Forsaken Survivor Speeds & Stats Ranked - Who's the Fastest? (2026)
Every Forsaken survivor ranked by speed, health, and abilities. Find out who's the fastest survivor, best support, and strongest overall pick.
Survivor speed, health, and ability kits are not created equal in Forsaken, and picking the wrong survivor for your role can cost your entire team the match. This comprehensive ranking breaks down every survivor in Forsaken by their movement speed, base health, ability effectiveness, and team role so you can make informed picks every game. Whether you want to know who the fastest survivor is for kiting killers, who has the best support kit for keeping teammates alive, or which survivor is objectively the strongest in the current 2026 meta, this guide has every stat ranked and explained. For individual survivor guides with full ability breakdowns, visit our /forsaken-survivors hub.
Forsaken Survivor Roster Quick Facts (2026)
- • Total Survivors: 6 unique playable characters
- • Speed Range: 14 to 16 base walkspeed
- • Health: 100 HP base for all survivors
- • Roles: Runner, Support, Hybrid, Utility
- • Highest Escape Rate: Two Time at 64% average
- • Most Picked: Elliot at 24% pick rate
- • Best Solo Queue: Noob at 58% solo escape rate
- • Best Coordinated Play: Shedletsky in organized teams
Complete Survivor Stats Comparison Table
This master table ranks all six survivors by their core stats. Speed is measured in Roblox walkspeed units. All survivors share 100 base HP, but their ability kits create effective health differences through healing, damage reduction, and evasion tools.
| Rank | Survivor | Speed | Role | Key Ability | Escape Rate | Pick Rate |
|---|---|---|---|---|---|---|
| 1 | Two Time | 16 | Runner / Kiter | Chrono Dash (burst speed) | 64% | 19% |
| 2 | Elliot | 15 | Support / Healer | Field Medic (team heal) | 61% | 24% |
| 3 | Shedletsky | 15 | Support / Stun | Linked Sword (stun) | 59% | 17% |
| 4 | 007n7 | 15 | Hybrid / Scout | Stealth Recon (aura read) | 57% | 14% |
| 5 | Chance | 15 | Utility / RNG | Coin Flip (random buff) | 52% | 11% |
| 6 | Noob | 14 | Utility / Self-Sustain | Bloxy Cola (speed boost) | 55% | 15% |
Escape rates are community-tracked averages across all skill levels. Individual performance varies significantly based on player skill and killer matchup. Visit /forsaken-survivors for full guides.
Speed Rankings: Who Is the Fastest Survivor in Forsaken?
Movement speed directly determines how long you survive in chase, how quickly you rotate between generators, and how effectively you can rescue teammates across the map. Even a 1-unit speed difference creates meaningful advantages over the course of a full match. Here is every survivor ranked by effective speed, including both base walkspeed and ability-enhanced movement.
#1 Fastest: Two Time (16 Base Walkspeed)
Two Time is objectively the fastest survivor in Forsaken with 16 base walkspeed and the Chrono Dash ability that provides a burst of additional speed.
- •At 16 base walkspeed, Two Time is the only survivor who moves at the same speed as slow killers like John Doe and c00lkidd (both 16 walkspeed). This means Two Time can literally outrun two killers in a straight line without using any abilities, which is a massive advantage that no other survivor has.
- •Chrono Dash activates on a 40-second cooldown and boosts Two Time to approximately 22 walkspeed for 3 seconds, allowing burst escapes that create enough distance to break line-of-sight even against fast killers like Peeler (22 walkspeed) and Guest 666 (21 walkspeed).
- •The combination of highest base speed and a burst speed ability makes Two Time the premier kiting survivor. Professional players running Two Time average 45-second chases compared to 30-second averages on other survivors, directly translating to more generator time for teammates.
- •Two Time's weakness is zero team utility. All abilities are selfish, meaning a team of four Two Times has excellent individual survival but poor collective efficiency. Pair Two Time with support survivors like Elliot or Shedletsky for optimal team composition.
