Currencies in [CURE] Violence District
Violence District uses four currencies: two permanent currencies (Screws and Emblems) and two event-limited currencies (Candies and Ornaments).
Screws
How to Earn: Through regular gameplay or by purchasing with Robux.
What They Unlock:
- Killers (each Killer has its own Screw cost)
- Items (purchased from the Store's Survivor Section)
- Emotes
- Perk upgrades (second and third levels for purchased Perks)
Screws are the primary currency for unlocking content that improves your loadout and expands your Killer roster.
Emblems
How to Earn: Match performance — Emblems are awarded based on how well you play each round.
Actions that earn Emblems include:
- Repairing generators (as Survivor)
- Surviving chases (as Survivor)
- Escaping the match (as Survivor)
- Hooking Survivors (as Killer)
What They Unlock:
- Perks (all Survivor and Killer Perks are purchased with Emblems)
- Each Perk costs 250 Emblems
- Unlocking all Perks (48 total as of the Cure Update: 10 Killer Perks + 38 Survivor Perks) requires a total of 12,000 Emblems
Emblems are the performance-based currency. Playing well rewards you with more Emblems per match.
Candies
How to Earn: Event-limited — only available during specific in-game events.
What They Unlock: Event-specific rewards tied to the active event.
Ornaments
How to Earn: Event-limited — only available during specific in-game events.
What They Unlock: Event-specific rewards tied to the active event.
Currency Summary Table
| Currency | Earn Method | Used For |
|---|---|---|
| Screws | Gameplay or Robux purchase | Killers, Items, Emotes, Perk upgrades |
| Emblems | Match performance (reps, chases, escapes, hooks) | Perks (250 each) |
| Candies | Event-limited | Event rewards |
| Ornaments | Event-limited | Event rewards |
Robux Option
- A 250-Emblem bundle is available for 40 Robux — considered the best value for beginners who want to jump-start their Perk collection
- The free progression path through gameplay is fully viable; Robux spending is optional
- Avoid large Robux purchases before you understand which Perks and Killers fit your playstyle
Events in [CURE] Violence District
How Events Work
Violence District runs limited-time events that introduce new content, event-exclusive currencies, and themed additions to the game.
Event currencies:
- Candies — earned during specific events; used for event-limited rewards
- Ornaments — earned during specific events; used for event-limited rewards
Event currencies are not permanent and cannot be earned or spent outside of their respective event periods.
SCP Update (May 2026)
The SCP Update was an event/major update released in May 2026. It introduced The Cure as a new playable Killer — a plague doctor character themed around the SCP Foundation universe.
Key additions from the SCP Update:
- The Cure — new Killer costing 15,000 Screws, featuring Elucidation and I Am The Cure abilities
- SCP-049-2 minions — The Cure's I Am The Cure ability converts Survivors into SCP-049-2 entities that roam the map and apply Pestilence to other Survivors
- The update brought the total Killer count to 8 and expanded the total Perk count to 48 (10 Killer Perks + 38 Survivor Perks)
Staying Updated on Future Events
- Monitor the official VIOLENCE DISTRICT Discord server for event announcements
- Follow the official VIOLENCE DISTRICT Roblox group page for patch notes and news
Game Passes in [CURE] Violence District
Violence District offers two game passes purchasable with Robux.
VIP Pass
Effects:
- 20% EXP boost — increases experience gained per match, accelerating Killer level-up progression and unlocking Killer-specific perks faster
- Exclusive Killer skins — grants access to cosmetic skins for Killers that are not available without the pass
The VIP Pass is most beneficial for players who intend to invest significant time into the game and want to level up Killers more quickly to access their perks (Foundation Staff at Level 15, Sustenance at Level 30, Desire For The Living at Level 45, etc.).
2x Emotes Pass
Effects:
- Doubles emote capacity — allows equipping and using more emotes than the default limit
This pass is cosmetic and does not affect gameplay performance.
Robux Spending Guidance
- The free progression path through regular gameplay is fully viable — Robux spending is optional
- A 250-Emblem bundle for 40 Robux is available separately from game passes and is considered the best Robux value for beginners who want to accelerate Perk unlocking
- Avoid large Robux purchases before you understand which Killers and Perks suit your playstyle
- Game passes are worth considering after you have played 20+ hours and confirmed you want to invest in the game long-term
Getting Started in [CURE] Violence District
What Is Violence District?
