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Conductor is an External Trait that belongs to the "Prisoner." As an external trait, it is a passive ability that the character starts the game with.

Trait Details[]

Charge[]

An incident changed the "Prisoner's" body composition and made him a "Conductor" capable of accumulating electric charges. When the "Prisoner" decodes a Cipher Machine in a Connection, an electrical area will be formed as a result of electrical charges focusing around the Cipher Machine. When Hunters enter such an area for a long time, they will be electrocuted and stunned. With each electrocution, the Hunter's resistance to electric charges is permanently increased so that the stun duration of the Hunter will decrease until it drops to 0. When a Connection becomes invalid or destroyed, the electrical area will disappear with it.

Enhanced Charge[]

Due to his unique body composition, the "Prisoner" will recharge when he enters the electrical area. Once the recharge is completed, he can release severe electric currents 1 time. The severe electric currents will send an Electric Shock towards Hunters nearby and stun them for 1 seconds.

As the effects of Electric Shock is strong, it won't be affected by Hunter's resistance to electric charges.

Other details[]

Other Details[]

  • The "Prisoner's" Charged and Enhanced Charged can ignore stun resistance persona talents like Rage, Desperate Fight and Addiction etc.
  • The "Prisoner" cannot interact with obstacles such as Pallets and Windows during his Enhanced Charged animation.
  • The "Prisoner" can use his Enhanced Charge even if there are no Hunters within its range. Hunters can use that to bait him to waste his ability for nothing.
  • It takes "Prisoner" 75 seconds to passively charge his Enhanced Charge without any influence from the Electrical Area.

Survivor tips[]

  • The "Prisoner" has an electric charge stored in his body at the beginning of the match, which can only be used once and has a long cooldown. Use it wisely.
  • You can use your Enhanced Charge to save your teammate being carried by the Hunter as a last ditch rescue attempt. Keep in mind that the stun duration is very short and that their assistance is needed.
  • If you have already connected the Cipher Machine, you can touch them while you're being chased to create an Electrical Area to increase your chance of survival-ability.
  • Use the opportunity to create distance from the Hunter if they choose to destroy your Connection.

Hunter tips[]

  • Avoid bring Stun Resistance persona talents just for "Prisoner" as his electrical charges can ignore them which will waste your Persona Talent points.
  • Bait the "Prisoner" into wasting his Enhanced Charge, by pretending to walk into his stun range and back off.
  • Certain Hunters, such as the "Undead" and The Breaking Wheel are able to be in a state of complete immunity against all form of stuns, including "Prisoner's" electrical shocks, this makes them an extremely powerful counter against the "Prisoner" no matter of how good a "Prisoner" player may perform.
  • Hell Ember can take advantage of the electric area around a Cipher Machine by purposely getting stunned to gain Rage charges, as electric stuns grant a noticeable amount of Rage. Be careful however as Survivors may use the window of time granted by the stun to leave an area. This is best done if the Hunter ties a survivor to a Rocket Chair near a Cipher Machine with an active electric field, since they can gain Phantoms to use for camping.

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