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Puppet Control is a Hunter ability belonging to Hell Ember, Leo Beck. It is unlocked after reaching 1000 Presence Points. It will upgrade into Multiple Puppet Control once 2500 Presence Points are reached.

Ability Details[]

Puppet Control[]

For an unknown reason, Leo is connected to his Puppet.
After tapping Deploy or Cast, the Puppets can detect surrounding Survivors and alert Leo.
Leo can switch positions with the Puppet, gaining an acceleration boost for a short period.
The Puppet can be dismantled by Survivors, during which time Leo is unable to switch positions.

Multiple Puppet Control[]

Leo acquires a second Puppet.

Gameplay[]

With his Puppet Control and Multiple Puppet Control skills, Hell Ember can deploy a yellow and a red Puppet, allowing him to quickly switch his position on the map with theirs. Switching positions with the Puppet grants Hell Ember a 50% speed increase for 3 seconds and snaps the in-game camera to the nearest Survivor, regardless of distance. The Puppets can also be thrown at an arch by holding the deploy button down to allow for more precise positioning and to quickly move across the map.

During its Idle Status, the Puppets will alert Leo through their ability button and the in-game radar map, and will outline all nearby Survivors who get too close to them even through obstacles and walls. Survivors can dismantle Puppets, requiring 16 seconds to fully do so, which prevents the Hell Ember from switching positions with them (unless they use their Active Trait, Teleport) and begins a 45 second cooldown before the Puppet can be used again.

They can be picked up by the Hell Ember, even while it's being dismantled which can restarts the cooldown and its destruction progress.

The Puppets can enter their Awakened Status by transferring Hell Ember's Fury to them. They function similar to Phantoms but with unlimited longevity, becomes active immediately when Awaken, and retains its abilities from their Idle Status. Like the Phantom, they can patrol around the map by themselves from a Cipher Machine or an Exit Gate to the next to pursue and attack any Survivor they spot. Awakened Puppets can hit Survivors that are close enough to them, but they cannot Terror Shock them, and will lose their Fury upon doing so. They can also break dropped pallets that are in their way, but will not vault over windows or interact with other obstacles on the map, with the only exception being the breakable windows on Chinatown, which they can go through.

However it does has its disadvantages as unlike the Phantom, the Hell Ember cannot command his Awaken Puppets to target the specific survivor, Hell Ember cannot unawake the Puppets by will unless he switches positions with them or picks them up, and they cannot be refunded the Fury back to Hell Ember once destroyed, picked, or switched.

Throwing Animation Cancelling[]

Hell Ember players can cancel the animation that is played when the Hunter holds down the deploy button to throw the Puppet at an arch, allowing Leo to switch positions with it much earlier than they're supposed to. This can be particularly useful to switch positions before the Puppet hits the ground, allowing for more effective Puppet Tricks. The cancellation method works on both Mobile and PC/Emulator clients, but they're executed in different ways.

Mobile Client[]

On Mobile, to cancel the throwing animation the player must first throw the Puppet, then hold down the deploy button again and quickly drag it upwards. If done correctly, Leo's animation will be abruptly stopped and the player can once again tap their deployed Puppet to switch positions.

PC/Emulator Client[]

On PC/Emulator, cancelling the animation is easier than on Mobile clients. To interrupt it, the player must first throw the Puppet and then simply press the deploy key once more. Leo's animation will be abruptly stopped and the player can press the deployed Puppet's key to switch positions.

Puppet Tricking[]

Red Puppet Trick[]

A Red Puppet Trick, where the Survivor is hit while switching positions.

A Red Puppet Trick, where the Survivor is hit while switching positions.

A well known bug allows Leo to swing while switching positions with his Red Puppet, hitting a Survivor encountered in the trajectory between him and the location of the Red Puppet he switched to. This is because Hell Ember isn't actually teleported from one location to another, but rather he's slid very quickly from his original position to the switched position across the map. This trick doesn't work with the Yellow Puppet.

