced, even with a Hitchhiker.
  • Going right at the final fork will gain Fish Hooks but lose Get It Off Me. Not worth it, since Get It Off Me can actually be good if Hitchhiker traps the front window on Family House.

Path 3: What Doesn't Kill You + Attributes
Tree Path
R, R, L, R, R, R
Perks
  • Been Workin' Out
  • Choose Flight (See Notes)
  • I Know Engines (See Notes)
  • Immunity
  • No Stopping
  • Out of My Head
  • Quick Exit (See Notes)
  • Radar Detector (See Notes)
  • Speed Search
  • Tougher Stuff
  • What Doesn't Kill You
Build 1 - Generalist / Attributes
  • Been Workin' Out
  • Tougher Stuff
  • What Doesn't Kill You
Build 2 - Anti-Leatherface
  • I Know Engines
  • What Doesn't Kill You
  • Choose Flight / Quick Exit / Tougher Stuff
Attributes
37 Points Total
Notes
  • Path for getting What Doesn't Kill You and a ridiculous amount of attribute points at 37. Notably loses Bomb Squad, Fast Hands, Jump Start, and Stunt Double.
  • This path is not worth it because it loses so many important perks and only notably gets What Doesn't Kill You. Still, this path isn't bad and is viable, at least.
  • Going left at the second fork will get Choose Flight but lose No Stopping, Speed Search, Tougher Stuff, and 1 attribute point. Not really worth it, since Been Workin' Out and Tougher Stuff combined with 37 attribute points is more than enough to bring Endurance high enough and invest into other stats. Choose Flight isn't that good anymore ever since its nerf, too. This could be okay on Family House, but all of Danny's other paths are better for Family House.
  • Going left at the fifth fork will get I Know Engines, Quick Exit, and Radar Detector but lose 2 attribute points. This variation is okay - all three of these perks can get some decent value, but they are somewhat situational, while more attribute points are always useful.
    • Don't go left at the fourth fork instead - you will lose 1 attribute point, Bar Room Hero, and Out of My Head and get absolutely NOTHING in return. Thanks, devs.
Julie

Recommended Ability Path: M, L/R, M or R, M, L
Character Notes
  • Julie is best played as an objectives character. Spend your attribute points to raise her poor Proficiency, and use your ability to make distance and end chases if found, or to stealth past Cook/Johnny. She can be okay as a distraction, but there are better characters for that - her ability only helps to get away and avoid hits, her base Strength is poor, her base Stealth is too high, and she has only average Toughness.

Path 1-1: Bomb Squad + Efficient Locksmith + Attributes
Tree Path
R, R, L, L/R
Perks
  • Bomb Squad
  • Choose Fight (Right)
  • Efficient Locksmith
  • Fight Back
  • Fuse Lights
  • No Sell
  • Overlooked (Left)
  • Quick Exit (Left)
  • Ran Track
  • Second Wind
  • Slippery
Build 1 - Generalist / Meta
  • Efficient Locksmith
  • Bomb Squad / Choose Fight / No Sell / Ran Track / Slippery
Attributes
36 Points Total
Notes
  • Path for a ridiculous amount of attribute points along with a good selection of solid perks. The most notable perks here are Bomb Squad, Efficient Locksmith, No Sell, and Slippery. Notably loses access to Bounce Back Better, Extra Drip, Jump Start, Radar Detector, Stunt Double, and What Doesn't Kill You.
  • Julie's best path, since Bomb Squad and Efficient Locksmith are so strong. The huge amount of attribute points combined with access to some other very strong perk options makes it hard for other paths to compete.
  • Going right at the last fork will get Choose Fight but lose Overlooked and Quick Exit. Overlooked fits Julie's playstyle better, but Choose Fight is really strong. Going right is probably better currently.

Path 1-2: Extra Drip + Stunt Double
Tree Path
M, L, L/R
Perks
  • Choose Fight (Right)
  • Choose Flight
  • Extra Drip
  • Fight and Flight
  • Overlooked (Left)
  • Quick Exit (Left)
  • Slippery
  • Sneaky Pete
  • Stunt Double
  • Tougher Stuff
Build 1 - Generalist
  • Choose Fight / Extra Drip / Slippery / Stunt Double / Tougher Stuff
Build 2 - Family House
  • Choose Flight
  • Stunt Double
  • Any
Attributes
30 Points Total
Notes
  • Variant of Path 1-1 which gets Choose Flight, Extra Drip, Fight and Flight, Stunt Double, and Tougher Stuff but loses Bomb Squad, Efficient Locksmith, Fight Back, Fuse Lights, Second Wind, and 6 attribute points.
  • This variation is mainly useful for a healing perk with Extra Drip and having Stunt Double for Family House. Otherwise, Path 1-1 is better just for the attribute points alone.
  • Going right at the second fork will get Bomb Squad, Fuse Lights, Highly Skilled, and 1 attribute point but lose Stunt Double and Tougher Stuff. If ignoring Stunt Double, then it's probably just better to go with Path 1-1 instead.
  • Going right at the last fork will get Choose Fight but lose Overlooked and Quick Exit. Overlooked fits Julie's playstyle better, but Choose Fight is really strong. Going right is probably better currently.

Path 2: Jump Start + What Doesn't Kill You
Tree Path
L, L, L
Perks
  • Jump Scare
  • Jump Start
  • Overlooked
  • Quick Exit
  • Sanguine Shadow
  • Twinkle Toes
  • What Doesn't Kill You
Build 1 - Chases
  • Jump Start
  • What Doesn't Kill You
  • Jump Scare / Quick Exit
Attributes
32 Points Total
Notes
  • Path for Jump Start and What Doesn't Kill You. Notably loses Bomb Squad, Efficient Locksmith, Extra Drip, No Sell, Slippery, and Stunt Double.
  • This path losing access to Bomb Squad, Efficient Locksmith, and Stunt Double makes it not worth using. Julie can already run for long enough with her ability and the universal Endurance changes. Also, this path lacks notable third perk options.
  • Going L, L, R, R instead will get Choose Fight and Fish Hooks but lose Jump Scare, Overlooked, Quick Exit, What Doesn't Kill You, and 1 attribute point. Not worth it, since this variation has even worse third perk options. Just go R, R, L, R for Choose Fight instead.

