LATEST MAJOR UPDATE: TWO TIME REWORK (4/26/2025) • NEXT KILLER: NOLI • NEXT SURVIVOR: ???

Survivors

This is just for me to have a reference on what they do and how their abilities work.

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Noob

Role: Survivalist

Origin: Represents the classic Roblox "Noob" archetype.

Cost: FREE

Difficulty: ★★★☆☆

Health: 100

Speed: 12 (walk) / 24 (sprint)

Stamina: 100 (10 loss/sec, 20 gain/sec)


Abilities:

Bloxy Cola

Cooldown: 12s

Noob carries two Bloxy Colas. Drinking one grants Speed I for 10 seconds and removes all existing slowness effects. While drinking, Noob cannot sprint and loses 10% of their speed.

When used while Slateskin Potion is being used, it plays a (boowomp) sound effect and gives the player an Achievement.

Slateskin Potion

Cooldown: 65s

Noob carries two Slateskin Potions. Drinking one grants Slateskin II for 6 seconds, providing 80 overheal but slowing them by 45%. If Slateskin wears off naturally, Noob gains Speed II for 2 seconds. While drinking, Noob loses 40% less speed and cannot sprint.

Ghostburger

Cooldown: 45s

Noob eats a Ghostburger, gaining Undetectable II for 10 seconds and Invisibility III for 8 seconds. This makes their aura unreadable and renders them 75% transparent. While eating, Noob loses 40% less speed and cannot sprint.


Lore:

Not much is known about Noob's lore so far, but more will be revealed after Noli releases. Prior to being Forsaken, Noob was once an outgoing and cheerful Robloxian, though they didn’t have many friends. Their only and close companion at the time being Guest 666. That was until Noob and/or Guest 666 got involved in something that caused them to separate, something in relation to Guest 666's "greed" and "jealousy". Which caused Noob to leave Guest 666 behind. Noob became more quiet and closed off, while Guest 666 didn't take the separation well at all, and either before or while being banned by Builderman (timeframe is unknown), Guest 666 did something that caused their body to transform. To Noob, Guest 666 being banned was just Guest 666 "suddenly disappearing".
Meanwhile, Noob began to slowly recover after the incident, all three of their new friends supporting them as they did so. Unfortunately, they were Forsaken during this recovery, and remained isolated and silent despite becoming friends with more people — the other Survivors. Even after everything, Noob feels extreme regret towards whatever they did back then, and even wrote a letter of apology to Guest 666, which they considered sending, but never did. Despite this, Noob still considers themselves to be Guest 666's best friend, not knowing that Guest 666 had been Forsaken as well. If Noob ever saw Guest 666's current state during a round, Noob would go into shock.

Survivor 1

Elliot

Role: Support

Origin: Mascot of Work at a Pizza Place.

Cost: FREE Used to cost $350, was changed on 4/26/25 in the Two Time Rework update.

Difficulty: ★★☆☆☆

Health: 80

Speed: 12 (walk) / 24 (sprint)

Stamina: 100 (10 loss/sec, 20 gain/sec)


Abilities:

Order Up!

Cooldown: Passive Ability

After any objective is contributed towards, Elliot gains a 5% increase in how much he heals. This percentage stacks, but caps at 25%.

Deliverer's Resolve

Cooldown: Passive Ability

Whenever any Survivor receives 15 or more damage, their aura becomes revealed to Elliot for 4 seconds

Pizza Throw

Cooldown: 45s

Elliot tosses a pizza infront of him that can heal other survivors for 35 HP. Survivors within 50 studs of Elliot while the pizza is being thrown have the pizza highlighted for 5s. These pizzas cannot heal Elliot himself, and they despawn after 25s. The healing effect of the pizzas is decreased by 15% for every other Elliot that's in-game, but caps at 80%.

Rush Hour

Cooldown: 30s

After Elliot heals any player, except for other Elliots, they gain a charge for this ability. Using a charge grants Elliot Speed III for 3 seconds. Elliot starts the round with 1 charge for this ability. Max 1 charge


Lore:

Elliot was Builder Brother Pizza's best employee( Work At Pizza Place's pizzeria) working practically every job there is. He had to suffer through the havoc c00lkidd caused to the place. It is unknown how he was forsaken.