To perform this "Red Trick" Hell Ember must position himself so that the Survivor is between him and the Puppet, achieved either by throwing the latter ahead of the Survivor or by waiting for them to walk in front of an already placed Puppet. He must then switch positions and quickly swing right after, while the switching animation is still playing. The time window to swing is very precise and if the Hunter swings too early or too late the Survivor won't be damaged. This only works if the thrown Puppet and the Survivor are on the same side of an obstacle or out in the open, and if any obstacle is present between them swinging won't damage the Survivor. Should there be more than one Survivor between the Hunter and the Puppet, only the one closest to the former will be hit.

If positions are switched with the Puppet before it lands on the ground, Hell Ember can hit the Survivor and receive no hit recovery due to it being cancelled by the fall. This allows the Hunter to quickly resume chase after hitting someone, but requires very precise timing. Cancelling the Puppet throwing animation is recommended to pull off successfully a trick without recovery.

Yellow Puppet Trick[]

A Yellow Puppet Trick, where the Survivor is hit while falling.

A Yellow Puppet Trick, where the Survivor is hit while falling.

While Yellow Puppets cannot be used to hit Survivors while teleporting, they can still be used to hit someone by dropping from a switched position above ground. This trick requires precise timing but can be particularly useful during the early phases of the Match, where the Red Puppet isn't yet available, or in areas where red tricks cannot be performed due to obstacle density. Red Puppets can also be used for this same trick.

To perform this "Yellow Trick" Hell Ember must throw his Puppet at an arch long enough to allow himself to switch positions as far as possible from the ground, ideally at the apex of the arch and right above the Survivor. Once the positions are switched, the Hunter must swing while falling in the direction of the Survivor below them. If timed correctly, the Hunter will hit the Survivor and the recovery animation will be cancelled by the fall, allowing the player to quickly resume chase. Cancelling the Puppet throwing animation is recommended to successfully time the trick.

Other Details[]

  • Picking up the Puppet will refresh its Switching Position's cooldown, and its destruction progress.
  • Puppet's detection range for Survivors is 12 Meters.
  • The maximum range of throwing the Puppet is 55 Meters.
  • After switching positions, the in-game camera will only snap to the nearest Active Survivor, or a Survivor strapped onto the Rocket Chair.
  • When hold the Puppet Control button, the in-game camera will snap towards the nearest Survivor within the screen, and enables an Aim-Assist feature for the Puppet to land directly on the Survivor.

As Hell Ember[]

