Counselor Stats: Knowledge Base w/ Lots of Hard Data
Introduction
This is a compendium of data on how each counselor stat works, and what it affects, with a lot of information based on controlled experiments in private matches. This was all done using counselors with no perks equipped. This guide was previously published on Reddit (my username there is Geekboxing), but I have moved it here to Steam.
I have endeavored to make sure my data collection exercises are very clear, both to demonstrate precisely how I arrived at each conclusion, and to highlight where any possible blind spots are. This is a work-in-progress, and I will always be receptive to feedback on how to improve the quality and accuracy of this data. If you like it, please rate the guide appropriately.
This information is current as of PC patch v1.03.
- Luck: Added information on weapon durability vs. blocked attacks.
- Repair: Completely revised this section, to emphasize how quickly each counselor can finish repairing an objective.
- Strength: Added some information about demasking Jason using heavy attacks.
- Health: Added information on damage vs. blocked attacks.
Composure
This stat reduces the rate that Fear increases, and makes it easier to break free from Jason's grab. Composure suffers from serious diminishing returns as the match goes on and Jason's Sense radius expands. The Composure stat itself has nothing to do with Jason's Sense ability, other than helping to control Fear (which itself impacts Sense).
Please see the Fear section at the end of this guide for a detailed explanation of Fear, hiding, Jason's Sense ability, and Composure's role (or lack thereof) in these mechanics.
- Tommy (Composure 10, Strength 10, combined 20) -- NO DATA YET
- Adam (Composure 7, Strength 8, combined 15) can break free from Jason's grab in 20 taps.
- Brandon (Composure 4, Strength 10, combined 14) can break free from Jason's grab in 22 taps.
- Jenny (Composure 10, Strength 1, combined 11) can break free from Jason's grab in 22 taps.
- Kenny (Composure 5, Strength 5, combined 10) can break free from Jason's grab in 27 taps.
- A.J. (Composure 7, Strength 2, combined 9) can break free from Jason's grab in 27 taps.
- Eric (Composure 4, Strength 3, combined 7) can break free from Jason's grab in 35 taps.
- Vanessa (Composure 3, Strength 4, combined 7) can break free from Jason's grab in 35 taps.
- Deborah (Composure 5, Strength 1, combined 6) can break free from Jason's grab in 35 taps.
- Tiffany (Composure 3, Strength 2, combined 5) can break free from Jason's grab in 43 taps.
- Chad (Composure 1, Strength 3, combined 4) can break free from Jason's grab in 53 taps.
Note that the delay between a counselor getting grabbed, and grab-related HUD features becoming available ("mash to escape" for counselors, and grab kills for Jason), is about 2 seconds. It might be a fractions-of-a-second delay between the two opposing HUDs, but in practice, but in practice, this is too minute to be actionable.
I've seen it suggested that Composure increases Stamina gain when breaking free from Jason's grab, but it looks like a consistent ~30% recharge to me, across all counselors. I could be wrong.
- Composure 10 counselors (Jenny, Tommy) go from zero Fear to an invisible HUD in 3:21.
- Composure 7 counselors (A.J., Adam) go from zero Fear to an invisible HUD in 1:45.
- Composure 5 counselors (Deborah, Kenny) go from zero Fear to an invisible HUD in 1:10.
- Composure 4 counselors (Brandon, Eric) go from zero Fear to an invisible HUD in 0:56.
- Composure 3 counselors (Tiffany, Vanessa) go from zero Fear to an invisible HUD in 0:51.
- Composure 1 counselors (Chad) go from zero Fear to an invisible HUD in 0:35.
- GOOD: Composure 7-10 (zero Fear to invisible HUD in longer than 1:30 in Jason's vicinity)
- AVERAGE: Composure 5-6 (zero Fear to invisible HUD between 1:00-1:30 in Jason's vicinity)
- BAD: Composure 1-4 (zero Fear to invisible HUD in less than 1:00 in Jason's vicinity)
Luck
This stat affects weapon durability, damage that you suffer from traps, and your chance of taking damage when climbing through broken glass while in a non-staggered state. It also allegedly has some slight impact on other mechanics, but I've not quantified any of this.
