Crash Dummy is a community-documented rushdown/ambush entity built around explosive commitment. Recent descriptions center on OVERDRIVE, the HERE I COME! dash, and the bouncing HEADS UP! projectile. The official ANYWHERE BUT HERE… badge names Crash Dummy as one of that prototype build’s additions.
Her kit rewards a planned line and punishes careless activation. Exact damage, boost rules, turning, stamina, and recovery have changed in documentation, so use the current character panel and HUD as the authority for live values.
Choose the route before accelerating
Crash Dummy can cover space quickly, but speed does not fix a bad line. Before a dash, look past the survivor. Identify the wall, corner, or open continuation behind them. If the target turns, know whether the current move lets you steer, drift, cancel, jump, or simply collide. Test those controls away from a decisive chase first.
The best lane is long enough to build pressure but narrow enough that the survivor cannot leave in five directions. Start from an angle that removes the safest side. A dash launched straight down the middle gives equal escape space on both edges.
Role
Community-described rushdown/ambush entity with enhanced ability states.
Best space
A known lane with a visible endpoint and a survivor already committed to travel.
Main risk
Hitting geometry, overshooting a turn, or entering recovery far from useful pressure.
Live check
Confirm Overdrive rules, dash steering, collision recovery, projectile bounces, and cooldowns.
Spend Overdrive on a clear result
Community reports describe Overdrive as a temporary enhanced state that improves movement or stamina and upgrades one of Crash Dummy’s other actions. Before activating, decide which enhanced tool you intend to use and where. Activating with no target or route can let the timer disappear while survivors reposition.
Use any information effect to choose the correct area rather than sprinting at the closest highlight automatically. A low-health survivor may be tempting, but an inaccessible route can consume the entire state. If the live version locks Overdrive until an enhanced move resolves, hesitation has an additional cost.
Do not assume immunity, speed, or enhanced damage from an older guide. Watch the live indicators and learn what ends the state: time, a successful action, a miss, or another condition.
Aim HERE I COME! through the exit
The reported dash has limited turning and may punish wall collisions. Align before activation. Use ordinary movement to push the survivor into a lane, then aim slightly through their likely exit rather than directly at their current location. If the live normal version permits controlled steering or drifting, make one correction instead of constantly oversteering.
Enhanced descriptions have included a faster, less flexible collision attack. Treat that version as a commitment. It belongs on a confirmed straight route, not inside tight clutter. Check what happens after a successful grab or wall impact and whether nearby survivors are affected; these are especially patch-sensitive details.
If you miss, accept the reset. Repeating movement inputs during stagger will not recover the chase. Reorient the camera, check the next valuable area, and decide whether continuing still makes sense.
Bounce HEADS UP! with purpose
Community documentation describes a thrown Prototype head that can bounce from geometry. A bounce is valuable when it reaches around cover, closes a side route, or pressures a survivor during another commitment. Random ricochets look active but provide little control.
Practice on a single corner. Aim at a wall section that sends the projectile through the expected path, then observe current speed and bounce angle. Avoid relying on reported auto-aim or bounce multipliers until you see them in the current client. In small rooms, the projectile can deny space; in open areas, a direct predictive line may be clearer.
Connect the kit without wasting it
A clean sequence begins with route pressure. Walk the survivor toward a lane, use the projectile to discourage one exit, then dash through the other. Overdrive should strengthen the part of that sequence most likely to produce a result. It should not be the automatic opening to every sighting.
Change the order when survivors adapt. Holding the dash can make them zigzag and spend stamina. A simple basic attack may punish that hesitation. If the team clusters, a projectile or enhanced collision may create multi-target pressure, but do not abandon a secure hit for an unlikely highlight.
Survivor counterplay
Against Crash Dummy, avoid entering long lanes with no side exit. Save your direction change until the dash has committed, then move toward safe geometry without trapping yourself. Learn which objects cause a collision in the current map. Do not stand against the same wall as other survivors if an enhanced impact can affect an area.
Watch for Overdrive cues and assume the next ability may behave differently. Spread, use corners, and make Crash Dummy choose a target. Against a bouncing projectile, leave the predicted ricochet lane rather than staring at the initial throw. After a miss or wall crash, use the recovery to reach another route; do not remain close for an unnecessary interaction.
Practice routine
First learn dash steering and collision on an empty route. Next, throw HEADS UP! at one repeatable corner and observe the bounce. In a later match, activate Overdrive only after naming the enhanced move you plan to spend. Review whether the route, not aim alone, created the hit.
For a less committed all-rounder, compare KillerKyle. For vertical surprise, read Stalker. The Maps guide helps you record lanes and collision hazards without depending on a wide static map.
Verification notes
- Official: the ANYWHERE BUT HERE… badge names Crash Dummy in the prototype build history.
- Community corroborated: Crash Dummy uses Overdrive, a committed rush, and a bouncing projectile as a rushdown/ambush entity.
- Needs in-game testing: unlock details, dash steering and drift, enhanced variants, stamina rules, collision penalties, projectile behavior, damage, controls, and cooldowns.