Most killers I go up against seem to misunderstand how they are supposed to use hooks to kill survivors and apply pressure (this was before SBMM; this guide was made a while ago). And yes, this guide is literally about hooking survivors... in a more strategic way. I will also throw out sabotaging and touch on it for a quick second about what you should do as killer if you encounter survivors who do this.
Usually, killers just choose the closest hook to them after downing a survivor, but this guide is aimed to make you think differently about hooking. Remember that killer has a lot of strategy that varies across killer. This should help
GENERAL HOOKING AND KNOWLEDGE ABOUT IT: The longer a survivor is on a hook and the further they are from everyone else, the more pressure or value you get out of it. This should be general knowledge of hooking. It is important to keep in mind though, how much time it takes to hook survivors. On average, it takes about 6-12 seconds + 5 extra seconds (due to the animations) to hook survivors. This ends up adding up over the match.
If you happen to know where a few survivors are, try hooking the survivor you are carrying as far as you can so survivors have to travel long distances to get to them. This is a bit situational though without infectious fright since you won't always know where all survivors are at. If you just got your first down and need BBQ asap by all means, go right ahead and hook a survivor to get things rolling.
HOOKS NEXT TO GENERATORS: Hooks that are really close to generators are great hooks because you can hook a survivor right next to it, kick the gen, and now survivors can't work on it. The best way to get value out of this kind of hook is to go back to the hooked survivor when someone goes to rescue them. This hook is powerful because you can defend a generator and hooked survivor much easier.
Now you are pressuring them off of that generator and half the team. However, if the generator is about 70% done, the better option would be to hook the survivor further away and kick the generator hoping the survivors don't get to the generator in time. Survivors would most likely finish the generator before saving the person on hook This kind of hooking works incredibly well with ruin since survivors have to save the hooked person instead of repairing. Interrupting them during this will really start to pressure them, you don't have to tunnel the survivor if they are unhooked either if you think that it's mean.
This is also a good hook because it lessens your patrol time as killer. You will have one less generator to patrol.
THE EMERGENCY HOOK: This works best on killers with high mobility and should happen if you need to get somewhere asap but you still need to hook survivors. This hook needs to be the closest one to you. This is generally used only when a generator is close to being done. Perks that can help with this include pop goes the weasel, ruin, and tinkerer.
This kind of hook you could argue is just a normal one, but I think it is more of an emergency hook since there is urgency. With a normal killer, you would have to slug if you want to prevent a generator from being done.
THE "HOW DID THIS HAPPEN HOOKS": The "How did this happen hooks" is more of a situation when 2 survivors are on hooks across the map opposite from each other. So a survivor on a hook on one part of the map, and another really far on the opposite side. This is generally a very good situation to be in especially as a high mobility killer because now, no one can do gens and if they are absolute crackheads and still do gens and let the survivors on hook die.
These kinds of hooks allow you to get very good value out of them because survivors literally have to run across the map for each save. It's called the "How did this happen hooks" because how in the world did the survivors let you chase, down, and hook 2 survivors on the opposite sides of the map? This is pretty situational, yet powerful and in the killers' favour. This is generally very hard to come back from as a survivor especially without we'll make it or borrowed time to help relieve pressure.
During this time, take advantage and regress gens if you have pop, or reset yourself.
BASEMENT HOOKS: I am going to be straight with you here, the basement hooks are practically designed and can be used very well for camping, or proxy-camping. It is incredibly powerful with Bubba, Trapper, Hag, Pyramid head, Huntress, Trickster, and Plague since their powers can be used to camp effectively.
You can also use the basement for saving hooks from being permanently destroyed when sacrificing survivors.
HOOKS FOR ZONING AND THE 3 GEN STRAT: Over the course of a match, you will end up having areas that become reasonably unsafe for survivors when they run out of pallets. Hooking in these unsafe areas will make it more threatening for survivors to save each other, and depending on the circumstance it might even force them to relocate first before healing. This buys you extra time.
As for the 3 gen strat - If you want to protect a certain group of 3 gens in particular, you can try to keep hooking survivors in that little area you want to guard. This works well for hag and trapper especially.
UNIQUE CASE: THE EXECUTIONER (PYRAMID HEAD) - THE CAGES OF ATONEMENT AND FINAL JUDGEMENT The Executioner is a special killer when it comes to hooking because of his Cages of Atonement and Final Judgement, both very powerful abilities. Keep in mind that these abilities are special and should not be spammed whenever, he still has to hook survivors. The cage of atonement is a special way to sacrifice survivors that is exclusive to Pyramid head. It is a very powerful ability for 3 main reasons.
One: It saves you time, allowing you to keep the pressure up. The Executioner can save a lot of time when caging survivors since it takes only 3 seconds to cage a survivor which is equivalent to a sacrificial hook. Two: It disables survivor perks that have to do with unhooking, goodbye DS, BT, WMI, etc. Three: It sends a survivor to the furthest point from where you are on the map. It sends that survivor across the map, instantly creating a more intense situation for the survivor and offers higher value from the pressure you get out of it. It basically gives you a great hook that is far from survivors (assuming you use it when you know everyone else is reasonably close to you run infectious fright on this guy please). His cages can also be used to avoid suspected flashlight or pallet saves and well-timed sabotage plays.
Final judgment is just very efficient and satisfying. It saves you from losing a hook and kills the survivor you perform it on in 3 seconds with an awesome animation.
SABOTAGING HOOKS: This is something that survivors can do (duh) to make sure that the killer at least misses out on a hook state if done correctly. If not, then the killer is forced to hook somewhere that is more detrimental for them. You want to finish the sabotage action right as a killer gets close to a hook and doesn't see you to get full value out of it. Your goal is to make the killer drop the survivor and miss out on a hook state or even better, make them drop the survivor.
The correct decision to make when a survivor sabotages a hook in front of your face and times it well is to just drop the survivor.
I hope you enjoyed reading this and filled your brain with knowledge.
|