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Forsaken Status Effects: Every Buff and Debuff Explained
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Forsaken Status Effects: Every Buff and Debuff Explained

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Por RBLXGUIDEdomingo, 1 de novembro de 202618 min de leitura

Resumo rápido

Every Forsaken status effect as documented on the wiki: what it does, which Killers and Survivors apply it, and how the effects interact with each other.

Forsaken status effects are timed buffs and debuffs that change how fast you move, how much damage you deal or take, what you can see and which abilities you can press. Helpless locks your abilities, Slowness takes 10% of your speed per level, Vulnerable adds 20% damage per stack, and Undetectable makes aura reads and minions ignore you.

Everything below comes from the Forsaken Wiki's Status Effects page and from the pages of the Killers and Survivors that apply the effects; the site did not play-test the numbers. The wiki's own Status Effects page still carries a to-do note about missing sources, and the game is on the 5.3.x line, so read every figure as "what the wiki says right now". Where the Status Effects page and a character page disagree, the text says so.

Forsaken status effects at a glance

Quick answer: Debuffs hurt, slow or blind the target; buffs speed up, shield or hide it. Helpless blocks abilities but the wiki does not say it blocks movement. Stunned blocks both. Slowness is 10% of speed per level, Vulnerable is 20% extra damage per stack, and Undetectable hides you from aura reads and minions.

The tables below cover the effects the wiki lists as in-game. Private-server-only, removed and unused effects get their own section near the end.

Debuffs

EffectWhat it doesExamples of who applies it
HelplessTarget cannot use abilitiesSlasher's Behead, Guest 1337's Punch, Taph's Subspace Tripmine
StunnedTarget cannot move or use abilitiesShedletsky's Slash, Chance's One Shot
SlownessLowers movement speed 10% per levelJohn Doe's Digital Footprint, Builderman's Sentry, map water
Exhausted10% less stamina regeneration and 10% more drain per stackElliot's Rush Hour, once it ends
SubspacedPink blur, darker screen, camera turns at higher levelsTaph's Subspace Tripmine
Vulnerable20% more damage taken per stackChance's Coin Flip (tails), Two Time's second life
Weakness10% less damage dealt per stackTaph's Subspace Tripmine
BleedingDamage over time, stops at 10 HPSlasher's Slash, Nosferatu's Cataclysm puddles
BurningDamage over time, can killC00lkidd's Pizza Delivery minions
CorruptedDamage over time, cannot killJohn Doe
PoisonedDamage over time, cannot kill1x1x1x1, river maps
HemorrhageLowers maximum HPGuest 666's Eviscerate
AtropaStacks to VI, reveals the target to AzureAzure's Seeker Bulb and Stigmatize
Creatures25% more damage takenNosferatu's Hunter's Feast
BlindnessScreen 20% blurrier per level1x1x1x1's Unstable Eye
GlitchedScrambles the health and stamina bars1x1x1x1
HallucinationFake information, alerts NoliNoli
ObliviousCannot hear the terror radiusNosferatu's Hunter's Feast

Buffs and other statuses

EffectWhat it doesExamples of who applies it
Speed10% more movement speed per stackBloxy Cola, Noob, Elliot, John Doe
Resistance20% less damage taken per stackGuest 1337's Block, Dusekkar's Spawn Protection
Strength20% more damage dealt per levelGuest 666's Infernal Cry, Guest 1337's Block
InvisibilityTranslucent body, muted footsteps007n7's Clone, Two Time's Crouch
UndetectableAura reads and minions ignore youNoob's GhostBurger, 007n7's Clone
PurifiedOne-hit damage reduction that grows as you lose healthJane Doe's Crystal Pitch
RegenerationHeals over timeHelperbot's Pulse
HasteAbilities recharge 20% faster per stackHelperbot's Inspire
SlateskinOverheal, immunities, slower movementNoob's Slateskin Potion
OverhealTemporary extra healthDusekkar's Plasma Beam
MarkedRed aura that bypasses UndetectableGuest 666
ResonanceRaises the stun time of Jane Doe's HatchetJane Doe's Crystal Pitch

Control debuffs: Helpless, Stunned and Slowness

These three decide most chases. They are also the three people mix up most, because Helpless and Stunned sound alike and Slowness shows up on almost every character page.