[CURE] Violence District is an asymmetrical survival horror game on Roblox (Place ID: 93978595733734), heavily inspired by Dead by Daylight. Each match pits five Survivors against one Killer. The game is currently in Alpha, so bugs and changes are expected. It supports desktop, mobile, tablet, console, and VR.
Match Basics
- Players per match: 6 (5 Survivors + 1 Killer)
- Role assignment: Completely random each match — you have a 5-in-6 chance of being a Survivor and a 1-in-6 chance of being the Killer. No preference system exists.
- Match duration: Up to 15 minutes
Win Conditions
| Role | How to Win |
|---|---|
| Survivors | Repair all 5 generators, power the exit gates, and escape through them before time runs out or before being eliminated |
| Killer | Eliminate all 5 Survivors before the match timer expires |
If the match ends with any Survivors still alive, Survivors win. If all Survivors are killed, the Killer wins.
Survivor Objectives
As a Survivor, your primary goal is repairing all 5 generators scattered across the map. Completing all generators powers the exit gates, which Survivors must then open and run through to escape.
- Multiple Survivors can work on the same generator, but spreading out across different generators is more efficient
- You must land skill checks during repairs
- Once gates are powered, open them quickly — the Killer will put maximum pressure on this phase
Survivor Survival Tools
Pallets: Limited defensive structures placed around the map. Drop a pallet at the right moment during a chase to stun the Killer for 2–3 seconds and create distance. Pallets are a finite resource — wasting them prematurely is one of the most common beginner errors.
Windows: Vaulting through windows lets Survivors move faster than Killers over certain obstacles.
Looping: The most important Survivor skill. Run tight circles around obstacles — pallets and windows — to waste the Killer's time during chases. The goal is to occupy the Killer for 30–60 seconds per loop encounter, giving teammates time to work on generators.
Audio Cues: Sound is critical. Listen for the Killer's terror radius — a heartbeat or musical cue that grows louder as the Killer approaches. Track Killer proximity at all times. Headphones are strongly recommended.
Teammate Actions: You can revive downed teammates and rescue (unhook) spiked teammates from hooks.
Killer Objectives
As the Killer, your goal is to stop all 5 Survivors from escaping. You hunt Survivors using a lunge attack to down them, then spike (hook) them.
- Killers have a slower default movement speed than Survivors, but passives and perks compensate for this
- Killers have a high health pool, making them very difficult for Survivors to defeat
- Each Killer has a Terror Radius — a sound cue that warns nearby Survivors of your presence
- Killers can break pallets
- Each Killer has unique abilities and perks that unlock as you level that Killer up
Loadout
Before queuing for a match, set up your loadout:
- Survivors: equip 1 Item and up to 4 Perks
- Killers: built-in abilities that unlock progressively; Perks can be equipped
Always set up a loadout before queuing. Running empty loadouts (no items or perks) is one of the most common mistakes for new players.
First Steps for New Players
- Join the official VIOLENCE DISTRICT Roblox group — joining rewards you with bonus in-game rewards
- Set up a basic loadout before queuing for your first match
- Play 5–10 matches focusing on learning survival and generator completion rather than escaping
- Focus on map knowledge and understanding Killer movement patterns before chasing wins
- As your first Killer, play The Slasher — the only free Killer, and the best one for learning fundamentals
- As a Survivor: head to the furthest generator from your spawn point to avoid overlapping with teammates
- As a Killer: identify 3 nearby generators as your territory and patrol between them in circuits, breaking pallets along your route
Common Beginner Mistakes to Avoid
- Expecting to be good immediately — fundamentals take time
- Grouping multiple Survivors on the same generator instead of spreading out
- Ignoring your objectives to rescue a teammate immediately
- Ignoring audio cues (sound tells you where the Killer is)
- Not practicing looping during early matches
- Wasting pallets before they are needed in a chase
- Queueing with an empty loadout
- As a Killer: camping only one generator instead of spreading pressure across three
- Ignoring official group and Discord announcements
- Spending Robux before you understand which perks and Killers you want
Community & Reports
- Report bugs and get announcements from the official VIOLENCE DISTRICT Discord server
- Join the VIOLENCE DISTRICT Roblox group for bonus rewards
Items in [CURE] Violence District
How Items Work
- There are 11 items available in Violence District
- Items are purchased from the Store's Survivor Section using Screws
- Each Survivor can equip 1 item per match
- Items provide active or passive effects that impact healing, tracking, rescue, escape, and combat
S-Tier Items (Best)
Bandage
Restores one and a half bars of health at any moment during a match. Straightforward and reliable — gives you a mid-chase or mid-chase-recovery option without any conditions or timing requirements.
