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"You don't remember? You must. You're my number one, and you'll never wake up again." — Freddy Krueger

Frederick "Freddy" Krueger or "The Nightmare" is a character in the A Nightmare on Elm Street chapter of Dead by Daylight.

He was introduced as the Killer of the "A Nightmare on Elm Street" Chapter that was released on released on 26 October 2017.

He originates from the 2010 remake of the Horror Movie of the same name, A Nightmare on Elm Street.

The Nightmare is a nightmare Killer, passively pulling Survivors into his Dream World where Survivors are vulnerable to his Dream Abilities. His Dream Projection ability allows him to quickly appear across the map and put pressure onto Survivors.

His personal Perks, Fire Up , Remember Me  & Blood Warden , improve his abilities over time and make him stronger as the trial reaches its climax.

His Perks revolve around stopping Survivors from fleeing. They will make surviving a real pain for all, and managing to escape the Hunting Ground won't be easy.

Difficulty Rating: Hard

(These Killers use mechanics that are specific to them and require more practice to be effective)

Lore[]

Even while he lived, Freddy Krueger was a creature of nightmares for those who truly knew him. Hiding behind a mask of warmth and friendliness, Freddy's actual temperament was known only to his victims. When those victims were finally heard, the parents of Springwood tracked Freddy down and took the law into their own hands. They thought that fire had rid them of a monster that night, that their children were finally safe, but evil as strong as his has a way of surviving.

Years passed, the horror was buried, the victims mercifully forgot. Then, somehow, Freddy returned, and dreams became nightmares once again.

Freddy focused his anger on those he felt had wronged him, building up to his one true obsession, Nancy Holbrook. But he underestimated her strength and resourcefulness. Together with her friend Quentin Smith, she managed to weaken Freddy, mutilating him and leaving him for dead once more.

Death didn't want Freddy the first time he encountered it, why did they think it would take him now? He emerged once more, consumed with vengeance. Then he turned his sights on the boy who had blocked his path to Nancy, his number one.

Freddy invaded Quentin's dreams, terrorising him night after night, until his strength and defences would be at their lowest. When the time was right, he forced the boy to return to the dark reflection of Badham Preschool. Here he would have his final revenge.

Freddy stalked the boy through the school's halls. He took his time, savouring every moment of the hunt. This was what he enjoyed the most, the smell of their sweat in the air, the ragged gasps of their terrified breath. They were his to toy with.

There was the boy, at the end of a long corridor. Too tired and scared to run anymore? Resigned to his fate? Freddy closed in, arms wide, claws raking the wall. Their tips traced along a pipe, the metallic shrieking only adding to the boy’s apprehension.

A shower of sparks rained on the ground, and into the liquid that covered the tiled floor. A blue flame blossomed and quickly engulfed the room.

The boy took flight as Freddy burst from the flames in a fury. Rooms and walls raced past in a blur until they were in Freddy's basement. There would be no escape from here.

Slowly Freddy closed in on the boy. His fear was so strong now that Freddy could almost taste it, but his eyes burned with a defiant hatred that was almost admirable.

Freddy drew back his claws.

Then Freddy felt another presence with him; something old, powerful and dark. A miasma enveloped him and the only sensation was a sound like wooden beams flexing and creaking in the distance. The echoing groan of metal crushed against metal. Something arcane and unknowable, half-way between language and pure terror.

A moment of falling and spinning and then Freddy was back in the school. But not his school. It looked the same, but it felt different. His powers were tempered in some ways and focused in others. The boy had gone for now, but another prey walked the hallways. Some would be inconsequential; others would become his new favourites. All would fall before his claws.

“This place plays tricks on your mind…constantly I question whether I dream or if I am awake. This most recent horrid ghoul seems to bridge that gap – between the states of being awake or asleep. I saw him hunting another poor soul, someone who was not as lucky as me. A man with a hat and a claw clad hand, a scarred man of sorts. He spotted me and what actually happened next is still a mystery to me. Dreams took over, and I was sure to die. But I woke up. Not like in the manner where I awake at the campfire, but instead I just woke up…inside this wretched forest, with memories of nightmares within. I am now afraid to sleep, but also to stay awake.” ~Unknown

Clawed Glove[]

A home-made device, crafted to torture and kill.

Upon hitting a Survivor, The Nightmare will hold his hand upright, and flick his fingers.

Rite[]

Rite of The Nightmare[]

With The Nightmare , achieve the Dream Chaser score event 4 times.

