Helperbot, the cardboard robot that sat broken in Forsaken’s lobby for months, is now a playable Survivor. It joined the roster on October 16th, 2026, at 23:00 UTC, which was already October 17th for players in Europe and Asia-Pacific. It plays as a Support. It cannot stun the Killer. Its kit heals teammates, cuts the damage they take, shortens their cooldowns, and points out nearby generators and items.
Quick answer: Buy Helperbot for 650 Player Points in the Survivors tab of the shop, then equip it before a round. There is no quest, code, or lobby repair unlock.
How to unlock Helperbot in Forsaken
Before launch, Helperbot showed up only in testing footage. During that phase only accounts with Tester+ access saw it on the survivor roster. Any “code” that promised early access was fake. Some people also guessed it would unlock through a repair quest tied to the broken lobby robot. That guess was wrong. The released character is a normal shop purchase.
One community listing has shown a price of 600. Go by the price on the in-game purchase button.
Earning Player Points for Helperbot
Player Points are the sole currency used in Forsaken. Private servers do not award them. Your first time joining grants 300 Player Points; afterward, you can earn them through these actions:
| Action | Player Points |
|---|---|
| Win a round as Killer | 60 |
| Win a round as Survivor | 25 |
| Kill a Survivor as Killer | 15 each |
| Lose a round as Killer | 15 |
| Heal a Survivor with Hemorrhage | 10 |
| Die as Survivor after 60+ seconds | 6 |
| Complete an objective | 2 |
Killer rounds pay far more than Survivor rounds. If you are saving up, take every Killer round the game gives you. You can also buy Player Points with Robux in the shop, at 400 Robux for 1,000 Player Points.
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Add to Google Preferences →Helperbot stats in Forsaken
| Stat | Value |
|---|---|
| Class | Support |
| Difficulty | ★★☆☆☆ (2 of 5) |
| Health | 80 |
| Walk speed | 12 |
| Sprint speed | 26 |
| Max stamina | 100 |
| Stamina loss / gain per second | 10 / 20 |
Every survivor shares the same movement numbers, so health is where Helperbot differs from the other Supports. At 80 HP it matches Elliot. Builderman and Dusekkar have 90, and Taph has 100. Only Jane Doe, Two Time in his second life, and Chance at the low end of his range can have less health. Helperbot shares the two-star difficulty rating with Elliot and Taph.
| Support | Health | Cost | Difficulty |
|---|---|---|---|
| Helperbot | 80 | 650 | 2 |
| Elliot | 80 | Free | 2 |
| Builderman | 90 | 500 | 3 |
| Taph | 100 | 600 | 2 |
| Dusekkar | 90 | 600 | 5 |
Helperbot abilities: Radar, Inspire, and Pulse
Helperbot has one passive ability and two active ones. The two active abilities depend on each other. Inspire builds charges, and Pulse spends them. Every effect covers an area, so standing near your team matters far more than aiming.
Radar (passive)
Radar scans every 12 seconds without any input from you. Each scan highlights unfinished generators and items within 100 studs for 3 seconds, and every Survivor can see the highlights. Radar also works in the other direction. When a teammate uses an ability, Helperbot sees that teammate’s aura for 3 seconds, and the aura’s color shows how much health they have left. A hotfix on October 17th stopped Radar from revealing items that other players are holding and players who are Undetectable.
Inspire (46-second cooldown)
Helperbot takes 0.75 seconds to activate an aura, which then stays with it for 10 seconds. Any Survivor within 14 studs receives Haste V, causing cooldowns to recover 50 percent faster. Support characters get a reduced effect of 25 percent, and Helperbot benefits from the buff too.
Inspire also builds charges for Pulse. The rules are:
- A teammate staying inside its aura for 5.5 seconds grants Helperbot one Pulse charge.
- Each teammate can add one charge per cast, and Helperbot can store up to three charges.
- Leaving the aura before that time causes the teammate’s accumulated progress to fade gradually. Returning to the aura lets them continue from their remaining progress.
- Finished charges stay banked even if that teammate walks away.
Pulse (44-second cooldown)
Pulse has a 2-second windup, and Helperbot moves 10 percent slower during it. When it fires, it sends out an expanding ring. Every Survivor the ring reaches, Helperbot included, gets Regeneration I and Resistance I. Regeneration heals over time. Resistance I cuts incoming damage by 20 percent. Helperbot starts each round with one charge, and every Pulse uses up all stored charges at once. More charges mean a bigger ring and longer buffs.
| Level | Radius | Buff duration | Total heal |
|---|---|---|---|
| 0 | 30 studs | 4s | 11.25 HP |
| 1 | +20% | 5s | 15 HP |
| 2 | +20% | 6s | 18.75 HP |
| 3 | +30% | 7s | 22.5 HP |
The in-game text lists the same +20 percent radius for levels 1 and 2. Some early write-ups gave level 1 as +10 percent. Either way, a full three-charge Pulse covers 30 percent more area than a base Pulse, and its buffs last almost twice as long.
Multiple Helperbots on one team
Having multiple Helperbots on a team reduces their effectiveness. For every additional Helperbot, Inspire’s Haste drops by one level, but never below Haste I, which increases cooldown speed by 10 percent. Each extra Helperbot also shortens Pulse’s buff by 1 second, with its duration capped at a 1-second minimum. A Helperbot affected by another Helperbot’s Pulse receives only half the usual duration; the Pulse caster is unaffected by this reduction. Teams get the best results from using just one Helperbot.
How to use Helperbot’s abilities together
- Cast Inspire next to a generator. Teammates working on it stand still well past 5.5 seconds, so the charges fill without extra effort.
- Hold Pulse until you have charges, then activate it when the Killer closes in on your group or immediately after a teammate is hit.
- Check the highlights from Radar to direct teammates toward the next generator or a Medkit before a chase begins.
- Stay with your group. With 80 health and nobody within 14 studs, Helperbot has almost nothing to offer.
- Avoid starting Pulse’s slowing windup with the Killer right behind you, unless your team needs the damage reduction more than you need to escape.
Helperbot skins, milestones, and design
At launch, Helperbot had 25 skins available in the shop. Prices run from Backup at 100 Player Points and Eco at 200 to IBot at 1,500 and HelperCat at 1,600. The free Randomized choice selects one skin you own for each round. Helperbot earns four milestone skins—Milestone I, Milestone II, Milestone III, and Milestone IV—at levels 25, 50, 75, and 100, respectively. Reaching level 100 also grants the “Awseomest Robot” achievement. Playing rounds as Helperbot is how you gain levels.
For its default appearance, Helperbot wears the Mister Roboto bundle as its body and the Mister Robot hat, along with blue-textured clothes from the Mr. Robot set. The design has a handmade look: an inverted cardboard box forms the head, with a marker-drawn face, foil-wrapped limbs, and shaky antennas protruding from the top. Helperbot is the first survivor without the usual blocky body, and its sketched face stays fixed in one expression.
Helperbot is derived from the HelperBot NPC in the old Roblox place Welcome to Roblox Building, and its nickname is Helpy. It initially showed up in Forsaken’s lobby as D3functB0t, a damaged bot with half its limbs missing. Builderman and Veeronica—a second robot from the same line—slowly restored it into the purchasable Survivor. Stalker and Ringmaster are both planned to follow Helperbot, though no release date has been confirmed for either.