Path 3: Tae Kwon Door
Tree Path
L, R, R, R
Perks
  • Been Workin' Out
  • Bounce Back Better
  • Choose Fight
  • Overlooked (See Notes)
  • Quick Exit (See Notes)
  • Radar Detector
  • Sanguine Shadow
  • Stunt Double
  • Tae Kwon Door
Build 1 - Bully
  • Tae Kwon Door
  • Been Workin' Out / Bounce Back Better / Choose Fight / Stunt Double
Build 2 - Stealth
  • Overlooked
  • Radar Detector
  • Sanguine Shadow / Any
Attributes
30 Points Total
Notes
  • The closest to a bully build Julie can get with access to Been Workin' Out, Bounce Back Better, and Tae Kwon Door. Notably also gets Radar Detector and Stunt Double, but loses Bomb Squad, Efficient Locksmith, Extra Drip, Jump Start, No Sell, and Slippery.
  • Losing so many key perks means that this path isn't worth it. Path 1-2 gets Extra Drip instead of Bounce Back Better, along with the more versatile Tougher Stuff and the same number of attribute points at 30, so that path should be preferred for a similar build. The main draw of this path is just bullying with Tae Kwon Door or using Radar Detector.
  • Going left at the last fork will get Overlooked and Quick Exit but lose Choose Fight. Not worth it, since Choose Fight synergizes with the bully playstyle of this path.
Leland

Recommended Ability Path: L, M, R or R, M, L
Character Notes
  • Leland is best as a distraction character with a high base Strength and a stun ability that can bail himself or others out of deadly scenarios. However, he can also be built for doing objectives, using his ability, high Strength, and Choose Fight to brute force objectives in front of Family members.

Path 1: Choose Fight + Perks
Tree Path
L, R, R, L, L
Perks
  • Agitator (See Notes)
  • Been Workin' Out
  • Bounce Back Better (See Notes)
  • Choose Fight
  • Choose Flight
  • Clear Eyes (See Notes)
  • Empowered
  • Fight and Flight (See Notes)
  • Fish Hooks
  • Highly Skilled (See Notes)
  • No Sell
  • Radar Detector
  • Stunt Double
  • Tae Kwon Door (See Notes)
  • What Doesn't Kill You
Build 1 - Generalist / Meta
  • Choose Fight
  • Been Workin' Out / Bounce Back Better / Choose Flight / Empowered / No Sell / Stunt Double / What Doesn't Kill You
Build 2 - Stuns / Door Rushing
  • Been Workin' Out
  • Choose Fight
  • Tae Kwon Door
Attributes
30 Points Total
Notes
  • Path for Choose Fight and some other good perk options. Notably loses Extra Drip, Grappler, and Jump Start.
  • Leland's strongest path, just because it gets access to Choose Fight. Choose Fight synergizes far too well with Leland's playstyle and high Strength to not take.
  • Going left at the second fork will get lose Highly Skilled and 1 attribute point but lose Choose Fight. Not worth it, just because Choose Fight is so strong currently.
  • Going left at the third fork will get Bounce Back Better, Clear Eyes, Fight and Flight, Stunt Double, and Tae Kwon Door but lose Choose Flight, Radar Detector, and 1 attribute point. This variation is good, and worth using if running a specific build with one of these perks or if using Bounce Back Better for consistent heals, but should otherwise be ignored for the attribute point.
  • Going right at the fourth fork will get 2 attribute points but lose Radar Detector and Stunt Double. Not worth it, just because Stunt Double is very strong on Family House.
  • Going right at the last fork will get Agitator but lose What Doesn't Kill You and 1 attribute point. Not worth it due to how weak Grandpa currently is.

Path 2-1: Grappler + Stunt Double + Attributes
Tree Path
R, L, L, L, L
Perks
  • Agitator (See Notes)
  • Bad Blood
  • Choose Flight
  • Fish Hooks
  • Grappler
  • Parting Gift
  • Radar Detector
  • Stunt Double
  • Tougher Stuff
  • What Doesn't Kill You
Build 1 - Generalist
  • Grappler / Stunt Double / Tougher Stuff / What Doesn't Kill You
Attributes
33 Points Total
Notes
  • Path for Grappler which also gets Stunt Double, an attribute perk in Tougher Stuff, and a good amount of attribute points in 33. Notably loses Choose Fight, Extra Drip, and Jump Start.
  • Solid path, but not getting access to Choose Fight means that this path is not meta.
  • Going right at the fourth fork will get 2 attribute points but lose Radar Detector and Stunt Double. Not worth it, just because Stunt Double is very strong on Family House. It's better to go R, R, L, L instead if you don't want Stunt Double here.
  • Going right at the last fork will get Agitator but lose What Doesn't Kill You and 1 attribute point. Not worth it due to how weak Grandpa currently is.

Path 2-2: Extra Drip + Grappler + Jump Start
Tree Path
R, R, R
Perks
  • Conditioned
  • Extra Drip
  • Fight Back
  • Fish Hooks (See Notes)
  • Grappler
  • Jump Start
  • Last Ditch Effort
  • Ran Track (See Notes)
  • Second Wind (See Notes)
  • What Doesn't Kill You (See Notes)
Build 1 - Generalist
  • Extra Drip / What Doesn't Kill You
  • Jump Start / Ran Track
  • Grappler / Any
Build 2 - Close Encounters
  • Grappler
  • Last Ditch Effort
  • Fight Back / Any
Attributes
30 Points Total
Notes
  • Variant of Path 2-1 which notably gets Extra Drip and Jump Start but loses Stunt Double, Tougher Stuff, What Doesn't Kill You, and 3 attribute points.
  • Okay variation, but worse - Extra Drip and Jump Start are both good perks. However, WDKY can replace Extra Drip, Tougher Stuff can result in more attribute points similar to Jump Start, and the 3 extra attribute points are nice. Also, not having Stunt Double really hurts on Family House.
  • Going R, R, L, L instead will get Fish Hooks, Ran Track, Second Wind, What Doesn't Kill You, and 5 attribute points but lose Extra Drip, Fight Back, and Jump Start. This is a fine variation - the 5 attribute points combined with Ran Track can compensate for Jump Start, and WDKY can replace Extra Drip as a healing perk. Going with R, L, L, L, L below is a better idea though, just to have Stunt Double for Family House.
Maria

Recommended Ability Path: R, M, L/R
Character Notes
  • Maria is the closest to a pure support character out of all the Victims. Her ability not helping in chases at all and requiring stealth means that building her to do objectives and trying to avoid the Family's attention is a good idea, despite her high Toughness/Strength and poor Endurance/Proficiency.
  • Additional Grandpa Sonar (Left) is pretty good for getting value out of your Sweet Talks. More Sweet Talked sonars means more time to do objectives without worrying about being revealed by regular sonars. It also means more Family members being highlighted, which means being able to do objectives that Family members aren't patrolling. If Family members choose to stand still for the sonars, then that's time wasted for them that could be spent on patrolling. Overall, this is a strong, versatile, and consistent upgrade to the ability, and is the best for a majority of players and situations.
  • Grandpa Proximity Highlights Family (Middle) is the weakest of the three level 3 upgrades, and should be avoided. It requires Grandpa to be Sweet Talked first to activate, and disappears once he does a Sweet Talked shout. The range is also unimpressive. This one is only worthwhile on Family House, but even then the other two upgrades are probably better.
  • Reduce Grandpa Level (Right) is good for a fast-paced rushing playstyle. Reducing Grandpa's level is great mainly for removing Suffocating Grip or Nobody Escapes Hell from play, assuming that someone leveled him up early into the match. Other than that, this upgrade isn't that great since it only triggers once.