- •Two Time is the best choice against bruiser killers like Jason and Nosferatu who rely on raw speed to catch survivors. Against control killers like 1x1x1x1 who use abilities rather than speed, Two Time's speed advantage is less impactful because Entanglement and firewalls do not care how fast you run. Check /forsaken-killers to understand which killers Two Time counters and which counter him.
#2-5: The 15 Walkspeed Tier (Elliot, Shedletsky, 007n7, Chance)
Four survivors share 15 base walkspeed, making their ability kits and roles the primary differentiators rather than raw speed.
- •Elliot at 15 walkspeed has no speed-boosting abilities but compensates with the strongest healing kit in the game. Field Medic heals teammates within range, and his passive healing aura keeps nearby survivors topped up during generator work. Elliot's effective survival is higher than his speed suggests because he recovers health between hits faster than anyone else.
- •Shedletsky at 15 walkspeed has the Linked Sword stun ability that can briefly incapacitate killers, creating distance without needing raw speed. A well-timed Shedletsky stun creates 4-5 seconds of free running time, equivalent to approximately 8-10 meters of distance that a faster survivor would need raw walkspeed to achieve.
- •007n7 at 15 walkspeed specializes in information gathering through Stealth Recon, which reveals the killer's aura for a short window. Knowing where the killer is heading allows 007n7 to preemptively path away from danger, avoiding chases entirely rather than needing speed to escape them.
- •Chance at 15 walkspeed is the wildcard. Coin Flip randomly provides either a speed buff, damage reduction, healing, or a debuff. When Chance rolls a speed buff, she temporarily becomes faster than Two Time, but when she rolls a debuff, she becomes the slowest and most vulnerable survivor in the match. Chance's average escape rate of 52% reflects this inconsistency.
- •All four 15-walkspeed survivors rely on ability usage and game sense rather than raw speed to survive chases. Against fast killers like Peeler (22 walkspeed), the speed gap of 7 units means the killer closes a 30-meter gap in about 4.3 seconds, requiring these survivors to use pallets, windows, and abilities to extend chase rather than running straight.
#6 Slowest: Noob (14 Base Walkspeed)
Noob is the slowest survivor in Forsaken at 14 base walkspeed but compensates with the most reliable self-sustain kit in the game.
- •At 14 walkspeed, Noob is slower than every killer in the game. Even Builderman at 15 walkspeed catches Noob in a straight line at 1 unit per second, meaning Noob literally cannot win by running. Every second of chase time must come from pallets, windows, and ability usage rather than raw speed.
- •Bloxy Cola on a 50-second cooldown provides a temporary speed boost that brings Noob up to approximately 18 walkspeed for a few seconds, temporarily matching average-speed killers. This ability must be saved for critical chase moments rather than wasted on general traversal.
- •Slateskin on 55-second cooldown provides damage reduction that lets Noob tank one extra hit, and Ghostburger on 45-second cooldown provides self-healing that lets Noob reset without teammate assistance. The combination means Noob survives through durability rather than speed.
- •Despite being the slowest survivor, Noob has a 55% solo queue escape rate (higher than the team-dependent Chance at 52%) because the self-sustain kit does not require teammate coordination. Noob is the best choice for solo queue players who cannot rely on randoms to heal them or provide timely rescues.
- •Noob is weakest against Peeler (22 walkspeed) where the speed gap of 8 units is enormous, and strongest against Builderman (15 walkspeed) where the speed gap of only 1 unit makes Builderman reliant entirely on map modification rather than chase speed. For detailed matchup data, visit our /forsaken-killers page.
Speed Is Not the Only Factor in Chases
Newer players often assume the fastest survivor is always the best, but Forsaken's maps are filled with pallets, windows, and line-of-sight blockers that equalize speed differences during chase. A skilled Noob player who uses every pallet and window efficiently can outlast a mediocre Two Time player who runs in straight lines. Speed matters most in dead zones (areas with no pallets or windows) and during map traversal between objectives. Inside structured tiles with loops, game knowledge and timing matter more than raw walkspeed. Check our /forsaken-maps guide for tile-by-tile loop breakdowns.
