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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.

16 grades · 4 emblems · 0-4 per emblem Pre-6.1 grade model · simplified wiki thresholds
Your trial
Side

Gold II needs 13/16 · higher grades need more.

Lightbringer

Generator & totem progress

2 / 4 · Silver

Benevolent

Healing & altruism

2 / 4 · Silver

Evader

Chase & escape

2 / 4 · Silver

Unbroken

Survival & escape

2 / 4 · Silver
Total emblem points8 / 16vs 13 needed for Gold II
0 — Any None → depip5 more to pip
3 Ash 7 Bronze 9 Bronze 11 Silver 14 Iridescent
Result
No pip

No pip and no depip — you stay at the same pips this match.

8 < 12 (needed 13) — not enough for safety.

8/16 total8/13 neededGold II
Shareable breakdown

DBD Grades — Gold II (need 13) | survivor | Lightbringer Silver (2) · Benevolent Silver (2) · Evader Silver (2) · Unbroken Silver (2) | Total 8/16 → No pip

Grade
Gold II
needs 13
Total
8/16
50%
Emblems
S · S · S · S
None/B/S/G/I

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.

FAQ

Grades & emblems — common questions

Pip math, safety pips and the survivor/killer split — all patch-synced to the Emblems model.

Every trial awards 4 emblems (e.g. Lightbringer, Benevolent, Evader, Unbroken for survivors). Each emblem is None → Bronze → Silver → Gold → Iridescent worth 0-4 points, total 0-16. Your grade sets the pip threshold: Ash needs 3-6, Bronze 7-9, Silver 9-11, Gold/Iridescent 12-14. Meet the threshold to pip; any None forces a depip. Emblem quality is driven by score events like gens, heals and chases — see also killer powers for chase scoring.