Blast Mine
Blast Mine is a unique perk belonging to Jill Valentine. It was added to the game on 15 June 2021 in patch 5.0.0 as part of the Resident Evil Chapter.
In the last 14 days, 4.12% of Survivors have had it equipped making it the 24th most used Survivor perk in that time. Scroll down for more stats.Descriptions & Patch Notes
When direct combat isn't an option, you still find ways to strike back.
Blast Mine activates after completing a total of 50% worth of repair progress on generators.
When standing next to a generator, press the Active Ability Button 1 to install a Blast Mine which stays active for 100/110/120 seconds.
Affected generators will be revealed to all Survivors by a yellow aura. Only one Blast Mine can be active on a generator.
- When the Killer damages the generator, the Blast Mine explodes, stunning them and blinding anyone nearby.
- Blast Mine deactivates when the generator is damaged by the Killer or when the timer expires.
"You want S.T.A.R.S.? I'll give you S.T.A.R.S.! " —Jill Valentine
When direct combat isn't an option, you still find ways to strike back.
Blast Mine activates after completing a total of 50% worth of repair progress on generators.
After repairing a generator for at least 3 seconds, press the Active Ability Button 1 to install a trap which stays active for 100/110/120 seconds.
Affected generators will be revealed to all Survivors by a yellow aura. Only one Blast Mine can be active on a generator.
- When the Killer damages the trapped generator, the trap explodes, stunning them and blinding anyone nearby.
- Blast Mine deactivates when the trapped generator is damaged by the Killer or when the timer expires.
"You want S.T.A.R.S.? I'll give you S.T.A.R.S.! " —Jill Valentine
Changes:
- Buff Increased the time an installed trap stays active to 100/110/120 seconds (was 40/45/50)
When direct combat isn't an option, you still find ways to strike back.
Blast Mine activates after completing a total of 50% worth of repair progress on generators.
After repairing a generator for at least 3 seconds, press the Active Ability Button 1 to install a trap which stays active for 40/45/50 seconds. The Aura of trapped generators is revealed in yellow to all Survivors. Only one Blast Mine can be active on a generator.
- When the Killer damages the trapped generator, the trap explodes, stunning them and blinding anyone nearby.
- Blast Mine deactivates when the trapped generator is damaged by the Killer or when the timer expires.
"You want S.T.A.R.S.? I'll give you S.T.A.R.S.! " —Jill Valentine
Changes:
- Buff Trap stays active for 40/45/50 seconds (was 35/40/45)
- Quality of Life Requires 50% of a generator to activate (was 66%)
When direct combat isn't an option, you still find ways to strike back.
Blast Mine activates after completing a total of 66% worth of repair progress on generators.
After repairing a generator for at least 3 seconds, press the Active Ability Button 1 to install a trap which stays active for 35/40/45 seconds. Affected generators will be revealed to all Survivors by a yellow aura. Only one trap can be active on a generator.
- When the Killer damages a trapped generator, the trap explodes, stunning them and blinding anyone nearby. Blast Mine is then deactivated.
"You want S.T.A.R.S.? I'll give you S.T.A.R.S.! " —Jill Valentine
Changes:
- Nerf Now resets earned generator progress if the mine times out without being triggered
When direct combat isn't an option, you still find ways to strike back.
Blast Mine activates after completing a total of 66% worth of repair progress on generators.
After repairing a generator for at least 3 seconds, press the Ability button to install a trap which stays active for 35/40/45 seconds. Affected generators will be revealed to all Survivors by a yellow aura. Only one trap can be active on a generator.
- When the Killer damages a trapped generator, the trap explodes, stunning them and blinding anyone nearby. Blast Mine is then deactivated.
"You want S.T.A.R.S.? I'll give you S.T.A.R.S.! " —Jill Valentine
Usage Rate by PatchPatches*
Escape Rate by Patch Patches*
Commonly Used WithSince 7.7.0*
# | Perk | Usage Rate |
---|---|---|
Windows of Opportunity | 20.8% | |
Lithe | 20.58% | |
Wiretap | 15.1% | |
Adrenaline | 13.05% | |
Deja Vu | 12.96% | |
Distortion | 12.48% | |
Flashbang | 12.17% | |
Sprint Burst | 9.47% | |
Head On | 9.27% | |
Decisive Strike | 7.73% | |
Resilience | 6.96% | |
Balanced Landing | 6.91% | |
Bond | 6.72% | |
Prove Thyself | 6.64% | |
Off the Record | 5.31% | |
Quick & Quiet | 5.3% | |
Dead Hard | 5.16% | |
Kindred | 5.12% | |
We'll Make It | 4.92% | |
Chemical Trap | 3.96% | |
Inner Strength | 3.73% | |
Champion of Light | 3.68% | |
Unbreakable | 3.37% | |
Self-Care | 3.37% | |
Resurgence | 3.33% | |
Strength in Shadows | 3.3% | |
Red Herring | 3.23% | |
Residual Manifest | 3.2% | |
Background Player | 2.87% | |
Alert | 2.69% | |
Botany Knowledge | 2.39% | |
Repressed Alliance | 2.37% | |
Boil Over | 2.28% | |
Any Means Necessary | 2.24% | |
Built to Last | 2.12% | |
Stake Out | 1.92% | |
Dramaturgy | 1.89% | |
Urban Evasion | 1.88% | |
Plot Twist | 1.8% | |
Boon: Circle of Healing | 1.69% | |
Iron Will | 1.68% | |
Overcome | 1.59% | |
Hope | 1.56% | |
Hyperfocus | 1.54% | |
Empathy | 1.52% | |
Calm Spirit | 1.52% | |
Deliverance | 1.52% | |
Saboteur | 1.41% | |
Lightweight | 1.39% | |
Reassurance | 1.39% | |
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Most Common BuildsSince 7.7.0*
# | Build | Usage Rate | Escape Rate |
---|---|---|---|
1.17%138 | 29%40/138 | ||
0.7%82 | 22%18/82 | ||
0.56%66 | 39.4%26/66 | ||
0.47%56 | 30.4%17/56 | ||
0.47%55 | 41.8%23/55 | ||
0.43%51 | 19.6%10/51 | ||
0.42%50 | 40%20/50 | ||
0.42%49 | 36.7%18/49 | ||
0.36%42 | 21.4%9/42 | ||
0.36%42 | 40.5%17/42 | ||
All 10 rows shown |
Details
StatisticsLast 14 days
Shrine Appearances1
Date | Price | Owned (?) |
2000 | 100000 |
Usage By CharacterSince 7.7.0*
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