Dream Demon[]

DREAM DEMON:

Dream Demon cloaks The Nightmare from awake Survivors, causing them to hear his Terror Radius , but only seeing him fully when he is within 16 metres, and only intermittently from 16 to 32 metres.

The Nightmare is invisible to Survivors when he is farther than 32 metres away.

Micro-Sleep:

The Nightmare's presence in the Trial Grounds induces micro-sleep, passively causing Survivors to fall asleep over 60 seconds, after which they enter the Dream World.

Dream World:

Once inside the Dream World, Survivors suffer from the Oblivious  Status Effect:

  • Survivors only hear The Nightmare's non-directional Lullaby.
  • Survivors can see and be affected by Dream Traps placed by The Nightmare.

Successful Basic Attacks immediately pull Survivors into the Dream World, unless they recently woke up using an Alarm Clock .

Waking Up:

Survivors have several ways to wake up and leave the Dream World:

  • Failing Skill Checks
  • Have an awake Survivor perform the Wake Up action on them. Each successive Wake Up action will take twice as long to perform.
  • Find and use their personal Alarm Clock.

Using the Alarm Clock will give Survivors immunity from micro-sleep for 30 seconds.

This includes being pulled into the Dream World by successful Basic Attacks.

SPECIAL ABILITY: Dream Snare

Press and hold the Power button to place a Dream Snare on the ground directly in front of The Nightmare.

Survivors that come in contact with a Dream Snare suffer from the Hindered  Status Effect, slowing them for as long as they remain within its Area of Effect and for a short duration after leaving it.

SPECIAL ABILITY: Dream Pallet

Press and hold the Power button to place a Dream Pallet at an available location.

A Dream Pallet dropped by a Survivor will be destroyed immediately and not stun The Nightmare.

SPECIAL ABILITY: Dream Projection

Press and hold the Active Ability button to perform a Dream Projection and teleport to a Generator  in view.

Releasing the button early will cancel the action.

For each Survivor in the Dream World, the cool-down of using Dream Projection is reduced by a stack-able 15 %.

Change Log[]

Patch 1.8.1[]

  • Nerf: added a delay of 10 seconds after leaving The Nightmare's Terror Radius before a Survivor's Aura is revealed to him.
  • Nerf: increased The Nightmare's Terror Radius from 16 metres to 24 metres.
    • This change allows Survivors more room to manoeuvre around The Nightmare without having their Auras revealed for being outside his Terror Radius.
    • This change brings his Terror Radius to the same range as his Lullaby.
  • Nerf: increased the duration of The Nightmare's Movement Speed penalty for putting a Survivor into the Dream Transition from 1 second to 3 seconds.
    • This change allows Survivors to put more distance between themselves and The Nightmare before they fall asleep and become vulnerable to his attacks.
  • Nerf: dying Survivors who are healed to the Injured State are automatically woken up.

Patch 1.8.2[]

  • Quality of Life: reduced the Movement Speed penalty for continuously casting Dream Demon to 95 %.
    • This change was motivated by the Developers deeming the old penalty as too intense.
  • Quality of Life: reduced the Interaction and Attack cool-down when successfully putting a Survivor into the Dream Transition to 0.5 seconds.

Patch 1.9.2[]

  • Nerf: removed the (unintentional) ability to put Survivors inside Lockers into the Dream Transition.

Patch 2.0.0[]

  • Quality of Life: fixed an issue that caused The Nightmare to vault more slowly than other Killers.

Patch 2.3.0[]

  • Quality of Life: reduced the footstep audio.

Patch 3.1.0[]

  • Rework: extensively reworked The Nightmare's Power:
    • Awake Survivors see The Nightmare always within 16 metres, intermittently within 32 metres, and never when farther than 32 metres away.
    • Survivors experience Micro-Sleep, passively falling asleep within 60 seconds.
    • Asleep Survivors see the Aura of a Alarm Clock on a dresser far away.
    • Asleep Survivors hear a 2-dimensional Lullaby instead of The Nightmare's Terror Radius.
    • Getting woken up by awake Survivors will increasingly take more time after each successful attempt.
    • The Nightmare received the ability to place either of two Dream Traps: Dream Snares or Dream Pallets.
    • The Nightmare received the ability to teleport between unrepaired Generators using Dream Projection.

Patch 3.2.0[]

  • Buff: added the Oblivious Status Effects to The Nightmare's Power.
    • Survivors are Oblivious whenever they are asleep and in the Dream World.

