Blog/Strategies

Forsaken Killer Stats & Classes 2026 - Speed, Health & Playstyles Compared

Compare every Forsaken killer's speed, health, attack damage, and playstyle. Full stats breakdown with class categories and matchup analysis.

April 25, 202614 min readBy Forsaken Hub Team
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Every killer in Forsaken has different base speed, health, attack damage, and class type, and understanding these numbers is the difference between picking a killer that fits your playstyle and struggling through fifty matches wondering why you keep losing. This guide breaks down every killer's core stats side-by-side so you can compare movement speed, health pools, damage output, ability cooldowns, and class categories in one place. Whether you are deciding which killer to unlock next, trying to understand why a specific killer feels slow in chase, or want to know exactly how much damage each basic attack deals, this is the reference you need. All stats are community-tracked and reflect the current 2026 patch cycle. For individual killer guides with ability breakdowns, visit our complete /forsaken-killers hub page.

Forsaken Killer Roster Overview (2026)

  • Total Killers: 12 unique characters
  • Speed Range: 14 to 22 walkspeed across roster
  • Health Range: 100 to 350 HP depending on class
  • Attack Damage Range: 20 to 45 per basic hit
  • Class Types: Stealth, Bruiser, Control, Ranged, Hybrid
  • Highest Kill Rate Killer: Guest 666 at 71% average
  • Most Played Killer: 1x1x1x1 at 18% pick rate
  • Newest Addition: Insano (added early 2026)

Complete Killer Stats Comparison Table

This master table compares every killer's base stats. Use it to identify which killers match your preferred playstyle. Speed is measured in Roblox walkspeed units, health is base HP before any perks, and attack damage is per basic M1 hit. Class determines the killer's general role and how their abilities interact with survivors.

KillerClassSpeedHealthAttack DmgAbility CDsDifficulty
1x1x1x1Control / Info182002814s / 18s / 25s / 200sIntermediate
John DoeControl / Trap161802518s / 22s / 30sIntermediate
NosferatuBruiser / Chase202503012s / 20s / 150sAdvanced
NoliStealth / Ambush171503516s / 24s / 180sAdvanced
Jason (Slasher)Bruiser / Chase193004020s / 30s / 160sBeginner
c00lkiddControl / Zone162002515s / 30s / 180sIntermediate
Guest 666Hybrid / Pressure21220328s / 20s / 45sAdvanced
BuildermanControl / Builder15350Variable10s / 25s / 120sAdvanced
Guest 1337Ranged / Precision1717528 (melee) / 35 (ranged)12s / 25s / 140sExpert
PeelerStealth / Hit-and-Run22130208s / 18s / 90sBeginner
InsanoBruiser / Berserk182804525s / 35s / 200sIntermediate
The GlitchHybrid / Disruption19160226s / 14s / 100sExpert

All numbers are community-tracked from the current 2026 patch. Speed values represent base walkspeed before ability modifiers. Visit /forsaken-killers for detailed individual guides.

Understanding Killer Classes and What They Mean

Every killer in Forsaken falls into at least one class category that describes how they approach matches. Classes are not just labels; they determine how a killer's entire kit interacts with the map, survivors, and objectives. Understanding class roles helps you pick the right killer for your playstyle and helps survivors know what to expect when they hear a specific terror radius. Here is what each class archetype means in practice.

Stealth Killers: Noli and Peeler

Stealth killers trade raw health and damage for the ability to approach survivors undetected. Their kits revolve around ambush attacks and repositioning.

  • Noli operates as a true ambush predator with a reduced terror radius of 8 meters compared to the standard 24 meters, allowing her to approach generators without triggering survivor awareness until it is nearly too late. Her 35 damage per hit compensates for lower health by ending chases faster when she gets the drop on someone.
  • Peeler is the fastest killer in the game at 22 walkspeed but has the lowest health pool at 130 HP, making trades extremely dangerous. Peeler excels at hit-and-run gameplay: sprint in, land one hit dealing 20 damage, then disengage before survivors can retaliate. His 8-second primary cooldown allows constant pressure rotations.
  • Stealth killers struggle on open maps like Farm and Crossroads where survivors spot them at distance. They perform best on indoor maps like Hospital and Asylum where line-of-sight breaks create ambush opportunities every few seconds.
  • Against stealth killers, survivors should spread out across generators and listen carefully for audio cues like footsteps and breathing sounds that persist even when the terror radius is reduced. Check our /forsaken-survivors page for survivor-specific counter strategies.