Survivor 2

Two Time

Role: Sentinel Used to be a Survivalist, was changed on 4/26/25 in the Two Time Rework update.

Origin: Original character created for Forsaken.

Cost: $500 Used to cost $400, was changed on 4/26/25 in the Two Time Rework update.

Difficulty: ★★★★☆ Used to be ★☆☆☆☆, was changed on 4/26/25 in the Two Time Rework update.

Health: 80

Speed: 12 (walk) / 24 (sprint)

Stamina: 100 (10 loss/sec, 20 gain/sec)


Old Ability:

Undying Devotion

Cooldown: Passive Ability

After taking fatal damage for the first time, Two Time's appearance changes and they are reborn. In this second life, they only have 40 health. Upon activating, Two Time gains Speed II for 6 seconds, invincibility for 1.5 seconds, Weakness V for 12 seconds, all status effects are removed, and restores 40% of stamina. Upon becoming the last survivor, Two Time will be forced into their second life and have their Max Health set to 110, as well as healing 50 health if they’ve taken any damage. They do not suffer Weakness V if this is activated through Last Man Standing.


New Abilities:

Oblation

Cooldown: Passive Ability

Two Time now has an oblation bar on the side of the screen that only the user can see. This bar appears upon dealing damage. Filling this bar grants the player their second life, however to do so, you'll have to deal 70 damage to fill it. Stats change when respawning, making Two Time have 40 HP. Two Time is also granted Speed II for 6 seconds and Weakness V for 12 seconds when respawning.

Upon entering LMS if this second life has not been used, instead gain (Bar% x 30-40) additional MaxHealth and Health.

Sacrificial Dagger

Cooldown: 30s

Two Time After a 0.3s windup, you'll stab your dagger forward and gain Resistance III for 0.7 seconds with a very slight lunge. If it hits the killer in the front, it'll deal 25 damage, apply slowness II, helpless I to the killer both for 2s and heal Two Time for 10. If it hits the killer's back it stuns for 4s, does 35 damage, and heals Two Time for 20.

Crouch

Cooldown: 35-50s

Crouch down, reducing your movement speed to 9 (15 when sprinting) and become undetectable and invisible. When exiting, you get slowness depending on distance from the killer, cooldown increases with time crouching. You can stab out of a crouch. Undetectable and Invisibility last 15s and so does crouch itself. Crouching doesn't give buffs in LMS.

Ritual

Cooldown: N/A

Carve the respawn symbol into the ground with your dagger. This symbol emits a faint glow. This animation is when activating the power (Ritual). This is where you'll respawn when you EARN your second life. When dying to the killer with your respawn ready, the timer won't increase, and you'll respawn, being highlighted to the killer for 2s after respawning. You gain full immunity to status effects and damage for 2s after respawning.

This ability can only be used once.


Lore:

Two Time belonged to a cult that believed in respawning/resurrection, alongside Azure. The two were partners, being shown spending time together in several renders (Milestones 1 and 2, and Chrisaken) and a photo of them together before his murder (which can be seen in both the current Milestones I-IV and the legacy version of Milestone IV).

At some point, Two Time's beliefs began to grow more and more demented until they eventually stabbed and killed Azure with a dagger, as a sacrifice in order for them to receive their second life, which is depicted in their third milestone. At first, they were regretful about doing this, as shown in their third milestone, however in their fourth milestone Two Time's photo has Azure crossed out and the words "GLORY TO THE SPAWN" has been written on it showing their complete devotion to The Spawn. Azure's sacrifice is how he became a killer.

Two Time's Nightshade skin has also been confirmed to be canon. Although it is unknown what role it plays in Two Time's story. It could possibly be Two Time's future self as its description makes it seem like a long time has passed since Azure's sacrifice.

Survivor 3

Guest 1337

Role: Sentinel

Origin: The main character from Youtube series The Last Guest

Cost: $500

Difficulty: ★★★★☆

Health: 115

Speed: 12 (walk) / 24 (sprint)

Stamina: 100 (10 loss/sec, 20 gain/sec)


Abilities:

Made To Last

Cooldown: Passive Ability

Guest 1337 has an extra +15 HP!