Patch 4.7.0[]

  • Quality of Life: increased the brightness of the Dream World indicator on the HUD.
  • Nerf: added a Movement Speed penalty while placing Dream Snares, slowing The Nightmare to 4.0 m/s or 100 %.
  • Nerf: reduced the maximum number of placed Dream Snares from 8 to 5.
  • Nerf: reduced the maximum number of placed Dream Pallets from 10 to 7.
  • Nerf: Survivors using Alarm Clocks are granted full immunity from falling asleep for 30 seconds, including when The Nightmare attacks them.
    • This is indicated on the HUD by a yellow sleep timer ticking down.
  • Revisited some Add-ons.

Unknown Patch[]

  • Reassessed the difficulty rating from Hard to Moderate.

Perks[]

Fire Up[]

The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.

Each time a Generator is completed, Fire Up grows in power.

  • Gain a stack-able 3/3.5/4 % Action Speed bonus to picking-up and dropping Survivors, breaking Pallets and Breakable Walls, damaging Generators, and vaulting Windows, up to a maximum of 15/17.5/20 %.

"Now why don't you just fucking die?" — Freddy Krueger

Patch 2.6.0[]

  • Rework: changed it from a Token-based system to a stackable bonus of 3/3.5/4 %.

Remember Me[]

You become obsessed with one Survivor.

Each time the Obsession loses a Health State, Remember Me gains 1 Token:

  • Increases the Opening time of both Exit Gates by 4 seconds per Token, up to a maximum of 8/12/16 additional seconds.
  • The Obsession remains unaffected by this penalty.

You can only be obsessed with one Survivor at a time.

"You don't remember? You must. You're my number one, and you'll never wake up again." — Freddy Krueger

Patch 2.7.0[]

  • Nerf: reduced the per-Hit Penalty to 4 seconds and decreased the maximum Penalty to 8/12/16 additional seconds.

Patch 5.5.0[]

  • Quality of Life: removed the Basic Attack condition.

Patch 7.1.0[]

  • Buff: increased the per-Hit Penalty to 6 seconds and increased the maximum Penalty to 12/18/24 additional seconds.

Blood Warden[]

As soon as one Exit Gate is opened, Blood Warden activates.

  • The Auras of Survivors standing within the Exit-Gate area are revealed to you.

Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity to block the exits for all Survivors for 30/40/60 seconds.

"This is my world. And you can't ever leave." — Freddy Krueger

Patch 2.5.0[]

  • Quality of Life: added a timer to the HUD to indicate when and for how long Blood Warden is active.

Add-ons[]

Wool Shirt[]

A small boy's orange and yellow striped shirt. Identified with a sewn name tag to "Jesse".

Survivors inside the Dream World suffer from the following effects:

  • Increases the Regression penalty of failed Repairing and Healing Skill Checks  by +4 %.

Patch 3.1.0[]

  • Rework: now affects the Regression penalty of Failed Skill Checks.

Sheep Block[]

A white and blue wooden block depicting two woolly Lambs grazing and the letter "S".

  • Survivors interacting with a Dream Trap suffer from the Blindness  Status Effect for 30 seconds.

Patch 3.1.0[]

  • Rework: now applies the Blindness Status Effect for 30 seconds when Survivors interact with Dream Traps.

Patch 6.7.0[]

  • Buff: increased the duration of the Blindness Status Effect to 60 seconds.

Kid's Drawing[]

An unattributed drawing clearly crafted by a young child.

  • Gain an extra 200 Bloodpoints in the Deviousness  Category when a Survivor triggers a Dream Snare.
  • Reduces the Movement Speed penalty of triggered Dream Snares by -10%.

Patch 3.1.0[]

  • Rework: grants additional Bloodpoints in exchange for a diminished Dream Snare effect.

Garden Rake[]

A small claw rake, a must have tool for any accomplished gardener.

  • Replaces Dream Snares with Dream Pallets.
  • Grants 7 Dream Tokens.

Patch 1.8.2[]

  • Buff: now applies its effect to the 3-second cool-down after pulling a Survivor into the Dream Transition.

Patch 3.1.0[]

  • Rework: now replaces Dream Snares with Dream Pallets.

Patch 4.7.0[]

  • Nerf: reduced the amount of Dream Tokens from 10 to 7.

Prototype Claws[]

A home-made tool to facilitate bush trimming.

  • Replaces Dream Snares with Dream Pallets.
  • Grants 7 Dream Tokens.
  • The Auras  of Survivors interacting with Dream Pallets are revealed for 4 seconds.

Patch 1.8.2[]

  • Buff: now applies its effect to the 3-second cool-down after pulling a Survivor into the Dream Transition.

