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Forsaken Survivor and Killer Tips for Harder Lobbies

October 30, 2026 · 6 min read

On this page

As a Survivor, figure out which Killer you face in the first seconds, then play against that Killer's kit. As a Killer, pick your fights around your own numbers, because a loud Killer and a quiet one should not play the same way. The biggest jump in skill comes from knowing the eight Killers, not from running faster.

The official game page says Survivors must survive until the timer hits 0, and Killers must leave no one standing. The stats below come from an October 25, 2026 fan summary of the Forsaken wiki, which says it did not play-test them. Counter tips come from older BlueStacks guides, so kits may have changed. Forsaken patches often, so trust the in-game character page. News comes through the Forsaken Dev Team group.

The Killer stat sheet

All eight share 110 stamina, per the wiki summary. What differs is everything else.

Killer Health Walk Sprint Terror radius Style
Slasher 2,000 9 28 62.5 Rushdown, Stealth
c00lkidd 1,000 7.75 28 75 Versatile
John Doe 2,300 9 27.25 60 Zoner, Trapper
Noli 2,222 8 27.5 100 Rushdown, Deception
1x1x1x1 See note 8 27 75 Zoner
Guest 666 2,750 9 27.5 112.5 Snowball, Attrition
Nosferatu 1,750 7.5 27.5 75 All-Rounder, Ambush
Azure 1,500 9.25 27.25 75 Area Controller, Zoner

Flagged number. The wiki lists 1x1x1x1's health as 102,550, and the wiki summary's author could not confirm it. Other Killers range from 1,000 to 2,750, and 1x1x1x1 is noted at 1,100 before the Azure update. Do not trust that figure until you see it in game.

What this means for Survivors.

  • Terror radius is your warning range. Against John Doe or Slasher your warning comes late, so check your surroundings on every generator. Guest 666's is nearly double John Doe's, so you get far more time to leave.
  • Sprint speeds barely differ. They only range from 27 to 28 for most Killers, so you rarely outrun anyone for long. Walk speeds differ more, from 7.5 to 9.25.
  • c00lkidd has the lowest health by a wide margin. BlueStacks suggests coordinated Sentinels can take him down faster. He is also tagged for a rework, so this may change.

Beat each Killer

Ability names are from the current wiki summary. Tips are from BlueStacks, which still calls Slasher "Jason".

Killer Danger How to answer
Slasher Behead, Gashing Wound burst Dodge sideways when Behead winds up, keep distance
c00lkidd Walkspeed Override lunge, Pizza bots Move unpredictably, do not group, break line of sight after Corrupt Nature
John Doe Trail, spikes, Digital Footprint Watch the ground, avoid corners, expect a chase if you trigger a trap
Noli Fake generators, Void Rush, Observant Check generators for odd visuals or sounds, turn sharply on a dash
1x1x1x1 Mass Infection, Entanglement, zombies Move erratically, use elevation, spread out

Guest 666, Nosferatu and Azure are newer than those guides, so we have no solid counter advice to pass on. One note from the patch: Guest 666's Blood Rush sound cue is now global, so you can hear it from anywhere. Treat it as your signal to get moving. Noli has also been reworked, so older notes on him may not fit.

Survivor habits for tougher lobbies

Pick the right looping style. Item Level's looping guide (January 2025) sorts it into three approaches: running for distance, using your abilities, and spinning the Killer with tight fakes. Spinning is high risk, so do not try it with low stamina. BlueStacks reports a 2-second sprint lockout if you hit zero. That comes from one source, but the lesson is the same.

Save stuns for animations. A well-timed stun during a Killer's wind-up buys more than a random one. BlueStacks suggests not stacking a stun and a trap on the same Killer unless it is the endgame.

Know your new tools. Patch 5.3.0 added generator puzzles called Pop the Lock, Wires and Gear. It also added map objectives such as Feed the Orange on Horror Hotel and Clean Graffiti on Brandonworks, which can open new areas or rare items. Do them when the Killer is far.

Good team pairings, per BlueStacks:

Pair Why
Guest 1337 and Elliot Defense plus healing
Taph and 007n7 Traps plus misdirection
Two Time and Builderman Comeback potential with fallback turrets

Helperbot, the newest Survivor. Added in 5.3.0, listed at 80 health and difficulty 2, and still a stub on the wiki. Radar reveals unfinished generators and items within 100 studs for all Survivors every 12 seconds. Inspire speeds up nearby allies' cooldowns. Stay near one if your team has it. Two Helperbots in a match weaken each other, so do not double up.

Survivor changes that affect your choices

From the 5.3.0 notes:

  • Chance: health rolls moved to between 70 and 110, so you lose the very low and very high extremes.
  • Two Time: stab windup rises from 0.25s to 0.3s. Crouching longer now scales the stab stun from 2s up to 3.5s after 3 seconds.
  • Guest 1337: you cannot use abilities during Charge or for 1 second after it ends, so plan your block first.
  • Jane Doe: Hatchet stuns are a quarter second shorter, and Crystal Pitch's cooldown goes from 10s to 12s.

Killer habits for tougher lobbies

Know what your stats ask of you. Quiet Killers (John Doe, Slasher) can sneak up on a generator. Loud Killers (Guest 666, Noli) should expect Survivors to scatter early, so use abilities, not surprise.

Play to your style.

  • Slasher: Save Raging Pace until you are sure of a hit. Slash into Gashing Wound is the listed punish. Cooldowns shorten while ENRAGED, per the wiki summary.
  • c00lkidd: Open with Corrupt Nature to tag and reveal. Walkspeed Override works best in narrow spaces. Summon Pizza Delivery before a chase, since its 50-second cooldown is long.
  • John Doe: Trap busy routes and generators. Don't chase recklessly, since his strength is positioning. His Slash is now slightly faster, with windup down from 0.4s to 0.35s.
  • 1x1x1x1: Lead your shots. Patch 5.3.0 raised Mass Infection to 17s and Entanglement to 18s, so missing costs more than it used to. BlueStacks suggests saving Rejuvenate the Rotten for mid to late game.
  • Guest 666: Eviscerate has an 8-second cooldown when used but only 4 when it lands, so hit it when you are sure. Demonic Pursuit now does more damage with a longer charge, 30 to 40 across its windows, and punishes misses harder with 1.4s endlag.
  • Noli: Use fake generators early to waste time. BlueStacks warns not to spend Observant only as travel.

Pressure the clock last. In the final 30 seconds the chase theme changes to add pressure, per the update log. Use it as your cue to stop trapping and start hunting.

Plan your earnings. The wiki summary lists 60 Player Points for a Killer win, 15 for a loss and 15 per kill, with no Player Points in private servers. Paid Killers range from 1,000 (John Doe) to 2,000 (Azure). John Doe is cheap but rated difficulty 5, while Guest 666 is rated 3 at 1,666. Check the difficulty, not just the price.

The notes above cover versions up to 5.3.2. The next one is listed as 5.4.0 with no details yet, so check update notes before buying.

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