Undocumented: Guest 1337 has hit priority over other survivors & buildings.

Block

Cooldown: 24s

Guest 1337 braces for impact, applying Resistance V (aka Invincibility) for 1s and has their movement speed reduced by 80% for 2s. Upon successfully blocking an attack, Guest 1337 has their movement speed restored, their Resistance status removed, and is given Speed I for 3s. Successful blocks restore a charge for Guest 1337's Punch ability. Projectiles CANNOT be blocked.

Undocumented: Although stating otherwise, the Resistance V applied during a Block may allow you to 'block' a ranged attack, however this does not cancel your Block or remove your Slowness.

Charge

Cooldown: 45s

Guest 1337 dashes forward in a shoulder-bash pose for 1.5s. If Guest 1337 collides with the killer during his charge, then the killer is knocked back and has their abilities locked for 1.25s. Guest 1337 also becomes invincible for 1.25s. If Guest 1337 charges into a killer who was already charged into 10 seconds prior, they will take 15 damage and the charge's effects will be nullified. Not landing a charge on an enemy inflicts Slowness II that lasts for 3 times Guest 1337's distance from the nearest killer divided by 13. Charge ends automatically if you crash into a wall. Guest 1337 cannot gain stamina while charging.

Undocumented: Charge also ends if you fall off of a high ledge.

Punch

Cooldown: 3s

Guest 1337 winds up his fist for 0.8s and punches forward, stunning any killer within range of his punch for 2s. If this ability is used within 1s of a successful block, then it becomes a Parry. Parried punches have a windup time of 0.625s, and stun the killer for 3.5s.

Undocumented: Guest 1337 gains Resistance II for the duration of a punch/parry.


Lore:

Guest 1337 had a normal life until the death of his parents by the Bacon General. After the death of his parents, he was sent to an orphanage where he met his childhood friends Daisy and Matt. After Daisy and Guest 1337 got married, he enlisted for the military because he didn't want to endanger his wife and daughter's lives. In the war, after Matt got shot and the General decided to retreat, Guest 1337 decided to do a last stand, in which he succeeded until he got shot by the Bacon General. As a last resort, Guest 1337 sacrificed himself by using a grenade against the Bacon General. This sacrifice is how he ended up in the Forsaken realm.

Survivor 4

Taph

Role: Support

Origin: Original character created for Forsaken. (Unconfirmed, but likely)

Cost: $500

Difficulty: ★★★★☆

Health: [Value]

Speed: 12 (walk) / 24 (sprint)

Stamina: 100 (10 loss/sec, 20 gain/sec)


Abilities:

Tripwire

Cooldown: 25s

Taph places a tripwire on the ground in order to weaken the killer and alert other survivors about their presence. There is a limit of 3 tripwires for each Taph. If a Taph attempts to place another tripwires after reaching the limit, the first one will disappear similar to John Doe's Digital Footprint. When the killer walks over a tripwire, all survivors within 100 studs of Taph have the killer's aura revealed for 8 seconds and the killer gains Slowness II for 4 seconds. The tripwire has a total of 20 health, and if the killer hits the tripwire, it will completely destroy it. The tripwire slowly becomes less visible over the course of 150 seconds after being placed. The tripwire will despawn after ~80-85 seconds. Tripwire stakes cannot be placed within 8 studs of each other. One Taph may only have Three tripwires placed at the same time.

Subspace Tripmine

Cooldown: 40s

Taph arms a Subspace Tripmine and throws it on the ground in front of himself. The tripmine will go semi-invisible after placing. The tripmine will slightly reveal itself every 13 seconds. When the killer gets within 16 studs of it, it detonates after 0.5 seconds, and they get Helpless I for 3 seconds and Subspaced III making the killer's vision have a very dark pinkish filter for 5 seconds and forcing their camera/screen in a certain direction. If Taph is surrounding the Subspace Tripmine as it explodes, he will get Subspaced III as well. The mine can also be detonated through the intervention of attacks from the killer used on it. If the killer hits the mine prior to it detonating, the mine inflicts a lesser effect of Subspaced I with no Helpless I. If the mine isn't activated in 35 seconds, it explodes naturally. If the mine successfully hits, the cooldown is reduced by ~7 seconds.


