All Killers › Ennard
An amalgamation constructed from the endoskeletons of Circus Baby, Ballora, Funtime Freddy, and Funtime Foxy. From Five Nights at Freddy's: Sister Location. Ennard is the most expensive killer at 6,000 in-game currency — reflecting its capacity to inject profound psychological warfare into the match by completely corrupting survivor trust dynamics.
Walk Speed
Sprint Speed
Stamina
Chase Theme
| Ability | Key | Type | Damage | Cooldown | Effect |
|---|---|---|---|---|---|
| Swing | LMB |
Melee | 38 DMG | 2.5s | Fast, consistent close-range pressure |
| Wire Eyes | Q |
Tracker Deploy | 0 (tracking) | 15s | Deploy 2 autonomous trackers; latch onto passing survivors to reveal their real-time position |
| Grab | E |
Ranged Hook | 0 (repositioning) | 12s | Projects a prehensile wire; if it connects, drags the survivor directly into melee range |
| Skin Stealer | R |
Disguise | — | No cooldown | Disguise as any consumed survivor; appears as friendly on Security Guard tablet |
| Skin Stealer: Explode | R → Attack |
AOE Burst | 25 AOE DMG | 3s | Detonates the disguise, dealing area damage to nearby survivors |
| Skin Stealer: Wire Stab | R → Alt Attack |
Lunge | 45 DMG | 24s | Focused, massive lunge strike from within the disguise |
Ennard swings its heavy metallic fist. At 38 damage with a rapid 2.5-second cooldown, this provides the most consistent close-quarters damage pressure of any launch killer. It rewards getting survivors into Ennard's engagement range — which its other abilities are specifically designed to force.
Ennard physically rips two Wire Eyes from its chest cavity and deploys them into the environment. These devices autonomously track and latch onto passing survivors, revealing their exact, real-time spatial coordinates to Ennard.
Deploy Wire Eyes in long, heavily trafficked corridors (especially Pizzeria hallways and Warehouse straightaways). A single pair can surveil half the map passively, eliminating the survivor team's primary advantage of spatial stealth.
Projects an extended, prehensile wire from Ennard's body in a linear trajectory. If the wire connects with a survivor's hitbox, they are violently dragged across the environment directly into melee range.
This completely negates the value of looping structures — a survivor who has successfully created distance at a pallet or window is instantly pulled back into danger. Particularly lethal in The Pizzeria's hallways where survivors have nowhere to sidestep the linear wire trajectory.
When a survivor is eliminated, Ennard can activate Skin Stealer to seamlessly adopt their physical avatar, nametag, and visual profile. While disguised:
The true, paralyzing power of Ennard lies not in raw damage, but in cognitive contamination. Once the team knows Ennard can wear a teammate's mask, several cascade effects trigger:
Against Ennard, always move in pairs and establish pre-match voice chat protocols. If someone dies, announce their death immediately so the team knows Ennard can now wear that person's skin.
Ennard's disguise animations are deliberately programmed to feel slightly off. If a "teammate" approaches silently, moves with slightly stiff or jittery animations, and doesn't respond to emotes — sprint immediately.
The moment a Wire Eye latches, stop all generator work and rapidly mash movement keys. A tagged survivor near an objective exposes the entire team's position, allowing Ennard to set up a lethal Grab chain.
Grab travels in a straight line — move laterally when you see the wire projectile. In Pizzeria hallways where no lateral escape exists, use doors to break the wire's travel path before it reaches you.