- Best for: Aggressive players who take risks, new Survivors who need a safety net, or any situation where direct healing is the priority
- Why S-Tier: No conditions, no RNG, immediate impact; works in any match scenario
Adrenaline Shot
Provides a 10% movement speed boost for 10 seconds and enables a 7-second recovery window when knocked down.
- Best for: Players who face fast Killers or who frequently find themselves in desperate chase situations
- Why S-Tier: Combines offensive and defensive utility — the speed boost extends chase time, and the knockdown recovery gives a second chance at avoiding being hooked
- Note: Essential against fast Killers like The Killer (Frenzy) or The Hidden (Leap)
A-Tier Items (Strong)
Flashlight
Can be aimed at Killers to release captured Survivors (blind the Killer at the moment they pick up a downed Survivor to free them).
- Best for: Teammates who prioritize rescue plays and coordinated Survivor teams
- Why A-Tier: High situational value during rescue scenarios; less useful if you are playing solo or in an uncoordinated group
Motion Tracker
Detects the Killer's position via sound and bypasses all health modifiers. Helps Survivors track Killer location and plan safe routes to generators.
- Best for: Support-role players and Survivors who want to provide information to teammates
- Why A-Tier: Consistent utility for tracking movement, but does not directly impact healing or speed the way S-tier items do
B-Tier Items (Moderate)
Parrying Dagger
Used to trip and knock down aggressive Killers who are close to downing you. Requires precise timing and practice to use effectively.
- Best for: Experienced Survivors with strong timing instincts
- Why B-Tier: High skill requirement; inconsistent in inexperienced hands
Shadow Clone
Creates a decoy that runs forward, potentially misleading the Killer about your true location.
- Best for: Creating confusion against inexperienced Killers
- Why B-Tier: Effective against new Killers but transparent (easy to see through) against experienced players; loses value at higher skill levels
C-Tier Items (Situational)
Gate
Teleports the player to a random map location away from the Killer.
- Best for: Late-game scenarios where you have no healing items and need to escape immediate danger near the exit gate
- Why C-Tier: Highly situational; the random destination provides no guarantee of landing in a safe spot, and in most scenarios a healing or speed item would be more consistently useful
D-Tier Items (Unreliable)
Twist of Fate
An RNG-based revolver with a 60% chance to deal damage to the Killer and a 40% chance to cause health loss to yourself.
- Why D-Tier: The 40% chance to harm yourself makes this item actively dangerous. In high-stakes match moments, the downside risk outweighs the potential benefit compared to every other item in the game
Item Tier Summary
| Tier | Item | Primary Effect |
|---|---|---|
| S | Bandage | Restores 1.5 health bars on demand |
| S | Adrenaline Shot | +10% speed for 10 sec; 7-sec knockdown recovery |
| A | Flashlight | Release captured Survivors by blinding the Killer |
| A | Motion Tracker | Detect Killer via sound; bypasses health modifiers |
| B | Parrying Dagger | Knock down the Killer (requires timing) |
| B | Shadow Clone | Decoy forward-running clone |
| C | Gate | Teleport to random safe map location |
| D | Twist of Fate | 60% damage Killer / 40% damage self (RNG) |
Acquisition
All items are purchased with Screws from the Store's Survivor Section. Screws are earned through regular gameplay or purchased with Robux.
Killers in [CURE] Violence District
There are 8 Killers in Violence District as of the Cure Update. All Killers are purchased with Screws, except The Slasher, which is free. Each Killer has built-in abilities that unlock progressively as you level them up.
The Slasher
- Cost: Free (starting Killer for all players)
- Powers: Lake Mist, Pursuit
- Base Speed: 110% (125% with Pursuit active)
- Intent Radius: 90 studs
Abilities:
- Lake Mist: Renders The Slasher invisible while approaching, allowing quiet ambushes
- Pursuit: Activates a speed boost during active chases; designed to punish Survivors at pallets and force them into worse loop routes
Playstyle: Ambush patrol. Use Lake Mist to approach Survivors quietly without announcing your presence through the terror radius, then activate Pursuit to close gaps and punish pallet usage.
