// B TIER KILLER · HIGHEST SKILL CEILING · PATCH 2.4

B TierDisguiseHigh CeilingTechnical

Ennard

A tangle of wires wearing a stolen face. B Tier on paper — S Tier in the right hands. The highest skill ceiling in the game.

HIGH SKILL FLOOR — Expect 20-30 matches before Skin Suit timing feels natural. Ennard is B Tier in average hands and S Tier in expert hands.

Ability 01

Skin Suit

CD: 25s

Ennard temporarily assumes the appearance of a downed Survivor, becoming visually indistinguishable from a crawling player. The disguise lasts up to 8 seconds or until Ennard stands up to attack. While in Skin Suit, Ennard moves at crawl speed (1.8 m/s) but generates zero terror radius — Survivors hear no heartbeat. The disguise breaks instantly on any attack or if Ennard takes damage.

SKIN SUIT — ACTIVATION TIMELINE

T+0.0s  ── Ennard activates Skin Suit
            Terror radius: ZERO
            Speed: 1.8 m/s (crawl)
            Appearance: downed Survivor
            │
T+0.0s  ── Survivors hear NO heartbeat
~T+4.0s ── Optimal strike window
            (close enough to lunge on stand-up)
            │
T+8.0s  ── Skin Suit expires automatically
            OR
T+??    ── Ennard attacks → disguise breaks
            Stand-up animation: 0.6s
            │
T+??    ── Cooldown begins: 25s

KEY RISK: Stand-up animation (0.6s) is visible.
Strike IMMEDIATELY after standing — any delay
gives Survivors time to react.

// TIPS

  • Activate Skin Suit only when at least one Survivor is already downed. A crawling Ennard with no downed teammates is immediately suspicious.
  • The 0.6s stand-up animation is your biggest vulnerability. Position yourself within 1 tile of your target before standing — you need to be in Lunge range the moment the animation ends.
  • Use Skin Suit near hooks. Survivors rushing to rescue a hooked teammate are focused on the hook, not on other crawling bodies. Approach from behind.
  • Against experienced players, use Skin Suit as a repositioning tool rather than an attack setup — the zero terror radius lets you cross open areas without being heard.
Ability 02

Wire Whip

CD: 16s

Ennard extends a bundle of animatronic wires in a targeted direction, reaching up to 6 tiles. Any Survivor hit is dealt 80 damage and has their current action interrupted for 2.5 seconds. Wire Whip passes through walls and obstacles. It cannot down a Survivor in one hit but the interrupt effect is the most powerful action-denial tool in the game.

WIRE WHIP — INTERRUPTED ACTIONS (2.5s lockout)

✓ Generator repair          ✓ Healing (self or ally)
✓ Hook rescue               ✓ Pallet drop
✓ Exit gate opening         ✓ Vault (window/obstacle)
✓ Totem interaction         ✓ Item use

✗ NOT interrupted:
  Running / Sprinting
  Crouching
  Emotes

RANGE: 6 tiles (passes through walls)
DAMAGE: 80 HP (cannot down in one hit)
INTERRUPT DURATION: 2.5s

// TIPS

  • Wire Whip through walls is its defining advantage. Learn the map layouts to hit Survivors repairing generators on the other side of a wall — they won't see it coming.
  • Prioritize using Wire Whip on exit gate interactions. A 2.5s interrupt on a gate that takes 3s to open is effectively a full reset.
  • Combine with Skin Suit: crawl near a generator, stand up, immediately Wire Whip the repairing Survivor. The interrupt gives you time to close the gap for a melee hit.
  • Wire Whip on a hook rescue attempt is devastating — the rescuer is locked out for 2.5s while the hooked Survivor continues toward second stage.
StatValueNotes
Base Move Speed4.8 m/sSame as The Mimic
Skin Suit Speed1.8 m/sCrawl speed while disguised
Skin Suit Duration8s maxCancelled by attack/damage
Skin Suit Cooldown25sStarts after deactivation
Stand-Up Animation0.6sVisible vulnerability window
Wire Whip Range6 tilesPasses through walls
Wire Whip Damage80 HPCannot down in one hit
Wire Whip Interrupt2.5sLocks all listed actions
Wire Whip Cooldown16s
Base Health400 HPSame as The Mimic
Attack Damage120 HPSame as Springtrap
Terror Radius28mNormal (zero in Skin Suit)
Stun Resistance30%Lowest of all Killers

Early Game

Ennard's early game is about Wire Whip denial, not kills. Identify the two generators being rushed and use Wire Whip through walls to interrupt repairs repeatedly. Each interrupt costs Survivors 2.5 seconds — over 10 interrupts in the first two minutes, that's 25 seconds of lost progress. Do not activate Skin Suit yet. Save it for mid-game when Survivors are comfortable and complacent.

Mid Game

This is Ennard's power window. Survivors have settled into patterns — they know where you are and think they can predict you. Break that pattern with Skin Suit. Wait for a Survivor to be downed by any means, then immediately activate Skin Suit and approach the nearest group. Your goal is to intercept the rescue attempt. The rescuer will not expect a second downed body to stand up and attack. Time the stand-up for when the rescuer is within 1 tile of the hook.

Late Game

With 1-2 generators remaining, switch to pure Wire Whip pressure. Target exit gate interactions above all else — a 2.5s interrupt on a gate opening is your most valuable late-game action. If both exit gates are being opened simultaneously, use Wire Whip on the gate that is further along. Skin Suit near exit gates is high-risk in the final minute — experienced Survivors will recognize the tactic. Use it only if you have a clear positional advantage.

The Warehouse

S Tier

Wire Whip through the metal shelving walls is almost impossible to predict or dodge. The dark lighting makes Skin Suit nearly undetectable. Ennard's best map by a wide margin — pick this whenever possible.

The Pizzeria

B Tier

Moderate performance. Wire Whip is effective in the kitchen and back corridors but the open dining area limits range. Skin Suit is viable but the brighter lighting increases detection risk slightly.

The Forest

C Tier

Weakest map. Wire Whip's wall-penetration advantage is largely negated by the open terrain. Skin Suit is highly suspicious in an open field with no other downed Survivors nearby. Rely on Wire Whip for objective denial only.

01

Never activate Skin Suit unless at least one real downed Survivor is visible on the map. Two crawling bodies is suspicious. Zero context is a dead giveaway.

02

Wire Whip through walls is your primary tool. Memorize the exact wall positions on each map where you can hit generators from outside the room.

03

Ennard has 30% stun resistance — the lowest of all Killers. A Fighter's Parry will stun you longer than it stuns Springtrap. Avoid Fighters in direct melee.

04

The zero terror radius during Skin Suit means Survivors with headphones get no audio warning. Use this to reposition across open areas silently.

05

Wire Whip on a hook rescue is your highest-value single action. The 2.5s lockout while the hooked Survivor progresses toward second stage is often match-deciding.

06

Ennard is expected to receive a QoL buff in the next patch. Learning him now means you'll be ahead of the meta when the buff lands.

07

Against a Security Guard, their cameras can spot the Skin Suit stand-up animation. Prioritize Wire Whipping the Security Guard's camera interaction to blind their surveillance.

08

In your first 20 matches, focus only on Wire Whip timing. Ignore Skin Suit entirely until Wire Whip feels automatic. One mechanic at a time.