Forsaken Helpless: the ability lock

Helpless stops the target from using abilities for as long as it lasts, and the ability icons are covered with a chain and a padlock. The wiki describes it only as an ability lock and does not say it stops movement.

It runs in every direction. Killers put it on Survivors, Survivors put it on Killers, and a few characters put it on themselves as a cost:

  • Slasher's Behead deals 25 damage and inflicts Helpless for 8 seconds. Slasher also takes Slowness I for 2 seconds after the swing, hit or miss.
  • Taph's Subspace Tripmine triggers when a Killer comes within 19 studs and applies Helpless I for 3 seconds, together with Subspaced III and Weakness V for 6 seconds.
  • Guest 1337's Punch (the regular one, without a parry) inflicts Helpless and Slowness II for 2 seconds, minus 0.35 seconds for every Guest 1337 alive.
  • Two Time's Sacrificial Dagger front stab applies Slowness II and Helpless for 1 second. Jane Doe's Hatchet with no Resonance applies Helpless I and Slowness II for 2 seconds.
  • 1x1x1x1's Entanglement applies Helpless and Glitched II for 6 seconds and pulls the Survivor in.
  • Self-inflicted: Nosferatu gets Helpless for about 2 seconds after a successful Bloodhook, and Helpless I with Slowness III for 3 seconds if his Dive misses. Azure is Helpless for 2 seconds after throwing a Survivor with Enstrangle. 007n7 gets a hidden 3-second Helpless when he places a Clone.

What the wiki says about beating it is short. Veeronica can cancel Sk8 by recasting it, and that bypasses Helpless. Noob is the opposite case: his Slateskin Potion cannot be recast while Helpless, which is why the Noob page names Slasher's Behead and 1x1x1x1's Entanglement as the punishes for a Noob who has just drunk it.

Stunned: Helpless plus no movement

Stunned makes the target unable to move or use abilities, and it cancels any ability that was still in its windup. It cannot be applied again while the target is already stunned, or for a short time after.

The main sources in public matches, all Survivors stunning Killers:

  • Chance's One Shot: 1 to 4 seconds depending on range, 5 seconds if the flintlock explodes
  • Shedletsky's Slash: 3 seconds
  • Guest 1337's Parry Punch: 2 seconds (the page says a block must come first, then the punch within 1 second)
  • Two Time's Dagger backstab: 2 seconds
  • Jane Doe's Hatchet with Resonance: 2.5 to 4.5 seconds on the Status Effects page, though her own page lists 2.25, 3.25 and 4.25 seconds. The wiki does not reconcile the two.

The Status Effects page also lists Martial Artist's Quick Attack (6 seconds) and Cat's Colt Python. Both are VIP or private-server characters, so they are left out of the public-match lists here.

Stuns are what the Killers have to plan around, and several of them carry built-in protection. Slasher gets Resistance IV for 10 seconds after being stunned, which cuts damage taken but does not shorten the stun. Stun Immunity is a hidden status that starts the moment someone is stunned (see the hidden statuses section).

Forsaken Slowness: 10% per level

Slowness lowers movement speed by 10% for every level. It is the most widely distributed status in the game, and the wiki's source list for it is longer than for any other effect.

The sources fall into four groups:

  • Killers slowing Survivors: John Doe's Digital Footprint (Slowness II with Corrupted I for 10 seconds), C00lkidd's Corrupt Nature (Slowness I for 4 seconds) and Pizza Delivery (Burning I with Slowness II for 3 seconds), Nosferatu's Cataclysm puddles (Slowness I for 6 seconds, with Bleeding II), and 1x1x1x1's Entanglement (up to Slowness X).
  • Survivors slowing Killers: Taph's Tripwire (Slowness II for 4 seconds), Builderman's Sentry (Slowness II for 1 second), Two Time's front stab and Dusekkar's Plasma Beam (Slowness I for 4 seconds, shorter for each extra Dusekkar alive).
  • Ability costs: Guest 666's Eviscerate, Slasher's Behead, Veeronica crashing Sk8 (Slowness IV for 2.5 seconds) and a missed Guest 1337 Charge (Slowness II for 3 to 15 seconds, based on distance to the nearest Killer).
  • Maps: Horror Hotel's zombie arms, the water on Beach House Paradise (Survivors only), the water on Ultimate Assassin Grounds (Slowness II for Survivors, Slowness I for Killers) and the water on Classic Familiar Ruins.