Strength: Beginner-friendly; teaches fundamental chase mechanics; competitive with paid Killers despite being free.
Weakness: Requires clean timing before Survivors reach safer pallet areas.
Best For: New Killers learning fundamentals. Recommended as the first Killer to play.
The Stalker
- Cost: 7,500 Screws
- Powers: Stalk, Evil's Grasp, Hunt Mode
- Base Speed: 110% in Stalker Mode; 120% in Hunt Mode
- Intent Radius: 0 studs in Stalker Mode; 90 studs in Hunt Mode
Abilities:
- Stalk: Observe Survivors from a distance while remaining hidden, building up pressure before striking
- Evil's Grasp: Setup ability used during the stalking phase
- Hunt Mode: Activates after sufficient stalking, granting increased speed (120%) and a 90-stud intent radius for a timed chase burst
Playstyle: Patient setup through observation before activating Hunt Mode. The transition from undetectable setup (0 intent radius) to timed chase burst is The Stalker's core strength.
Strength: Undetectable setup into a powerful timed chase burst.
Weakness: Loses significant value if the stalking window is wasted or if Survivors remain alert and aware of your presence.
The Hidden
- Cost: 8,000 Screws
- Powers: Mark, Leap
- Base Speed: 110%
- Intent Radius: 45 studs
Abilities:
- Mark: Marks Survivors; has a narrow effective range
- Leap: Allows quick movement around obstacles, punishing Survivors at pallets, vaults, and walls; extremely low cooldown allowing ability spam
Playstyle: Precision-focused. Survivors have no reliable way to track The Hidden, which makes every generator a potential ambush point. Leap lets you outmaneuver Survivors at loops rather than running around them.
Strength: Can go invisible while moving or standing still; Leap's low cooldown allows near-constant use; superior ambush potential, information gathering, and mobility.
Weakness: Narrow Mark range means positioning matters; missed attacks cause significant endlag that Survivors can exploit.
Tier: Considered the best Killer in the game by some rankings due to the combination of invisibility and Leap spam.
The Killer
- Cost: 8,500 Screws
- Powers: Frenzy
- Base Speed: 115% (accelerates further during Frenzy)
- Intent Radius: 90 studs (120 studs during Frenzy)
Abilities:
- Frenzy: Activates a chain-hit momentum state; accelerates speed and extends intent radius while active; rewards consecutive hits against grouped Survivors
Playstyle: Chain-hit momentum. Thrives when Survivors cluster together, as Frenzy can chain vaults and consecutive hits to down multiple targets quickly.
Strength: Punishes clustered Survivor groups with vaulting and chain hits.
Weakness: Whiffs, pallet stuns, and Survivors splitting up break the momentum entirely, leaving The Killer without the Frenzy payoff.
The Masked
- Cost: 8,000 Screws
- Powers: Mask Up
- Base Speed: 115%
- Intent Radius: 90 studs (Richter Mask removes intent radius entirely)
Abilities:
- Mask Up: Rotates through different masks every 30 seconds, each providing a different passive effect
- Rat Mask: Stealth capability
- Rabbit Mask: Faster vaulting speed
- Richter Mask: Removes intent radius entirely
- Additional masks grant speed boosts, lunge extension, or one-shot capability
Playstyle: Adaptive stance-swapping. Constant mask rotation forces Survivors to stay reactive rather than settling into a predictable pattern. Reactive Survivors make mistakes.
Strength: High versatility, unpredictability, and skill ceiling — each mask creates a different threat profile that Survivors must adjust to.
Weakness: Random mask rotation makes planning less consistent — you cannot guarantee which mask will be active at a critical moment.
The Abysswalker
- Cost: 8,500 Screws
- Powers: Dark Severance, Abyssal Burst
- Base Speed: 115%
- Intent Radius: 90 studs
Abilities:
- Dark Severance: Horizontal sword slash that travels across the map and passes through walls; inflicts adverse effects on hit Survivors; can be crouch-dodged
- Abyssal Burst: Additional horizontal slash ability that travels across the map and passes through walls; can be launched from almost anywhere toward a generator while chasing another Survivor
Playstyle: Defensive and tactical. Patrol a central area and apply ranged pressure through wall-piercing slashes while Survivors work on generators, disrupting their progress without needing to directly chase them.
