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This Forsaken Killer Tier List is opinion-driven but grounded in observable kit strength, map interaction, counterplay options, and how recent changes affect a killer’s ability to pressure, secure kills, and control loops. It assumes typical matchmaking with a mix of player skill and does not re-rank every killer simply because a single new survivor (Veronica) exists — instead it highlights which killers are more impacted when Veronica is present.
Important context:
Veronica’s mobility and graffiti-based playstyle can make certain killers feel much weaker in matches where she’s present and skilled. That’s discussed separately in the “Veronica effect” section.
New guest (Guest 666 / “Sixer”) and Cool Kid received notable mechanical changes; those affect tiering more than minor tune-ups to other killers.
S Tier: Sixer (Guest 666), Nollie, (and a small set of killers that remain dominant in most lobbies).
A Tier: Cool Kid (moved up after QoL buffs), John Doe.
B Tier: Slasher, many mid-tier killers that received small adjustments but remain situational.
C / lower tiers: Killers with poor loop control or whose strengths are highly map-dependent.
This guide explains why each placement makes sense and gives practical counterplay and playstyle tips.
Veronica introduced two elements that alter the meta:
Practical consequences:
How to deal with Veronica as a killer:
Verdict: Veronica is powerful and matchup-dependent; she increases the effective skill ceiling for survivors and makes map control more valuable for killers.
Why S:
Sixer’s kit is unique and oppressive: lunging primary, pounce traversal, sonar-like ability that reveals survivor positions through walls, aura-reading, and a resource-based “Blood Hunt” mode that massively amplifies combat effectiveness. Blood Hunt slows the global timer, buffs abilities, grants stealth to the killer and reduces many counters.
Strengths
Weaknesses / counters
Practical survivor tips
Why A:
Quality-of-life changes made Cool Kid more consistent. Base movement speed and walk-speed override were improved; clone aura visibility helps decision making; minion behavior buffs make minions more useful for searching/stalling; animation changes reduce penalty on misses and increase survivability after slashes.
Strengths
Weaknesses / playstyle notes
Result: Cool Kid’s changes improved reliability, justifying their move into A tier for overall play.
Why A:
John Doe remains solid. No large nerfs/changes in this patch. Effective baseline kit and good utility keep them in A. They remain particularly strong when Veronica is absent.
Veronica matchup: Worse when Veronica is skilled and widely using her aerial mechanics—John’s traps and zoning are less effective if Veronica bypasses them.
Why B:
Slasher got small adjustments (stun time, minor mechanical tweaks) but remains middling. The kit is serviceable but struggles to create consistent high-value chases. The small buff to stun time and immunity to gashing wound are welcome but not transformative.
Why S:
Nollie received only a minor hitbox equalization but remains potent. The high skill ceiling and strong kit justify S placement. Minor changes do not materially reduce their dominance.
Veronica: nerfed self-heal cooldown, reduced starting battery, graffiti HP reduced to 5 and adjacent graffiti destruction on graffiti destruction, minor skate mode numbers adjusted (phase stacking removed). In practice she remains strong but slightly easier to handle with active graffiti destruction.
Cool Kid: speed increased, minion behaviour improved, reduced windup penalties, visibility of clone auras, reduced miss penalties — net positive improvement.
Sixer (Guest 666): retains strong kit; some ability numbers were tweaked/nerfed but the core identity (Blood Hunt, pounce, sonar) remains dominant.
Slasher, John Doe, Nollie: small tune-ups — no major archetype shift.
These placements reflect the video’s perspective and the transcript’s emphasis on how each killer performs in the current patch:
S Tier
A Tier
B Tier
C / D Tier