Two rules make Slowness easier to handle. First, each Slowness stack pierces one stack of Speed, so a Speed buff does not simply cancel it. Second, Noob's Bloxy Cola removes all existing Slowness when he finishes drinking, and the Dusekkar page notes that the invisible Slowness III from his shield channel replaces weaker Slowness effects.

Subspaced and Exhausted

Subspaced tints the screen pink with blur at level 1, darkens it at level 2 and snaps the camera in random horizontal directions from level 3. Each level lasts longer, any aura read that is active gets canceled, and the Killer's chase theme goes silent. It cannot be reapplied while it is running. Taph is the only source: a Tripmine that is destroyed before it triggers gives only a weak Subspaced I, with no Helpless and no Weakness.

Exhausted makes stamina regenerate 10% slower and drain 10% faster per stack, and the stamina bar turns red. The wiki's only source is Elliot's Rush Hour: when it expires after being used within 85 studs of a Killer with two or more charges, Elliot is Exhausted. Using it outside a terror radius neither spends the charges nor applies Exhausted.

Damage debuffs: Vulnerable, Bleeding, Burning and the rest

Forsaken Vulnerable: 20% more damage per stack

Vulnerable makes the target take 20% more damage for each stack. The wiki says Vulnerable and Weakness used to be one effect and were later split, so older material may call this one Weakness.

Three sources are listed. Chance's Coin Flip puts one stack on Chance when it lands tails, for 15 seconds, with no stack limit; the tier does not reset when the timer runs out, and only his Hat Fix clears it. Two Time's second life applies Vulnerable V for 12 seconds, which the Two Time page describes as double damage (the 2 seconds of invincibility that come with it mean 10 seconds of real exposure). A third source is a BSOD Builderman skin when the player types UWU or OWO.

The counter is built into Resistance: each Vulnerable stack pierces one stack of Resistance.

Forsaken Weakness: the other direction

Weakness cuts the damage the target deals by 10% per stack. The only listed source on the Status Effects page is Taph's Subspace Tripmine, which applies Weakness V for 6 seconds.

Damage over time: Bleeding, Burning, Corrupted and Poisoned

These four look alike and behave differently. The wiki separates them by whether they can kill.

EffectDamageCan it kill?Sources
Bleeding2 per second of duration except the last second (5 seconds = 4 ticks = 8 damage); higher stacks hit more often up to Bleeding VNo, caps at 10 HPSlasher's Slash, Nosferatu's Cataclysm, Builderman's Sentry, Pirate Bay water
Burning1.9 per second at stack I, then 2.5, 3.3, 4.3 and 6.2 per second at stack VYesC00lkidd's minions and Walkspeed Override, Epicsauce, Familiar Ruins lava
Corrupted1.9 per second at one stack, 2.5 at two, about 35% more each stack until 6.2 per second at fiveNoJohn Doe's passive, Digital Footprint, Corrupt Energy spikes, Roblox HQ
PoisonedRises with each stack in intensity, speed and quantityNo1x1x1x1, river maps

A few specifics from the character pages. Slasher's Slash deals 20 damage and a five-second Bleeding I, about 28 damage in total. Nosferatu's Cataclysm puddles apply Bleeding II for 5 seconds (15 damage) and Slowness I for 6. John Doe's trail applies Corrupted II for 3 seconds (7.5 damage), while a Digital Footprint stacks Corrupted I with Slowness II for 10 seconds, 19 damage over time. C00lkidd's Walkspeed Override hits for 32 and adds Burning I for 8 seconds, 47 damage in total.