Strength: Multi-survivor pressure; slows Survivors; map-wide disruption through wall-piercing attacks.
Weakness: Dark Severance can be crouch-dodged by Survivors who know the mechanic.
Tier: S-tier in some rankings — close second to The Hidden.
The Veil
- Cost: 8,500 Screws
- Powers: Pierced Vow, Through the Veil
- Base Speed: 110%
- Intent Radius: 90 studs
Abilities:
- Pierced Vow: Ranged spear attack that zones Survivors and can hit through walls
- Through the Veil: Secondary ranged ability complementing spear-based zoning
Playstyle: Ranged spear-based zoning. Requires aim skill and map awareness. Effective at generating generator-side pressure from a distance.
Strength: Ranged zoning, wall shots, generator-side pressure without needing to be physically present at the generator.
Weakness: Missed spears and map clutter significantly reduce effectiveness; relies on accurate aim that beginners may lack.
The Cure
- Cost: 15,000 Screws (the most expensive Killer in the game)
- Powers: Elucidation, I Am The Cure
- Base Speed: 110%
- Intent Radius: 72 studs
- Unlock Perks: Foundation Staff (Level 15), Sustenance (Level 30), Desire For The Living (Level 45)
Abilities:
- Elucidation: Throws a charged flask that creates a Pestilence cloud where it lands; Survivors in the cloud are slowed 30% and receive Pestilence; each infected Survivor grants The Cure a 5% boost to break and vault speed; infection lasts 90 seconds; 15-second cooldown
- I Am The Cure: Injects downed Survivors or Corpses on the map; Stage 1 = 4% movement speed reduction; Stage 2 = 6% repair speed reduction; Stage 3 = converts to SCP-049-2 minion; maximum 4 minions active simultaneously
Playstyle: Long-term infection and minion-based pressure buildup. The more Survivors infected with Pestilence, the faster The Cure vaults and breaks pallets — a snowball mechanic.
Strength: Pestilence clouds deny areas, SCP-049-2 minions create overwhelming map pressure, and the snowball mechanic can escalate rapidly.
Weakness: Requires significant setup time; Survivors who avoid clouds and proactively kill minions greatly reduce The Cure's power.
Killer Cost Summary
| Killer | Cost |
|---|---|
| The Slasher | Free |
| The Stalker | 7,500 Screws |
| The Hidden | 8,000 Screws |
| The Masked | 8,000 Screws |
| The Killer | 8,500 Screws |
| The Abysswalker | 8,500 Screws |
| The Veil | 8,500 Screws |
| The Cure | 15,000 Screws |
Killer Speed & Intent Radius Reference
| Killer | Base Speed | Intent Radius |
|---|---|---|
| The Slasher | 110% (125% Pursuit) | 90 studs |
| The Stalker | 110% / 120% (Hunt) | 0 / 90 studs |
| The Hidden | 110% | 45 studs |
| The Killer | 115% (+ during Frenzy) | 90 / 120 studs |
| The Masked | 115% | 90 studs (0 w/ Richter) |
| The Abysswalker | 115% | 90 studs |
| The Veil | 110% | 90 studs |
| The Cure | 110% | 72 studs |
Promo Codes in [CURE] Violence District
No Code System Exists
Violence District does not have a promo code redemption system built into the game. There are no active codes, no expired codes, and no history of codes ever being issued — because the code system itself does not exist.
There is no interface for entering codes, and no developer announcements have indicated that a code system is planned.
How to Earn Rewards Without Codes
The only way to obtain in-game rewards is through gameplay:
- Screws: Earned by playing matches; also purchasable with Robux
- Emblems: Earned based on match performance (repairing generators, surviving chases, hooking Survivors, escaping)
- Event currencies (Candies, Ornaments): Available only during specific in-game events
Staying Updated
To be notified if a code system is ever added in the future:
- Join the official VIOLENCE DISTRICT Discord server — developer announcements are posted there
- Join the official VIOLENCE DISTRICT Roblox group — updates and patch notes are shared there
- Bookmark guide sites that track the game (e.g., RBXCodes, Beebom, Pro Game Guides) — these will update their pages if codes are ever introduced
Survivor Mechanics & Strategy
Survivor Role Overview
As a Survivor in Violence District, you are one of five players trying to escape alive against a single Killer. Survivors must cooperate — or act independently — to complete objectives and escape before being eliminated.