- Luck 10 counselors (Chad, Tommy) get 5 baseball bat hits, 13 machete hits, and 15 wrench hits.
- Luck 8 counselors (Jenny) get 3 baseball bat hits, 8 machete hits, and 9 wrench hits.
- Luck 6 counselors (Vanessa) get 3 baseball bat hits, 6 machete hits, and 7 wrench hits.
- Luck 5 counselors (Eric, Kenny) get 2 baseball bat hits, 5 machete hits, and 6 wrench hits.
- Luck 4 counselors (Tiffany) get 2 baseball bat hits, 5 machete hits, and 5 wrench hits.
- Luck 2-3 counselors (Deborah, Adam, Brandon) get 2 baseball bat hits, 4 machete hits, and 5 wrench hits.
- Luck 1 counselors (A.J.) get 2 baseball bat hits, 4 machete hits, and 4 wrench hits.
Also, note that, in practice, the machete is more durable than the axe, even though they both have a Durability rating of 3 (Kenny gets 5 hits before the machete breaks, but only 3 hits with the axe). So, if you're looking to demask Jason (see the Strength section for more useful info on that), the machete is the way to go!
- Luck 6+ counselors (Chad, Tommy, Jenny, Vanessa) can take damage from up to 3 traps before dying (staggered after 2 hits).
- Luck <6 counselors (Eric, Kenny, Tiffany, Deborah, Adam, Brandon, A.J.) can take damage from up to 2 traps before dying (staggered after 1 hit).
- GOOD: Luck 8-10 (9+ wrench hits)
- AVERAGE: Luck 6-7 (7+ wrench hits)
- BAD: Luck 1-5 (6 or fewer wrench hits)
Repair
This stat affects the difficulty of skill checks -- that is, the speed of the quick time event wheel and the total number of possible checks -- when fixing electrical boxes, phone boxes, and vehicles.
- Repair 10 counselors (Deborah, Eric, Tommy) average 2 checks (these range from 2-3), with long to very long QTE windows, and an average 3.65 seconds for a single successful Repair.
- Repair 7 counselors (A.J.) average 3 checks (these range from 3-4), with medium to long QTE windows, and an average 5.18 seconds for a single successful Repair.
- Repair 6 counselors (Adam) average 4 checks (these range from 3-5), with short to medium QTE windows, and an average 5.32 seconds for a single successful Repair.
- Repair 5 counselors (Kenny) average 5 checks (these range from 4-6), with short to medium QTE windows, and an average 6.83 seconds for a single successful Repair.
- Repair 2 counselors (Chad, Jenny, Vanessa) average 7 checks (these range from 5-10), with short QTE windows, and an average 15.78 seconds for a single successful Repair.
- Repair 1 counselors (Brandon, Tiffany) average 9 checks (these range from 6-11), with very short QTE windows, and an average 28.70 seconds for a single successful Repair.
- GOOD: Repair 6-10 (averages 4 or fewer skill checks; can reliably repair a part in under 7.5 seconds, even with one failure)
- BAD: Repair 1-5 (averages 5+ skill checks; cannot reliably repair a part in under 7.5 seconds)
Speed
This stat affects top speed (for both jogging and sprinting).
- Speed 10 counselors (Tommy, Vanessa) can jog this area in 0:24, and sprint it in 0:15.
- Speed 9 counselors (Chad) can jog this area in 0:24, and sprint it in 0:15.
- Speed 8 counselors (Brandon) can jog this area in 0:25, and sprint it in 0:15.
- Speed 6 counselors (Tiffany) can jog this area in 0:25, and sprint it in 0:16.
- Speed 5 counselors (Adam, Kenny) can jog this area in 0:26, and sprint it in 0:16.
- Speed 4 counselors (A.J., Deborah) can jog this area in 0:27, and sprint it in 0:17.
- Speed 3 counselors (Eric, Jenny) can jog this area in 0:27, and sprint it in 0:17.
- GOOD: Speed 8-10 (sprint Flat Rock half-circle in 0:15)
- AVERAGE: Speed 5-7 (sprint Flat Rock half-circle in 0:16)
- BAD: Speed 1-4 (sprint Flat Rock half-circle in 0:17)
Stamina
This stat determines a counselor's overall Stamina pool, which is used for movement (jogging and sprinting) and combat (dodging). All of the data below was collected outdoors, with Jason far away, on main roads (where I could easily manage Fear with flashlights and lamp posts).