Patch 3.1.0[]

  • Rework: now replaces Dream Snares with Dream Pallets and reveals the Aura of Survivors interacting with them.

Patch 4.7.0[]

  • Nerf: reduced the amount of Dream Tokens from 10 to 7.

Outdoor Rope[]

Sturdy outdoor rope, handy to tie up anything.

Survivors inside the Dream World suffer from the following effects:

  • Increases the audible range of Generator-Repair noises by +8 metres.

Patch 3.4.2[]

  • Nerf: reduced the Action speed penalty to 2 %.

Patch 4.7.0[]

  • Rework: now causes the distance of Generator Repair noises for sleeping Survivors to be increased.

Nancy's Sketch[]

A crude and bold sketch made with Fusain, signed by Nancy H.

  • Reduces the Cool-down duration of Dream Projection by -2 % for each Survivor inside the Dream World.

Patch 3.1.0[]

  • Rework: now reduces the Teleportation cool-down per asleep Survivor.

Green Dress[]

A little girl's green dress with a silky white ribbon.

Survivors inside the Dream World suffer from the following effects:

  • Increases the Regression penalty of failed Repairing and Healing Skill Checks  by +4 %.
  • The Auras  of Survivors failing these Skill Checks are revealed for 3 seconds.

Patch 3.1.0[]

  • Rework: now increases Regression penalties and prolongs the Auras shown to The Nightmare upon failing actions.

Cat Block[]

A white and purple wooden block depicting a sleeping Cat and the letter "C".

  • Survivors interacting with a Dream Trap suffer from the Haemorrhage  Status Effect for 60 seconds.

Patch 3.1.0[]

  • Rework: now applies the Haemorrhage Status Effect when Survivors interact with Dream Traps.

Patch 7.6.0[]

  • Rework: now triggers Killer Instinct on Survivors close to the Generator you teleport to with Dream Projection.

Unicorn Block[]

A white and red wooden block depicting a prancing Unicorn and the letter "U".

  • Survivors interacting with a Dream Trap suffer from the Blindness  Status Effect for 60 seconds.

Patch 3.1.0[]

  • Rework: now applies the Blindness Status Effect to Survivors interacting with Dream Traps.

Patch 6.7.0[]

  • Buff: increased the duration of the Blindness Status Effect to 90 seconds.

Paint Thinner[]

A tin of a highly volatile and inflammable material.

  • Replaces Dream Snares with Dream Pallets.
  • Grants 7 Dream Tokens.
  • The Auras  of Survivors interacting with Dream Pallets are revealed for 6 seconds.

Patch 1.8.2[]

  • Buff: now applies its effect to the 3-second cool-down after pulling a Survivor into the Dream Transition.

Patch 3.1.0[]

  • Rework: replaces Dream Snares with Dream Pallets, and increases the Auras of Survivors are revealed for, who interacted with Dream Traps.
  • Change: lowered Rarity from Very Rare  to Rare .

Patch 4.7.0[]

  • Nerf: reduced the amount of Dream Tokens from 10 to 7.

Nancy's Masterpiece[]

A painting of a Character, made by Nancy Holbrook at Badham and kept as a treasure memory.

  • Reduces the Cool-down duration of Dream Projection by -3 % for each Survivor inside the Dream World.

Patch 3.1.0[]

  • Rework: now reduces Teleportation cool-down for each asleep Survivor.

Jump Rope[]

A long Double-Dutch jump rope, stained with many years of use.

  • Increases the volume of Survivors' Grunts of Pain by +50 %, if they are the Dream World.

Patch 3.4.2[]

  • Nerf: reduced the Action speed penalty to 4 %.

Patch 4.7.0[]

  • Rework: now causes sleeping Survivors to have louder Grunts of Pain.

Patch 5.1.0[]

  • Nerf: Audio volume levels are now multiplicative, meaning that Jump Rope is no longer able to counter any Unlockable that reduces the volume of Grunts of Pain to 0 %.

Blue Dress[]

A little girl's pale blue dress with white lace which's front is ruined by large cuts.

Survivors inside the Dream World suffer from the following effects:

  • Increases the Regression penalty of failed Repairing and Healing Skill Checks  by +4 %.
  • The Auras  of Survivors failing these Skill Checks are revealed for 4 seconds.

Patch 3.1.0[]

  • Rework: now increases Regression penalties for Survivor actions as well as the duration Auras are revealed for when failing Skill Checks in those actions.

Pill Bottle[]

An empty pill bottle which once contained a medicine called "Zoneral".