Path 1-1: Stunt Double + Attributes
Tree Path
M, R, L, L, L
Perks
  • Back for Blood
  • Bomb Squad
  • Choose Flight
  • Dietician
  • Do or Die
  • Highly Skilled
  • I Know Engines
  • Overlooked
  • Ran Track
  • Stunt Double
  • What Doesn't Kill You
Build 1 - Generalist / Attributes / Meta
  • Ran Track
  • Bomb Squad / Dietician / Highly Skilled / Stunt Double / What Doesn't Kill You
Attributes
32 Points Total
Notes
  • Maria's attribute path with access to Highly Skilled, Ran Track, and a good amount of attribute points at 32. Notably also gets Stunt Double and What Doesn't Kill You, but loses access to No Sell, Storyteller, Saboteur, and Talk and Run.
  • Maria's best generalist path, especially in solo queue. Highly Skilled, Ran Track, and 32 attribute points lets Maria raise her poor base Endurance and Proficiency to passable values while still having points left over. The other perk choices here are good, too.

Path 1-2: No Sell + Talk and Run
Tree Path
M, R, R, R, L/R
Perks
  • Blood Clot Cry
  • Bomb Squad
  • Dietician
  • No Sell
  • Ran Track
  • Seeing Red
  • Stunt Double
  • Talk and Run
Build 1 - Generalist / Meta
  • No Sell
  • Ran Track
  • Blood Clot Cry / Bomb Squad / Dietician / Stunt Double / Talk and Run
Attributes
30 Points Total
Notes
  • Variation of Path 1-1 which notably gets No Sell and Talk and Run but loses Highly Skilled, What Doesn't Kill You, and 2 attribute points.
  • Good variation - Maria can get her Endurance/Proficiency high enough with Ran Track and 30 attribute points, and No Sell is a pretty strong perk. Probably a bit weaker than Path 1-1, though.
  • The choice at the last fork doesn't matter, but going left allows for a meme backstab build with Efficient Backstabber and Seeing Red.

Path 2: Saboteur
Tree Path
L, L, L, R, L
Perks
  • Back for Blood
  • Been Workin' Out (See Notes)
  • Bomb Squad
  • Choose Flight
  • Clear Eyes (See Notes)
  • Forward Thinking
  • Fuse Lights (See Notes)
  • I Know Engines
  • Immunity (See Notes)
  • Saboteur
  • Sanguine Shadow
  • Storyteller
  • Tae Kwon Door
  • Tougher Stuff
  • What Doesn't Kill You
  • White Meat
Build 1 - Generalist / Meta
  • Saboteur
  • Bomb Squad / Storyteller / Tougher Stuff / What Doesn't Kill You
Attributes
28 Points Total
Notes
  • Path for Saboteur and some other okay perk options. Notably loses Highly Skilled, No Sell, Ran Track, Stunt Double, Talk and Run, and is stuck with the least amount of attribute points at 28.
  • This is a decent path, although limited. Saboteur is a great perk that makes doing the fuse box much more threatening than it already is. However, no Highly Skilled / Ran Track and only 28 attribute points means that Maria has a problem with getting either stat high enough, since they already start at low values. Your best bet with this path is just to invest a few points (if any) into Proficiency and focus on fuse, and rely on your teammates to unlock doors. No access to Stunt Double means that Family House will be difficult if fuse is properly defended, too. This path is not recommended for solo queue.
  • Going right at the second fork will get Fuse Lights but lose White Meat and, oddly enough, 1 attribute point. Not recommended, since Maria needs all the attribute points that she can get with this path. Fuse Lights does synergize with Saboteur, however.
  • Going M, L, L, R, L instead will get Dietician but lose Storyteller, Tougher Stuff, and White Meat. This is an okay variation, but not as good - Storyteller and Tougher Stuff can almost always get value, whereas Dietician is more situational.
  • Going L, L, L, L, R instead will get Been Workin' Out, Clear Eyes, and Immunity but lose Choose Flight, I Know Engines, Sanguine Shadow, and What Doesn't Kill You. Not recommended, since WDKY is one of Maria's best perk options here, and Maria's base Strength is already high enough.
Sonny

Recommended Ability Path: M, L, M
Character Notes
  • Sonny is best played as an objectives focused character. His high base Endurance and Strength, along with his ability, all help him to avoid taking damage from Family members. His Proficiency is only average, however, so points should definitely be invested into it to fit this role.
  • Radar Detector is somewhat redundant with Sonny, since his ability already tracks Family members. It is still a solid perk, however, and helps with a stealth/rushing playstyle.

Path 1: Fast Hands
Tree Path
L, L/R, R, L/M
Perks
  • Agitator / Safety in Numbers (R/L)
  • Extra Drip / Radar Detector (M/L)
  • Fast Hands
  • Fish Hooks
  • Highly Skilled
  • Sanguine Shadow
  • Sneaky Pete
  • Stunt Double
Build 1 - Generalist
  • Fast Hands
  • Highly Skilled
  • Extra Drip / Radar Detector / Stunt Double
Attributes
32 Points Total
Notes
  • Path for Fast Hands. Notably loses Efficient Locksmith, Jump Start, No Sell, Slippery, and What Doesn't Kill You.
  • Sonny's best path, just because Fast Hands is so good. The other perk options here are also good, and this path gets enough attributes with Highly Skilled and 32 points.
  • Going right at the second fork will get Agitator but lose Safety In Numbers. Both perks are decent but somewhat situational.
  • Going left at the final fork will get Radar Detector but lose Extra Drip. Both choices are decent. Radar Detector is good for rushing, but somewhat redundant with Sonny's ability. Extra Drip isn't that useful if you don't raise Sonny's Toughness at all, but is pretty good otherwise.

