Guest 666 Forsaken Guide: Stats, Pressure Gameplan & Counters (2026)
Guest 666 Forsaken guide: wiki stats (2,750 HP, 27.5 run speed, Burst / Snowball), a pressure gameplan for killers, and the survivors that counter him.

Guest 666: health 2,750 · run speed 27.5 · walk speed 9 · stamina 110 · cost 1,666 Player Points · added update 3.3.0. Data card by ForsakenHub from the Official Forsaken Wiki, October 2026.
This Guest 666 Forsaken guide is about the roster's pressure machine: fast enough to threaten every chase, tanky enough to ignore mistakes, and flexible enough that survivors can never fully prepare for him. Guest 666 is the killer survivors can least afford to give time to, and the reason is simple: he has no single exploitable weakness. Where John Doe needs setup time and Noli needs ambush angles, Guest 666 applies pressure from the first second and never really stops. The Official Forsaken Wiki lists him at 27.5 run speed and 9 walk speed, 2,750 HP, 110 stamina and a 100-stud terror radius, with a shop price of 1,666 Player Points and a difficulty of 3 out of 5. This guide starts with every ability number the wiki publishes, then covers how he has changed since update 3.3.0, the edge-case rules around Hemorrhage and Blood, how his pressure-first playstyle wins rounds, and — if you are on the other side — the survivor picks and habits that give you a real chance against him.
Guest 666 Abilities: Every Number the Wiki Lists
Active abilities first, then the three passives. Values are the current ones after update 5.0.0. Caption: Official Forsaken Wiki, October 2026 (https://forsaken.wiki/Guest_666).
| Ability | Cooldown | Damage / windup | What it does | Blood |
|---|---|---|---|---|
| Carving Slash (M1) | 2 s | 20 HP; 0.3 s windup; 7.25-stud reach | Forward slash; holding M1 past 0.65 s with 10+ Blood turns it into Eviscerate | +10 on hit |
| Eviscerate | 8 s | 10 HP; 0.4 s windup; 7-stud reach | Lunge that inflicts Hemorrhage for 2 minutes and highlights hit survivors for 8 s; he is slowed (Slowness I) for 1.25 s on a hit or 2.5 s on a miss | costs 10, +15 on hit |
| Demonic Pursuit | 30 s | 26–40 HP over 4 ticks; 0.6–1.25 s charge | Charged leap (can aim upward); contact while airborne or in the first 0.8 s pins the survivor, then throws them and inflicts Hemorrhage | +20 |
| Infernal Cry | 20 s | 0.7 s windup; 10 damage only during Blood Hunt | Shockwave that turns hit survivors' cameras toward him, applies Blindness II for 4 s (6 s in Blood Hunt) and highlights them for 11 s; Hemorrhaged survivors drop two Blood Orbs | +30 via orbs |
| Blood Rush | 30 s | 0.5 s windup | Highlights every survivor: 5 s at 15 studs or closer, up to 15 s at 150 studs or farther | — |
| Blood Hunt | 30 s (never limits use) | 3.8 s scream | 25 s hunt: cooldowns reset, +6% speed, terror radius halved, all survivors highlighted every 5 s; +15 s and a cooldown reset per kill; round cannot end while active | meter empties, max +50 |
| Manic Fixation (passive) | — | — | Up to +10% speed chasing a highlighted survivor, up to +15% running toward one not in chase; within 30 studs the 10% applies in any direction | — |
| Hellforged Will (passive) | — | — | Statuses from survivor abilities last 25% less (50% during Blood Hunt) | — |
| Bloodhound (passive) | — | — | Blood Meter starts at 200; Hemorrhaged survivors drop orbs worth 15 Blood that cut every cooldown by 3 s and last 90 s; a kill gives 30 Blood | — |
Kit details for Guest 666 shift with balance patches — update 5.0.0 alone changed his health, Blood Orbs, Eviscerate, Infernal Cry, Demonic Pursuit, Blood Rush and Blood Hunt. Every number on this page was re-read from https://forsaken.wiki/Guest_666 in October 2026. If you spot a discrepancy after a new patch, check the wiki first and tell us via our contact page — we correct fast.