- 9.5 seconds while standing still, with your flashlight on.
- 10.5 seconds while standing still, under a lamp post.
- 12 seconds while standing still, with your flashlight off.
- 13.5 seconds while crouching. Yes, it takes longer to regen Stamina when you are crouching.
Fear affects Stamina regeneration substantially. At the highest Fear level, it takes approximately 26 seconds to regenerate a full Stamina bar while standing still, or approximately 30 seconds while crouching. In this state, flashlights and other light sources no longer help.
- Stamina 10 counselors (Tommy) can jog for 2:29 or sprint for 0:26 without stopping.
- Stamina 9 counselors (Tiffany, Vanessa) can jog for 2:22 or sprint for 0:25 without stopping.
- Stamina 8 counselors (Brandon) can jog for 2:16 or sprint for 0:24 without stopping.
- Stamina 5 counselors (Jenny, Kenny) can jog for 2:00 or sprint for 0:22 without stopping.
- Stamina 4 counselors (A.J., Adam, Chad) can jog for 1:55 or sprint for 0:20 without stopping.
- Stamina 3 counselors (Deborah) can jog for 1:52 or sprint for 0:20 without stopping.
- Stamina 2 counselors (Eric) can jog for 1:48 or sprint for 0:19 without stopping.
- Stamina 10 counselors (Tommy) have 130 Stamina.
- Stamina 9 counselors (Tiffany, Vanessa) have 125 Stamina.
- Stamina 8 counselors (Brandon) have 120 Stamina.
- Stamina 5 counselors (Jenny, Kenny) have 110 Stamina.
- Stamina 4 counselors (A.J., Adam, Chad) have 100 Stamina.
- Stamina 3 counselors (Deborah) have 99 Stamina (this is the only one that is a bit weird; the difference between 3 and 4 Stamina seems to be very minor).
- Stamina 2 counselors (Eric) have 95 Stamina.
- GOOD: Stamina 7-10 (able to jog for more than ~2:15 with full meter)
- AVERAGE: Stamina 4-6 (able to jog for more than ~1:52 with full meter)
- BAD: Stamina 1-3 (cannot jog for more than ~1:52 with full meter)
Stealth
This stat determines how much noise is generated on Jason's HUD (i.e. the white pings that he sees in the distance). Note that this is conclusively the only thing in the game that is affected by Stealth (in other words, Stealth has nothing to do with Fear, or Jason's Sense ability). Like Composure, Stealth suffers from diminishing returns as the match goes on. It is most useful for finding items and fixing objectives early in a match, but it is nearly irrelevant in the late game.
- Stealth 9+ counselors (A.J., Tiffany, Tommy, Deborah) only generate noise when sprinting (they can jog silently).
- Stealth 6+ counselors (Eric, Chad, Jenny) generate noise when sprinting or jogging (they must walk or crouch to remain silent).
- Stealth <6 counselors (Kenny, Adam, Brandon, Vanessa) generate noise when sprinting, jogging, or walking (they must crouch to remain silent).
Using your flashlight, repairing stuff, barricading/locking doors, using the radio to call Tommy, and talking on your microphone do not appear to generate noise pings under any circumstance. The primary source of noise seems to be movement.
- A.J. (Stealth 10), Tiffany (Stealth 10), and Deborah (Stealth 9) do not generate any noise pings at all while jogging, even if Jason is standing right in front of them.
- Jenny (Stealth 6). She is an odd anomaly; my conclusion is that she secretly has a much higher ~8.5 Stealth, despite what the game claims.
- Eric (Stealth 8).
- Chad (Stealth 6).
- Kenny (Stealth 5).
- Adam (Stealth 3).
- Brandon (Stealth 2). He generates noise pings for Jason at almost any point on the map, unless they are at opposite corners.
- Vanessa (Stealth 1). Same deal as Brandon, except even more extreme.