Path 2: Efficient Locksmith / WDKY + No Sell
Tree Path
R, L/R, L/R, L/M
Perks
  • Choose Flight
  • Efficient Locksmith (Right, Third Fork)
  • Fight and Flight (Right, Third Fork)
  • Extra Drip / Radar Detector (M/L, Last Fork)
  • No Sell
  • Stunt Double
  • Tae Kwon Door (Left, Third Fork)
  • Tougher Stuff
  • What Doesn't Kill You (Left, Third Fork)
Build 1 - Generalist
  • Efficient Locksmith
  • No Sell and/or Tougher Stuff
  • Extra Drip / Radar Detector
Build 2 - Distraction
  • No Sell
  • Tougher Stuff
  • Extra Drip / What Doesn't Kill You
Build 3 - Family House
  • Stunt Double
  • Choose Flight and/or Tae Kwon Door
  • Extra Drip / No Sell / Tougher Stuff / What Doesn't Kill You
Attributes
31 Points Total
Notes
  • Path for No Sell and Efficient Locksmith / What Doesn't Kill You. Notably loses Fast Hands, Jump Start, and Slippery.
  • Good path, but not Sonny's best, just because it doesn't get Fast Hands. Efficient Locksmith can allow for some fast rushing, though, and a lot of the other perk choices here are solid.
  • Tae Kwon Door synergizes well with Sonny's ability to see Family members through walls.
  • The choice at the second fork doesn't matter, since both perks are bad and result in the same amount of attribute points.
  • Going right at the third fork will get Efficient Locksmith and Fight And Flight but lose Tae Kwon Door and What Doesn't Kill You. Both choices here are pretty good - Efficient Locksmith is obviously better for a rushing playstyle and TKD + WDKY are good distraction perks. Keep in mind that you can get Extra Drip later at the final fork, so WDKY isn't as important to get here.
  • Going left at the final fork will get Radar Detector but lose Extra Drip. Both choices are decent. Radar Detector is good for rushing, but somewhat redundant with Sonny's ability. Extra Drip isn't that useful if you don't raise Sonny's Toughness at all, but is pretty good otherwise.

Path 3: Jump Start + Slippery
Tree Path
M, R, R, L/M
Perks
  • Been Workin’ Out
  • Clear Eyes
  • Extra Drip / Radar Detector (M/L)
  • Fight Back
  • Fuse Lights
  • Get It Off Me
  • High Tolerance
  • Jump Start
  • Overlooked
  • Slippery
  • Stunt Double
Build 1 - Chases
  • Jump Start
  • Extra Drip / Slippery / Stunt Double
Build 2 - Anti-Grandpa
  • Overlooked
  • Radar Detector
  • Jump Start / Any
Attributes
26 Points Total
Notes
  • Path for Jump Start and Slippery. Notably loses Efficient Locksmith, Fast Hands, No Sell, What Doesn't Kill You, and is stuck with a poor amount of attribute points at 26.
  • Sonny's weakest path - This path suffers from a lack of attribute points, and only gets Been Workin' Out as an attribute perk (which isn't even that useful due to Sonny's already high base Strength). Sonny's awkward base attribute spread means that this is a noticeable problem. The perk choices here help with survival, but not much else, which isn't preferable on an objectives character. No Fast Hands also immediately makes this path not meta.
  • Going left at the final fork will get Radar Detector but lose Extra Drip. Both choices are decent. Radar Detector is good for rushing, but somewhat redundant with Sonny's ability. Extra Drip isn't that useful if you don't raise Sonny's Toughness at all, but is pretty good otherwise.
Virginia

Recommended Ability Path: R, M, L/M
Character Notes
  • Virginia is a decently versatile character. She is great as a distraction character with high Toughness/Endurance and an ability that lets her drop chase or just stall if used correctly, but she can also be good as an objective rusher, using her ability to help her brute force objectives or help her survive if she's found.
  • Cloud Consumes Family Stamina (Left) is decent for rushing a door in a Family member's face with 45/50 Proficiency - the stamina drain is somewhat slow, so they need to be sitting in the cloud for a bit. This is also good for contesting valve, for use before initiating a close encounter, or just out in the open if you're out of stamina. This is a solid choice overall, but requires smart usage and is a little situational.
  • Powder Cloud Heals Victims (Middle) is good just for extra heals, especially if teammates notice it. This can also be used right before initiating a close encounter for healing, which is pretty handy. It is somewhat slow, however. This upgrade also works with Medical Benefits and Rescue Medic, meaning faster heals for everyone, assuming your teammates actually notice your cloud and use it. This one is the most consistent, but probably the least impactful of the three effects.
  • Reduce Family Blood Vial (Right) is unfortunately the weakest choice currently, just because Grandpa isn't that relevant right now. Still, it can be good against harvesters like Bones, Cook, Nancy, and Sissy. It can be used as a Family member is feeding Grandpa to completely deny the feed too, which is a little dumb. This one is obnoxious when it works, requiring Family members carrying any blood to respect your cloud if they care about feeding.
  • The stamina and healing upgrades can be stacked with multiple cloud usages, which can help compensate for how slow they are.
  • M, R, R can be taken for the ability if committing to an anti-blood meme build. Otherwise stick with R, M, L/M/R.
  • Medical Benefits and Rescue Medic can be worth using with Virginia, due to the aforementioned synergy with Powder Cloud Heals Victims.
  • Virginia's ability can be used to prevent Leatherface from revving his chainsaw and performing his overhead attack.

Path 1-1: Saboteur + What Doesn't Kill You + Attributes
Tree Path
L, L, L/R
Perks
  • Back for Blood
  • Bad Blood
  • Clear Eyes / Conditioned (R/L)
  • Highly Skilled
  • Saboteur
  • Tougher Stuff
  • What Doesn't Kill You
Build 1 - Generalist / Meta
  • Saboteur
  • Highly Skilled / Tougher Stuff / What Doesn't Kill You
Attributes
30 Points Total
Notes
  • Path for Saboteur, What Doesn't Kill You, and both Highly Skilled and Tougher Stuff. Notably loses Efficient Locksmith, Extra Drip, and Stunt Double.
  • One of Virginia's best paths, since Saboteur is one of Virginia's best perk choices. Other perk choices are good too.
  • The choice at the last fork isn't that important. Going left gets Conditioned and going right gets Clear Eyes.