Bruiser Killers: Nosferatu, Jason (Slasher), and Insano

Bruisers are the straightforward powerhouses of Forsaken. They have high health, high damage, and abilities that enhance direct combat rather than map manipulation.

  • Jason (Slasher) is the most accessible bruiser with 300 HP, 40 attack damage, and 19 walkspeed. He is designed for new players who want to hold W and chase survivors down. His abilities enhance basic attacks rather than requiring complex ability management, making him the best starter killer for learning fundamentals.
  • Nosferatu combines bruiser stats with chase-specific tools. At 20 walkspeed and 250 HP, Nosferatu can afford to trade hits at pallets because he survives longer than most killers and his Bloodhook ability on a 12-second cooldown lets him close distance at loops where survivors expect to be safe.
  • Insano hits the hardest in the entire game at 45 damage per basic attack but pays for it with the longest ability cooldowns in the roster. His 25-second primary and 35-second secondary mean that between ability uses, Insano relies purely on fundamentals. When his abilities are active, he becomes nearly unstoppable in a straight chase.
  • Bruisers are weak against coordinated teams that split pressure across the map. A bruiser excels at winning the 1v1 chase but cannot be everywhere at once. If three survivors work generators while the bruiser chases one person, generators complete before the bruiser generates enough pressure to slow the game down.
  • If you enjoy bruiser playstyle, check our /forsaken-maps guide to learn which maps favor direct-chase killers and which maps require more nuanced approaches.

Control Killers: 1x1x1x1, John Doe, c00lkidd, and Builderman

Control killers sacrifice raw chase power for abilities that manipulate the map, deny areas, or provide information advantages that compound over time.

  • 1x1x1x1 is the gold standard for control gameplay. His Mass Infection on a 14-second cooldown applies pressure states to nearby survivors, Entanglement on 18 seconds denies escape routes, and Unstable Eye on 25 seconds reveals survivor auras for approximately 7 seconds. The combination creates a pressure loop: reveal, deny, damage, repeat. His 28 attack damage and 18 walkspeed are average, but his information advantage makes every chase feel unfair for survivors.
  • John Doe specializes in trap-based control with Digital Footprints that zone survivors away from optimal pathing and Corrupt Energy that walls off committed lanes. His lower speed of 16 walkspeed means he loses straight-line chases, but his traps force survivors into suboptimal routes where his positioning advantage compensates.
  • c00lkidd controls through area denial. His Firewall Generation creates impassable barriers lasting 8 seconds that literally block survivor movement. Combined with System Overload that regresses generators by 15% instantly, c00lkidd can lock down a section of the map and force survivors to play his game. His 16 walkspeed is offset by the fact that survivors cannot run through his firewalls.
  • Builderman is unique among control killers because he modifies the map itself. With 350 HP (the highest in the game) and variable attack damage, Builderman places structures that create new walls, block windows, and reshape loops. His 15 walkspeed makes him the slowest killer, but a Builderman who has been building for 3 minutes fundamentally changes what loops are safe.
  • Control killers reward patience and game knowledge. Players who rush into chases without setting up their tools first will underperform compared to those who invest the first 30 seconds of a match establishing map control before committing to their first chase.

Ranged and Hybrid Killers: Guest 1337, Guest 666, and The Glitch

These killers break conventional chase rules by dealing damage at distance or combining multiple class strengths into unpredictable kits.