Poisoned rivers are on Yorick's Resting Place, The Tempest, Classic Battlegrounds and the Classic version of Familiar Ruins.

The counters are Resistance (which nullifies Burning, and V and above mutes all damage) and Slateskin (immunity to Bleeding, Burning, Poisoned and Corrupted). The John Doe page adds that Corrupted bypasses the overheal from Dusekkar's Plasma Beam.

Hemorrhage: less maximum health

Hemorrhage lowers maximum HP without touching current HP and shows a striped black bar on the health bar. Each stack lowers the maximum more often and by more. A Medkit can remove it, but healing only fills the bar up to the current maximum. Another Survivor can also clear it: click on them to request aid, then they hold a 6-second healing interaction, and progress is kept if it is cancelled. Maximum HP returns gradually once it wears off.

Guest 666 is the only source, through Eviscerate and Demonic Pursuit. Survivors under Hemorrhage drop Blood Orbs that he collects, and Demonic Pursuit deals more damage while Blood Hunt is active the lower your maximum health is. Noob's Slateskin blocks it if it is already active when Hemorrhage would land.

Atropa and Creatures

Atropa is Azure's stacking mark. It goes up to Atropa VI, highlights the Survivor to Azure (pink to dark purple as stacks rise) and adds 1 damage to Perforating and Pummeling per stack. A Seeker Bulb hit gives 1 stack, a Stigmatize vine gives 3, and disarming either one gives 2. When Perforating hits, Azure gains Oblation equal to the stacks and removes them all. If Atropa expires on its own he gains 1 Oblation per 2 stacks, minimum 1. The Status Effects page flags its Atropa text as out of date, so the Azure page is the better source here.

Creatures gives the target 25% more damage taken, a trail of bats and darkened screen edges. Nosferatu's Hunter's Feast applies it for 10 seconds on a hit, along with Oblivious. The wiki points out that the in-game description does not mention the extra damage.

Vision and information debuffs

These effects rarely deal damage. They take away the information a Survivor relies on.

Blindness blurs the screen by 20% per level and stops at level III, 60% blurry. 1x1x1x1's Unstable Eye applies Blindness III for 7 seconds to Survivors it reveals, and Guest 666's Infernal Cry applies Blindness II for 4 seconds (6 seconds during Blood Hunt). The 1x1x1x1 page adds that Unstable Eye's Blindness makes undetectable Survivors hard to see. The SWAT Officer's Flashbang also applies it, but that character is private-server only.

Glitched scrambles the health and stamina bars so you cannot read most of the interface, getting worse up to Glitched III. It also removes the Center Stamina Counter under your crosshair if you use that setting. On 1x1x1x1's current kit, Slash gives Glitched I for 5 seconds with Poisoned I, and Mass Infection at close range gives Glitched II with Poisoned V. Mass Infection also deals an extra 10 damage to Glitched targets. The older Glitched, now listed as GlitchedOld, instead added 33.33% damage taken per stack.

Hallucination lasts 20 seconds. When it ends, a placeholder image of Noli appears in the middle of your screen, and while it runs Noli sees your position as a purple highlight that gets darker at higher levels. Each level adds a random fake from a pool:

  • the timer showing the wrong time
  • the wrong number of generators completed
  • layer 1 or 2 of Noli's chase theme playing constantly
  • from level 2, a fake Pizza, Dispenser or Dusekkar shield, but only if that character is in the match

At level 3 a fake Noli clone walks toward you. Its M1 hits for 15 damage instead of 25, and the healing from fake pizzas and dispensers is reverted when the effect ends. The Noli page says the mirage deals no real damage even when the health bar seems to drain, and that any attack that casts a hitbox, such as Dusekkar's Plasma Beam or Jane Doe's Crystal Pitch, kills it and ends the Hallucination. Noli's Observant gives Hallucination I, II or III to Survivors more than 20, 50 or 100 studs away, Void Rush gives II, and hitting a Survivor removes all stacks.

Oblivious removes the sound of Killer terror radii. Hunter's Feast is the only source.