Path 1-2: Efficient Locksmith
Tree Path
L, R, L, L/R
Perks
  • Back For Blood
  • Bad Blood
  • Been Workin' Out
  • Conditioned / Clear Eyes (L/R)
  • Extra Drip (See Notes)
    [*[Efficient Locksmith
  • Noise Pollution / Safety In Numbers (L/R, See Notes)
  • Parting Gift
  • Rescue Medic
  • Seeing Red (See Notes)
  • Tougher Stuff
    [*[What Doesn't Kill You
Build 1 - Generalist / Meta
  • Efficient Locksmith
  • Extra Drip / What Doesn't Kill You
  • Been Workin' Out / Tougher Stuff
Attributes
29 Points Total
Notes
  • Variation of Path 1-1 which notably gets Efficient Locksmith but loses Highly Skilled, Saboteur, and 1 attribute point.
  • Good variation, although a bit weaker in my opinion - Efficient Locksmith is a great perk for rushing, but Saboteur is more impactful. Also, this path is less versatile due to the loss of Highly Skilled and an attribute point.
  • Going left at the third fork instead will get Extra Drip, Seeing Red, and Noise Pollution / Safety In Numbers but lose Back For Blood, What Doesn't Kill You, Conditioned / Clear Eyes, and 1 attribute point. Decent variation, just because of Extra Drip. What Doesn't Kill You can be a substitute healing perk and the extra attribute point is nice, however, so I don't particularly recommend this.
  • The choice at the last fork isn't that important. Going left gets Conditioned and going right gets Clear Eyes.

Path 2: Extra Drip + Stunt Double
Tree Path
R, L/R, L, L/R
Perks
  • Artful Dodger / Forward Thinking (Second Fork, L/R)
  • Bad Blood
  • Choose Flight
  • Extra Drip
  • Medical Benefits
  • Noise Pollution / Safety In Numbers (Last Fork, L/R)
  • Ran Track
  • Seeing Red
  • Speed Search
  • Stunt Double
Build 1 - Generalist
  • Extra Drip
  • Ran Track
  • Any
Build 2 - Family House
  • Stunt Double
  • Choose Flight / Extra Drip / Ran Track
Attributes
25 Points Total
Notes
  • Path for Extra Drip and Stunt Double. Notably loses Efficient Locksmith, Saboteur, and What Doesn't Kill You, along with having the least amount of attribute points at 25.
  • Virginia's weakest path - This path doesn't get Efficient Locksmith or Saboteur, lacks notable third perk options (if not using Stunt Double), and is stuck with a pitiful 25 attribute points.
  • Both choices at the final fork are okay. Going left gets Noise Pollution and going right gets Safety in Numbers. Noise Pollution is probably better for solo queue.
  • Going right at the third fork will get Bounce Back Better, Coagulant, and Jump Scare / Second Wind but lose Extra Drip, Seeing Red, and Noise Pollution / Safety in Numbers. Not worth it, since Extra Drip is better than Bounce Back Better. Coagulant can be used for an anti-blood build without using the Reduce Family Blood Vial level 3 upgrade, though.
Wyatt

Recommended Ability Path: L/M, L, L
Character Notes
  • For level 3, Knife Throw Interaction (Left) is still overpowered and should be taken every match if just aiming to win. However, the other ability upgrades are also good if you don't want to exploit this, or if Knife Throw Interaction gets nerfed/reworked. Ability Stun Duration is good for wasting more time, which suits Wyatt's (intended) role as a distraction character, and Team Awareness can be good for solo queue to keep teammates from bumping into you mid-chase and being able to push other objectives.
  • For level 2, Ability Stamina Reduction might not be useful depending on if Family members regenerate their stamina before the stun ends, or if they can regenerate it immediately after the stun. Someone let me know!
  • Bomb Squad is unnecessary if using the level 3 Knife Throw Interaction ability upgrade, but is highly recommended otherwise.
  • Dauntless is pretty good for knife sustainability, although it is RNG. It might be unnecessary with his level 2 Knife Retrieval ability upgrade, though (someone let me know!). Wyatt's other unique perks aren't that notable.

I do not own Wyatt, so some perk/attribute listings may be incorrect. Feel free to comment with any corrections!

Path 1-1: Bomb Squad + Choose Fight + Dauntless
Skill Tree Path
L, R, L, L
Perks
  • Bomb Squad
  • Choose Fight
  • Choose Flight
  • Dauntless
  • Get It Off Me
  • Highly Skilled
  • High Tolerance
  • Immunity
  • Seeing Red
  • Tougher Stuff
Build 1 - Generalist
  • Choose Fight
  • Bomb Squad / Dauntless / Highly Skilled / Tougher Stuff
Attributes
30 Points Total
Notes
  • Path for getting Bomb Squad, Choose Fight, Dauntless, two attribute perks, and a good amount of attribute points at 30. Notably loses Efficient Locksmith, Jump Start, No Sell, Stunt Double, and What Doesn't Kill You.
  • One of Wyatt's best paths with access to some great perks. Having access to Highly Skilled and Tougher Stuff allows him to be quite all-rounded, too.

Path 1-2: Efficient Locksmith + What Doesn't Kill You
Skill Tree Path
M, L, L
Perks
  • Agitator
  • Awareness
  • Bomb Squad (See Notes)
  • Choose Flight (See Notes)
  • Dauntless (See Notes)
  • Efficient Locksmith
  • Highly Skilled (See Notes)
  • Jump Start
  • No Sell
  • Parting Gift
  • Seeing Red (See Notes)
  • What Doesn't Kill You
Build 1 - Generalist
  • Efficient Locksmith
  • Bomb Squad / Dauntless / Highly Skilled / Jump Start / No Sell / What Doesn't Kill You
Attributes
32 Points Total
Notes
  • Variation of Path 1-1 which notably gets Efficient Locksmith, What Doesn't Kill You, and the most attribute points at 32, but loses Choose Fight and Tougher Stuff.
  • This variation is pretty good and can fit a rushing playstyle well with Efficient Locksmith and the Knife Throw Interaction level 3 upgrade. Path 1-1 is probably a bit better if you have teammates that will capitalize off of Choose Fight, whereas this one can be better if relying on yourself in solo queue.
  • Going L, R, R, L instead will get Bomb Squad, Choose Flight, Dauntless, Highly Skilled, Seeing Red, and 2 attribute points but lose Agitator, Awareness, Jump Start, and No Sell. Excellent variation - Bomb Squad, Dauntless, and Highly Skilled are all good perks, and the extra attributes are nice. The only reason to not go with this variation is because of Wyatt's level 3 Knife Throw Interaction upgrade, which makes Bomb Squad unnecessary on him. This variation should otherwise be preferred, because Bomb Squad is too valuable to skip out on.