Win condition: Repair all 5 generators, power the exit gates, and run through a gate before the Killer stops you.
Generator Repair
Generators are the primary objective. There are 5 generators scattered across each map. Repairing all 5 powers the exit gates, allowing Survivors to escape.
- Multiple Survivors can work on the same generator simultaneously
- Spreading across different generators is more efficient for overall match progression — overlapping on one generator leaves others unprotected and wastes collective time
- Skill checks appear during repairs; successfully completing them progresses the repair faster
Strategy: Head to the furthest generator from your spawn point to avoid overlapping with teammates and to apply pressure in less Killer-patrolled areas.
Looping
Looping is described as the single most important Survivor skill. During a chase, instead of running in a straight line (which the Killer can easily follow), Survivors run tight circles around obstacles — particularly pallets and windows — to waste the Killer's time.
- The goal per loop encounter is to occupy the Killer for 30–60 seconds
- Every second the Killer spends chasing you is a second your teammates can spend repairing generators
- Practice looping early in your Roblox career on Violence District, even if you are not trying to win a specific match
Pallets
Pallets are limited defensive structures placed at specific locations around the map. They are a finite resource — once used, they cannot be reset.
- Drop a pallet at the right moment during a chase to stun the Killer and create 2–3 seconds of distance
- The moment to drop: when the Killer is close behind you and about to lunge
- Do not waste pallets prematurely — a Killer who has broken all pallets in an area has effectively removed your defensive options in that zone
- Some Killers are rewarded for breaking pallets (e.g., The Cure and The Slasher), so be aware that certain Killers intentionally seek pallet breaks
Vaulting
Vaulting through windows allows Survivors to move faster than Killers over certain obstacles. Proper timing is important — a mistimed or slow vault can let the Killer close the gap.
- Windows are fixed map structures and cannot be destroyed (unlike pallets)
- Use windows to extend loops when nearby pallets have been broken
Audio Cues
Sound design is critical to Survivor play. Survivors must constantly process audio to track Killer location.
- Terror radius: Each Killer emits a heartbeat or musical cue that grows louder as the Killer approaches; learn the specific sound for each Killer you encounter
- Generator sounds: Generators make noise while being repaired; Killers use this to locate you
- Footstep sounds: Killers can hear Survivor footsteps
- Headphones are strongly recommended for tracking both the terror radius and directional sounds
Practical tip: When you hear the terror radius grow louder, stop repairing immediately, assess the direction, and move to a safer position or prepare to loop.
Teammate Actions
- Reviving: Downed teammates (knocked to the ground) can be revived by other Survivors
- Rescuing (unhooking): Survivors who have been spiked (hooked) can be rescued by teammates
- Be aware that some Killers have perks that punish rescues (e.g., The Cure's Foundation Staff applies healing and repair debuffs to survivors after unhook)
- Tunnel-visioning on rescuing a teammate while ignoring generators is a common mistake
Loadout
Each Survivor equips:
- 1 Item (purchased with Screws from the Store's Survivor Section)
- Up to 4 Perks (purchased with Emblems)
Always fill your loadout before queuing. Running with empty item or perk slots significantly weakens your effectiveness.
Early perk priorities for beginners: Chase survival perks (to extend your time in loops) and repair speed perks (to complete generators faster).
Late-Game: Exit Gates
Once all 5 generators are repaired:
- Exit gates become available and must be opened by interacting with them
- The Killer knows the gates are powered and will shift to maximum pressure on gate areas
- Act quickly — open the gate and escape; do not delay or attempt risky rescues at this stage unless you have a clear plan
Survivor Strategy Summary
| Situation | Recommended Action |
|---|---|
| Match start | Go to the furthest generator from spawn |
| Generator overlap with teammate | Move to a different generator |
| Killer approaching | Listen to terror radius, prepare to loop |
| In a chase | Run toward pallets and windows; don't run in straight lines |
| Teammate downed | Evaluate distance, generator progress, and risk before rescuing |
| All generators done | Open exit gate immediately; escape without delay |
| Late-game no healing items | Consider using the Gate item to teleport away |
Survivor Perks in [CURE] Violence District
How Perks Work
- There are 38 Survivor Perks as of the Cure Update
- Each Perk costs 250 Emblems to purchase from the Store
- Each Perk has two upgrade levels, both purchased with Screws
- Survivors can equip up to 4 Perks at a time
- Emblems are earned through match performance: repairing generators, surviving chases, and escaping
S-Tier Perks (Best)
Second Wind
Grants 15–25 seconds of invincibility after being rescued from a hook. This window allows the rescued Survivor to heal, reposition, or reach a safe area without risk of immediate re-downing.