Team Role Rankings: Support, Runner, and Utility Value
Beyond individual stats, each survivor fills a specific team role that contributes differently to the group's overall escape chance. Coordinated teams that balance roles escape significantly more often than teams stacking the same role. Here is how each survivor's team value ranks.
Best Support: Elliot (S-Tier Team Value)
Elliot is the most valuable survivor in coordinated play because his healing abilities directly translate into extended team durability.
- •Field Medic heals nearby teammates by a significant amount on a moderate cooldown, saving the 16-20 seconds it would take for survivors to self-heal or buddy-heal manually. Over a 10-minute match, Elliot saves the team an estimated 60-90 seconds of cumulative healing time, which translates directly into generator progress.
- •Elliot's passive healing aura keeps nearby survivors topped up during generator repairs, meaning teammates working generators near Elliot naturally recover between hits without stopping their current objective. This passive efficiency is unmatched by any other survivor.
- •In coordinated teams, Elliot positions near the primary generator cluster and acts as a healing anchor. Survivors who take hits return to Elliot's position to heal while continuing generator work, creating a station-based playstyle that maximizes objective efficiency.
- •Elliot's weakness is that healing abilities become useless if the killer camps hooked survivors or avoids injuring the team. Against one-shot killers like Insano (who can sometimes two-shot with abilities), Elliot's healing is less impactful because survivors go from full health to dead in rapid succession.
- •Pair Elliot with Two Time for the strongest general-purpose duo: Two Time takes chase while Elliot heals the team and maintains generator pressure. See our full guide at /forsaken-survivors for Elliot-specific strategies.
Best Runner: Two Time (S-Tier Chase Value)
Two Time provides the most chase value in the game, wasting the killer's time better than any other survivor.
- •Every second Two Time spends in chase is a second three other survivors spend on generators uncontested. With an average chase duration of 45 seconds (15 seconds longer than the survivor average), Two Time generates approximately 15 seconds of extra generator time per chase, totaling 45-60 seconds of bonus team value across a typical 3-chase match.
- •Chrono Dash allows Two Time to extend chases that other survivors would lose. When a pallet or window is slightly too far away, the burst speed bridges the gap, turning lost chases into extended loops that waste additional killer time.
- •Two Time's weakness is complete lack of team utility. After being hooked, Two Time contributes nothing while being rescued and healed, creating a net-negative team value during hook states. Teams running Two Time should prioritize fast unhooks to get their runner back into chase as quickly as possible.
- •Competitive teams designate Two Time as the "bait" player who intentionally takes the killer's attention at the start of the match. While Two Time kites, three teammates complete the first 2-3 generators before the killer can generate any meaningful pressure.
Best Utility: Shedletsky and 007n7 (A-Tier Versatile Value)
Shedletsky and 007n7 provide utility that does not fit neatly into support or runner categories but creates unique team advantages.
- •Shedletsky's Linked Sword stun provides the only reliable crowd control in the survivor roster. Stunning the killer during rescue scenarios, gate openings, or teammate heals creates uncontested windows where the team can achieve critical objectives without pressure. In competitive play, Shedletsky's stun wins endgame scenarios that no other survivor ability can.
- •007n7's Stealth Recon reveals killer positioning information to the entire team. In coordinated play, one 007n7 callout can redirect all three teammates away from danger, preventing chases before they start. Information is the most powerful resource in asymmetrical games, and 007n7 provides it on demand.
- •Both survivors have 15 walkspeed and 100 HP, making them adequate in chase but not exceptional. Their value comes from creating moments of advantage that other survivors use. Shedletsky creates stun windows. 007n7 creates information windows. Neither survivor can carry alone, but both elevate the entire team's performance.