  • Guest 1337 is the only pure ranged killer, throwing homing projectiles that deal 35 damage at any distance. His melee attack deals 28 damage as a fallback. The 12-second primary cooldown allows frequent ranged pressure, but the 1.5-second wind-up animation creates counterplay windows where survivors can dodge. Expert Guest 1337 players land 73% of ranged shots compared to the average 41%, making this killer's effectiveness extremely skill-dependent.
  • Guest 666 is the strongest hybrid killer, combining 21 walkspeed (second fastest), 32 attack damage, and the infamous Void Walk on an 8-second cooldown that allows phasing through walls for 3 seconds. Guest 666 excels at everything: chase, pressure, information, and area denial. His Shadow Servants spawn every 45 seconds to patrol generators, creating passive map control without any effort. This combination produces the highest kill rate in the game at 71% average.
  • The Glitch has the lowest cooldowns in the game (6-second primary, 14-second secondary) and compensates with lower base stats: 160 HP and 22 attack damage. The Glitch wins by overwhelming survivors with constant ability spam that disrupts skill checks, scrambles UI elements, and creates visual noise. Expert Glitch players maintain 65%+ kill rates, but the chaotic playstyle requires precise timing to convert disruption into actual downs.
  • Hybrid killers are the hardest to counter because survivors cannot prepare for a single strategy. When facing Guest 666, survivors must simultaneously account for phasing through walls, high movement speed, decent damage, and AI shadow patrol. This unpredictability is why Guest 666 dominates the meta despite receiving multiple nerfs.

Pro Tip

When choosing a killer, match the class to your strengths. If you have strong mechanical aim, Guest 1337's ranged attacks reward precision. If you prefer strategic thinking, control killers like 1x1x1x1 and c00lkidd let you win through planning rather than reflexes. If you just want to chase people down, bruisers like Jason and Nosferatu let you focus purely on the 1v1. Check /forsaken-killers for full ability breakdowns on every character.

Speed Tier Rankings: From Fastest to Slowest

Movement speed is arguably the single most important stat for killers because it determines how quickly you close distance in chase, how fast you rotate between generators, and how much map pressure you exert by simply existing. Here is every killer ranked by base walkspeed with analysis of how speed affects their gameplay.

Tier 1: Fast Killers (20+ Walkspeed)

These killers catch survivors in straight-line chases and rotate across the map faster than survivors can complete generators.

  • Peeler (22 walkspeed) is the fastest killer in Forsaken and can catch any survivor in a straight line within 8-10 seconds. His speed makes him the best generator patroller in the game because he traverses the map faster than anyone else. The tradeoff is 130 HP and 20 damage, meaning he must play hit-and-run rather than committing to extended chases where survivors can retaliate.
  • Guest 666 (21 walkspeed) combines near-top speed with the strongest ability kit in the game. At 21 walkspeed, Guest 666 is only 1 unit slower than Peeler but has 90 more HP and 12 more attack damage. This makes Guest 666 the best all-around killer in every statistical category.
  • Nosferatu (20 walkspeed) rounds out the fast tier. His Bloodhook ability closes distance at loops, meaning his effective chase speed is even higher than 20 walkspeed suggests. Nosferatu catches survivors who think they are safe at pallets and windows because the hook extends his reach beyond what raw speed alone would allow.

Tier 2: Average Speed Killers (17-19 Walkspeed)

Most killers fall in this range. They catch survivors eventually but rely on abilities to close distance at loops rather than raw speed alone.

  • Jason (Slasher) at 19 walkspeed and The Glitch at 19 walkspeed share the top of this tier. Jason uses his speed combined with high damage to end chases through brute force, while The Glitch uses constant ability spam to force survivor mistakes that compensate for average speed.
  • 1x1x1x1 (18 walkspeed) and Insano (18 walkspeed) occupy the middle ground. 1x1x1x1 compensates with information and denial abilities that make survivors run into him rather than away. Insano compensates with the highest damage in the game at 45 per hit, meaning he needs fewer hits to down a survivor.
  • Noli (17 walkspeed) and Guest 1337 (17 walkspeed) are at the bottom of the average range. Noli makes up for lower speed with stealth approach and high 35 damage per ambush hit. Guest 1337 makes up for it with ranged attacks that deal damage regardless of distance, removing the need to physically catch survivors in many situations.

