There are two main customization features to rank and these are Roblox Five Nights Hunted skills and abilities. Skills are for survivors and enchants/abilities are for killers so I’m going to take you through them all and arrange them from best to worst. Here’s our Five Nights Hunted skill and ability/enchant tier list.
Five Nights Hunted Ability/Enchant Tier List
Image by The Escapist
The best abilities or enchants in Five Nights Hunted are in S-Tier. That said, since the enchant/ability system is tied to a specific killer, I would look at A and B-Tiers as well depending on the killer you like to play. I wouldn’t use C and D options because they’re simply underpowered. Below you’ll find ranking reasons for each ability/enchant in detail and who they belong to.
S-Tier Abilities/Enchants
Ability/Enchant
Ranking Reason
Effect
Springlocked (0.49%) Lvl 50+ Springtraps Only
This is the best ability in Five Nights Hunted but you have to have the Springtrap skin and be Level 50 with him. It essentially saves you having to two-hit on a survivor and it’s on an incredibly low cooldown.
Your attack instantly knocks down a survivor. 20 second cooldown.
Sugar Crash(0.49%) Lvl 50+ Chicas Only
This is tied for the best ability in the game with Springlocked because it’s a ranged AOE ability that can hit multiple survivors. Incredibly strong due to the slowing effect and saving you an additional hit every once in a while depending on survivor HP. Best of all it’s homing.
Throw a homing projectile at a nearby survivor to damage and slow them and nearby survivors as well.
Short Circuit(0.49%) Lvl 50+ Endo 01 and 02 Only
While it’s a drastically longer cooldown than Springlocked this shuts down survivor progression instantly. It’s incredibly strong to slow the game down for survivors and the best part is that it has great range. Much better than Circuit Breaker.
Reset the progress of the nearest terminal. 90 second cooldown.
Final Stand(0.98%)
This ability is only S-Tier with the Tier 3 version. This is the best common ability in the game and overall it’s amazing for clutching a round as a killer. You need to learn a map’s Escape doors for this to work and once you do you can sprint incredibly fast and catch any remaining survivors.
When all terminals are done gain a: • Tier 1: 10% sprint speed boost. • Tier 2: 20% sprint speed boost. • Tier 3: 30% sprint speed boost.
A-Tier Abilities/Enchants
Ability/Enchant
Ranking Reason
Effect
Mangled(0.49%) Lvl 50+ Mangles Only
This would be the best ability in Five Nights Hunted if players weren’t able to dodge it. Skilled players will know how to dodge but you can still farm a lot of levels on early to mid-skill players by instantly grabbing them and capturing them.
Grab the nearest survivor within 50 studs. 30 second cooldown.
Amplified Fear (0.49%) Lvl 50+ Bonnies Only
This is a weaker version of Sugar Crash because it’s a melee skill around you but it’s still incredible. You just have to approach the survivors and then you can catch them without sprinting.
Fire a shockwave around you that slows nearby survivors.
Vengeance(0.49%) Lvl 50+ Purple Guys Only
This is an amazing ability to down multiple survivors at the same time if they don’t heal right away or don’t escape. Just be careful if you’re going for multiple downed survivors that your first one doesn’t get up an leave.
Passive that deals AOE damage around a survivor you down within 35 studs.
B-Tier Abilities/Enchants
Ability/Enchant
Ranking Reason
Effect
Silent Steps(0.49%) Lvl 50+ Marionettes Only
A decent option if you want to play Marionette that allows you to be more stealthy. Works best when combined with an unlocked camera to peak around corners.
Silence your footsteps and remove survivor camera shake when you’re nearby for: • Tier 1: 5 seconds. • Tier 2: 9 seconds. • Tier 3: 13 seconds. 30 second cooldown.
Circuit Breaker(0.49%) Lvl 50+ Foxies Only
The worse version of Short Circuit above but still an okay option if you like playing with the Foxy skin.
You can strike terminals and temporarily disable them.
Brute Force (4%)
Not a flashy ability/enchant but still a decent one if you don’t have anything better. Works the best against more experienced players who play around doors a lot.
Quite useful for beginner killers to find survivors more quickly. You just have to stand still to activate this. Note that both you and the survivor are notified when revealed so they’ll know you’re coming.