Grab My Hand
Restores 30–50% health to an unhooked teammate upon rescue. Combines rescue and healing into a single action, saving time that would otherwise be spent on a separate heal.
We're Stronger Together
Grants a 2–6% movement speed boost when near allies. Rewards coordinated play and keeps grouped Survivors slightly faster, helping during chases near teammates.
Heads Up
Provides auditory Killer alerts and brief speed increases when certain Killer-related events occur. Enhances the Survivor's audio-based threat detection beyond the natural terror radius.
Group Project
Improves repair speed by up to 15% when multiple Survivors are working on the same generator simultaneously. Best paired with Survivors who cooperate on generators rather than spreading individually.
Enhanced Touch
Supplies healing, repair, and speed bonuses lasting 10–20 seconds after a triggering action. Provides a versatile multi-stat boost that affects multiple aspects of Survivor performance.
A-Tier Perks (Strong)
Great Collapse
Grants a movement speed boost after a pallet stun. When you successfully stun the Killer with a pallet drop, this perk extends the distance you gain from the stun by temporarily increasing your run speed.
On My Own
Accelerates gate opening speed and reveals the Killer's location when you are the last remaining Survivor (or operating without teammates nearby). Designed for solo-survival endgame scenarios.
Born in Blood
Grants mutual speed boosts to both the healer and the patient during healing actions. Encourages active healing during matches by rewarding both participants.
B-Tier through D-Tier Perks
These perks have diminishing effectiveness compared to S and A tier options. Named examples include:
- Time To Grow Up
- Snake Step
- Last Stand
- Pacifist
These and other lower-tier perks provide situational or weaker versions of effects covered better by higher-tier options.
Acquisition Summary
| Step | Currency | Amount |
|---|---|---|
| Purchase a Perk | Emblems | 250 per Perk |
| Upgrade Perk to Level 2 | Screws | Varies |
| Upgrade Perk to Level 3 | Screws | Varies |
| Unlock all 38 Survivor Perks | Emblems | 9,500 total |
To unlock all 48 perks (10 Killer + 38 Survivor), the total cost is 12,000 Emblems.
Recommended Early Perk Priority
For new Survivors, prioritize:
- Chase survival perks — extend the time you hold the Killer in a chase (benefits your whole team)
- Repair speed perks — complete generators faster to reduce overall match time
Start with S-tier perks that provide the most consistent match-to-match value before branching into situational options.
The Cure — Complete Killer Guide
Overview
The Cure is a Killer in Violence District costing 15,000 Screws — the highest cost of all available Killers. He is a plague doctor-themed character whose playstyle centers on infecting Survivors to build a snowball effect: the more Survivors infected with Pestilence, the stronger The Cure becomes.
- Base Speed: 110%
- Intent Radius: 72 studs
- Unlock Perks: Foundation Staff (Level 15), Sustenance (Level 30), Desire For The Living (Level 45)
Lore
The Cure believes the world is infected by a disease only he can see. He experiments on anyone he suspects is infected, bringing his "cured" patients back as quiet, empty servants.
He is based on the Plague Doctor from the SCP Foundation — a fictional organization that Secures, Contains, and Protects anomalies from harming the world. All of The Cure's voice lines originate from the SCP: Containment Breach game.
Abilities
Elucidation (Main Ability)
- Throw a flask at a target location; the throw has a slight delay because it must be charged before releasing
- A cloud of Pestilence is created at the spot where the flask lands
- Effect on Survivors in the cloud: 30% movement speed reduction + Pestilence status effect applied
- Effect on The Cure per infected Survivor: +5% boost to break speed and vault speed (stacks per infected Survivor)
- Infection lasts 90 seconds, after which all stacks are removed
- Cooldown: 15 seconds
The Elucidation ability rewards infecting multiple Survivors simultaneously — two infected Survivors give a 10% speed boost to breaks and vaults, three give 15%, and so on.