Tier 3: Slow Killers (16 and Below)

Slow killers cannot win through chase alone and must rely entirely on their abilities to compensate for the speed disadvantage.

  • John Doe (16 walkspeed) and c00lkidd (16 walkspeed) are both control killers for a reason. At 16 walkspeed, they lose straight-line chases against any survivor running default speed. Their entire playstyle revolves around trap placement and area denial that forces survivors to run into bad positions where speed becomes irrelevant.
  • Builderman (15 walkspeed) is the slowest killer in Forsaken and absolutely cannot chase survivors conventionally. Instead, Builderman reshapes the map itself, blocking windows and creating new walls that remove survivor escape routes. A Builderman who chases without building first will lose every single time. A Builderman who builds for 60 seconds first transforms the map into a deathtrap.
  • If you play slow killers, your first 30-60 seconds must be invested in setup rather than chasing. Trying to hold W at 15-16 walkspeed against survivors moving at 14-16 walkspeed is a losing proposition without ability assistance. Control killers win by making the map smaller, not by running faster.

Killer Speed Tier Summary

Quick reference for speed rankings. Remember that abilities can increase effective speed beyond base walkspeed.

Speed TierKillersBase SpeedChase StyleMap Rotation
Fast (S)Peeler, Guest 666, Nosferatu20-22Catch in open, end chases fastExcellent patrol
Average (A)Jason, The Glitch, 1x1x1x1, Insano18-19Use abilities to close at loopsGood rotation
Average (B)Noli, Guest 133717Rely on ambush or rangeModerate patrol
Slow (C)John Doe, c00lkidd, Builderman15-16Setup required before chasingRequires ability mobility

Health and Durability: Which Killers Can Tank Hits

Killer health matters more than most players realize. Survivors have items and abilities that deal damage to killers, and during rescue scenarios, tanking hits while maintaining chase pressure depends on having enough HP to absorb damage without being forced to disengage. Here is how killer health pools compare and why durability affects match outcomes.

High Health Killers (250+ HP)

These killers can absorb multiple survivor item uses and pallet stuns without disengaging, making them the best choices for aggressive face-to-face gameplay.

  • Builderman at 350 HP is practically unkillable by survivor items alone. He can absorb 4-5 flashlight stuns, multiple pallet drops, and several survivor ability hits before his health becomes a concern. This massive health pool supports his slow playstyle by ensuring that even when survivors fight back during builds, Builderman survives long enough to complete his map modifications.
  • Jason (Slasher) at 300 HP combined with 40 damage creates the ultimate trading machine. Jason can walk through every pallet on the map, absorb the stun damage, and still have enough health to continue chasing. His brute-force playstyle is enabled by having enough durability to ignore survivor defensive tools entirely.
  • Insano at 280 HP rounds out the high-durability tier. Combined with 45 attack damage, Insano wins every trade interaction because he takes less proportional damage while dealing more. When Insano commits to a chase, survivors cannot fight back effectively because his combination of health and damage overwhelms defensive items.
  • Nosferatu at 250 HP has enough durability to play aggressively at loops. His Bloodhook ability puts him in close range frequently, and having 250 HP means that even when he takes a pallet stun during the approach, he has enough health remaining to continue pressuring.

Average Health Killers (175-220 HP)

These killers need to play more carefully around survivor items and avoid unnecessary trades that chip away at their health over time.

  • Guest 666 at 220 HP and 1x1x1x1 at 200 HP can afford occasional trades but should avoid extended fights where survivors stack damage from multiple sources. Their abilities let them avoid direct confrontation at strong tiles, preserving health for situations where engagement is unavoidable.
  • c00lkidd at 200 HP relies on firewalls to prevent survivors from getting close enough to deal damage in the first place. His health pool is sufficient when his zone control works properly but becomes a liability when survivors find angles around firewalls.
  • John Doe at 180 HP and Guest 1337 at 175 HP are on the fragile side and must respect survivor tools. John Doe compensates with trap zoning that keeps survivors at arm's length. Guest 1337 compensates by dealing damage at range, avoiding melee interactions entirely when possible.

