How much does Killdroid cost in Die of Death?
1000 Points — the most expensive Killer unlock. Full roster totals 3080 Points on how to unlock killers.

Killdroid Die of Death guide: 1000 Points, Deploy Killbots, Flight cuts, Eject rockets, and anti-loop routes for the priciest Killer. Verified July 2026.
1000-Point ranged zoner — Eject rockets, Deploy loop traps, Flight cuts, and Propel finishers.
Killdroid Die of Death is the 1000-Point capstone Killer — the most expensive unlock in the roster and a community S-tier ranged pick on the killers tier list. Where Pursuer chases with a sword and Artful traps lanes, Killdroid wins with rockets, Killbots, and Flight shortcuts that break loops other Killers cannot touch.
Players searching killdroid die of death usually want four answers fast: whether the 1000-Point price beats Harken (880), what Deploy Killbots actually do, how Ignorance bypasses map walls, and how to stop getting juked on a slow sprint Killer. This guide covers all four actives — Eject, Flight, Deploy, Propel — plus passives verified after Fashionably Late (July 18, 2026).
Return to the killers hub for the full roster table, or farm Points on how to unlock killers before committing to the priciest buy.

Killdroid costs 1000 Points — the highest single-Killer price before the roster is complete. Pursuer stays free; compare every paid pick on the killers tier list and how to unlock killers page before spending your last grind.
Community bands still rate Killdroid Die of Death S-tier for zoning and anti-loop value, even though his sprint speed trails most Civilians. You are paying for map control and chip damage, not a face-tank chase monster like Harken.
Killdroid Die of Death trades sprint speed for projectile pressure. His kit is built around area denial — you win by forcing Civilians out of safe loops, not by outrunning Dash forever.
| Stat / passive | Value | Note |
|---|---|---|
| Cost | 1000 Points | Most expensive Killer unlock |
| Tier | S | Community ranged / zoner band |
| Stamina | 110 | Lower pool — use Flight to conserve sprint |
| Sprint speed | Below civilians | Shortest paths + rockets, not raw chase |
| Ignorance | Passive | Bypasses invisible map barriers — can also fall into void (225 dmg) |
| Desperate Detonation | <60 HP | 5.25s countdown → 60 AOE damage + ragdoll |
The Ignorance passive lets Killdroid ignore invisible barriers that block every other Killer. On Temple ledges or Grandma's Backyard loops, Flight plus Ignorance cuts angles Civilians assume are safe.
The trade-off is real: Killdroid can fall into the void on maps with pits — especially Teapot Paradise — taking 225 damage and respawning at a random Civilian spawn. Reckless Flight landings are how free damage turns into lost chases.
Killdroid Die of Death ships four actives plus two passives — no Deck RNG. Fashionably Late kept the robot zoner fantasy: rockets at range, Killbots for chip and highlights, and aerial tools that punish loop spots.
| Skill | Slot | Role | Key detail |
|---|---|---|---|
| Eject | M1 | Forward rocket | 25 AOE damage · 2.5s CD · splash through walls |
| Flight | Q | Aerial reposition | Auto-aim rockets · no stamina drain in air · crash endlag |
| Deploy | E | Spawn Killbot | Max 4 bots · highlights + 15 dmg rockets · anti-loop |
| Propel | R | Crash leap | 25 AOE slam · cancels Flight early · dunk finisher |
Eject is Killdroid's M1 replacement — a wind-up rocket that travels straight and explodes for 25 damage in a 15-stud radius, even through walls. Use shift-lock for accuracy, but flick off lock before firing so experienced Civilians cannot predict the line.
Chip with Eject at loop exits and pad routes before committing Propel. Against Block, bait the block with a fake wind-up, then fire after endlag. Harken lobbies gain noise from Eject even on whiff — coordinate Double Trouble noise plans on gamemodes.
Deploy summons a Killbot at your position after a short channel. Each bot lands for chip damage, then fires 15-damage rockets that bypass Block and highlight the targeted Civilian to Killdroid. You can maintain four active bots; a fifth replaces the oldest.