I Am The Cure (Secondary Ability)
- Inject downed Survivors or Corpses that spawn across the map
- Survivors can only be injected once per spike stage
- Stage 1 (injected before first spike): 4% movement speed reduction
- Stage 2 (injected after first spike): 6% repair speed reduction
- Stage 3 (injected after two spikes): Survivor is converted into SCP-049-2
SCP-049-2 (minions):
- Move at 9–15 studs per second
- Apply the Pestilence status effect on contact with Survivors
- Prioritize infected Survivors and nearby threats
- Maximum of 4 SCP-049-2 minions can be active simultaneously
Perks
Foundation Staff (Unlocked at Level 15)
When a Survivor is rescued (unspiked) from a hook:
- The rescued Survivor suffers a healing speed reduction of 20% / 30% / 40% (scales with upgrade level)
- Also applies a 15% repair speed debuff
This perk punishes teammates for performing rescues, discouraging Survivors from cooperating during unhook plays.
Sustenance (Unlocked at Level 30)
- Gain tokens each time you spike (hook) a Survivor
- Break pallets to consume tokens
- Consuming a token applies two effects to Survivors within The Cure's Terror Radius:
- 10% movement speed reduction
- Silenced status — prevents Survivors from using their Perks
This perk makes pallet-breaking an active offensive tool rather than a passive defensive action.
Desire For The Living (Unlocked at Level 45)
- When a Survivor can see The Cure's aura, The Cure can also see that Survivor's aura (mutual reveal)
- After The Cure receives speed boosts, his aura is briefly exposed to the nearest Survivor
This perk creates information trades — you gain aura reading on Survivors who spot you, at the cost of briefly revealing yourself after speed boosts.
Recommended Build
- Crackdown, Buddha, Sustenance, and King Scourge
- Focus on mobile play, constant flask cycling, and rapid SCP-049-2 generation rather than holding a single area
Strategy
Core Gameplan
The Cure's power scales with the number of infected Survivors. The faster you generate infection and SCP-049-2 minions, the stronger your map pressure becomes. The first priority in any match is setting up the infection engine.
Step-by-Step Approach
- Find and inject Corpses early — Corpses spawn across the map and can be injected with I Am The Cure to begin creating SCP-049-2 minions without needing to down Survivors first
- Use Elucidation as area denial, not as a direct combat tool — throw the flask onto or near generators to force Survivors to either inhale Pestilence or waste time avoiding the cloud
- Break pallets frequently — this is rewarded by both Elucidation (each infected Survivor boosts your break speed) and Sustenance (pallet breaks consume tokens that debuff Survivors)
- Cycle flask deployments constantly — with a 15-second cooldown, Elucidation can be active frequently; keep clouds refreshed on high-traffic areas
- Build to 4 SCPs as quickly as possible — SCP-049-2 minions create overwhelming secondary pressure that forces Survivors to react to multiple threats simultaneously
Key Mechanics to Understand
- Sustenance synergizes directly with active pallet-breaking — contrary to typical Killer behavior where avoiding pallets is preferred, The Cure benefits from seeking them out
- Foundation Staff punishes Survivor cooperation, discouraging teammates from rescuing each other
- Desire For The Living becomes more powerful as you use Elucidation frequently (speed boosts trigger the aura reveal window, giving you information)
Survivor Counter-Strategies
When playing against The Cure as a Survivor, the following strategies reduce his effectiveness:
- Kill SCP-049-2 minions as soon as they appear — SCP-049-2 minions do not respawn once destroyed; eliminating them immediately prevents the secondary pressure from building
- Avoid Pestilence clouds — even a brief entry into a cloud applies the Pestilence status and contributes to The Cure's speed boost stacks
- Spread out across the map — SCP-049-2 minions prioritize infected Survivors and cluster nearby; spreading eliminates the hunting efficiency of minions
- Avoid clustering with other infected Survivors — being near multiple infected Survivors helps The Cure maintain high speed stacks and gives minions multiple nearby targets
- Manage spike stages proactively — being injected at Stage 1 and 2 applies escalating debuffs; avoid being downed if already carrying debuffs from earlier injections