Please press "Expand" to see tips about using Puppet Control and Multiple Puppet Control.
  • Puppets are most useful when left near points of interest on the Map, such as partially decoded Cipher Machines, Survivors tied to a Rocket Chair, or Exit Gates. This allows the Hunter to switch positions in case a Survivor walks nearby to rescue or decode, or if they need to cut them off before they reach they location.
    • It is thus important to use Puppets strategically, since they cannot be recovered easily if they are left in a far spot of the Map where they serve no use.
    • Once a Puppet is no longer useful at its current location, it is recommended to pick it back up. This is both to allow it to be used in the future, and to prevent Survivors from dismantling it, as they enter a notably long cooldown when destroyed.
  • The acceleration received after switching positions will be cut short if the Hunter attacks. This includes attacking while switching positions during a Puppet Trick.
  • If the prompt to deploy a Puppet is held down, Leo will be able to throw it. However, this function has an additional gameplay effect, as if will turn Hell Ember's camera towards any nearby Survivors in his field of view, including through obstructions. This can be used in areas dense with obstacles and walls to locate your target's position and direction, but is limited to a radius around the Hunter.
  • Puppets can also be effectively used during a chase to quickly close the distance with a pursued Survivor by throwing it in their proximity.
    • This is especially useful during Hell Ember's first chase. The Yellow Puppet can be used, if unlocked, to quickly reach the first chased Survivor and potentially down them.
    • If a Puppet is thrown far enough, the Hunter may have the time to switch positions with it before it hits the ground. This is made easier if the player cancels the throwing animation, allowing the Hunter to have more control over where they land and potentially perform a Puppet Trick.
    • Alternatively, a Puppet can be thrown ahead of a Survivor to force them to take an alternate escape route or risk going near it. This is especially useful if the thrown Puppet is the Red one, as it allows for a potential Puppet Trick should the Survivor remain between the Hunter and the Puppet.
    • A thrown Puppet can also be Awakened beforehand, causing it to chase a spotted Survivor as soon as it lands. If the Awakened Puppet is thrown in close proximity to the Survivor, it can swing immediately, not giving the target time to tap its dismantle prompt.
  • Once positions are switched with a Puppet, Leo's camera will be turned towards the closest Survivor, regardless of distance. This is useful to discover the position of nearby Survivors if they're hiding, or the direction they're headed towards if they're on the move. This can also be crucial to locate Survivors after the last Cipher Machines are finished and reach them before they escape.
  • A Puppet's dismantling progress can only be reset by picking a Puppet back up. It's recommended to pick up the Puppet and deploy it again if a Survivor was attempting to dismantle it.
    • A Puppet can be picked up even while a Survivor is currently dismantling it, preventing it from being destroyed in crucial situations.
  • The Puppets can highlight Survivors through all obstructions, even enclosed areas and building walls. In areas dense with tall obstacles it can be useful to temporarily place a Puppet down to reveal the target's location.
    • This is made easier by the fact that, unlike Peepers, Survivors will not be notified when they are currently being spotted by a Puppet, allowing the Hunter to catch them offguard or cut them off by taking routes they weren't expecting.
  • If Hell Ember has Rage charges to spare, it may be wise to Awaken a far away Puppet to allow it to roam. This can help the Hunter by applying further pressure on the Map, potentially revealing Survivors in its path, or by allowing the Puppet to get closer to the player, making picking them back up easier.
    • This can be especially useful late in the match, as a roaming Puppet can intercept Survivors decoding some of the remaining Cipher Machines, giving Leo an opportunity to halt the decoding progress.
  • Cancelling the Puppet's throwing animations is a valuable asset when handling Puppets. It allows for far more control over the timing to switch positions with a thrown Puppet, potentially allowing for near-instant position switches if done quickly enough. This can also be useful to save precious seconds instead of manually placing a Puppet on the ground.
  • Red Puppet Tricks can be a very valuable asset during a match if used properly, as they add an additional layer of strategy to Hell Ember's chase and camping and a powerful alternate way to deal damage. However, they possess a notably high skill ceiling and extensive practice is recommended.
    • They can be used effectively during pursuit by throwing the Puppet ahead of the target and swinging while switching positions. This requires precise timing, but can prove very powerful as is creates a large damaging area on the trajectory between the Puppet and the Hunter.
    • Red Puppets can also be positioned near key areas while pursuing a target, forcing them to either take a less favorable path or pass by the placed Puppet, risking getting hit by Leo while switching positions. This is especially useful in indoor areas where exits are few and far between.
    • Red Puppets can be placed in key areas, such as Cipher Machines with notable progress and chaired Survivors. This allows the Hunter to exert great pressure on these assets, since should a Survivor approach, they can be hit while switching positions, possibly even triggering a Terror Shock.
    • If Hell Ember swings as soon as the switch prompt is pressed, they can hit nearby Survivors before he is actually teleported, reaching the destination while in attack recovery. This can be performed at any distance, regardless of the obstacles situated in-between the two positions, and can prevent a rescuer from reaching the Rocket Chair with full health. If done as soon as the Puppet is thrown, Leo will teleport near the starting position and cancel their hit recovery due to the short fall.
    • Experienced players may keep a constant eye for Leo, ready to move out of the way when a Puppet is thrown to avoid a Puppet Trick hit. This can be exploited by the Hunter by purposefully throwing a Red Puppet towards the Survivor's destination without switching positions to force them to change their escape route, potentially giving Hell Ember enough time to catch up as they do so.
  • Alternatively, Yellow Puppet Tricks can be performed in situations where the Map layout is unfavorable for a Red Trick, or if a Red Puppet is not currently available. This requires precise timing, as switching positions too soon or too late will land the Hunter outside of the target's range.
    • Yellow Puppet Tricks are particularly useful to try and hit Survivors decoding Cipher Machines. The fixed position of the Machine allows the Hunter to reliably determine the approximate area where the target will be positioned, and grants an opportunity to trigger a Terror Shock should they not be quick enough to react.
    • Yellow Tricks can also be used during a chase. The Hunter must calculate an appropriate distance to throw the Puppet, ideally enough to switch positions right above the Survivor at the apex of the throwing arc, to maximize the time available to swing while falling. This can be impractical if the Survivor is too close, as the distance may be too small to fall from a high enough altitude, and Red Puppet Tricks may be preferrable instead.
    • Yellow Puppet Tricks can more reliably be performed on rescuing Survivors if the Hunter is far enough from the Rocket Chair, as the stationary nature of the chaired Survivor gives the player a precise target to aim for. This can be risky however, as the rescuer may take the opportunity Hell Ember currently being unable to camp the chair to quickly secure a rescue, and it's thus advised only in cases of necessity.
    • The Active Trait Blink can be used in conjunction with Yellow Puppet Tricks, although it requires precise timing. If the Blink prompt is pressed right before landing, the Hunter will be able to teleport forward before hitting the ground. This can be very powerful, as it allows to hit Survivors outside of the landing area and still manage to cancel the hit recovery.