Stand still to activate a pulse that reveals and highlights nearby survivors doing terminals: • Tier 1: Highlight lasts 1 second. • Tier 2: Highlight lasts 2 second. • Tier 3: Highlight lasts 3 second.
C-Tier Abilities/Enchants
Ability/Enchant
Ranking Reason
Effect
Marked One(0.49%) Lvl 50+ Freddies Only
Very situational since experienced survivors will usually spread out.
When you strike a survivor, nearby survivors are also highlighted and revealed for a short duration.
D-Tier Abilities/Enchants
Ability/Enchant
Ranking Reason
Effect
Rescue Signal (10%)
This is one of the worst/useless abilities/enchants in Five Nights Hunted because you can just check the survivor list and it’ll say if a survivor is captured/released. In time you’ll get good at tracking capture point locations so you’ll know where rescued survivors are.
Reveals ball pit location when a survivor is rescued. • Tier 1: Highlight lasts 1 second. • Tier 2: Highlight lasts 2 second. • Tier 3: Highlight lasts 3 second.
Predators Trail(30%)
Not the best enchant/ability since you’ll most likely see where the survivor is going anyway. Only useful in tight corridors and the maze level if you’re attacking multiple survivors but even then it’s lackluster.
Striking a survivor highlights and reveals their footsteps: • Tier 1: Highlight lasts 1 second. • Tier 2: Highlight lasts 2 second. • Tier 3: Highlight lasts 3 second.
Dim Presence(50%)
The idea behind this enchant/ability is great but the glow reduction is so minor even at Tier 3 that it isn’t really useful at all.
Reduces your glow making it harder for survivors to spot you: • Tier 1: 10% glow reduction. • Tier 2: 20% glow reduction. • Tier 3: 30% glow reduction..
Five Nights Hunted Skill Tier List
Image by The Escapist
Second up, here are the best skills in Five Nights Hunted for survivors. Only one skill is useless and that one is in D-Tier but the rest are all useful with some being more powerful the better you are at the game. That said, you’re stuck at starting with Guiding Light and Adrenaline on start so you’ll need to grind a bit for the others. I highly recommend going left for Guiding Light and then Lone Survivor. That said, let’s analyze each skill separately and talk about its ranking reason. Note that Tiers from the same skill don’t stack, you just get the highest one.
S-Tier FNH Skills
Skill
Ranking Reason
Cost & Effects
Lone Survivor (Top Left)
This is the best survivor skill in Five Nights Hunted because it all comes down to finishing terminals and escaping on time. In public games you’ll always have teammates who get captured early and get eliminated or leave. Sometimes you can’t even rescue them in the later stages of the game and they get eliminated. This also works when players leave providing you with a massive boost to decoding speed. I would rush to this in the top left after Guiding Light.
• Tier 1 (10 Skill Points): Terminal decoding speed increases by 20% with each eliminated survivor. • Tier 2 (15 Skill Points): Terminal decoding speed increases by 50% with each eliminated survivor. • Tier 3 (20 Skill Points): Terminal decoding speed increases by 80% with each eliminated survivor.
A-Tier FNH Skills
Skill
Ranking Reason
Cost & Effects
Adrenaline Boost (Middle Right)
This is always a powerful skill for survivors to pull of clutch rescues and get away. Especially if the killer has the Rescue Signal enchant. You can drop in, rescue, and retreat to fix a terminal or save another teammate. The killer will hate you.
• Tier 1 (5 Skill Points): Gain a 3-second speed boost after a successful rescue. • Tier 2 (15 Skill Points): Gain a 5-second speed boost after a successful rescue. • Tier 3 (20 Skill Points): Gain a 7-second speed boost after a successful rescue.
Healing Hands (Top Right)
This is an amazing skill that will slow down the rate at which survivors drop. You just need to retreat somewhere safe to heal your teammate but the speed will be drastically increased at Tier 3 so rush to Tier 3 if you’re using this.
This is an A or S-Tier skill for beginners who don’t know where terminals are on each map. Max it to Tier 2 and leave it there as a beginner since Tier 3 isn’t cost-effective so you should just save your skill points and go to Lone Survivor once you learn terminal locations on each map. Once you know the locations, this becomes a useless Skill.