- •If you enjoy a utility playstyle where your decisions have high leverage on match outcomes, Shedletsky and 007n7 reward smart timing and communication more than any other survivors in Forsaken. Browse their full guides at /forsaken-survivors.
Situational Picks: Chance and Noob (B-Tier Specialized Value)
Chance and Noob are not weak survivors, but their value is either inconsistent (Chance) or selfish (Noob), making them less optimal in coordinated settings.
- •Chance's Coin Flip randomness means she is sometimes the strongest survivor in the match (rolling a speed buff or damage reduction at the perfect moment) and sometimes the weakest (rolling a debuff during chase). Teams cannot plan around Chance's contributions because they are unpredictable by design. In casual play this is fun; in competitive play this is a liability.
- •Noob's self-sustain kit (Bloxy Cola, Slateskin, Ghostburger) is entirely selfish. Noob heals himself, buffs himself, and sustains himself, providing no team utility whatsoever. However, this self-sufficiency makes Noob the strongest solo queue survivor because he does not depend on teammates who may not coordinate properly.
- •Pick Chance when you want excitement and do not care about consistency. Pick Noob when you want reliability and do not expect help from your team. In organized four-player squads, both survivors are outclassed by the S-tier and A-tier picks above.
Survivor Role Tier List Summary
Quick reference for survivor roles ranked by team value in coordinated play.
| Tier | Survivor | Primary Role | Team Value | Solo Queue Value |
|---|---|---|---|---|
| S | Elliot | Support / Healer | Highest (healing saves 60-90s per match) | Good (self-heal works alone) |
| S | Two Time | Runner / Kiter | Highest (extends chases by 15s each) | Good (self-sufficient in chase) |
| A | Shedletsky | Utility / Stun | High (stun creates free rescue windows) | Moderate (stun less impactful alone) |
| A | 007n7 | Utility / Scout | High (info prevents chases entirely) | Moderate (info helps but nobody to call out to) |
| B | Noob | Self-Sustain | Low (selfish kit, no team utility) | Highest (self-sufficient in all situations) |
| B | Chance | Wildcard / RNG | Unreliable (random outputs) | Moderate (inconsistent solo value) |
Pro Tip
The ideal four-player team composition is: one Two Time (runner/bait), one Elliot (support/healer), one Shedletsky or 007n7 (utility), and one flex pick based on the killer matchup. This composition covers every team need: chase extension, healing, crowd control or information, and adaptability. If you do not know what the killer is ahead of time, default to Two Time, Elliot, Shedletsky, and 007n7 for the most balanced composition in competitive play.
Ability Tier Rankings: Which Survivor Has the Best Kit
Abilities are what separate survivors from interchangeable skins. Each survivor's ability kit defines their playstyle and determines their ceiling. Here is every survivor's ability kit ranked by overall effectiveness.
S-Tier Ability Kits
These ability kits consistently impact match outcomes regardless of player skill level.
- •Two Time's Chrono Dash is S-tier because burst speed is universally useful. It extends chases, enables rescues, and allows escape from situations that would down any other survivor. The 40-second cooldown is long enough to prevent spamming but short enough that Two Time has it available for every meaningful chase interaction. The ability has no randomness, no conditions, and no skill requirement beyond basic timing.
- •Elliot's Field Medic and passive healing aura are S-tier because healing is always valuable. In every single match, survivors take damage and need healing. Elliot provides healing faster and more efficiently than any item or self-care mechanic in the game. The only scenario where Elliot's kit is weak is against killers who one-shot or down so fast that healing between hits is impossible, which is rare.
A-Tier Ability Kits
These ability kits are powerful but either require specific timing, coordination, or matchup conditions to reach their full potential.
- •Shedletsky's Linked Sword stun is A-tier because it provides hard crowd control that no other survivor has. The stun is extremely powerful when timed correctly during rescues or gate scenarios, but it requires precise timing and positioning that many players struggle with. A poorly timed stun wastes the cooldown and provides no value, creating a skill floor that prevents it from being universally S-tier.