Here is a collection of screenshots that show the exact maximum distance at which Jason Part 2 receives noise pings from an undamaged counselor, who is at the shotgun spawn inside Packanack Lodge, with all exit doors locked, lights and flashlight on, at zero Fear. One step beyond this, in all cases, is enough to allow the counselor to jog silently (the screens are a bit different for Vanessa and Brandon, since Jason's range against them is so vast).
These distances hold true for every Jason except Part 7, who has better hearing due to what I assume is a bug (props to Reddit user jessehiraya for discovering this -- check out this thread for video evidence). And again, Deborah, A.J., and Tiffany do not generate noise pings at all when jogging.
- GOOD: Stealth 9-10 (can jog silently)
- AVERAGE: Stealth 6-8 (can walk silently)
- BAD: Stealth 1-5 (can only crouch silently)
Strength
This stat affects melee weapon attack damage. As mentioned in the Composure section, Strength is also a coefficient for that stat when attempting to break free from Jason's grab.
- Strength 10 counselors (Brandon, Tommy) demask Jason Part 7 with the machete in ~3-5 hits.
- Strength 8 counselors (Adam) demask Jason Part 7 with the machete in ~4-5 hits.
- Strength 5 counselors (Kenny) demask Jason Part 7 with the machete in ~5-6 hits.
- Strength 4 counselors (Vanessa) demask Jason Part 7 with the machete in ~6-8 hits.
- Strength 3 counselors (Chad, Eric) demask Jason Part 7 with the machete in ~6-9 hits.
- Strength 2 counselors (A.J., Tiffany) demask Jason Part 7 with the machete in ~7-9 hits.
- Strength 1 counselors (Deborah, Jenny) demask Jason Part 7 with the machete in ~8-9 hits.
If you're going for a Jason kill, it might make the most sense to go after him with either Brandon or Adam (who, incidentally, both get 4 hits out of a machete before it breaks). In practice, since Tommy is required to kill Jason anyway, he's your best bet in a coordinated group.
Damaged counselors deal less damage as well. In a staggered state (half health), I have seen Brandon take up to 6 machete hits and Jenny take up to 12 machete hits to demask Jason Part 7, which indicates that there is a percentage-based damage scale that is impacted by counselor health.
- GOOD: Strength 8-10 (reliably demask Jason inside of 5 hits/1 machete)
- AVERAGE: Strength 4-7 (reliably demask Jason inside of 8 hits/1-2 machetes)
- BAD: Strength 1-3 (potentially demask Jason in more than 8 hits/2+ machetes)
Stun
Based on some pretty thorough and particularly time-consuming research, I've concluded that there is a strong possibility that Stun is effectively an 8th hidden stat. At the very least, stun chance definitively has nothing to do with Luck, Strength, or any other stat. I have tried to correlate my data with the sum of every possible combination of 2, 3, and 4 stats, and nothing lines up.
Also, remember that Jason can block stuns while in combat stance, and he has a small window of stun invincibility (~5 seconds) when he recovers from any stun.
- Chad has an 80% stun chance with the wrench (40 of 50 hits).
- Brandon has a 72% stun chance with the wrench (36 of 50 hits).
- Eric has a 70% stun chance with the wrench (35 of 50 hits).
- Vanessa has a 70% stun chance with the wrench (35 of 50 hits).
- Kenny has a 68% stun chance with the wrench (34 of 50 hits).
- Tiffany has a 68% stun chance with the wrench (34 of 50 hits).
- A.J. has a 66% stun chance with the wrench (33 of 50 hits).
- Deborah has a 66% stun chance with the wrench (33 of 50 hits).
- Jenny has a 60% stun chance with the wrench (30 of 50 hits).
- Adam has a 52% stun chance with the wrench (26 of 50 hits).
- No stun data for Tommy yet.
There's also a possibility that individual counselors themselves have no impact on stun rate, and that it all comes from the weapon itself. (which would be consistent with the baseball bat, which always has a 100% stun chance for every counselor). That said, that's one heck of a 28% spread between Chad and Adam. Please take this particular section with a grain of salt -- and if you can add anything useful to this data, I'd love to hear it.
- Firecracker (spotting effect): Stunned for 7.5 seconds.