Place Deploy on popular loop spots — The HQ split lanes, Temple bridges, tight Baseplate water lines. If Taunt is nearby, either Flight in for two rocket shots then Deploy from a new angle, or wait until the taunt bubble ends before channeling — wasted channels are free tempo for Civilians.
Killbots have 30 HP and tick down over time; Revolver can destroy them after a brief spawn immunity window. That is fine — you already got chip and vision.
Flight launches Killdroid upward with a reticle on the nearest Civilian. While airborne, Eject gains light auto-aim, and you do not spend stamina — ideal for cutting 50/50 jukes when a survivor must pick left or right around a barrier.
Expect most Flight rockets to miss unless the target is low on stamina; auto-track is weaker than manual Eject at range. Use Flight to cross gaps Ignorance opens, then land with full sprint for a ground chase. Cancel early with Propel for a downward slam if you read a corner stack.
Propel is a vertical leap into a 25-damage crash landing with ragdoll in a tight radius. It closes elevation gaps Pursuer cannot and punishes Civilians who think height equals safety.
During Flight, Propel cancels flight and slams straight down — same damage profile. Hitting three or more Civilians with one slam spikes bonus damage and triggers the 3-POINTER achievement — rare in 1v8, common in clustered Double Trouble lobbies.
Below 60 HP, Killdroid gains Desperate Detonation — a 5.25-second countdown that ends in 60 AOE damage and ragdoll on nearby Civilians. Players search how to self destruct Killdroid for this passive, not a manual button on full health.
Treat it as a last-resort trade in Last Man Standing: you will die, but a clustered survivor group can eat the blast. Do not rely on it in Default 1v8 early chases — you lose Killer tempo for one down.
Winning killdroid die of death lobbies is about zone control and target selection, not tunnel vision. Play patient — chip everyone, delete Caretaker routes early, and let Killbots finish loops you cannot reach on foot.
Round start: fire Eject into high-traffic lanes for free chip, then Deploy on the nearest loop anchor before Civilians spread. Prioritize healers and pad builders — a living Caretaker undoes your rocket damage twice as fast.
When juked or looped, Deploy immediately if no Taunt is in range. If taunt is up, Flight over the loop, chip, and Deploy from the far side so the bot cannot be taunt-teched at your feet.
Taunt hard-counters greedy Deploy channels — the bubble wastes your cast. Revolver deletes Killdroid's lower HP profile in Gunslinger and Last Man Standing shootouts. Block stops Eject, not Killbot rockets — respect the bot angle separately.
Cloak Civilians break Flight auto-aim briefly after unshroud — push them into dead ends and Deploy the exit. Punch on landing can extend distance; do not channel Deploy within punch range or you may activate a nearly-ready bot on your own team.
Killdroid Die of Death scales with map layout and lobby mode — ranged tools love open sightlines but punish void-heavy arenas.
| Context | Rating | Tip |
|---|---|---|
| Default 1v8 | S | Deploy spam on loops · chip then commit |
| Double Trouble | A+ | Support partner — zone while ally chases |
| Gunslinger | C | Revolver LMS hurts — avoid leaving gun Decks last |
| Tundra Trench | A | Eject across ravine forces movement |
| Teapot Paradise | B- | Void risk on Flight — land carefully |
| Dienation | S | Ranged M1 + air Deploy avoids melee brawls |
Quick answers for killdroid die of death and die of death killdroid searches.
1000 Points — the most expensive Killer unlock. Full roster totals 3080 Points on how to unlock killers.
Depends on playstyle — Harken snowballs noise lobbies; Artful traps; Killdroid wins ranged zoning and anti-loop Deploy. See the killers tier list.
Deploy spawns up to four Killbots that highlight nearby Civilians and fire 15-damage rockets that bypass Block. Fifth Deploy replaces the oldest bot.
The Ignorance passive ignores invisible barriers — useful for shortcuts, dangerous near void pits. Flight over Teapot Paradise without a safe landing plan costs 225 damage.
Destroy Killbots with Revolver, Taunt during Deploy, and Block Eject rockets. Break line-of-sight during Flight auto-aim windows.
Drop below 60 HP to trigger Desperate Detonation — a 5.25s countdown ending in 60 AOE damage. There is no full-health self-destruct button; it is a low-HP passive trade.
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