- •007n7's Stealth Recon is A-tier because information is always valuable but requires communication to maximize. In solo queue, knowing where the killer is helps only 007n7. In coordinated play, that same information helps all four survivors simultaneously. The ability scales with team coordination, making it A-tier in general and S-tier specifically in organized groups.
- •Noob's three-ability self-sustain kit (Bloxy Cola, Slateskin, Ghostburger) is A-tier for solo queue because it covers speed, damage reduction, and healing in one character. The rotational nature of three abilities on moderate cooldowns means Noob always has something available. The weakness is that all three abilities are selfish, providing no team value in coordinated play.
B-Tier Ability Kits
This ability kit has high upside but unreliable output that prevents consistent team planning.
- •Chance's Coin Flip is B-tier because randomness fundamentally cannot be planned around. When Chance rolls a speed buff during a critical chase, the ability is temporarily S-tier. When Chance rolls a debuff during that same chase, the ability is F-tier. On average, the random outcomes balance to moderate effectiveness, but competitive play rewards consistency over occasional brilliance.
- •Chance's secondary abilities have similar random elements that compound the inconsistency. In casual play, the randomness creates exciting moments. In ranked play, teams want predictable contributions from every slot. This is why Chance's pick rate drops from 15% in casual to 4% in competitive settings.
Survivor Speed vs. Killer Speed: Chase Matchup Data
How long a survivor lasts in a straight-line chase against each killer depends entirely on the speed differential. This section provides concrete data on how many seconds each survivor survives against each killer in an open field with no obstacles, showing exactly why map knowledge and loop usage are critical for slower survivors.
Time to Catch in Open Field (30-Meter Head Start)
The following calculations assume a 30-meter head start for the survivor and no ability usage from either side. These numbers represent the worst-case scenario for survivors, showing how quickly chases end without environmental assistance.
- •Two Time (16 speed) vs. Peeler (22 speed): Caught in 5.0 seconds. Even the fastest survivor cannot outrun Peeler in the open. Chrono Dash is mandatory to create distance before reaching a loop tile.
- •Two Time (16 speed) vs. Builderman (15 speed): Never caught. Two Time gains distance at 1 unit per second, making Builderman completely unable to chase Two Time without abilities. This is the strongest survivor-killer matchup in the game.
- •Noob (14 speed) vs. Peeler (22 speed): Caught in 3.75 seconds. The largest speed gap in the game. Noob must never be caught in the open against Peeler under any circumstances.
- •Noob (14 speed) vs. Builderman (15 speed): Caught in 30 seconds. Even against the slowest killer, Noob eventually gets caught in a straight line. Noob must use pallets and windows against every single killer, no exceptions.
- •All 15-speed survivors vs. Guest 666 (21 speed): Caught in 5.0 seconds. Guest 666 closes the same gap as Peeler does against Two Time. Combined with Void Walk phasing, Guest 666 effectively reduces catch time even further at loops. Visit /forsaken-killers for Guest 666 counter strategies.
- •These numbers demonstrate that no survivor can afford to run in straight lines for more than a few seconds. Loop usage, pallet timing, and window vaults are the primary chase extension tools. Speed is the tiebreaker when two players have equal skill at loops. Study map layouts at /forsaken-maps to learn every loop on every map.
Speed Differential Quick Reference (Seconds to Close 30m Gap)
Cross-reference any survivor against any killer to see straight-line catch times.