As Survivors[]

Please press "Expand" to see tips about playing against Puppet Control and Multiple Puppet Control.
  • Puppets enter a long cooldown of 45 seconds once dismantled, potentially leaving Hell Ember without Abilities for an extended period of time. It's recommended to always dismantle a Puppet when possible, which will prevent Leo from applying pressure across the Map.
    • This should be done only when the Survivor can ensure that the Hunter won't switch positions however, as they will be highlighted to them once they approach the Puppet. Take advantage of moments where the Hunter is currently interacting with something, such as destroying a pallet, carrying a downed Survivor or is in his attack recovery, as Leo cannot switch positions during these.
    • If this cannot be ensured, it can be risky to approach a Puppet. A Hunter will generally not give up their currently chased target if they're injured or have previously been chaired, with exceptions such as the highlighted Survivor being themselves a previously chaired or injured user or a particularly vulnerable character, such as a Decoder. This behavior however cannot be guaranteed either way. Once again, patience is advised before deciding to dismantle a Puppet.
    • Puppets should be avoided at all costs once the last Cipher Machine has been completed, as a Hell Ember with Detention can quickly switch positions and down a spotted Survivor. Players should either wait for Detention to expire, or approach the Puppet only if they are sure the Hunter is currently busy.
  • A Puppet's dismantling progress does not reset if the Survivor leaves before finishing, even if the Hunter switches positions or Awakens it. This means they can resume dismantling at a later point and finish destroying it.
    • The dismantling progress is reset if Hell Ember picks the Puppet back up.
  • Some Hell Ember players may try to pull off Puppet Tricks during pursuit which, if successful, can damage the Survivor and cut their escape short, or outright cause their elimination. It is recommended to always look back at the Hunter to see if they are about to throw a Puppet.
    • Red Puppet Tricks are more applicable than Yellow ones but are easier to avoid in most situations. If the Hunter throws their Red Puppet ahead of you, simply moving sideways once they being switching positions will usually be enough to create distance and avoid a hit. This cannot always be done in areas dense with obstacles, however.
    • A Survivor can also strategically bait a Puppet Trick by moving near the trajectory between the Hunter and their Puppet and quickly evading. This will put the Puppet in cooldown and force the Hunter to either pick it back up, giving the Survivor ample time to evade in the process, or rely on other ways to deal damage.
    • Yellow Puppet Tricks are less applicable but can be dangerous if attention is not paid to the Hunter's position. They can easily be avoided by moving away from the landing area before Hell Ember begins falling from the sky, which is made easier if the thrown Puppet's trail is spotted while it is still in the air.
  • Puppets are not solid for Survivors and Hunters alike, and as such can be traversed without issue even if placed in chokepoints such as entrances or pallets.
    • A noteworthy aspect of Puppets is that, once dismantled, their carcass will fall to the ground. These remains will stay in place for the rest of the match and can be walked through. Due to the Puppets' large heads, a Survivor can hide inside of its dismantled model by crouching. This can make them completely invisible to the Hunter, which can only spot them by looking at their mini-map or by walking into them.