- Flare Gun (spotting effect): Stunned for 11 seconds.
- Flare Gun (headshot w/ knockdown): Stunned for 14 seconds (or 36 button taps to rise from knockdown).
- Baseball Bat/Wrench (knockdown): Stunned for 14 seconds (or 36 button taps to rise from knockdown).
- Shotgun (knockdown): Stunned for 18 seconds (or 50 button taps to rise from knockdown -- Jason Part 9 might need slightly less).
Health
I'm not sure how much health each counselor has in terms of actual specific hit points, but each counselor has the same amount of health and takes the same damage from each source (with the exception of traps).
- 5 weapon strikes to kill a counselor (staggered after 3 hits).
- 3 improved weapon strikes (+Weapon Strength trait) to kill a counselor (staggered after 2 hits).
- 4 throwing knives to kill a counselor (staggered after 2 hits).
- 2 two-story falls to kill a counselor (staggered after 1 hit).
- 7 broken glass cuts to kill a counselor (staggered after 3 hits). I used both A.J. and Chad for this test (leaping through broken windows until staggered, then climbing), and ran it several times to account for Luck; the results were exactly the same each time.
- See the Luck section for detailed information on trap damage, as this is affected by each counselor's Luck value.
- Brandon dies after blocking 26 weapon strikes (staggered after 13 hits).
- Kenny dies after blocking 25 weapon strikes (staggered after 13 hits).
- Jenny dies after blocking 24 weapon strikes (staggered after 12 hits).
Fear
I've broken Fear out into a separate section -- partly because the Composure section ran up against the character limit, and partly because I want to make this very clear to everyone who currently misunderstands the way that the Fear and hiding mechanics work, and what contributes to them. The bottom line is that Composure and Stealth have nothing to do with Jason's ability to Sense you, beyond Composure influencing the rate at which you gain and lose Fear.
- Level 1 (Calm): Relaxed face. No Fear at all.
- Level 2 (Nervous): Slightly widened eyes; counselor looks over their shoulder occasionally. Some Fear.
- Level 3 (Afraid): Fearful face; dropped jaw; fight-or-flight posture; constant nervous glances. Substantial Fear, and makes you much more likely to stumble while running. If you're not hiding, you'll light up like a Christmas tree on Jason's Sense. If you are in a hiding spot, this is the point where Jason can start to hear you shriek in terror.
- Level 4 (Hysterical): Full Fear. As above, but your HUD disappears. The Nerves of Steel perk will prevent minimap loss.
Equipping Sense avoidance perks introduces the possibility that Jason will fail his Sense check. Please see the Perks section for more details.
Hiding spots (beds, closets, tents, and outhouses) are extraordinarily binary. Prior to unlocking his Rage ability, Jason can never Sense you while you are in a hiding spot. He can cut the power, max out your Fear, destroy everything in and around your hiding spot, and even damage you to the brink of death -- but until he has Rage, there is absolutely zero chance that his Sense ability will make your cabin glow red if you are in a hiding spot. This is true even if he witnesses you exiting the hiding spot, and then getting right back in; the cabin will never glow red pre-Rage (although, note that he can still hear your counselor's breathing and cries if you are afraid and he is nearby). On the flip side, once Jason receives Rage, there is nothing you can do to keep off his Sense radar. Your location will glow red no matter your Fear level.
Here are screens that show the exact maximum distance at which Jason Part 2 can Sense a counselor, who is at the shotgun spawn inside Packanack Lodge, with all exit doors locked, lights and flashlight on, at zero Fear. I've also included screens for Jenny vs. +Sense and -Sense Jason traits, Chad and Jenny crouched indoors, outdoor comparison screens for A.J./Chad/Jenny (flashlight off and zero Fear), and Jenny outside of line-of-sight (which does not make any difference at all). Sense is unaffected by the flashlight.
Note: These screens were captured at equivalent points during the match, in-between the time that Jason unlocks Shift and Stalk. Based on this data, there is no significant difference for Jason's Sense detection range vs. any counselor, and Composure does not impact this one bit.
Everything stated in this section is equally true for all Jasons, including those with -Sense and +Sense traits.
