All Killers β€Ί Springtrap

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Springtrap

The default starter killer β€” canonically the undead remains of William Afton, the franchise's primary antagonist, housed within a decaying Spring Bonnie suit. Despite being the introductory entity, Springtrap's kit is deeply sophisticated, blending long-range area denial with a devastating sensory deprivation sequence.

Free (Starter Killer) S Tier Trap-Setter / Ranged Hybrid
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Chase Theme: "Craving Slaughter"

The default chase music. Features heavy, rhythmic percussion that allows survivors to gauge proximity. Equipping the Purple Guy skin switches to "Myth In Slaughter," altering the audio frequency profile and disrupting survivor spacing habits.

πŸͺ“ Abilities Overview

Ability Keybind Type Damage Cooldown
Swing (Axe) LMB Melee 34 DMG ~2.4s
Swing (Fist) LMB Melee 28 DMG (axe away) ~2.4s
Remnant Cleaver Q Projectile 20 DMG + 15 Bleed 8s (post-retrieval)
Beartrap (axe equipped) E Trap Stun 10s ~1.5s arm time
Scream (post-throw) E Reveal / Buff Sight reveal + blind β€”
Charge (post-scream) E Dash / Execute 40% current HP β€”

🎯 Ability Deep Dive

Swing (LMB)

Core Attack

Springtrap's base melee attack. When wielding his axe, each swing deals 34 damage. If his axe has been thrown via Remnant Cleaver and not retrieved, he fights with his fist for a reduced 28 damage per strike. This creates a significant incentive loop to always retrieve the axe, but also makes him temporarily weaker if survivors kite away from the landing spot.

Remnant Cleaver (Q)

Throwable Projectile

Springtrap winds up and hurls his axe at the cursor's direction. This is a fundamental chase tool β€” in traditional asymmetrical games, a survivor creating a straight-line gap is temporarily safe, but this ability changes that geometry entirely, threatening anyone sprinting toward an exit gate or looping structure.

πŸ“Š Hit Values
Impact: 20 DMG
Bleed (DoT): 15 DMG over time
On-Hit: Applies Weakness + Bleed debuffs
πŸ“Œ Mechanics
Windup slows Springtrap briefly
Missed axe must be retrieved via E/F
CD: 8s after retrieval
Throwing the axe boosts his walk speed

The E-Key Chain: Beartrap β†’ Scream β†’ Charge

Conditional Sequence

Springtrap's E key shifts through three distinct states depending on his current condition, forming a powerful sequential combo:

State 1: Beartrap (Axe is Equipped)

Places a physical bear trap on the ground with a ~1.5 second arm time. Map limit: 3–4 active traps. Optimal placement: in the landing zones of vaulted windows, behind breakable doors, or in narrow corridor chokepoints. A survivor who steps on it is stunned for 10 seconds β€” a massive window for finishing blows.

State 2: Scream (After Remnant Cleaver is Thrown)

After throwing his axe, E becomes Scream. Springtrap releases a terrifying roar that: (1) reveals and pings all nearby survivors' positions, (2) inflicts temporary visual blindness on them, and (3) regenerates 25 Stamina. Extremely potent when used right before a chase engagement or when survivors cluster on a generator.

State 3: Charge (After Scream Activates)

The climax of the combo sequence. Springtrap performs a massive dash toward a blinded, highlighted target. If he connects, he grabs the survivor and deals 40% of their current HP, then ragdolls them. This percentage-based damage means the Charge is most devastating when used as an opener on a healthy survivor.

πŸ—ΊοΈ Map Control Strategy

Springtrap's core meta loop is about territorial ownership. Place Beartraps on 2–4 high-traffic locations early (generator landing zones, window vaults, bathroom dead-ends). Once traps are set, patrol the map with confidence. The Scream ability lets you locate any clustered survivors, and the Charge finishes isolated ones.

🎯 Predictive Routing

Don't chase linearly. After observing a survivor's trajectory, abandon visual pursuit and cut them off at an architectural intersection. This is especially effective paired with the Scream β€” once they're revealed and blinded, direct pursuit becomes near-guaranteed.

πŸ›‘οΈ Survivor Counterplay Guide

Exploit the Axe Throw

During the Remnant Cleaver windup, Springtrap moves slowly β€” use this 0.5–0.8s window to break line of sight. If he misses, drag the chase away from the dropped axe. Without it: no Beartraps, no Scream, no Charge, and only 28 fist damage.

Watch Your Feet

Beartraps are hard to see in low-light maps (especially when The Forest turns red). Move slowly through unexplored areas and take alternative paths. The Medic's healing kit ("THE METHOD") can treat the trap's bleed status rapidly.

Counter the Chase Combo

If you see the Scream activating (red shockwave audio cue), immediately sprint and change direction. The Fighter's parry can actually interrupt the Charge if timed perfectly to the arrival. Security Guard's Taser is the safest option to stall the entire sequence.

Environmental Squeeze

Springtrap's large animatronic model cannot physically fit through certain narrow structural gaps and ventilation shafts that survivors can squeeze through. Exploiting these "geometry gaps" forces a complete reroute, buying critical seconds for generator progress.

🎨 Springtrap Skins

Skin NameChase Theme ChangeNotes
Default SpringtrapCraving SlaughterStandard percussion-heavy audio
Purple GuyMyth In SlaughterAltered audio profile β€” disrupts survivor spacing
HoaxCraving SlaughterReferences early FNaF internet rumors
ToonCraving SlaughterHighly stylized cartoon aesthetic
SpartanCraving SlaughterBrutalist combat armor design
RusttrapCraving SlaughterWeathered, oxidized variant