Who Is Guest 666 in Forsaken?
Guest 666 comes from one of Roblox's oldest creepypasta legends — the "haunted guest" account said to stalk servers in the platform's early years. Forsaken, which is built as a celebration of Roblox history, casts him exactly as the legend demands: a hostile presence that shouldn't exist, hunting players who mostly remember guests as harmless default avatars. Like 1x1x1x1 and John Doe, his menace comes from a piece of the platform's own folklore rather than borrowed horror-movie iconography, and his lore on the wiki ties him to Noob through a lost friendship — the reason the two share a special Last Man Standing.
Why his kit reads as Burst / Snowball
The wiki lists his playstyle as Burst and Snowball, and the stat line explains both halves. His 27.5 base run speed puts him level with Noli and Nosferatu, mid-pack among the eight killers, and Manic Fixation adds up to 10% while chasing a highlighted survivor and up to 15% while running toward one who is not in chase. His 2,750 HP is the second-highest listed figure on the killer roster, behind only 1x1x1x1's. The snowball comes from Blood: every hit fills his meter, and a full meter unlocks Blood Hunt, during which each kill resets his cooldowns and adds 15 seconds to the hunt. In practice the usual survivor calculus ("this killer is slow, so stretch the chase") does not produce a clean answer, because the longer the round goes, the more Blood he has banked.
What the numbers say about his matchups
Forsaken publishes no kill-rate data, so the case for Guest 666 is the kit itself: Hemorrhage stops healing on covered health, Blood Orbs keep Eviscerate available, and Demonic Pursuit pins for 26 to 40 damage.
How Guest 666 Has Changed Since Release
He arrived in update 3.3.0 alongside his chase theme and the DEAD RINGER Last Man Standing theme shared with Noob. The tuning since then, from the wiki change history: 3.3.2 raised walk speed from 8 to 8.75 and cut Hemorrhage from 30 minutes to 90 seconds; 3.4.0 raised his stamina drain from 9 to 9.5 and set Hemorrhage to 120 seconds; 3.5.3 added Hellforged Will and raised walk speed to 9; 3.6.2 removed Blood Hunt's full stun immunity in exchange for the 50% Hellforged Will boost; 4.0.0 cut Manic Fixation's out-of-chase boost from 20% to 15% and raised the Blood Hunt cost from 150 to 200 Blood; 4.1.7 made Demonic Pursuit a toggle on mobile. Update 5.0.0 was the largest pass: health from 2,500 to 2,750, faster and longer-lived Blood Orbs, Eviscerate slowness always applied, Infernal Cry highlight from 12 s to 11 s, Demonic Pursuit windup from 0.5 s to 0.6 s, Blood Rush range from 200 to 150 studs, and Blood Hunt's speed boost from 4% to 6%.
Documented Interactions Survivors Should Know
Guest 666 has more edge-case rules than most killers, and nearly all of them are about Hemorrhage and Blood. Here is the list the wiki actually documents — useful whether you are playing him or against him.
Hemorrhage removal
A Hemorrhaged survivor has to ask a teammate for help through the request feature (click on them). The helper then gets the option to heal it: 8 seconds, after which the status is fully removed — but the vines have to fade before the covered health counts again. A Medkit also removes Hemorrhage, yet it will not heal back any HP that was under the vines. Since update 3.3.2 he cannot inflict Hemorrhage on a survivor under Slateskin and gains no Blood from them, though Slateskin does not cleanse Hemorrhage that is already there.