Low Health Killers (160 and Below)

These killers are glass cannons who die if they play carelessly. They must end chases quickly or disengage before survivors stack enough damage to force retreat.

  • The Glitch at 160 HP compensates with the lowest cooldowns in the game. The Glitch cannot afford extended fights but can spam abilities every 6-14 seconds to keep survivors disoriented. If a chase lasts longer than 20 seconds without a down, The Glitch should disengage and reset.
  • Noli at 150 HP is the definition of glass cannon: 35 damage ambush attacks from stealth but only 150 HP if the ambush fails and the chase extends. Noli must get the first hit from stealth and convert it into a down quickly, or break chase entirely and re-stealth for another ambush attempt.
  • Peeler at 130 HP is the most fragile killer in Forsaken. His 22 walkspeed means he can disengage faster than anyone else, but one or two survivor item uses can chunk his health dangerously low. Peeler plays like an assassin: strike once, retreat, wait for the opening, strike again. Never commit to prolonged fights.

Do Not Ignore Health Management

Many killer players focus exclusively on chase mechanics and completely ignore their health bar. Against coordinated survivor teams running flashlights, firecrackers, and healing items, even 300 HP killers can be whittled down over the course of a match. If your health drops below 30%, disengage from the current chase and find a safe moment to let passive regeneration tick. Dying as a killer forfeits the match and all accumulated points, so managing your health is as important as managing generator pressure.

Attack Damage Breakdown: How Many Hits to Down

Attack damage determines how many hits you need to down a survivor and how quickly you can snowball pressure from one hit into map-wide control. Survivors have 100 base HP, and most killers down survivors in 2-4 hits depending on their damage output and whether the survivor has healing items available.

High Damage Killers (35+ Per Hit)

These killers down survivors in 2-3 hits and end chases quickly when they connect.

  • Insano at 45 damage downs a full-health survivor in just 3 hits (technically 2.22 hits worth of damage). With his berserk ability active, Insano can two-shot survivors, making him the fastest downer in the game during his power window. The tradeoff is his 25-second primary cooldown, meaning he has long windows of vulnerability between power activations.
  • Jason (Slasher) at 40 damage reliably three-shots survivors and two-shots anyone who has already taken damage. Jason's consistent high damage makes him forgiving for newer players who might miss abilities but can reliably land basic melee attacks.
  • Noli at 35 damage from stealth ambush means that a successful first strike takes away over a third of a survivor's health instantly. Combined with one follow-up hit, Noli can down survivors from full health in just 2 attacks totaling 70 damage if both connect before healing occurs. Guest 1337's ranged attack also deals 35 damage, rewarding accurate shots with efficient downs.

Standard Damage Killers (25-32 Per Hit)

Most killers deal damage in this range, requiring 3-4 hits to down a survivor at full health.

  • Guest 666 at 32 damage, Nosferatu at 30 damage, 1x1x1x1 and Guest 1337 (melee) at 28 damage, and John Doe and c00lkidd at 25 damage all fall in this tier. These killers typically need 4 hits to down a full-health survivor, meaning chase efficiency and ability usage matter more than raw damage output.
  • At 25-28 damage, killers need their abilities to compensate for the extra hit requirement. 1x1x1x1's Entanglement forces bad routes that create additional hit opportunities. c00lkidd's firewalls trap survivors in dead zones where multiple hits land in rapid succession. Without ability assistance, standard-damage killers struggle against survivors with healing items who can reset between hits.

Low Damage Killers (22 and Below)

Low damage killers need 5+ hits to down from full health without abilities and must rely on ability damage or repeated pressure to secure eliminations.

