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The Nightmare icon

The Nightmare

Tier DPower: Dream Demon20 add-ons

All killers · Killer tier list

Power — Dream Demon

IconPowers dreamDemon

"Death won't accept him and thus he remains, a calamity, indisputable master of his victims' nightmares."

SPECIAL ABILITY: DREAM DEMON
The Nightmare is cloaked from awake Survivors.
While they can hear his Terror RadiusIconHelp terrorRadiusIconHelp terrorRadiusIconHelp terrorRadius, he is not always visible to them:
  • The Nightmare is invisible to Survivors farther than 32 metres away.

  • The Nightmare is intermittently visible to Survivors from 16 to 32 metres away.

  • The Nightmare is fully visible to Survivors closer than 16 metres.


SPECIAL STATE: MICROSLEEP
The mere presence of The Nightmare induces Microsleep in awake Survivors, causing them to passively fall asleep over 60 seconds.
Survivors who woke up with an Alarm Clock are protected from Microsleep for 30 seconds.

SPECIAL STATE: ASLEEP
Survivors who fall asleep automatically enter the Dream World and suffer from the following effects while inside it:


  • Causes them to be susceptible to Dream Traps.

  • Causes them to suffer from the ObliviousIconStatusEffects obliviousIconStatusEffects obliviousIconStatusEffects oblivious Status Effect.
    • Causes them to hear a non-directional Lullaby instead.

Hitting Survivors with a Basic Attack immediately pulls them into the Dream World, unless they are still protected from Microsleep.

SPECIAL INTERACTION: WAKING UP
Survivors have several ways to leave the Dream World and wake up:


  • Fail a Skill CheckIconHelp skillChecksIconHelp skillChecksIconHelp skillChecks.

  • Awake Survivors perform the Wake Up interaction on an asleep Survivor for 3 seconds.
    • From the second time onwards, this interaction time is doubled to 6 seconds.

  • Interact with their personal Alarm Clock for 3 seconds.



SPECIAL TRAP: DREAM SNARESAtl Hud PB DreamSnare
The Nightmare starts the Trial with 5 Dream Snares in his inventory.
Placing additional Dream Snares will recycle the oldest one.


Press and hold the Power button to see the outline of a Dream Snare in front of The Nightmare, which also slows his Movement speed to 4.0 m/s.
Release the Power button to place the trap:

  • Causes Survivors who enter its Area of Effect to suffer from a -15 % HinderedIconStatusEffects hinderedIconStatusEffects hinderedIconStatusEffects hindered Status Effect for as long as they remain inside it.
    • This effect lingers for 3 seconds.

  • Notifies The Nightmare when tripped.



SPECIAL TRAP: DREAM PALLETSAtl Hud PB DreamPallet
The Nightmare starts the Trial with 7 Dream Pallets in his inventory, if using one of three specific Add-onsIconHelp addonsIconHelp addonsIconHelp addons.
Placing additional Dream Pallets will recycle the oldest one.

Press the Power button when near a valid Spawn point for PalletsIconHelp pullDownIconHelp pullDownIconHelp pullDown to place a Dream Pallet there:

  • Dream Pallets are unable to stun The Nightmare and break immediately when dropped.

  • Notify The Nightmare when dropped.



SPECIAL LOCOMOTION: DREAM PROJECTIONAtl Hud AB DreamProjection
Press and hold the Secondary Power button, once the Power Gauge is full, to perform a Dream Projection.
Release the Secondary Power button prematurely to cancel the interaction:
  • Grants the ability to teleport to any incomplete GeneratorIconHelpLoading generatorsIconHelpLoading generatorsIconHelpLoading generators.
    • Causes blood to spew from the selected Generator during the interaction.

  • Reduces the Cool-down duration of Dream Projection by a stack-able -15 % for each asleep Survivor, up to a maximum of -60 %.


Dream Projection has a cool-down of 45 seconds.

"You have nothing to worry about. This won't hurt one... little... bit." — Freddy Krueger

Unique perks — 3

Teachable on any killer once unlocked

perk_blood_warden perk bg iconBlood Warden icon
Blood Warden
As soon as at least one Exit Gate is opened, Blood Warden activates:
  • The Auras of Survivors are revealed to you, whenever they are inside the Exit Gate.

Once per Trial, hooking a Survivor while Blood Warden is active calls upon The Entity to trigger the following effect:


  • Blocks all opened Exit Gates for 40/50/60 seconds, preventing any remaining Survivor from leaving the Trial through them.

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


perk_fire_up perk bg iconFire Up icon
perk_remember_me perk bg iconRemember Me icon
Remember Me
Whenever the Obsession loses a Health State by any means, Remember Me gains +1 Token, up to a maximum of 3/4/5 Tokens:
  • Increases the Opening time of both Exit Gates by a stack-able 6 seconds per Token, up to a maximum additional Opening time of 18/24/30 seconds.
    • This results in a maximum possible Opening time of 38/44/50 seconds for both Exit Gates.

Remember Me does not apply its penalty to the Obsession, allowing them to open both Exit Gates in the default time of 20 seconds.


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

Try all 3 in Build Creator →

Release & tier

Introduced
A Nightmare on Elm Street™2017 · $7.99
Tier
D
FAQ

The Nightmare — common questions

Perks, power and where to build with this killer.

The Nightmare teaches Blood Warden, Fire Up, Remember Me. Open them together in the Build Creator with The Nightmare perks pre-filled or compare all perks.