Dead by Daylight – Quick Guide to Wesker Techs

Albert Wesker (The Mastermind) Techs Guide

So, to start, Albert Wesker may have a low skill floor, and is fairly simple to pick up and learn the basics of, but his various techs give him one of if not the highest skill ceiling in the game. He’s a very intricate and difficult killer to master, but that’s what this guide is for!

In this guide, I have numbered each main tech from 1 to 6 in order of difficulty/intricacy. 1 being the easiest to perform consistently and master, and 6 being the most difficult.

I hope you enjoy playing Dead by Daylight! And if you’re looking for more, here’s a guide with new DBD codes for free goodies like Bloodpoints (BP), Rift Fragments & Charms. As well as a schedule of in-game events.

V1 Tech

So this tech sounds way more menacing than it is, but it is very simple, and it is one of the two techs that wesker shares with blight. 

All it is, is simply cutting your first dash short to immediately use the second, since this can often be faster than chaining both dashes together when trying to catch someone before they reach safety.

Here is a video example:


The second easiest of the wesker techs is the Urobend, however, its possibly his most important tech in the game, and is believed to be an intentional mechanic. Without this tech, wesker would be incredibly inconsistent.

Urobending is changing your direction after grabbing a survivor mid-dash, effectively choosing where to slam/throw said survivor, rather than leaving it up to chance. This is performed by dashing towards a survivor, and during the dash, you want to turn your camera towards where you wish to take the survivor.

When wesker’s hitbox reaches the survivor, they’ll be automatically grabbed even though your camera isnt facing them, and the “virulent bound extension” will go towards where your camera is facing.

Here is a video example:

Sky Wesker

This is exactly what it says on the tin! this is where we start to get into the intermediate stuff. This should be as easy as simply dashing from elevation, like from a hill or a ledge, to send yourself flying, just like the demogorgon can… but its not.

Wesker’s dash is coded to stop dead in its tracks once it meets a ledge at high elevation, similar to the knight’s patrol path. But we can break this code. This tech is about positioning yourself and knowing where to dash from, to actually send wesker flying off of great heights despite how its coded! 

However, there isn’t really a tried and true method to doing this other than finding and memorising the exact spots that cause wesker to be sent flying when he dashes there, its the exact same almost as sky billy.

I can however show some video examples of this:


Now these last 3 techs are the 3 main ingredients to a successful chase as wesker, you’ll do well to master all 3 eventually and utilise them! First off we have the rebound.

This is the tech youre gonna be using the most with your dashes in chase, as its actually not too hard to master, and mainly requires knowledge of tiles on maps and how wesker’s collision interacts with them.

Rebounding is almost always done with your first dash, its about dashing into certain objects whilst also pushing left or right (A or D on kb&m) in the direction you wish to be rebounded. Doing this correctly will cause wesker to be bounced towards that direction once he crashes into said object with his dash.

The point of this, is to make sure that wesker is pushed outwards into a more favourable position, with line of sight of the survivor to line up the second dash, rather than trying to use normal bound logic, since at short loops, there simply isnt enough time to chain the second dash and catch them before they break line of sight. 

I’ll provide multiple examples of this tech in the following video, as it may be quite hard to grasp the concept at first:

And honestly with these last 3 techs I really just reccomend practicing lots and lots in kyfs with friends or against bots, to the point where you can apply these on the fly, good luck!


Now this, is where things get complicated, we’re gonna be taking a look at an error in wesker’s code in detail and why it allows these last two techs to be possible. Mastering these techs requires great understanding of exactly how his dash is coded and how it interacts with the environment.

Imagine a little dash path, similar in shape to the Artist’s Crow’s flight path which is visible when charging her power. This invisible dash path for wesker actually predetermines whether wesker will be stopped by an obstruction or not once the dash initiates. If it detects an obstruction lets say, 5 metres away from wesker’s position, once wesker starts his dash, he will only ever go 5 metres before getting stuck. If there is no obstruction detected, he will go the full dash distance.

However, heres the fun part, this dash path does NOT line up with wesker’s actual hitbox, as you can see in the image above, that white line is the obstruction detection that bhvr have used, if any objects are within it, like stated earlier, the dash won’t go the full distance, but because its not lined up correctly, you can actually trick the game into thinking there are no obstacles ahead, when in fact there is, and if you manage to do this, when you dash, instead of being stopped in your tracks by the objects blatantly in your way, you will side off of them! If done correctly, this is a terrifying tool in wesker’s kit, as hes able to ride along walls at certain loops and catch even the most experienced survivors off guard.

Here are some examples in the following video:

Hug Tech

Alright, heres the big one, the tech that took me hundreds of hours of practice to get down consistently, but oh my was it worth it. The Blight currently has this tech also, as of making this guide, but its getting removed from his kit soon, and the way you perform/performed it was far, FAR easier.

The hug tech essentially accomplishes the same thing the skinnybert does, the ability to ride along walls and objects to enhance the anti loop potential and catch people off guard, except this method is far more universal, but extremely difficult to perform consistently.

Objects do not need to be set up in a certain way nor does the dash need to be angled in a certain way to perform this like with the skinnybert, as you’ll be forcing the slide to happen with this method, and I’ll try my best to explain just how you do this, and then provide examples at the end.

So as you can see, and as you probably already know, when you charge the dash, and youre not too close to an object, the “trigger bound” prompt will be at the bottom of your screen, essentially giving you the all clear to initiate the dash. However if youre too close to an object, wesker’s hand will be lowered and the prompt will disappear, refraining you from dashing.

Now here’s the fun part, this is how we’re going to initiate the hug tech, start by moving left and right against the object, youll see the prompt appear and disappear as you move too close and then away, simple right? the idea here is that you want to initiate your dash the literal frame before the dash prompt disappears. Im not joking, this is a 1-3 frame input… at least on 60fps it is.

If youre on PC and able to increase your frame rate, the hug tech window is actually larger, so on 90fps you get around 5-6 frames to do it, and on 120 you get about 9-10. Now on paper this just sounds like higher fps is the way to go right? Well… not necessarily. The higher your frame rate, the less distance youll make when you slide along the wall/object with the hug tech, so even on pc, i honestly reccomend staying on 60fps, itll take a long time consistently hitting that single frame input, but when you do, youll get max results.

Anyways, heres some examples so you can see it in action and start practicing:

That’s all! I really appreciate it if you’ve made it this far. See you in the game!

Volodymyr Azimoff
About Volodymyr Azimoff 373 Articles
Being a big gaming fan, I believe that I have a lot to share with other gamers. I got my first official job in the game industry in 2005 and continue to develop there. It's a true blessing when your passion, hobby, and job combine into something one. My favorite console is the Nintendo Switch. I think you can all guess why. Because I just bought a Steam Deck. I love playing on PC, but my main love for me will always be Xbox. Anyway, it's complicated and simple at the same time. After all, I'm back in the days of the ZX Spectrum (1994)…

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