
What are Emblems
Emblems are a Dead by Daylight grading system for how well you play either survivor or killer. Each Emblem is based on four different categories, then graded based on well you achieved specific goals. At the end of each trial, the emblems are displayed with your grade: bronze, silver, gold, iridescent. The breakdown for all of this is below.
Survivor Emblems:
Lightbringer: how well you play for your team:
- Diverting the killer
- Cleansing totems
- Opening exit gates
- Invocation progression
Unbroken: your ability to survive a trial
- How long the trial takes for you to survive
- Escaping without injury
- Escaping with injury
Benevolent: how well you help your fellow survivors
- Healing survivors
- Unhooking other players
- Safe unhook rescues
- Unsafe unhooks
- Saving other players from the killer
- Taking protection hits
Evader: your ability to hide from the killer
- Hiding while in the killer proximity
- Winning a chase
- Losing a chase
- Stunning the killer with a pallet
Killer Emblems:
Gatekeeper: your ability to slow down generator progression
- Keeping generators from being progressed and repaired
- Keeping survivors from escaping
Devout: your ability to sacrifice and kill survivors
- Sacrificing or killing via mori
- Hooking all survivors at least once
- Keeping survivors hooked and their hook states
- When a survivor disconnects (quits) the game
- You get nothing if a survivor bleeds out
Malicious: your ability to keep survivors from healing and unhooking other players
- How often you inflict injury
- Your ability to keep survivors from healing
- The various hook states for each survivor
- Being able to keep a survivor from escaping while being carried
- The number of survivors who disconnect from the game
Chaser: how well you chase survivors
- Finding survivors
- Hitting survivors
- Winning or losing a chase
- How close you stay to a hooked survivor (i.e. don’t camp)
Emblem Quality and Grading
Each category is graded using a pip system, which determines the Emblem Quality. The higher the grade, the better the quality. The qualities are:
Bronze: poor performance
Silver: met expectations
Gold: Exceptional game play
Iridescent: outstanding performance
Using Emblems to Improve Your Game
The Emblems are shown at the end of each trial. Hovering over each one will display the breakdown and the points earned. The image below has what I earned in a single trial for the Malicious Emblem. Since points were deducted, I can see where I need to improve in this category.

Because my goal is to achieve the iridescent quality for the Malicious Emblem, I made some adjusts to my perks. While perks do not make up for skill, they will help your game. And remember, skill is achieved through thoughtful gameplay.
The perks I’m going to try out are listed below, along with my reasoning.
- Dark Devotion: when the obsession is injured, the killer’s terror radius is transferred to them.
- Hopefully this will spark confusion and prevent survivors as to the killer’s location.
- Coulrophobia: reduces the speed for healing and increases the pointer rotation speed for skill checks.
- This will make it harder for them to heal.
- Blood Echo: when you hook a survivor, all other all other players will suffer from Exhausted and Hemorrhage status effects.
- This should help keep survivors injured.
- Nemesis: when a survivor who isn’t the obsession blinds or stuns you, that player will become the obsession. They will also suffer from Oblivious, making you undetectable to them, and reveals their aura for eight seconds.
- I’m not sure how useful this will be. It should cause confusion and prevent healing. At least that’s what I’m thinking.

Hopefully you found this post helpful. As always, feel free to reach out to me on social media with questions, comments, or just to say hello. If you want to play a few trials with me, feel free to ask.