Second Wind
Previously known as Renewal
Second Wind is a unique perk belonging to Steve Harrington. It was added to the game on 17 September 2019 in patch 3.2.0 as part of the Stranger Things Chapter.
In the last 14 days, 0.85% of Survivors have had it equipped making it the 81st most used Survivor perk in that time. Scroll down for more stats.Descriptions & Patch Notes
When you have healed other Survivors for the equivalent of one health state, Second Wind activates. If you are already afflicted by the Broken status effect, Second Wind does not activate.
While Second Wind is activated, the next time you are unhooked or you unhook yourself, you are affected by the Broken status effect. After a total duration of 28/24/20 seconds, Second Wind automatically heals you from injured to healthy.
Second Wind deactivates once you become healthy or if you are put into the dying state before Second Wind successfully triggers. You lose the Broken status effect.
Broken prevents Survivors from being healed.
"Yeah, that's a no." -Steve Harrington
Changes:
- Note Reverted to the original name, "Second Wind" with the return of the Stranger Things chapter
When you have healed other Survivors for the equivalent of one health state, Renewal activates. If you are already afflicted by the Broken status effect, Renewal does not activate.
While Renewal is activated, the next time you are unhooked or you unhook yourself, you are affected by the Broken status effect. After a total duration of 28/24/20 seconds, Renewal automatically heals you from injured to healthy.
Renewal deactivates once you become healthy or if you are put into the dying state before Renewal successfully triggers. You lose the Broken status effect.
Broken prevents Survivors from being healed.
"Yeah, that's a no." -Steve Harrington
Changes:
- Note Renamed from "Second Wind" to "Renewal"
When you have healed other Survivors for the equivalent of one health state, Second Wind activates. If you are already afflicted by the Broken status effect, Second Wind does not activate.
While Second Wind is activated, the next time you are unhooked or you unhook yourself, you are affected by the Broken status effect. After a total duration of 28/24/20 seconds, Second Wind automatically heals you from injured to healthy.
Second Wind deactivates once you become healthy or if you are put into the dying state before Second Wind successfully triggers. You lose the Broken status effect.
"Yeah, that's a no." -Steve Harrington
Changes:
- Buff Reduced the duration from 34/32/30 seconds to 28/24/20 seconds
When you have healed other Survivors for the equivalent of one health state, Second Wind activates. If you are already afflicted by the Broken status effect, Second Wind does not activate.
While Second Wind is activated, the next time you are unhooked or you unhook yourself, you are affected by the Broken status effect. After a total duration of 34/32/30 seconds, Second Wind automatically heals you from injured to healthy.
Second Wind deactivates once you become healthy or if you are put into the dying state before Second Wind successfully triggers. You lose the Broken status effect.
"Yeah, that's a no." -Steve Harrington
Usage Rate by PatchPatches*
Escape Rate by Patch Patches*
Commonly Used WithSince 8.2.0*
# | Perk | Usage Rate |
---|---|---|
We'll Make It | 23.42% | |
Lithe | 18.74% | |
Windows of Opportunity | 16.78% | |
Babysitter | 11% | |
Dead Hard | 10.57% | |
Adrenaline | 10.24% | |
Decisive Strike | 9.26% | |
Sprint Burst | 9.26% | |
Kindred | 8.06% | |
Off the Record | 8.06% | |
Iron Will | 7.95% | |
Resilience | 7.52% | |
Deja Vu | 7.3% | |
Botany Knowledge | 6.64% | |
Balanced Landing | 6.21% | |
Bond | 5.88% | |
Distortion | 5.56% | |
Autodidact | 5.23% | |
Empathy | 4.79% | |
Unbreakable | 4.68% | |
Prove Thyself | 4.25% | |
Finesse | 3.7% | |
Flashbang | 3.7% | |
Self-Care | 3.05% | |
Camaraderie | 2.94% | |
Hope | 2.83% | |
Borrowed Time | 2.72% | |
Lightweight | 2.61% | |
Inner Strength | 2.61% | |
Desperate Measures | 2.51% | |
Deliverance | 2.51% | |
For the People | 2.4% | |
Alert | 2.18% | |
Dark Sense | 2.18% | |
No One Left Behind | 1.96% | |
Quick & Quiet | 1.96% | |
1.85% | ||
Overcome | 1.85% | |
Wicked | 1.74% | |
Solidarity | 1.74% | |
Vigil | 1.74% | |
Left Behind | 1.74% | |
Fixated | 1.63% | |
Technician | 1.63% | |
Slippery Meat | 1.63% | |
Urban Evasion | 1.63% | |
Spine Chill | 1.63% | |
Head On | 1.63% | |
Blast Mine | 1.53% | |
Chemical Trap | 1.42% | |
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Most Common BuildsSince 8.2.0*
# | Build | Usage Rate | Escape Rate |
---|---|---|---|
1.09%10 | 60%6/10 | ||
0.87%8 | 37.5%3/8 | ||
0.65%6 | 33.3%2/6 | ||
0.54%5 | 60%3/5 | ||
0.44%4 | 0%0/4 | ||
0.44%4 | 0%0/4 | ||
0.44%4 | 25%1/4 | ||
0.44%4 | 50%2/4 | ||
0.33%3 | 33.3%1/3 | ||
0.33%3 | 33.3%1/3 | ||
All 10 rows shown |
Details
StatisticsLast 14 days
Shrine Appearances2
Date | Price | Owned (?) |
1500 | 100000 | |
2000 | 150000 |
Usage By CharacterSince 8.2.0*
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