| Killer (Speed) | Two Time (16) | Elliot/Shed/007/Chance (15) | Noob (14) |
|---|---|---|---|
| Peeler (22) | 5.0s | 4.0s | 3.75s |
| Guest 666 (21) | 6.0s | 5.0s | 4.3s |
| Nosferatu (20) | 7.5s | 6.0s | 5.0s |
| Jason (19) | 10.0s | 7.5s | 6.0s |
| The Glitch (19) | 10.0s | 7.5s | 6.0s |
| 1x1x1x1 (18) | 15.0s | 10.0s | 7.5s |
| Insano (18) | 15.0s | 10.0s | 7.5s |
| Noli (17) | 30.0s | 15.0s | 10.0s |
| Guest 1337 (17) | 30.0s | 15.0s | 10.0s |
| John Doe (16) | Never | 30.0s | 15.0s |
| c00lkidd (16) | Never | 30.0s | 15.0s |
| Builderman (15) | Never | Never | 30.0s |
"Never" means the survivor is equal or faster than the killer and cannot be caught in a straight line without abilities. All calculations assume no abilities or items are used.
Pro Tip
Use this speed differential table to make smart chase decisions. If you are playing Noob against Peeler, you have 3.75 seconds before you are caught in the open. That means you must always be within 3 seconds of a pallet or window. If you are playing Two Time against Builderman, you can afford to run straight for extended periods because Builderman literally cannot catch you. Adapt your pathing to the matchup. Grab our /merch to show off your survivor main while studying these matchups.
Final Rankings: Best Overall Survivors in 2026
Combining speed, abilities, team value, and meta performance, here are the definitive survivor rankings for the 2026 season.
Overall Power Rankings
These rankings weight all factors: speed, ability strength, team value, solo queue viability, and competitive meta presence.
- •#1: Elliot. Despite not being the fastest, Elliot provides the most overall value through healing efficiency that directly converts into generator time and team durability. His 61% escape rate, 24% pick rate, and presence in virtually every competitive team composition make him the objectively strongest survivor in Forsaken.
- •#2: Two Time. The fastest survivor with the best chase kit, Two Time is the primary reason killers lose matches in competitive play. His 64% escape rate (highest individual) reflects his chase dominance, but his lack of team utility prevents him from claiming the top spot over Elliot.
- •#3: Shedletsky. The Linked Sword stun is the most impactful single ability in the survivor roster when timed correctly. Shedletsky decides endgames more than any other survivor because his stun enables plays (gate rescues, pallet saves, hook trades) that are physically impossible without crowd control.
- •#4: 007n7. Information is the foundation of every good play in Forsaken. 007n7 provides it on demand, making the entire team smarter. His value increases with team coordination, and in organized play, 007n7 is arguably A-tier or higher.
- •#5: Noob. The solo queue king. Noob's self-sustain kit means he never depends on teammates who might not show up. A 55% solo escape rate despite being the slowest survivor demonstrates how powerful self-sufficiency is when team coordination is unreliable.
- •#6: Chance. Randomness is fun but not competitive. Chance's 52% escape rate is the lowest in the roster, and the inconsistency of Coin Flip means teams cannot plan around her contributions. Chance is the pick for players who enjoy gambling, not for players who want consistent results.
Final Thoughts
Understanding survivor stats is just as important as understanding killer stats because every match is a two-way interaction. Knowing your speed, your abilities, and how they compare to every killer in the game lets you make smart decisions about pathing, positioning, and team composition. The fastest survivor is Two Time, the best support is Elliot, the best solo queue pick is Noob, and the most impactful ability belongs to Shedletsky. Use this data to pick the right survivor for every situation.
- • Two Time is the fastest at 16 walkspeed; Noob is slowest at 14 but most self-sufficient.
- • Elliot is the overall #1 survivor due to healing efficiency that converts directly into generator time.
- • Speed differentials determine chase outcomes: use the catch-time table to plan your pathing.
- • Team composition matters: run one runner, one support, one utility, one flex for optimal results.
- • Solo queue players should prioritize Noob or Two Time for self-sufficient kits.
- • Visit /forsaken-survivors for complete individual guides and /forsaken-killers for matchup data.
Bookmark this survivor ranking page and cross-reference with our killer stats guide for complete matchup knowledge. Check /forsaken-survivors for individual guides and visit /merch to gear up with your favorite survivor's cosmetics.