Lore:

Just like Builderman and Taph make a good defence duo, it is confirmed that Taph used his mines to blow-up houses at the will of builderman. Taph is also mute, but communicates with sign language which is emoji's in-game.

Survivor 5

007n7

Role: Survivalist

Origin: A notorious Roblox hacker associated with Team c00lkidd.

Cost: $500

Difficulty: ★★★★☆

Health: 100

Speed: 12 (walk) / 24 (sprint)

Stamina: 100 (10 loss/sec, 20 gain/sec)


Abilities:

DEX

Cooldown: Passive Ability

007n7 will always be able to see the location of the furthest survivor spawn from him.

Clone

Cooldown: 27s

When activated, 007n7 taps into his exploits to create a clone of himself that lives for 10s before dying. Upon creating a clone, 007n7 is given Invisibility IV and Undetectable I for 4 seconds. If 007n7 touches their clone after 2 seconds of it being created, the clone will immediately die and 007n7 will be given Weakness II for 4 seconds.

Extra info: The clone, by default, will wander aimlessly, but this can be changed through using the Inject ability. (007n7's clone's aura will be white.)

c00lgui

Cooldown: 50s

007n7 stays in place for 6 seconds before teleporting away to the furthest survivor spawn location from him.

Being hit and/or starting a generator repair cancels it immediately, and the player will need to wait for the 50s cooldown to end for the ability to be used again.

Inject

Cooldown: 0s

Upon activation, the clones created using 007n7’s Clone ability will have their movement type switched.(This will not change the current clone's movement type if there is one.)

Aimless Wandering: The clone wanders around randomly & aimlessly.
Pathfinding: The clone pathfinds to the furthest survivor spawn.
Cursor: The clone moves towards the player’s cursor. On mobile, the clone will instead run in the direction the player is facing, so using shiftlock is not advised.


Lore:

007n7 was a former hacker and exploiter, known for causing havoc across Roblox. However, one day he found a box with a pill baby inside of it, being c00lkidd. Now 007n7 has retired from hacking, however this doesn't mean c00lkidd didn't learn anything from 007n7. c00lkidd caused havoc similar to his father, mainly at Builder Brothers Pizza. This caused 007n7 to be blacklisted. It is unknown how 007n7 got put into Forsaken.

Survivor 6

Shedletsky

Role: Sentinel

Origin: John Shedletsky, a former Roblox administrator.

Cost: FREE Used to cost $500, was changed on 4/26/25 in the Two Time Rework update.

Difficulty: ★★★☆

Health: 100

Speed: 12 (walk) / 24 (sprint)

Stamina: 100 (10 loss/sec, 20 gain/sec)


Abilities:

Slash

Cooldown: 40s

Shedletsky slashes forward, dealing 30 damage and stunning the killer for 3 seconds if it hits. Upon activation, Shedletsky is given Resistance II for 0.575 seconds, alongside being slowed down by 75% for 1.575 seconds.

Fried Chicken

Cooldown: 70s

Shedletsky pulls out a piece of fried chicken and takes a bite out of it, immediately restoring 5 HP and 35 HP across the span of 10 seconds. If Shedletsky is hit at any point, the regeneration is cancelled. This ability only has two charges before becoming unusable.


Lore:

Shedletsky is known for being the wielder of the seven SFOTH swords, being the creator of the chicken eating contest, and also being the friend of Builderman. His biggest enemy, 1x1x1x1, hates him due to 1x1x1x1 being Shedletsky's embodiment of hatred. 1x1x1x1 wants nothing but to kill Shedletsky: to this day, he is still wary of 1x1x1x1.

Survivor 7

Builderman

Role: Support

Origin: Real-life Roblox administrator and community figure.

