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Killer

The Mastermind

Power Virulent Bound
Chapter · Resident Evil: PROJECT W.
Teachables 3 perks
Community 1 builds
Overview

Albert Wesker is a brilliant and ruthless mastermind infused with the power of Uroboros. His personal perks, Superior Anatomy, Awakened Awareness, and Terminus allow you to vault faster, see other Survivor's auras while carrying one, and cause Survivors to be permanently Broken when the exit gates are powered.

◆ Power

Virulent Bound

"The Mastermind can barrel forwards, infecting Survivors with the Uroboros Virus or leaping over obstacles." SPECIAL ABILITY: VIRULENT BOUND The Mastermind starts the Trial with 2 Tokens. SPECIAL ATTACK: BOUND ATTACK Press and hold the Power button to charge Virulent Bound, reducing his Movement speed to 3.68 m/s while he prepares to strike. Press the Attack button to initiate a Bound Attack, consuming -1 Token, or release the Power button to cancel it. Press the Attack button again during the Chain Bound Window of 2 seconds to initiate a second, longer Bound Attack, if there is still a Token available: • Increases his Movement speed to 14 m/s during a Bound Attack. • The first Bound lasts for 0.5 seconds. • The second Bound lasts for 1 second. SPECIAL INTERACTION: SURVIVOR COLLISION Colliding with a Survivor at any point during a Bound Attack has multiple possible effects and interactions, which depend on the Survivor's current states regarding their health, infection, and interaction: • If the Survivor is interacting with a Prop or another Survivor, or is protected from entering the Dying State by a third-party effect, The Mastermind attacks them with a quick swipe of his tentacles: • Uninfected Survivors become infected with Uroboros and receive damage. • Infected Survivors receive damage. • Critically Infected Survivors receive double damage and are downed, unless they are protected. • If the Survivor is not interacting with a Prop or another Survivor, The Mastermind grabs them with his tentacles and continues travelling the remaining distance of his Bound Attack. • If he collides with an obstacle before ending the Bound Attack, either of the following applies: • Uninfected Survivors become infected with Uroboros and receive damage. • Infected Survivors receive damage, after which injured Survivors are released and dying Survivors are hoisted onto his shoulder. • Critically Infected Survivors receive double damage and are hoisted onto his shoulder. • If he does not collide with an obstacle before ending the Bound Attack, he throws the Survivor in a straight line, after which either of the following applies: • Uninfected Survivors become infected with Uroboros and receive damage, if they collide with an obstacle during the throw, after which they are released. • Infected Survivors receive damage, if they collide with an obstacle during the throw, after which injured Survivors are released and dying Survivors are downed. • Critically Infected Survivors receive double damage, if they collide with an obstacle during the throw, after which they are downed. • In any case, the Exit Gates are blocked to the Survivor for the duration of the Bound Attack. • This effect lingers for 5 seconds after they are released. SPECIAL INTERACTION: VIRULENT VAULT Colliding with a dropped Pallet or a Window during a Bound Attack causes The Mastermind to automatically vault over it. SPECIAL AFFLICTION: UROBOROS INFECTION Uroboros grows in strength over time, which is indicated with an Infection Meter on the Survivor Portraits in the HUD: • Both Uninfected Survivors and Infected Survivors gain +20 Charges upon colliding with The Mastermind during a Bound Attack. • Infected Survivors passively gain +0.8 c/s at all times, unless they are hooked or downed. Being hooked resets the Infection Meter to 1 Charge. Once the Infection Meter is full at 100 Charges, Infected Survivors become Critically Infected: • Causes them to suffer from a permanent -4 % Hindered Status Effect. SPECIAL ITEM: FIRST AID SPRAY Survivors can cure themselves or other Survivors from Uroboros by locating a Supply Case and searching it for a First Aid Spray: • A total of 6 Supply Cases spawn in random locations in the environment. • The Auras of Supply Cases are revealed to Infected Survivors at all times. • Each Supply Case contains 1 First Aid Spray with 2 uses. • Using the First Aid Spray triggers Killer Instinct for 4 seconds. Power Trivia[] Movement Speeds: Main Article • Walking in the Chain Bound Window: 2.76 m/s • Charging Virulent Bound: 3.68 m/s • Walking: 4.6 m/s • Performing a Virulent Bound: 14 m/s Bound: • Power Charge time: 1.5 seconds • Power Recharge time: 6 seconds per Charge • Reduced Power Recharge Time bonus for each Infected Survivor: -0.5 seconds • Minimum Bound distance: 1 metre • Below this threshold, a Bound will not be initiated. • Chain Bound Window duration: 2 seconds • This refers to for how long after a first Bound, a second one can be initiated. • Bound Survivor-Grab duration: 0.86 seconds Bound Durations: • First Bound duration: 0.5 seconds • Second Bound duration: 1 second • This Bound is also referred to as the Chain Bound, since The Mastermind can chain it to the first Bound. Bound Ranges: The Mastermind's Bounds do not have a fixed range, only their individual durations and their shared Movement speeds are defined in code. Due to this and the Bounds having acceleration curves, an exact calculation of their range is not possible without in-depth developer-knowledge, only approximations. • The first Bound has an approximate range of 7 metres (the actual range is shorter due to acceleration). • The second Bound has an approximate range of 14 metres (the actual range is shorter due to acceleration). Bound Camera Modifiers: • Yaw multiplier: x1 • Yaw refers to left-right movement of the camera. • Yaw limit: 140 ° • Pitch multiplier: x1 • Pitch refers to up-down movement of the camera. Infection: • Maximum Infection level: 100 Charges • If a Survivor reaches this level, they will enter Critical Infection and receive the Hindered Status Effect. • Passive Infection gain : 0.8 Charges per second • Initial Infection level: 20 Charges • This refers to the amount of Infection a Survivor receives when they first become infected. • Infection Incubation threshold: 20 Charges • Below this threshold, the Infection is essentially non-existent. The HUD icon and Passive Infection gain only start appearing / taking effect once the threshold is reached. • Infection Penalty when grabbed while already infected: +20 Charges • Infection Removal Killer Instinct duration: 4 seconds • Infection Removal Interaction duration: 5 seconds • Infection Healing multiplier: x1 (base used for Add-ons) Cool-downs: • Bound Cancellation cool-down: 1.5 seconds • Bound cool-downs: • Vaulting an obstacle: 1.5 seconds • Slamming into a Breakable Wall or Pallet: 2 seconds • Letting the Chain Bound Window elapse: 3 seconds • Dropping from a ledge: 3 seconds • Completion with or without hitting a Survivor: 3 seconds • Completion with throwing a Survivor: 5 seconds Collision Detection: This refers to the Collision Boxes used to detect environmental objects or Survivors during a Bound • Horizontal angle: ±10 ° • Vertical angle: ±20 ° • Size for Environmental-Object Detection: 20 centimetres • Size for Survivor-Grab Detection: 30 centimetres Throw: • Throw duration: 0.6 seconds • Throw Damage distance: 0.75 metres • If a Survivor is thrown into an obstacle within that distance, they receive damage and are immobilised. • Throw Movement Block duration: 1.9 seconds • This refers to how long after being thrown, Survivors are unable to move for.