  • Reduces the Distance range at which awake Survivors see The Nightmare intermittently to 12 to 24 metres.
  • The Nightmare is invisible to awake Survivors beyond 24 metres and when he is carrying another Survivor.

Patch 3.1.0[]

  • Rework: now changes the behaviour of The Nightmare's visibility within his Terror Radius.

Swing Chains[]

Rusty, but sturdy chains used to securely attach a swing seat.

Survivors inside the Dream World suffer from the following effects:

  • The Footstep noises of Survivors are 50 % louder.

Patch 3.1.0[]

  • Rework: now applies a stack-able Action Speed debuff for each asleep Survivor.
  • Change: upped Rarity from Rare  to Very Rare .

Patch 3.4.2[]

  • Nerf: reduced the Action speed penalty to 2 % per Survivor.

Patch 4.7.0[]

  • Rework: now causes sleeping Survivors to have louder footsteps while asleep.

Class Photo[]

A large photograph taken at Badham Preschool showing the cheerful class of '94-95.

  • Causes every Generator  to spew blood while channelling Dream Projection and suppresses the Husk.
  • The Nightmare is unable to cancel Dream Projection once initiated.

Patch 3.1.0[]

  • Rework: now affects the behaviour of the Teleportation ability as well as the Husk.

"Z" Block[]

A deeply scratched and burnt wooden block which's only recognisable feature is the letter "Z".

  • Survivors interacting with a Dream Trap suffer from the Haemorrhage  Status Effect for 90 seconds.

Patch 3.1.0[]

  • Rework: now applies the Haemorrhage Status Effect, also when Survivors are healthy.

Patch 5.7.0[]

  • Buff: increased the timer from 60 seconds to 90 seconds.

Patch 7.6.0[]

  • Rework: now triggers Killer Instinct on Survivors close to the Generator you teleport to with Dream Projection.

Red Paint Brush[]

A large paint brush, wet with crimson paint.

  • Causes all Survivors to start the Trial inside the Dream World.
  • Survivors are unable to wake themselves up by failing Skill Checks .

Patch 1.8.1[]

  • Buff: increased the Terror Radius reduction from 8 metres to 16 metres.

Patch 3.1.0[]

  • Rework: now causes all Survivors to start the Trial in the Dream World and prohibits failed Skill Checks from waking them up.

Black Box[]

A black cardboard box filled with photographs.

Survivors inside the Dream World suffer from the following effects:

  • Recently opened Exit Gates  are blocked for 15 seconds.

Patch 3.1.0[]

  • Buff: the Obsession can no longer be woken up by any means.

Patch 4.7.0[]

  • Rework: reworked Black Box to now block Exit Gates for sleeping Survivors.

Trivia[]

  • Though the character was popularized by Robert Englund in the A Nightmare on Elm Street film series, his appearance in Dead by Daylight is based on that of the 2010 film reboot, where he was portrayed by Jackie Earle Haley.
    • Freddy's corresponding Survivor is Quentin Smith, a Character who was created specifically for the 2010 film.
  • The Nightmare's Memento Mori is reference to the way how he killed Jesse in the film.
  • The Nightmare's Memento Mori animation is the second one in which the Survivor attempts to get up on their own.
  • The Nightmare breathes the quietest out of all the Killers, with his breathing being similar in volume to that of Survivors.
  • Unlike other Killers, who simply step over Windows when vaulting, Freddy grabs the window ledge with both hands and lifts himself over, this is due to Freddy being much smaller in height than most other Killers in the Game.
    • The Pig and The Ghost Face also have this same animation, due to the same reason.
  • The Nightmare was the fifth licensed Character to be introduced to Dead by Daylight.
  • The Nightmare was the first Killer to receive a major rework to his Power.
    • The glimpses awake Survivors see of The Nightmare last for 2 seconds, then go on cool-down for 2 seconds. This process will repeat over and over.
    • Awake Survivors will passively gain 1 Sleepiness point per second. Once they reach 60 Sleepiness points, they will fall asleep. This process is referred to as "Micro-Sleep".
    • Placing Dream Traps takes 0.75 seconds.
      • Dream Snares will become active about 1.75 seconds after they have been placed.
      • Dream Snares slow Survivors down by 15 %.
    • Cancelling the Dream Projection will incur a cool-down of 10 seconds before it can be used again.
    • Any sleeping Survivor will have a cloud around their Status Icon in the HUD, indicating them as being asleep and in the Dream World.
      • During micro-sleep, there is a timer overlay displayed on their Status Icon.
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