Cost: $500

Difficulty: ★★☆☆☆

Health: 90

Speed: 12 (walk) / 24 (sprint)

Stamina: 100 (10 loss/sec, 20 gain/sec)


Abilities:

Sentry Construction

Cooldown: 45s

Builderman receives Weakness I for 2 seconds and takes 6 seconds to construct a Sentry infront of him. Sentries have 30 Health and target nearby killers, dealing damage and inflicting Slowness II for 1 second. If Builderman is damaged while building a Sentry, it will be destroyed and the ability will be cancelled. If destroyed after being built, it will give 3$ and 12 EXP. Builderman can only have 1 Sentry active at once, and will destroy any previously active Sentry you placed. Sentries have a target range of 32.5 studs, which decreases by 16% for every additional Sentry currently active. Sentry target range cannot go below 8 studs. Other buildings cannot be built within 62.5 studs of a Sentry. Sentry does 0.7-0.6 damage per hit to the killer.

Dispenser Construction

Cooldown: 45s

Builderman receives Weakness I for 2 seconds and takes 6 seconds to construct a Dispenser infront of him. Dispensers have 15 Health and heal in a 16 stud radius. If Builderman is damaged while building a Dispenser, it will be destroyed and the ability will be cancelled. Destroying it after finishing building will give 3$ and 12 EXP. Builderman can only have 1 Dispenser active at once, and will destroy any previously active Dispenser you placed. Dispensers heal 1HP/s, which decreases by 8% for every additional Dispenser currently active. Dispenser heal amount cannot go below 0.3HP/s. Other buildings cannot be built within 30 studs of a Dispenser.


Lore:

WIP

Survivor 8

Dusekkar

Role: Support

Origin: Inspired by Matt Dusek, a former Roblox employee.

Cost: $600

Difficulty: ★★★★★

Health: 90

Speed: 12 (walk) / 24 (sprint)

Stamina: 100 (10 loss/sec, 20 gain/sec)


Abilities:

Levitation

Cooldown: Passive Ability

Makes Dusekkar float above the ground, silencing their walk sounds. This makes it so Killers can't find them via their walk sounds.

Spawn Protection

Cooldown: 35s

Dusekkar casts a protective shield on an ally for up to 8 seconds with a range of up to inf Studs (intended to be 275), granting the ally with Resistance IV and inflicting the Dusekkar with 8 seconds of Slowness I along with further slowing them and disabling their ability to sprint while casting. For every other Dusekkar casting a shield, this resistance is reduced by 1 level. To maintain the shield, you must keep your cursor on the ally at all times; otherwise, it will disappear. If line of sight is broken for 2 seconds, the shield will also break. If 3+ Dusekkar are all shielding someone, all the shields will simultaneously break and they are all inflicted with Blindness III and Slowness III for 6 seconds. If a player is anchored or being executed or is currently protecting another survivor, this ability will fail to cast and not be put on cooldown.

Plasma Beam

Cooldown: 20s

Dusekkar spins their staff with their hand for 2 seconds before shooting a beam from it with a range of up to 125 Studs. This slows down Dusekkar while casting, Hitting a killer with the beam will give them Slowness II for 3 seconds and hitting a survivor with the beam will give them Speed I for a 4 seconds. For each other Dusekkar alive, this duration is reduced by 0.5 Seconds.


Lore:

We only know that their real name is Matt Dusekk, this is said in a Shedletsky dialogue.

Survivor 9

Chance

Role: Sentinel

Origin: Original character created for Forsaken.

Cost: $777

Difficulty: “🎰🎰🎰 never stop gambling”

Health: Varies, see abilities

Speed: 12 (walk) / 24 (sprint)

Stamina: 100 (10 loss/sec, 20 gain/sec)


Abilities:

Unpredictable Fate

Cooldown: Passive Ability

Chance's Max HP stat is set to be a random value of 70-90.

Chance's Favor

Cooldown: [value]

Chance flips a coin. If the coin lands on heads, gain a charge for all other abilities. If the coin lands on tails, gain a stack of Weakness for 15 seconds. For every time the coin lands on tails, the level of Weakness that gets inflicted on you goes up by 1. The Weakness that gets inflicted has no cap.

Let's say you had Weakness IV and you wait 15 seconds for it to go away, upon landing on tails you'll receive Weakness V instead of I.