◆ Teachable perks

Tier
Superior Anatomy

Superior Anatomy

The Mastermind

Whenever a Survivor fast-vaults within 12m of you, the next time you basic-vault a window, it is 30/35/40% faster. Cooldown: 25s.
Awakened Awareness

Awakened Awareness

The Mastermind

While carrying a Survivor, within 16/18/20m of you, you see the Auras of other Survivors.
Terminus

Terminus

The Mastermind

When all Generators are completed: all injured, downed, and hooked Survivors gain Broken.
When an Exit Gate is opened, this ends after 35/40/45s.

◆ Lore

Albert Wesker was a high-ranking official in the Umbrella Corporation. While he made great strides with Umbrella, his ambition drove him to betray the corporation. Believing himself the best test subject, he exposed himself to the Prototype virus. Now with superhuman strength, Wesker faked his death and went underground with a new plan: expose the world to Uroboros, a biological weapon that would eliminate the weak and leave only the strong. Wesker began to put his plan to action in Africa but was confronted by members of the Bioterrorism Security Assessment Alliance at a hangar stocked with missiles carrying Uroboros. Determined to be at the vanguard of evolution, he once again made himself a test subject. Exposing himself to Uroboros, he began to evolve in ways he could have never imagined. But as he felt his cells change, a strange black fog seeped into the hangar and filled his vision. When the fog finally dissipated, he found himself in another world surrounded by lesser beings that deserved to be put out of their misery.

◆ Origin chapter

Resident Evil: PROJECT W.
Origin chapter · 2022
Resident Evil: PROJECT W.
View chapter

◆ Playing The Mastermind

Wesker is the best-rounded killer in the game: 4.6 m/s walking speed, a two-charge dash that vaults pallets and windows, and an infection mechanic that quietly slows the whole team. Virulent Bound is both his chase tool and his mobility — the same ability that slams a survivor into a wall also crosses a loop or half a corridor in one commitment.

Learn the two-bound rhythm: a short first bound to close distance, then the second to grab or slam. Bounding through a vault mid-chase is usually stronger than following the survivor's path — you trade their loop for your geometry. Keep an eye on infection levels: fully-infected survivors are slower and grabbable from further away, and every spray they take is time off generators. His only real weakness is very tight indoor loops where the bound clips; switch to patient M1 play there instead of donating slams to the walls. Our "Virulent Pressure" build leans into what he does best — ending chases fast and being somewhere else immediately.

— DBD Builds Team

◆ The Mastermind builds

1 builds · grouped by playstyle

The best The Mastermind build in patch 10.0.2 is “Virulent Pressure” — Scourge Hook: Pain Resonance + Pop Goes the Weasel + Nowhere to Hide + Lethal Pursuer.