Change Log[]

November 16th, 2017
  • Nerf: Increased switching cooldown (from 12 sec to 20 sec);
  • Nerf: Decreased the switching speed boost duration (from 5 sec to 3 sec).
January ??, 2018
  • Nerf: Removed the yellow Puppet's ability to be used for Puppet Tricks.
November 15th, 2018
  • Adjustment: New external trait has been added for Hell Ember, Infernal Soul;
  • Adjustment: New ability has been added for Hell Ember, Awaken;
  • Nerf: Slightly increased Puppets’ dismantle speed and the cooldown period after dismantling (to 45 sec).
March 28th, 2019
  • Nerf: Puppets' rage now dissipates when they hit a Survivor.
August 6th, 2020
  • Buff: Hell Ember will start a match with 50% Rage;
  • Buff: Phantoms and Puppets no longer stand still for 5 seconds after missing a hit;
  • Buff: Increased Hell Ember's movement speed (to 4.56 m/sec) and Puppet recovery rate;
  • Adjustment: Improved Hell Ember's Puppet toss operation after long-pressing the ability.

Special Changes[]

Accessory Changes[]

S-Tier
  • Gardener Doll - Leo's usual Puppets will be replaced by large Gardener rag dolls, matching the appearance of the accessory itself, with the yellow Puppet sporting a green apron and the red Puppet wearing a red one instead.
A-Tier
  • Burning Ash - Leo's usual Puppets will be engulfed in tinted flames. The color of these flames corresponds to the one of the Puppet it's burning: yellow, or red.
  • "Freedom" (Unreleased) - Leo's usual Puppets will have their clothes replaced by striped prisoner uniforms. The color of the uniforms is differrent depending on the Puppet: black and white for the Yellow Puppet, white and red for the Red Puppet.

Trivia[]

  • Hell Ember's B-Tier costume Craftsman references the two Red and Yellow Puppets in its description, noting that they were originally made as a gift for Leo's daughter.

Gallery[]

In Game[]

Model Render[]

S-Tier[]

Gardener Doll[]

A-Tier[]

Burning Ash[]

"Freedom"[]

Navigation[]

NavHellEmber Hell Ember Navigation
Hell Ember Hell Ember/Lore Hell Ember/Cosmetics Hell Ember/Gallery
External Traits Abilities
Infernal Soul AwakenPuppet ControlMultiple Puppet Control
Costumes
S-Tier (Gold) Golden Sea Monster
A-Tier (Purple) "Aladdin"Eternal KingImmortal GuardKing Arthur"Not For Sale"Pirate CaptainSatiety"Tame"
B-Tier (Blue) "Anvil"CraftsmanExecutionerHead ChefLassoLeonidasMoon FaceMr. PuppetMysterious Factory OwnerPerceptionSantaSilenceWelderWheelhouse
C-Tier (Green) OriginalWorn ClothesBlackBlueOrangePurpleRed
Accessories
S-Tier (Gold) Gardener Doll
A-Tier (Purple) Burning AshFamily Bond"Freedom"
B-Tier (Blue) Harvest TimeHot Air Balloon ModelSlingshotTelescope
Other Customizations
GraffitiEmotesInteractive ActionsStandby Motions