Match mechanics
Generators, skill checks, teammate healing, hook stages, anti-camp, the parry dagger, and the drop key. The figures below come from community wiki pages, not official timing specifications or first-hand tests.
Checked 27 Oct 2026 · Repair, heal, hook, parry, and drop

Research notes
The source pages distinguish estimates from documented controls. Generator charges and skill-check frequency are estimates. The Health states page puts the roughly 19.1-second wiggle in the Carried state, with a 44% speed boost for two seconds after a successful escape. It is not a struggle timer that starts after the killer presses R to drop someone.
Generators and skill checks
Five of the eight generators must be completed to power the exit gates; the gates still need to be opened. Generator requirements use the number of survivors when the round starts. For a five-survivor start, the community table lists 112.77 seconds solo, 66.36 with two repairers, 48.14 with three, and 39.6 with four. It estimates 110 charges per generator. These are not five-person repair times or a promise that a death changes the requirement mid-round.
Stacking means multiple survivors repairing the same generator. The wiki lists a per-repairer rate of 1 charge solo, 0.85 with two people, 0.7 with three, and 0.55 with four. It estimates a skill check about every nine seconds during repairs or teammate healing. A great generator check adds two charges; a missed generator check costs about ten. The Skill checks page does not give the equivalent healing rewards or penalties.
Health, hooks, camp
Healthy is 2 HP and Injured is 1; a further damaging hit leads to Dying. Carried and Hooked are separate states, not extra hit points. Teammate healing gains one health state. The Healing table lists 22.4, 19.53, 17.4, and 15.4 seconds under five-, four-, three-, and two-survivor headings. Unlike the generator page, it does not explain when that survivor count is evaluated. Do not read the table as proof that healing accelerates after each teammate dies. Anti-Heal prevents healing by other survivors according to that page; it does not establish a universal ban on every healing item.
The Health states page lists blood loss of about 0.32% per second while dying and 0.64% while hooked. A third hook stage sacrifices the survivor, but a Last Man Standing hook sacrifices them at any stage. Anti-camp fills while the killer stays nearby: the wiki lists about 22.2 seconds to fill, with filling starting about 8.8 seconds after the hooked UI appears. A full bar makes a self-unhook attempt succeed; it is not an automatic unhook. The Anti-camp page also says blood does not drain while the killer is camping.
Parry, carry, and drop
The Parrying Dagger page describes a 0.8-second parry window and a four-second killer stun. It mentions a 60-second cooldown but also refers to being hooked in its cooldown wording; check the current item tooltip for reset behavior. The sources do not document an auto-parry setting.
On PC, Space is the situational action used for picking up and hooking survivors. R drops a carried survivor. The roughly 19.1-second wiggle belongs to being carried, not to being on the ground after a drop. A successful wiggle is listed as granting a 44% speed boost for two seconds. Sin and the red skull are covered on their own page.

Questions
How long does a generator take?
The community wiki lists about 112.77 seconds solo for a round starting with five survivors. With two, three, or four repairers on that generator, it lists 66.36, 48.14, or 39.6 seconds. Round-start survivor count and number of repairers are different inputs.
How do I drop a survivor?
Press R as killer while carrying them. The wiki’s roughly 19.1-second wiggle estimate applies during carrying, not after the drop.
Is there auto parry?
No setting by that name in the sources. The dagger’s window is 0.8 seconds and you time it.
Sources
- S29-GEN — Community mechanics wiki: Generators. Round-start survivor count, repair-time table, and stacking penalty.
- S29-CHECK — Community mechanics wiki: Skill checks. Estimated frequency and generator rewards/penalties, not healing values.
- S29-HEAL — Community mechanics wiki: Healing. Teammate healing, Anti-Heal scope, and timings with an unspecified survivor-count evaluation point.
- S29-HEALTH — Community mechanics wiki: Health states. HP, carried-state wiggle, escape speed boost, blood loss, and unhook chance.
- S29-HOOK — Community mechanics wiki: Hook states. Sacrifice stages and the Last Man Standing exception.
- S29-CAMP — Community mechanics wiki: Anti-camp. Nearby-killer requirement, fill timings, and blood-drain exception.
- S29-KEYS — Community mechanics wiki: Controls. Space for pickup/hook and R for drop on PC.
- S23 — Community wiki: Parrying Dagger. 0.8-second window, four-second stun; cooldown wording also mentions hooking.
Checked 27 Oct 2026. Numbers that were not re-verified are marked as unconfirmed in the text above.