Path 2: Stunt Double
Skill Tree Path
R, L, L/R, L
Perks
  • Been Workin' Out (Right)
  • Blind Spot (Left)
  • Conditioned
  • Fight and Flight (Right)
  • Fish Hooks (Right)
  • Last Ditch Effort
  • Quick Exit (Left)
  • Ran Track
  • Second Wind (Left)
  • Speed Search
  • Stunt Double
  • Tae Kwon Door (Right)
Build 1 - Generalist / Attributes
  • Been Workin' Out
  • Ran Track
  • Conditioned / Any
Build 2 - Family House
  • Stunt Double
  • Conditioned / Ran Track / Second Wind / Tae Kwon Door
Attributes
29-30 Points Total
Notes
  • Path for getting Stunt Double. Notably loses Bomb Squad, Choose Fight, Dauntless, Efficient Locksmith, Jump Start, No Sell, and What Doesn't Kill You.
  • This path isn't worth it due to the loss of key perks like Bomb Squad, Choose Fight, Dauntless, and Efficient Locksmith. It can be decent on Family House, but is quite lacking everywhere else.
  • Going right at the third fork will get Been Workin' Out, Fight and Flight, Fish Hooks, and Tae Kwon Door but lose Blind Spot, Quick Exit, Second Wind, and 1 attribute point. Going right is a bit better in my opinion, just for Been Workin' Out. There's not many good perks with this path, so may as well just stack attribute points.
Meta Builds - Ana, Connie
Here are, in my opinion, the best builds for each character.
  • Some characters have multiple build options that are equally viable. Some characters also have multiple perk or ability upgrade options, since the benefits of certain upgrades/perks over other ones can be situational or hard to quantify. Upgrades or perks that are only useful in specific scenarios will be listed in the character or path notes.
  • Ability cooldown upgrades are generally not worth it if playing with a good team that can rush fast enough, since the match will likely be over before you get another use of your ability. However, they can be good in solo queue, where matches tend to drag for longer. They can also be good on lower cooldown characters (Ana & Julie), regardless of your team.
  • Bomb Squad, Choose Fight, and Fast Hands are used whenever possible since they are such impactful perks. Efficient Locksmith and Saboteur are of slightly lower priority, but are also important perks.
  • Only unequip Bomb Squad if there's no Hands or Hitchhiker in the match. It can be kept on to counter Nancy, but that's not as important.
  • Only equip Stunt Double on Family House.
  • Bounce Back Better and Extra Drip are good perks that are included in some of these builds, but keep in mind that they may not even get value if rushing fast enough.
  • Attribute ranges are displayed for most character builds. Get each of the attributes to the lower number specified first, then spend the remaining points into the attributes that can go higher.
  • Bringing Endurance over 30-35 with Jump Start is probably overkill.
  • Having a high Proficiency (at least 35, if not 45) is recommended for average solo queue matches, but it can be lowered if playing as a distraction character in a coordinated team.


Ana

Ability Path: L/R, M, M or M, M, L
Character Notes
  • Ana is meta. Her ability is low cooldown, has no indicator for Family to play around, and is great for bailing her out of basically every bad situation. Her ability also almost entirely counters Johnny's lunge spamming with its level 2 stamina upgrade. She additionally has 5 more base attribute points than most characters at 130 and access to most important meta perks. Her ability and access to Choose Fight can allow her to buy a lot of time for other Victims, especially if she does something that demands attention, like jumping out of the front window on Family House. Choose Fight also allows her to help objective characters with brute forcing, and Ana's ability lets her initiate a close encounter practically whenever and still be safe.
Build 1: Choose Fight
Skill Tree Path
R, L, R, R, R
Perks
  • Choose Fight
  • Bounce Back Better / Stunt Double / Tougher Stuff
Attributes
  • 35-49 Toughness, 40 Endurance, 30-40 Strength, 20-34 Proficiency
Notes
  • Choose Fight is great for brute forcing objectives in front of Family members. It's especially good if you can coordinate with a Connie or a Fast Hands Danny/Sonny to rush a lock. It's also great for brute forcing car battery with high Proficiency (although you can't get high Proficiency with this build without sacrificing all of your Endurance).
  • Stunt Double is good to have for Family House, especially for the best distraction character in the game.
  • This path isn't great in solo queue, since Ana has a poor Endurance/Proficiency total and this path doesn't help with that.
Build 2: Jump Start
Skill Tree Path
R, L, R, L, R
Perks
  • Jump Start
  • Bounce Back Better / Slippery / Stunt Double / Tougher Stuff / What Doesn't Kill You
Attributes
  • 50 Toughness, 30-35 Endurance, 36-41 Strength
  • 35-46 Toughness, 30-35 Endurance, 35-45 Proficiency
    • Tougher Stuff: 42-50 Toughness, 30-35 Endurance, 35-45 Proficiency
Notes
  • Stunt Double is good to have for Family House, especially for the best distraction character in the game.
Build 3: Bomb Squad
Skill Tree Path
L, L, L, R, R
Perks
  • Bomb Squad / Extra Drip / Ran Track / Slippery / What Doesn't Kill You
Attributes
  • 40 Endurance, 38 Proficiency
    • Ran Track: 40 Endurance, 45 Proficiency
Notes
  • It might be worth going L, L, L, L, R and using Highly Skilled alongside Ran Track instead if rushing fast enough, although this path can already get enough attribute points with Ran Track along, and gets better perk options with this path.