• Tier 1 (5 Skill Points): The last 2 terminals are highlighted in blue across the map. • Tier 2 (15 Skill Points): The last 3 terminals are highlighted in blue across the map. • Tier 3 (20 Skill Points): Each time a terminal is finished, all other available terminals are temporarily highlighted.
Third Eye (Bottom Left)
This is an incredibly powerful skill but only in the late-game and for escaping. It’s not as widely useful for the entire game which is why it’s in B-Tier. Still, being able to see the killer through walls at the end is incredibly useful but I would probably still go for Lone Survivor because it’s more flexible.
• Tier 1 (10 Skill Points): When all terminals are finished, reveals killer for 5 seconds. • Tier 2 (15 Skill Points): When all terminals are finished, reveals killer for 10 seconds. • Tier 3 (20 Skill Points): When all terminals are finished, reveals killer for 15 seconds.
D-Tier FNH Skills
Skill
Ranking Reason
Cost & Effects
Hidden Charge (Bottom Right)
This is an ultra beginner skill that I would never go for because you’ll get good at skill checks after like 1 game and this will become useless.
• Tier 1 (10 Skill Points): Failing a skill check doesn’t alert the killer once. 1 Use. • Tier 2 (15 Skill Points): Failing a skill check doesn’t alert the killer. 2 Uses. • Tier 3 (20 Skill Points): Failing a skill check doesn’t alert the killer. 3 Uses.
Five Nights Hunted Killer Tier List
Image by The Escapist
Lastly, let’s rank the best Killers/Skins in Five Nights Hunted taking into account the skin group for the purpose of the ability/enchant they get. This means that I’m just considering what ability each skin group gets, not the visual/aesthetic quality of each skin. For example, for the purposes of this tier list Freddies are Bling Freddy, Soul Freddy, etc., Endoes are Endo 01 and Endo 02, Chicas is Toy Chica, Soul Chica, etc. Here are all base killers ranked according to their ability/enchant which you can read more about above to see why they’re ranked the way they are here.
Tiers
Killers & Abilities/Enchants (Check out each ability/enchant above)
That’s it for my complete Five Nights Hunted tier list and guide for skills, abilities, and killers. For free goodies in the game check out our Five Nights Hunted codes.
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702.29a Cycling is an activated ability that functions only while the card with cycling is in a player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”
602.2. To activate an ability is to put it onto the stack and pay its costs, so that it will eventually resolve and have its effect. Only an object’s controller (or its owner, if it doesn’t have a controller) can activate its activated ability unless the object specifically says otherwise. Activating an ability follows the steps listed below, in order. If, at any point during the activation of an ability, a player is unable to comply with any of those steps, the activation is illegal; the game returns to the moment before that ability started to be activated (see rule 730, “Handling Illegal Actions”). Announcements and payments can’t be altered after they’ve been made.
Triggered abilities that trigger from cycling also go on the stack, on top of the cycling ability (because the process of activating cycling will have finished before the triggered ability is put on the stack).
603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 117, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.
117.3c If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward.
Equipped creature has “{1}: This creature deals 1 damage to target creature that’s blocking it.”
I’m not sure what “target creature that’s blocking it” means when the equipped creature changes zones. Suppose my 1/1 blocks another 1/1 equipped with Arc Splitter. My opponent activates its ability, targeting my blocker, and in response I destroy the attacker. Does the damage ability resolve?
The key question seems to be, is my blocker still “blocking it (i.e., the attacking creature)”? If so, it’s a legal target and takes damage; if not, it’s an illegal target and the ability fizzles. 509.1g clearly says it’s still a blocking creature, but I’m not sure what rule specifies whether it’s blocking anything specific.
My best guess is rule 608.2b, which reads in part:
If the source of an ability has left the zone it was in, its last known information is used during this process [of checking whether its targets are legal].
That clearly applies here, so we should use the LKI of the attacker, and maybe that includes the set of creatures blocking it. On the other hand, the blocker is still on the battlefield, so we should use its current information. It’s a blocking creature, but it isn’t blocking any other creatures.