Helperbot is a two-star Support Survivor built to keep the rest of your team healthier and better informed. It joined the live roster on October 16, 2026, and you buy it straight from the Survivors menu. Radar points you toward unfinished generators and items, Inspire builds Pulse charges from teammates who stay close, and Pulse spends those charges on an expanding burst of Regeneration and Resistance.
What Helperbot Does in Forsaken
Survivors repair generators by solving simple puzzles while the Killer hunts them down. Helperbot is the Survivor you bring to keep that work moving. It sits in the Support group of the Survivor roster, and its look resembles the Mr. Roboto bundle with the Mr. Robot hat. It starts each run with these stats:
| Stat | Value |
|---|---|
| Health | 80 |
| Regular speed | 12 |
| Sprinting speed | 26 |
| Max stamina | 100 |
| Stamina loss per second | 10 |
| Stamina gain per second | 20 |
The 80 health matters more than the speed numbers. Helperbot does its work from where it stands in the group, so where you stand matters as much as what you cast.
How to Unlock Helperbot in Forsaken
You buy Helperbot from the Survivors menu with Player Points. The purchase button in your menu shows whether Helperbot is available to buy.

- Open your inventory and go to the Survivors section.
- Choose Support.
- Select Helperbot.
- Press the purchase button and pay the Player Points amount shown there.
- Equip Helperbot after you buy it. Its stats apply at the start of every run.
You may see Helperbot listed at 600 or 650 Player Points, so go by the amount on the purchase button.
Helperbot's Radar, Inspire, and Pulse Abilities
Helperbot's three abilities build on each other. Radar gives you information, Inspire fills the Pulse meter, and Pulse is the payoff.
| Ability | Timing | What it does |
|---|---|---|
| Radar | Passive, scans every 12 seconds | Highlights unfinished generators and items within 100 studs for 3 seconds, shown to all Survivors |
| Inspire | 46-second cooldown, 0.75-second windup | Gives teammates within 14 studs Haste V and builds Pulse charges from those who stay in its 10-second aura |
| Pulse | 44-second cooldown, 2-second windup | Expands outward to give Regeneration I and Resistance I to every Survivor it reaches |
The sections below go in that order, so you'll know where Pulse charges come from before you read how Pulse spends them.
Radar
Radar is passive, so there's nothing to press. Every 12 seconds, it highlights unfinished generators and items within 100 studs for 3 seconds. The highlight is short, so remember where a generator is when it lights up and head there.
Radar also reacts to your teammates. When another Survivor uses an ability, Helperbot sees that player's aura for 3 seconds, colored by how much health they have left. Use that color to spot who's hurt.
The 5.3.1 hotfix changed Radar in two ways. It no longer reveals items that players are carrying, and it now respects Undetectable, so players with that effect shouldn't show up on it.
Inspire
Inspire is how Helperbot fills its Pulse meter. After a 0.75-second windup, it creates a 10-second aura that follows Helperbot around. Other Survivors within 14 studs get Haste V, which speeds up their ability cooldowns.
Teammates earn the charges by staying inside the aura. Each Survivor who stays inside it for 5.5 seconds gives Helperbot one Pulse charge, up to three stored. Each teammate can contribute only once per cast, so three teammates who stay put reach the three-charge cap in a single cast.
Leaving the aura drains a teammate's unfinished progress gradually. Coming back picks up whatever progress is left, and charges that are already complete stay with Helperbot.
The 5.3.1 hotfix appears to give Helperbot Haste from its own aura as well, though no level is listed. The ability text only describes teammates, so check the in-game description before you count on it.
Pulse
Pulse is the payoff. It has a 44-second cooldown and a 2-second windup, and Helperbot moves 10% slower during the windup. When it goes off, an expanding pulse gives Regeneration I and Resistance I to every Survivor it reaches, Helperbot included.
Helperbot starts with one charge and can store up to three. Stored charges make the pulse bigger and its buffs longer, and releasing the pulse spends every charge you're holding.
| Level | Radius | Buff duration |
|---|---|---|
| Level 0 | 30 studs (base) | 4 seconds |
| Level 1 | +10% or +20% over base | 5 seconds |
| Level 2 | +20% over base | 6 seconds |
| Level 3 | +30% over base | 7 seconds |
Level 1's exact radius is the one number to confirm in-game, so read the Pulse tooltip before you plan around its reach.
How to Use Helperbot During a Round
Use the abilities in the order they feed each other: Radar for the route, Inspire while the team moves, and Pulse once the group is in range.
Start with Radar. When the team reaches a new area, check the highlights and pick a generator or item the group can reach together.
Inspire depends on who's with you. Cast it when your teammates are about to work together, because a teammate who passes through the aura for a second earns no charge from it. Each one needs 5.5 seconds inside the 14-stud range, and the aura only lasts 10 seconds, so the group has to stay together right after the cast.
Pulse depends on timing. Hold it until several Survivors are inside the radius, since releasing spends every charge you have. Start the 2-second windup before the trouble starts, because Helperbot is slower while it winds up.
Haste speeds up ability cooldowns, not running, so don't count on Inspire to help anyone escape. Helperbot has 80 health, so keep it in the middle of the group rather than out front. Its abilities reach out from where it stands, and the middle keeps more teammates in range.
What Changes With Multiple Helperbots
Two Helperbots on one team weaken each other's support in two places.
- Inspire's Haste: each extra Helperbot lowers the Haste level teammates get by one, down to Haste I.
- Pulse's buffs: each extra Helperbot shortens them, down to a 1-second minimum. The Helperbot that fires the pulse keeps the full duration, but other Helperbots caught in it get half.
The Pulse cut per extra Helperbot is listed as 3 seconds in some places and 1 second in others. Read the live Pulse description before you decide whether a duplicate is worth it.