Blood Orb behaviour
Orbs drop every few seconds from any Hemorrhaged survivor, faster while that survivor sprints and slower during a chase. They home in on him within 25 studs, last 90 seconds, and since 5.0.0 travel twice as fast toward him. Collecting one cuts all his cooldowns by 3 seconds — except Carving Slash, which orbs no longer affect. With only one survivor left he can collect orbs no matter what.
Last Man Standing
Blood Hunt cannot be started when only one survivor remains, and if it is already running when Last Man Standing begins, its remaining duration is set to 6 seconds. Manic Fixation, on the other hand, can always trigger when only one survivor is left (since 3.6.2). The achievement "nuh uh" rewards using Blood Hunt with 6 seconds or less remaining in the round.
Multi-hit attacks
All of his attacks can hit multiple survivors at once, including the basic attack. Two survivors standing on the same generator are one swing away from both taking damage — and the achievement "Jumpscare" exists precisely for landing a fully charged Demonic Pursuit on a survivor working a generator.
Playing Guest 666: The Pressure Gameplan
Guest 666 wins by denying survivors the one resource every objective needs: uninterrupted time. His speed means no zone on the map is truly far away, and his bulk means he can take aggressive angles other killers can't afford. The gameplan is relentless rotation — not committing to any single chase longer than it deserves.
A fifteen-second rule of thumb for chases
The most common Guest 666 mistake is playing him like a chase killer. He CAN chase — Manic Fixation makes him credible against anyone once a survivor is highlighted — but every long chase is a gift to the other survivors. A useful rule of thumb (a habit, not a measured number): give a chase roughly fifteen seconds. If you haven't forced a serious mistake or landed meaningful damage by then, break off and rotate to the objective zones. Your speed makes the threat of your return constant, and survivors who saw you leave tend to play scared for a while afterwards. Fear is pressure you don't have to be present to apply.
Use your bulk to take "rude" angles
Killers with low health approach structures carefully because a stun into a body-block into a second stun can cost them the round. At 2,750 HP with Hellforged Will cutting stuns by 25%, Guest 666 doesn't have to care as much. Take the direct line instead of the cautious one. Take the hit from the stun user to reach the healer behind them. Think of these as "rude" routes — paths that only make sense when you can absorb punishment — and they are where his hybrid stat line becomes an actual playstyle. Survivors position based on what killers normally risk; Guest 666's advantage is that those assumptions do not fit him.
Target priority: healers first
Every round has a target hierarchy, and Guest 666's is unusually strict because his weaknesses are specific. Elliot is the natural first target — his sustain undoes your chip damage faster than you can reapply it across a team. Shedletsky comes next, hunted opportunistically while Slash (40-second cooldown) is spent. Every survivor runs at the same 26 speed, so nobody on the roster simply outruns you — target choice is about kits, not speed. Uncoordinated teams struggle most when their healer goes down first; that is the collapse his kit is built to force.
Track your own chase timer honestly. It is easy to spend far longer on a chase than you remember. If you have recording software, review one match per session and count the seconds. Discipline with time matters as much as mechanics on this character. Our Forsaken Killers page covers every killer's kit so you can apply the same discipline across the roster.
Surviving Guest 666: What Actually Works
From the survivor side, Guest 666 feels unfair until you understand what he's actually weak to. He has no glaring stat hole — so the counterplay is structural, not statistical.
Why Shedletsky is the best counter
Our counter-pick guide lists Shedletsky as the top answer to Guest 666, and the reason is his commitment pattern. Guest 666's aggressive pathing means he regularly puts himself in stun range on purpose, betting his bulk covers the cost. Shedletsky's Slash stuns for 3 seconds on a 40-second cooldown; Hellforged Will trims the duration of statuses from survivor abilities by 25% (50% during Blood Hunt), but a shortened stun is still lost time — and because his whole gameplan is time-denial, stealing time back from him hurts more than raw damage would.