  • The Glitch at 22 damage and Peeler at 20 damage require 5 basic hits to down a full-health survivor. This sounds terrible on paper, but both killers compensate with extremely fast attack speed and low ability cooldowns. The Glitch attacks nearly twice as fast as standard killers, and Peeler's 22 walkspeed allows constant re-engagement after hit-and-run disengages.
  • Builderman has variable damage depending on his constructions. His basic melee is low, but structures he places can deal environmental damage when survivors interact with them. A fully set up Builderman deals more total damage than any other killer in the game; the damage just comes from the environment rather than direct attacks.

Pro Tip

When selecting your killer, think about the damage-to-health ratio. Insano deals the most damage at 45 per hit with 280 HP, giving him one of the best trade ratios in the game. Peeler deals only 20 damage with 130 HP, meaning he loses trades badly and must never commit to prolonged fights. If you find yourself trading hits frequently during chases, pick a high-health high-damage killer like Jason or Nosferatu. If you prefer ending chases without taking damage at all, pick control or stealth killers. Visit /forsaken-killers for perk builds that maximize your chosen killer's strengths.

Which Killer Should You Main: Class Recommendations by Playstyle

With 12 killers to choose from, narrowing down your main requires honest self-assessment about your mechanical skills, patience level, and preferred win condition. Here are specific recommendations based on common playstyle preferences.

If You Want Simple, Effective Gameplay

Start with Jason (Slasher). His 19 walkspeed, 300 HP, and 40 damage mean you can hold W, chase survivors, and learn fundamentals without worrying about complex ability management. Jason teaches you basic chase mechanics, when to commit versus abandon a chase, and how to patrol generators. Once you are consistently getting 2-3 kills with Jason, branch into other killers knowing you have the fundamentals down.

  • Jason's simplicity is his strength for learning: no traps to place, no aim-dependent projectiles, no stealth management. Just chase, hit, hook.
  • His 300 HP means you survive mistakes that would kill fragile killers. Learning is faster when errors are not immediately punished by death.
  • Transition from Jason to Nosferatu (same bruiser class, adds Bloodhook skill expression) or to Insano (same bruiser class, higher damage with longer cooldowns) once you outgrow the simplicity.

If You Want High Skill Ceiling and Competitive Viability

Main Guest 666 or 1x1x1x1. These killers have the highest performance ceilings in competitive play and reward investment with consistently high kill rates at all skill levels.

  • Guest 666 is the stronger pick in raw stats (21 speed, 220 HP, 32 damage, plus Void Walk) but faces frequent bans in organized play. If you main Guest 666, have a secondary killer ready for ban situations.
  • 1x1x1x1 is the most versatile killer with consistent tournament presence. His information-denial loop works on every map, against every survivor composition, and scales with your game knowledge rather than your mechanical precision.
  • Both killers appear in our competitive analysis. See /forsaken-killers for detailed guides with ability combos and advanced techniques specific to each.

If You Want Unique Playstyles That No Other Game Offers

Try Builderman or The Glitch. These killers play unlike anything in comparable horror games and offer experiences unique to Forsaken.

  • Builderman literally rebuilds the map during the match. No other killer in any Roblox horror game offers this level of environmental manipulation. If you enjoy creative problem-solving over mechanical reflexes, Builderman rewards players who think three moves ahead.
  • The Glitch is the chaos option. With 6-second and 14-second cooldowns, The Glitch spams abilities constantly, creating a match experience that feels completely different from any other killer. If you enjoy overwhelming opponents with sensory overload, The Glitch is designed for you.
  • Both killers have steeper learning curves but offer satisfaction that straightforward killers cannot match. Check /forsaken-maps to understand which maps enhance or limit these unique playstyles.

Killer Recommendation Quick Reference

Use this table to find your ideal killer based on what matters most to you.