One Shot

Cooldown: 40s

Chance pulls out an unreliable flintlock, and after a windup of 1s, pulls the trigger.
(25 - 15 - 5% chance) The flintlock explodes, dealing 45 damage to the user & disabling the ability indefinitely until it's repaired using Hat Fix.
(25 - 15 - 5% chance) The flintlock won't go off and will force the user to wait.
(50 - 70 - 90% chance) The flintlock fires, stunning any killer that gets shot at within 90 studs for 1-4 seconds. The shot linearly becomes less effective depending on how far away Chance is from the killer.

For every additional charge One Shot has, (i.e. having 2 or 3 charges) the chance of a successful shot increases by 20% and the chance of all other outcomes decrease by 10%. This ability starts off with 0 charges and has a cap of 3 charges. Using this ability removes the charges of all other abilities.

Reroll

Cooldown: 20s

Chance rerolls the value of his Max Health. Max Health becomes a value from 50 to 130. The health stat, after rerolled, will increase by 3% for every charge this ability has. This ability starts off with 0 charges and has a cap of 3 charges (higher health change the more charges). Using this ability removes the charges of all other abilities. This doesn't heal if the current health is less than the max health.

Hat Tip

Cooldown: [value]

Upon activating this ability, all Weakness stacks that were inflicted onto you through using Coin Flip are reverted back to Weakness I. It will also remove any present Weakness debuffs. This ability can only be used after reaching 3 charges for all other abilities. Using this ability removes all charges on every ability & repairs Chance's gun ability if it blew up.


Lore:

Notice: Chance's lore is being remade. This is an older version of his lore.

Glamour. Prestige. Immense wealth. As a young robloxian, Chance had been conceived into a life of luxury, where his every need was met, and he had everything a young child could ever dream of. Born ambidextrous, his parents had considered it to be a sign that their child would grow to be a great successor to their fortune and estate.

He’d constantly get himself into dangerous situations, just to get the feel of adrenaline coursing through his veins, even if it caused him to be in serious trouble with his parents. He’d been reprimanded and scolded many times, and yet he never changed. Once he was of legal age, he soon played in his parent’s casino; the same one he once visited frequently as a child.

A group of users named Pheedy, are17, and ITrapped had set free Ellernate, Minish, and Dignity, which had started a huge manhunt for all the users involved. Except for ITrapped. ITrapped wasn't suspected of being a part of the incident. Every media outlet was covering the incident live, which would include all of the users being shown to somehow disappear in front of everyone when they got cornered by law enforcement.

With all the chaos that had happened, everyone assumed the Darkheart had disappeared at the same time this incident occurred, but the sword had taken hold within ITrapped himself, which amplified his greed and malicious intent.

As 3 years passed, Chance stumbled upon ITrapped when he entered his parent's casino. After a quick round of Poker and a round of bloxy colas though, they quickly hit it off. Chance had no idea they had so much in common with them, how similar their tastes were. He thought he had made a great friend. But the only reason ITrapped chose to approach Chance in the first place was because ITrapped had learned that the casino owner's son was a dealer working in the establishment. He wanted to get close enough with Chance to eventually be led to their estate, as it was rumored that their parents had the key to Banlands, as well as a key to a massive vault holding all of their wealth.

Chance always saw ITrapped as a close friend. Someone he could talk to about anything, anything at all. ITrapped saw them as nothing more than a pawn. Once he reached his goal, he’d make sure to end this so-called “friendship” immediately. But as three months went by, and their "friendship" was still going at it, he grew impatient, restless, wanting to get rid of Chance quickly and figure out the rest himself. Seeing an opportunity to “test his luck”, ITrapped talked Chance into several games of Russian roulette, in hopes that the gun would go off on them and he’d finally be rid of him. What he wasn’t expecting, however, was Chance’s luck making him always be the last person standing.

They would always smile throughout each click and gun blast, no matter how much it scared them, as he could only feel the exhilarating rush he got from each game. With shot after shot, Chance always won. It irritated him. ITrapped quickly got fed up, and after another game of Russian roulette with Chance surviving, the two exited the building, with Chance having a big smile from the wins he’d accumulated over time. Right when he was about to boast, ITrapped stopped him. The two disappeared that night, with Chance's last memory seeing the darkheart manifesting into ITrapped's hand before rushing forward. Next thing he knew, he awoke in someplace different.

Survivor 10