Buffs: Speed, Resistance, Undetectable and more

Speed and Resistance

Speed adds 10% movement speed per stack and widens the field of view. The source list is the longest of any buff: Bloxy Cola and Epicsauce, Noob's Cola and the end of his Slateskin, Two Time's second life, Elliot's Rush Hour, Guest 1337's successful Block, Dusekkar's Plasma Beam, Veeronica's Phase, plus Killers who buff themselves, among them John Doe (Unstoppable, Corrupt Energy, Digital Footprint), 1x1x1x1 (Unstable Eye, Entanglement, minions) and Guest 666's Infernal Cry. Noob's Slateskin ends with Speed II for 2 seconds if it runs out and Speed I if he cancels it.

Resistance cuts damage taken by 20% per stack, so Resistance V and above mutes all damage. It nullifies Burning, and each Vulnerable stack pierces one Resistance stack. Sources: Guest 1337's Block, Charge and Parry, Shedletsky's Slash, Dusekkar's Spawn Protection (Resistance IV for up to 3.5 seconds at a range of 95 studs), Two Time's Dagger, Jane Doe's Hatchet, Veeronica's Phase and Helperbot's Pulse (Resistance I for 4 to 7 seconds).

Strength is the offensive twin: 20% more damage dealt per level. Guest 666's Infernal Cry gives it in its Blood Hunt version, Guest 1337 gets Strength I for 5 seconds after a successful Block, and the wiki lists Dusekkar's Plasma Beam as a source with the aside "for some reason".

Forsaken Undetectable: how it works and where it stops

Undetectable makes detection methods, such as minions and aura-reading abilities, ignore you. It also silences the chase theme when a Killer chases an undetectable Survivor, or when a Survivor is chased by an undetectable Killer. The Killer can still drain stamina from an undetectable Survivor within 85 studs.

Sources and their numbers:

  • 007n7's Clone: Undetectable I with Invisibility IV for 5 seconds
  • Noob's GhostBurger: Undetectable I with Invisibility IV for 10 seconds
  • Two Time's Crouch: Undetectable with Invisibility III, for up to 15 seconds or until he uncrouches, which also ends the effect and gives Speed II for 1 second when he is within 30 studs of the Killer
  • Nosferatu's Hunter's Feast, if it lands: Invisibility V and Undetectable for 10 seconds, ended by using any ability
  • Jeff The Killer's Sweet Dreams: listed by the wiki, but Jeff is an upcoming Killer and not in the game yet

There are three limits worth knowing. 007n7's page says Undetectable is disabled in Last Man Standing (LMS), with one exception: a Clone used before LMS starts still hides his highlight, which matches the Status Effects trivia that Undetectable applied before LMS is not removed. C00lkidd's page adds that his pizza bots ignore Undetectable in LMS. Marked, covered below, bypasses it. And Builderman's Dispenser will not heal an Undetectable Survivor.

Invisibility, Purified, Regeneration and Haste

Invisibility makes you translucent and mutes your footsteps. Each level adds 25% transparency, except level IV (92.5% transparent) and level V (almost fully invisible, never completely). Purified gives one-hit resistance that grows by 20% for every 20 HP you are missing, up to 80%; Jane Doe's Crystal Pitch applies Purified I for 3 seconds, and it stacks additively with Resistance. Regeneration heals 5 HP (more per stack) with a green vignette and crosses on screen; Helperbot's Pulse grants Regeneration I and Resistance I together. Haste recharges all abilities 20% faster per stack, and Helperbot's Inspire gives Haste V to nearby Survivors.

Other and hidden statuses

The wiki keeps a separate table for effects that do not fit buff or debuff.

Slateskin gives 40 overheal per stack and slows the user 45%. It also grants immunity to Bleeding, Burning, Poisoned, Corrupted, Regeneration, Speed, Weakness and, if applied after it, Hemorrhage. Noob's Slateskin Potion gives Slateskin III for 6 seconds, which is 120 overheal (40 per stack times 3, the guia's own arithmetic).

Overheal is temporary extra health, and the source decides how it decays. Dusekkar's Plasma Beam and Noob's Slateskin lose 1 HP every 0.5 seconds, but Slateskin's overheal ends the moment its timer does while Dusekkar's lasts until it runs out. Jane Doe's Shatterpoint HP and the overheal Guest 1337 gains from blocking a Basic Attack never decay. It can only be applied through abilities.