How Elliot teams neutralize the chip game
Guest 666's rotations work because the damage he leaves behind stays behind — several wounded survivors is a winning board state for him, and Hemorrhage makes the vine-covered part of a health bar unhealable. An active Elliot resets the rest of that math, and any teammate can clear Hemorrhage itself once asked. If you're playing Elliot into Guest 666, your job is unglamorous: stay near the objective cluster, top people off the moment he leaves, and accept that he will eventually come for you first. Position so that reaching you costs him a stun from your teammates.
Solo queue survival: deny the collapse
Without a coordinated team, your goal is to not be part of the cascade. His basic attack and other attacks hit multiple survivors at once, so the worst response to a Hemorrhage is the instinctive one — everyone converging on the bleeding teammate while he is still nearby, feeding him two or three targets in one swing. Clearing Hemorrhage takes 8 seconds of help from a teammate, so do it once he has rotated away. Remember that a Hemorrhaged survivor drops Blood Orbs that home in on him within 25 studs and cut his cooldowns by 3 seconds each; staying Hemorrhaged is feeding him. And keep your own health topped up whenever he is visible: entering a Guest 666 chase already injured leaves you far fewer hits of margin.
Guest 666 FAQ
The questions players actually search about Guest 666, answered from the Official Forsaken Wiki.
Is Guest 666 the best killer in Forsaken?
Nobody can answer that with data: Forsaken publishes no kill or win figures, so every "best killer" claim, including our own tier list, is a judgement about kits. What the kit does show is why he is hard to play against without coordination — Hemorrhage turns hits into health that cannot be healed back, and his Blood economy rewards him for every round that drags on. Our current judgement call is at Forsaken Tier List.
How do you unlock Guest 666?
He is bought in the shop for 1,666 Player Points, according to the wiki infobox. Player Points are earned only in public matches, never in private servers. The roster overview at All Forsaken Killers 2026 lists every killer's price side by side.
How much health does Guest 666 have?
2,750 HP since update 5.0.0, which raised it from 2,500. Only 1x1x1x1 has a higher listed figure among the eight killers. Like every killer he has 110 stamina; his walk speed is 9 and his base run speed 27.5.
What is Blood Hunt and how do I survive it?
Blood Hunt replaces Blood Rush once his Blood Meter is full (200 Blood at the start). It lasts 25 seconds, resets his cooldowns, raises his speed by 6%, halves his terror radius and highlights every survivor every 5 seconds. Each kill during it resets his cooldowns again and adds 15 seconds, and while in a chase its timer runs at half speed. The round cannot end while it is active. The survival answer is to clear Hemorrhage before it starts (Hemorrhaged survivors flash white instead of red), avoid grouping, and stay out of chase so the timer drains at full speed.
Does Guest 666 have a special Last Man Standing?
Yes. When Noob is the last survivor against Guest 666, the round plays "Dead Ringer" and the timer is set to 1:34 instead of the usual 1:14, according to the wiki's Last Man Standing page. The wiki attributes it to their past friendship, with Guest 666 feeling that Noob abandoned them.
What map is best against Guest 666?
The wiki documents no map layouts, so we will not invent a "best map" answer. What the wiki does tell us is the map pool: 19 public maps, five generators on each, all listed at Forsaken Maps. Wherever you are, the things that blunt him are the same — clear Hemorrhage, keep your health up, and do not cluster where one Infernal Cry or one Eviscerate can catch two of you.
Time Is the Whole Guest 666 Matchup
Guest 666 is what happens when a killer's power budget goes into momentum instead of raw speed: a modest base run speed that Manic Fixation lifts, 2,750 HP of durability, and a Blood economy that grows every second survivors waste. Played with chase discipline and healer-first targeting, he keeps every part of the map under pressure; played against with stun timing, sustain and Hemorrhage cleared away from him, his engine stalls. Either way, the side that manages the round clock better decides how the matchup goes.
See where Guest 666 lands this patch on the Forsaken Tier List, and browse the full roster at Forsaken Killers.
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