Connie

Ability Path: M, R, M
Character Notes
  • Connie is meta. Her ability is meta defining, allowing her to open up the map instantly with the press of a button, forcing Family to take longer patrols. It also synergizes greatly with any distraction character close encountering Family members near a door. Her mere presence makes Cook mandatory on Family teams. She also happens to somewhat counter him, since she can instantly pick his padlocks even with Security Pins. Her attribute spread is lacking, with 30 points wasted on Stealth, but her base Proficiency is at least good, and she gets access to most important meta perks. Connie also isn't that vulnerable despite her Proficiency role, and can get access to some strong survival perks along with a lot of attribute points to put into Toughness/Endurance. Her main weakness is just a lack of an ability that helps in chase. Connie should be taken on any serious team.
Build 1: Objectives
Skill Tree Path
M, L, L, R
Perks
  • Efficient Locksmith
  • Saboteur
  • Bomb Squad / Choose Flight / Extra Drip
Attributes
  • 25 Toughness, 40 Endurance, 45 Proficiency
Notes
  • Rushing build with Efficient Locksmith and Saboteur. Doesn't have too much to help with survival, but decent Endurance, loop density, stealth, and teammates should be enough to keep you alive.
Meta Builds - Danny, Julie, Leland, Maria
Danny

Ability Path: R, M, L
Character Notes
  • Danny is meta. His Tamper can usually outright win the game for Victims if it's successfully pulled off. Hands can counter his Tamper, but he is (also) a DLC character, his ability has a cooldown, and other Family members can't do anything about it except hard camp something that they think he will Tamper. Building up his Tamper isn't even that hard with his level 2 and 3 abilities, and Danny can build himself to be quite survivable. Danny also has 5 more base attribute points than other characters at 130, although a decent amount wasted on Stealth at 25. His main weakness is just a lack of an ability that helps in chase. Danny should be taken on any serious team.
Build 1: Fast Hands + Attributes
Skill Tree Path
M, R, L
Perks
  • Fast Hands
  • Highly Skilled
  • Ran Track
Attributes
  • 33-50 Toughness, 40 Endurance, 18-35 Strength, 45 Proficiency
Notes
  • Very strong and versatile build with both Fast Hands and a lot of attribute points at 48 total.
Build 2: Bomb Squad + Stunt Double
Skill Tree Path
L, L, R, L, L
Perks
  • Bomb Squad / Conditioned / Empowered / Get It Off Me / Stunt Double / Tae Kwon Door
Attributes
  • 35 Toughness, 40 Endurance, 45 Proficiency
Notes
  • Mainly useful when on Family House, but can be good on any map if there's a lot of trap characters.


Julie

Ability Path: R, M, L or M, L/R, M
Character Notes
  • Julie is not meta. Her ability doesn't increase her speed, so Family members with Scout can still hit her during it. She also has the worst attribute spread in the game, with a whopping 35 points wasted on Stealth. She at least can get access to a fair amount of meta perks. She can get Choose Fight, but it unfortunately doesn't synergize well with her poor Strength and lacking attribute spread. At best, Julie ends up being a discount Connie. Still, she isn't that bad, and I would consider her the closest Victim to a mid tier ranking - there's just better characters, though, and this game is too dishonest for mid tiers to be appealing.
  • Raising Endurance to 40 like on everyone else might not be worth it, since Julie's ability can help compensate for it.
Build 1: Bomb Squad + Efficient Locksmith
Skill Tree Path
R, R, L, R
Perks
  • Efficient Locksmith
  • Bomb Squad / Choose Fight / No Sell / Ran Track / Slippery
Attributes
  • 26-36 Toughness, 30-40 Endurance, 45 Proficiency
  • Choose Fight, Distraction: 31-50 Toughness, 30-40 Endurance, 25-35 Strength
  • Choose Fight, Rushing: 30-40 Endurance, 25-35 Strength, 35-45 Proficiency
Notes
  • Choice at the second fork doesn't matter.
  • Choose Fight is really good, but Julie's low Strength means that it doesn't synergize too greatly with her. Spending some points to raise Strength is recommended if using it.
Build 2: Stunt Double
Skill Tree Path
M, L, R
Perks
  • Stunt Double
  • Choose Fight / Choose Flight / Extra Drip / Slippery / Tougher Stuff
Attributes
  • 25-50 Toughness, 35-40 Endurance, 15-35 Strength
Notes
  • This path might not even be best on Family House, since Bomb Squad is so important for dealing with Hands and Hitchhiker. Bomb Squad + Efficient Locksmith build is definitely better on any other map.


Leland

Ability Path: L, M, R
Character Notes
  • Leland is meta. His ability is notoriously obnoxious and effective at bailing himself or teammates out of trouble. He synergizes amazingly with objective oriented characters, either giving them the time to do objectives in peace, or outright helping them brute force said objectives. His access to Choose Fight really assists him in this playstyle. Leland also gets access to some other good meta perks, and has a good attribute spread.
Build 1: Choose Fight
Skill Tree Path
L, R, R, L/R, L
Perks
  • Choose Fight
  • No Sell / Stunt Double / What Doesn't Kill You
Attributes
  • 20-40 Toughness, 40 Endurance, 25-45 Proficiency
Notes
  • Only go right at the fourth fork if you know that you're not playing on Family House for the 2 extra attribute points.


Maria

Ability Path: R, M, L/R
Character Notes
  • Maria is not meta, and is actually the worst Victim in the game. Grandpa is not that relevant with the strength of rushing and the Grandpa perk rework. Her attributes, while 5 higher than other characters' like Ana, don't synergize with her playstyle - Maria doesn't have an ability that does anything in chase and mainly only works in stealth, so she prefers to have a high Endurance and Proficiency, of which she has neither. Her skill tree is also a bit awkward and doesn't get access to as many meta perks as some other characters.
  • The level 3 "Reduce Grandpa Level" ability upgrade is only worthwhile if the Family quickly gets Grandpa to level 1/2 at the start of the match and you want to deactivate Suffocating Grip / Nobody Escapes Hell to help with rushing.
Build 1-1: Attributes
Skill Tree Path
M, R, L, L, L
Perks
  • Ran Track
  • Bomb Squad / Highly Skilled / Stunt Double / What Doesn't Kill You
Attributes
  • 39-40 Endurance, 44-45 Proficiency
  • Highly Skilled + Ran Track: 41 Toughness, 40 Endurance, 45 Proficiency
Notes
  • Both Highly Skilled and Ran Track are great to have and fix Maria's attribute issue.
Build 1-2: No Sell
Skill Tree Path
M, R, R, R, L/R
Perks
  • No Sell
  • Bomb Squad / Ran Track / Stunt Double / Talk and Run
Attributes
  • 35-50 Toughness, 40 Endurance, 20-35 Proficiency
  • Ran Track: 40 Endurance, 42 Proficiency
  • Ran Track (Family House): 50 Toughness, 40 Endurance, 30-37 Strength, 20-27 Proficiency
Notes
  • Variation of Build 1-1 for using No Sell. Probably better on Family House since high Proficiency isn't necessary on that map with Stunt Double.
  • Talk and Run should only be equipped if not using Bomb Squad or Stunt Double.
Build 2: Saboteur
Skill Tree Path
L, L, L, R, L
Perks
  • Saboteur
  • Bomb Squad / I Know Engines / Tae Kwon Door / Tougher Stuff / What Doesn't Kill You
Attributes
  • 35-48 Toughness, 40 Endurance, 20-33 Proficiency
  • Tougher Stuff: 42-50 Toughness, 40 Endurance, 30-35 Strength, 20-33 Proficiency
Notes
  • Saboteur is a great perk, but this path doesn't address Maria's poor Endurance/Proficiency total. Not recommended for solo queue.
Meta Builds - Sonny, Virginia, Wyatt
Sonny