Marked shows your aura to the Killer as red instead of the usual yellow. It bypasses Undetectable, but gaining Undetectable while Marked cancels the reveal. Guest 666's Infernal Cry, Blood Hunt and Blood Rush apply it, and it does not reapply while you are already Marked or revealed.

Resonance raises the stun time of Jane Doe's Hatchet and is shared by every Jane Doe. Crystal Pitch gives Resonance I, or II from 110 or more studs away. Reapplying refreshes the timer and adds a level up to III, and it ends the moment a Jane Doe stuns the Killer.

Hidden statuses

Three statuses do not show up as icons but do affect play:

  • Stun Immunity is applied the instant someone is stunned. It lasts 10 seconds, longer for each Sentinel alive, and three spawn symbols orbit the target.
  • Invincibility makes the target immune to offensive abilities and to negative statuses, with Builderman's Sentry as the stated exception. Slasher's Raging Pace, C00lkidd's Walkspeed Override on a hit, all of Nosferatu's Ascension flight, Cataclysm and Bloodhook grant it. For Killers it also covers the moments during and after a stun (about 0.5 seconds) and a kill animation (about 1 second).
  • Regeneration (alternative) is the healing behind Elliot's Pizza, Shedletsky's Fried Chicken, Builderman's Dispenser, Veeronica's Active Battery and Helperbot's Pulse. The Status Effects page says 10 real damage cancels it, and damage over time pierces part of the healing. Elliot's page gives a lower threshold, 5 HP lost in one hit, so the exact number is unsettled.

How Forsaken status effects interact

Most questions about "which effect wins" are answered by a handful of rules on the wiki:

  • Vulnerable beats Resistance. Each Vulnerable stack pierces one Resistance stack.
  • Slowness beats Speed. Each Slowness stack pierces one Speed stack.
  • Resistance beats Burning. It nullifies the damage outright.
  • Slateskin blocks a long list. Bleeding, Burning, Poisoned, Corrupted, Hemorrhage (if applied after), Speed, Regeneration and Weakness.
  • Marked beats Undetectable, but gaining Undetectable while Marked cancels the reveal.
  • Purified and Resistance add together. 80% from Resistance plus 20% from Purified is 100%.

There is one more worth remembering from the Two Time page: his second life removes every active status effect before it applies its own.

For the characters themselves, the estatísticas and abilities are on the Killers and Survivors pages, and the tier list ranks them by stated criteria.

Private-server, removed and unused effects

The wiki marks its Status Effects page as containing both private-server-exclusive and removed content. None of these appear in a normal public match, and neither do the private-server-only characters the page mentions (Martial Artist, Cat and SWAT Officer).

Private-server only (from the Command Panel):

EffectWhat the wiki says it does
NauseaDisorients the screen, worse with each level
ConfusionInverts your controls, worse with each stack
HackedFreezes all ability cooldowns except the main attack
FatigueAbilities recharge 20% slower per stack, frozen at Fatigue X
PoisonedThatKillsYouPoisoned with no cap, so it can kill

Removed or old: Imprisoned (a scrapped Gatekeyper effect that spawned chains from black puddles), Disoriented (three levels of distorted visuals, tied to scrapped abilities) and GlitchedOld (the +33.33% damage version). Insanity, which turned the screen red, belonged to Noli before his rework. GOUGED is listed as upcoming, with no sources, and the wiki calls it mostly obsolete because of Oblivious.

If you are looking for a status that is not on this page, it is probably one of these. The atualização log lists what changed recently.

Sources

Pontos-chave

  • Um jogador é o Killer e o resto são Survivors que cumprem os objetivos do mapa até o tempo acabar.
  • Quase todos os personagens e skins são comprados com Player Points, ganhos jogando rodadas.
  • Forsaken não tem sistema de códigos: qualquer lista de códigos é falsa.
  • Mudanças de balanceamento são frequentes: confira o histórico de versões antes de escolher um personagem.