PriorityBest PickRunner-UpWhy
Easiest to LearnJason (Slasher)PeelerSimple kits, forgiving stats, focus on chase basics
Highest Kill RateGuest 6661x1x1x1Strongest stat profiles with versatile ability kits
Best for Competitive1x1x1x1c00lkiddConsistent tournament presence, less ban-targeted
Most Fun (Subjective)NosferatuThe GlitchBloodhook chases feel incredible; Glitch creates chaos
Best Map ControlBuildermanc00lkiddEnvironmental modification and area denial domination
Best for Solo QueueGuest 666JasonSelf-sufficient kits that do not require team coordination
Hardest to MasterGuest 1337The GlitchRanged precision and ability spam timing at expert level

Stats Are Not Everything

Raw numbers tell only part of the story. A skilled Peeler player with 130 HP and 20 damage can outperform a mediocre Jason player with 300 HP and 40 damage because game knowledge, positioning, and ability timing matter more than stat advantages. Use this guide as a starting point for killer selection, but invest practice time into whoever you enjoy playing the most. Consistency from enjoying your killer beats optimal stats from a character you find boring. Browse our /forsaken-killers page and try every killer before committing to a main.

How Killer Stats Interact with Survivor Stats

Killer stats exist in relation to survivor stats, and understanding this relationship helps you predict chase outcomes before they happen. All survivors in Forsaken have different base speeds and health pools, meaning certain killer-survivor matchups are inherently advantaged for one side.

Speed Differentials in Chase

The gap between killer speed and survivor speed determines how quickly the killer closes distance in a straight line. Survivors in Forsaken range from 14 to 16 walkspeed.

  • Against the fastest survivor (Two Time at 16 walkspeed), Peeler closes at a rate of 6 units per second (22 minus 16), catching up in approximately 5 seconds over a 30-meter gap. Jason at 19 walkspeed closes the same gap in about 10 seconds. Builderman at 15 walkspeed literally cannot catch Two Time in a straight line and must rely entirely on abilities and map modification.
  • Against slower survivors (Noob at 14 walkspeed), even Builderman at 15 walkspeed gains ground at 1 unit per second. Speed matchups shift dramatically depending on which survivor the killer targets, and smart target selection based on speed differentials can determine the outcome of the entire match.
  • Visit our /forsaken-survivors ranking page for complete survivor speed data to cross-reference with this killer stats guide.

Damage versus Survivor Health

Survivors have 100 base HP, but some survivors have damage reduction abilities or health regeneration that effectively increases their durability.

  • Against standard 100 HP survivors, Insano at 45 damage needs 3 hits, Jason at 40 needs 3 hits, Noli at 35 needs 3 hits, while Peeler at 20 damage needs 5 hits. This means Peeler needs to connect nearly twice as often as high-damage killers, which is why hit-and-run playstyle is mandatory for low-damage killers.
  • Survivors with healing items can reset between hits, effectively increasing the total damage required. Against healing-heavy compositions, high-damage killers like Insano and Jason gain relative strength because each hit removes a larger percentage of health, reducing the window for healing.
  • Pick up Forsaken merch and rep your favorite killer while learning these matchups at /merch where we have gear for every killer main.

Final Thoughts

Understanding killer stats is foundational knowledge that improves every aspect of your gameplay, from killer selection to in-match decision-making. The stat comparison tables above give you the raw data, the class breakdowns explain what those numbers mean in practice, and the recommendation sections help you translate knowledge into action. Remember that stats set the floor for each killer's potential, but your personal skill, game knowledge, and practice determine how close you get to the ceiling.

  • Peeler is fastest at 22 walkspeed but most fragile at 130 HP; Builderman is slowest at 15 but tankiest at 350 HP.
  • Insano deals highest damage at 45 per hit; Peeler deals lowest at 20. Choose based on your chase style.
  • Control killers (1x1x1x1, John Doe, c00lkidd, Builderman) sacrifice speed for map manipulation that compounds over time.
  • Guest 666 has the best overall stat profile in the game with 21 speed, 220 HP, 32 damage, and the strongest abilities.
  • Killer stats interact with survivor stats: check /forsaken-survivors for speed matchup data.
  • Stats set the floor, but practice determines your ceiling. Main whoever you enjoy most.

Bookmark this page as your killer stat reference and visit /forsaken-killers for detailed guides on every character. Compare these stats against our survivor speed rankings at /forsaken-survivors to master every matchup in Forsaken.

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