Ability Path: M, L, M
Character Notes
  • Sonny is pretty good, but there are better characters. His ability is good for finding holes in Family patrol routes, countering chase mindgames, giving callouts to teammates, and securing door stuns. He has a decent attribute spread, although he unfortunately doesn't get Choose Fight to synergize with his high Strength. Sonny is mainly carried by the fact that he gets access to Fast Hands, which is one of the best perks in the entire game. It alone turns him into a strong objective rusher, somewhat comparable to Connie (although still worse).
Build 1: Fast Hands
Skill Tree Path
L, R, R, L/M
Perks
  • Fast Hands
  • Highly Skilled
  • Extra Drip / Radar Detector / Stunt Double
Attributes
  • 29 Toughness, 40 Endurance, 45 Proficiency
Notes
  • Easily Sonny's best build, just because it gets access to Fast Hands.


Virginia

Ability Path: R, M, L/M
Character Notes
  • Virginia is good, but I wouldn't personally consider her meta. Her ability is spammable due to the fact that it can be reloaded, can be quite obnoxious to deal with mid-chase, can help with brute forcing objectives, and gains good utility depending on its level 3 upgrade. However, it can sometimes be countered if Family members know how to angle their camera and/or if you move predictably after deploying it. Virginia also has a pretty good attribute spread, although her low Strength doesn't synergize with her distraction role. Her skill tree is good with access to some meta perks, but other characters have better ones.
Build 1: Saboteur
Skill Tree Path
L, L, L/R
Perks
  • Saboteur
  • Highly Skilled / Tougher Stuff / What Doesn't Kill You
Attributes
  • Highly Skilled: 30-44 Toughness, 40 Endurance, 15-29 Strength, 45 Proficiency
  • Tougher Stuff: 39-50 Toughness, 40 Endurance, 24-35 Strength
  • Highly Skilled + Tougher Stuff: 37-50 Toughness, 40 Endurance, 16-29 Strength, 45 Proficiency
Notes
  • Highly Skilled is generally better than Tougher Stuff if only using one attribute perk. Tougher Stuff is only better on a full distraction build.
Build 2: Efficient Locksmith
Skill Tree Path
L, R, L, L/R
Perks
  • Efficient Locksmith
  • Been Workin' Out / Tougher Stuff / What Doesn't Kill You
Attributes
  • Tougher Stuff: 37-43 Toughness, 40 Endurance, 15-21 Strength, 45 Proficiency
  • Been Workin' Out: 30-36 Toughness, 40 Endurance, 22-28 Strength, 45 Proficiency
  • Tougher Stuff + Been Workin' Out: 37-43 Toughness, 40 Endurance, 22-28 Strength, 45 Proficiency
Notes
  • Efficient Locksmith is great when it procs, but is less consistent than Saboteur. This path also loses 1 attribute point.


Wyatt

Ability Path: L/M, L, L
Character Notes
  • Wyatt is meta, mainly due to his Knife Throw Interaction level 3 upgrade. It works as an infinite Bomb Squad (meaning that he doesn't even need to equip that perk) and can allow him to turn off objectives from ridiculously far away, granted you know where and how to throw them. Turning off objectives like this bypasses the meta trapping characters in Hands and Hitchhiker, along with just being quicker (though Wyatt now requires two knives for objectives trapped by Hands). Outside of this, Wyatt is still a solid character. His attribute spread might just be the best in the whole game, with only 5 points wasted on Stealth. He also gets access to some meta perks, namely Choose Fight. His knives and access to Choose Fight can help objective characters with brute forcing. His knives are also good against chasing characters (Bones, Hitchhiker, Sissy), since he has enough time to hit them if they crawl through a gap right after him. Wyatt, at least in his current state, should be taken on any serious team.
  • Dauntless might be unnecessary with his level 2 Knife Retrieval ability upgrade - someone let me know!
Build 1: Team Player (Choose Fight)
Skill Tree Path
L, R, L, L
Perks
  • Choose Fight
  • Dauntless / Highly Skilled / Tougher Stuff
Attributes
  • 50 Toughness, 40 Endurance
  • 40 Endurance, 40 Proficiency
  • Highly Skilled: 37 Toughness, 40 Endurance, 45 Proficiency
Notes
  • Choose Fight build. A bit better when in a team with competent players to coordinate a fast unlock with Choose Fight. Choose Fight might be enough to unlock a door yourself if your Proficiency is high enough, too. Especially great with turning off car battery with high Proficiency.
Build 2: Solo Queue (Efficient Locksmith)
Skill Tree Path
M, L, L
Perks
  • Efficient Locksmith
  • Dauntless / Highly Skilled / Jump Start / No Sell / What Doesn't Kill You
Attributes
  • 40 Endurance, 42 Proficiency
  • Jump Start: 37-42 Toughness, 30-35 Endurance, 45 Proficiency
Notes
  • Efficient Locksmith build. A bit better when in solo queue, since Efficient Locksmith can help you breeze past 2-3 locks and escape quickly before all of your teammates die.
  • Going L, R, R, L instead is worth considering for Highly Skilled and two more attribute points, although Wyatt doesn't need attribute points that badly and Jump Start / No Sell are solid.
Resources
Game Mechanics

Perks, etc.

Youtubers
Outro
I hope you found this guide helpful. If you did, then make sure to like, favorite, and share it. If there's anything in this guide that you disagree with or would like to see added, then please leave a constructive comment down below. Any corrections of false information, grammar, etc. are also appreciated.
5 Comments
Freddy Wake 24 Apr @ 3:08pm 
thank you this helped me a lot to get back in the game
especially with the perks, i always used crappy perks cause i didnt know about the good ones lol
Evelyn Nesbit 18 Apr @ 8:22am 
omggg thank u so much!!!
unknownju ( ˘ ³˘)♥ 15 Jan @ 2:56pm 
awesome!
willum.d  [author] 14 Jul, 2024 @ 8:23pm 
@Atlas you're welcome! happy to help!
Atlas 1 Jul, 2024 @ 6:05am 
Very helpful guide as a new player, thank you!