Quick answer
How do I know if I pip in Dead by Daylight?
Pick your grade — Iridescent I needs 14/16 total emblem points. Each emblem is 0-4 (None to Iridescent). Total ≥ required to pip; any None depips; exactly one short gives safety pip.
Grades & Emblem Pip Calculator
Old grade system: Ash IV → Iridescent I (16 grades) — four emblems per side, each None → Iridescent (0-4 pts). Total out of 16 vs your grade's threshold decides Pip / Safety / Stay / Depip.
Total = sum 4 tiers (max 16)
Gold II needs 13/16 · higher grades need more.
Lightbringer
Generator & totem progressGenerator & totem progress
Benevolent
Healing & altruismHealing & altruism
Evader
Chase & escapeChase & escape
Unbroken
Survival & escapeSurvival & escape
No pip and no depip — you stay at the same pips this match.
8 < 12 (needed 13) — not enough for safety.
DBD Grades — Gold II (need 13) | survivor | Lightbringer Silver (2) · Benevolent Silver (2) · Evader Silver (2) · Unbroken Silver (2) | Total 8/16 → No pip
How this is calculated
- Each emblem is 0-4: None 0, Bronze 1, Silver 2, Gold 3, Iridescent 4. Based on in-trial score events — see perks & score events.
- Any emblem at None (0) → depip, regardless of total — this is the rule that makes one bad category fatal.
- Otherwise: total ≥ required → Pip +1, exactly one short → Safety pip, further short → No pip. Thresholds from
assets/DeadByDaylight/grades.json(Ash IV 3 … Iridescent I 14). - Simplified from the wiki Emblems page — per-emblem score ranges (e.g. Lightbringer 0/30/100/190/270, Unbroken 0/20/45/70/100) collapse to 0-4 for this tool.
This models the pre-patch 6.1 grade/emblem system still useful for challenge runs and understanding emblem quality. Current DBD uses skill-based MMR — grades are legacy, but the emblem tier intuition carries over to matchmaking score events.
Grades & emblems — common questions
Pip math, safety pips and the survivor/killer split — all patch-synced to the Emblems model.