Again, this data was all collected in private 1v1 matches, under controlled circumstances. I think there is certainly some room to experiment in full lobbies as well, and I am not ruling out the possibility that things could perhaps look different with more variables (AKA 6 more counselors) in the mix. I am simply providing the results of the tests that I have described here. I personally believe that this study, in and of itself, is substantial enough to draw some pretty powerful conclusions about the value of Composure.
Perks
I've decided to consolidate all perk-related information into one section, to help make it easier for me to update the guide in the future, and to help you quickly find what useful information I have learned. Outside of what is specifically mentioned in this section, I have not done any other extensive research on perks, as the lottery and varying rarities makes this a very challenging prospect. I will continue to research these on a case-by-case basis.
- 8.75 seconds while standing still, with your flashlight on (normally 9.5 seconds).
- 9 seconds while standing still, under a lamp post (normally 10.5 seconds).
- 10.5 seconds while standing still, with your flashlight off (normally 12 seconds).
- 12.5 seconds while crouching (normally 13.5 seconds).
- 8 weapon strikes to kill a counselor (staggered after 4 hits), up from 5 strikes with no perks. (NOTE: The pre-nerf 41% Thick Skinned was 15 strikes.)
- 4 improved weapon strikes (+Weapon Strength trait) to kill a counselor (staggered after 2 hits), up from 3 strikes with no perks. (NOTE: The pre-nerf 41% Thick Skinned was 8 strikes.)
- 5 throwing knives to kill a counselor (staggered after 3 hits), up from 4 knives with no perks. (NOTE: The pre-nerf 41% Thick Skinned was 6 knives.)
- 3 two-story falls to kill a counselor (staggered after 2 hits), up from 2 falls with no perks. (NOTE: The pre-nerf 41% Thick Skinned was 4 falls.)
- 9 glass cuts to kill a counselor (staggered after 4 hits), up from 7 glass cuts with no perks. (NOTE: The pre-nerf 41% Thick Skinned was 12 glass cuts.)
- 3-4 traps to kill a counselor based on Luck (staggered after 2 hits), up from 2-3 traps with no perks. Chad and Tommy can take 4 traps; all other counselors can only take 3. (NOTE: The pre-nerf 41% Thick Skinned was 3-5 traps based on Luck.)
Conclusion
And that's it. I will continue to update and refine this guide, and add more research as I tackle other topics on my list. Again, if you find this guide useful, please rate it to help with visibility.
- Figure out the approximate percentage of HP each med spray heals.
- Add some information about combat stance (heavy swings, blocking, and dodging).
- Take a closer look at the Marathon perk.
- Time jog and sprint efficiency for counselors who are at full Fear.
- Time swimming, walking, and crouching movement speeds, and how Low Profile impacts crouching.
- Do some more research on how many machete hits it takes each counselor to demask Jason with heavy attacks.
- Figure out how many machete hits it takes to demask Jason while he is blocking.
- Do more research on damage and weapon durability vs. blocked attacks.
- Figure out other weapons' stun rates, under the same conditions that I used for the wrench. It would be great if I can conclusively prove whether individual counselors have an innate impact on stun chance. Doubt I'll ever get to this alone -- this is something that needs to be crowdsourced.
- Explore the theory that perks are static lotteries depending on which counselor is selected when you roll. This is totally unsubstantiated, but I've heard it claimed. It will be really hard to ascertain this.
Special thanks to YerBoyDrew, Reddit user Warston, and Steam users MaffickMartin and Pastah for all their help with gathering up this nerdy nonsense, and to Pappus for providing valuable context and high-level feedback (you should watch his videos for some really in-depth gameplay advice).
- Full Maps With All Objective/Location Spawns
- Jason Stats and Abilities: Knowledge Base w/ Lots of Hard Data
- Counselor Tier List (data-driven analysis w/ perk advice)
- Jason Tier List (data-driven analysis)
I am currently a professional video game consultant, which means that I collaborate with developers who are actively working on games, and help to make them a little bit better. I feel it pertinent to disclose that I contracted for Friday the 13th developer Gun Media from about 2011-2012, back when they did this kind of consultation work (before they got into game development). I have nothing to do with Friday the 13th, but I obviously sure do like it a lot.
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