Noli Skills & Abilities Guide
Cooldowns, damage numbers, and gameplay clips for every Noli ability in Forsaken — plus the rework that replaced his original passive.
By Egon Thorne — Forsaken player since launch, tested every Noli build in real games.
Quick Reference
| Ability | Slot | Cooldown | Damage |
|---|---|---|---|
| Stab | Main Ability | 1.8s | 25 |
| Void Rush | Alt Ability 1 | 20s (10s at round start) | 10 hit / 43.5+ slam |
| Nova | Alt Ability 2 | 12s (starts after detonation) | 15 |
| Observant | Alt Ability 3 | 30s (25s at round start) | — |
| Hallucinations | Passive | Always active | — |
| Prankster | Passive | Round start | — |
Noli's Passive Skills
Always active — no keybind required.
Hallucinations
“O, that way madness lies.”
Most of Noli's abilities stack Hallucination on survivors. Any active stack reveals that survivor's aura to Noli — the darker the highlight, the stronger the effect. Stacks cap at Hallucination III, and landing a Stab or a Void Rush slam clears them all.
Hallucination effect
Prankster
“Art ignorant of what thou art.”
At round start, Noli spawns decoy generators in every slot where a real one could have spawned but didn't. Completing one grants a Hallucination stack — finishing it fully jumps straight to Hallucination III. They give no real progress.
- –A delayed completion bar
- –Glitching sounds nearby
- –A wrong puzzle-complete message
- –Mismatched XP or money numbers, often ending in "!"
- –An off-shade progress color
- –A skipped puzzle number
- –A misplaced currency symbol
- –A timer that doesn't tick down
- –Wiring on the model that looks stained or torn black (always present)

Stained wiring

Missing puzzle number
Progress resetting
Noli's Kit Rework in Forsaken
Before the rework, Noli had a single passive: Fifth Sequence. It increased stamina loss and gain, let stamina go negative — with the screen turning progressively black, purple, and jittery as it did, obscuring the stamina UI — stunned Noli once stamina bottomed out, and briefly revealed remaining survivors' locations on a kill. The rework replaced it with the two deception-based passives he uses today: Hallucinations and Prankster.
Noli's Active Abilities in Forsaken
Triggered by the player — each has its own slot and cooldown.
Stab
“Our revels now are ended.”
Noli's Shadow Tendril stabs forward after a 0.35s windup, dealing 25 damage with a 0.25s linger. Reach is 8 studs — but unlike other killers, Noli's hitbox spawns 0.5 studs ahead of him, making his effective reach 8.5 studs. Any hit clears all Hallucination stacks.
Stab
Void Rush
“Which pierces so that it assaults.”
A 1s charge leads into a 3.5s forward rush. The first hit deals 10 damage and applies Hallucination II. If the target already carries Hallucination II or higher, that hit becomes a slam instead — 10 + 30 + 3.5 per re-rush chained, a minimum of 43.5 damage — and clears all stacks. There's a 2-second window to chain another rush before the move ends; turn rate is boosted for the first 1.5s.
Void Rush ability
Wind-up
Failing to hit
First hit
Slam
Crashing into an object
Cancelling the wind-up
Nova
“Thou art inclined to sleep; 'tis a good dullness.”
After a 0.7s windup the Voidstar is thrown forward. Hitting a survivor or a wall triggers a spherical implosion that pulls nearby survivors toward the blast for 15 damage, plus a slow that fades with distance. Detonating it manually, or letting it hit the floor, shrinks the explosion's hitbox.
Throw
Implosion
Observant
“Mine enemies are all knit up in their distractions.”
A two-phase ability. Entering the stance instantly highlights every generator with a warning mirage, then after a 1.45s windup you can pick one to teleport to. Survivors within 20/50/100 studs of the teleport pick up Hallucination I/II/III respectively. Getting stunned during the windup or stance cancels the move; Noli is stun-immune right after teleporting.
Stance idle
Generator highlighted
Teleporting
Ability Combos
Sequences built directly from the ability numbers above, each with real gameplay clips for the steps involved.
Void Rush Double-Hit
10 hit + 43.5 slam = 53.5+
Void Rush hits once for 10 damage and applies Hallucination II. Land a second hit on the same target within the 2-second chain window and it becomes a slam — 43.5+ damage — for 53.5+ total across the sequence.
First hit — 10 dmg
Slam — 43.5+ dmg
Nova → Stab
15 Nova + 25 Stab = 40
Nova doesn't clear Hallucination stacks, so a follow-up Stab lands the full 25 on top of Nova's 15 for 40 damage total.
Nova — 15 dmg
Stab — 25 dmg
Observant → Void Rush
Observant applies Hallucination based on how far the teleport was from the target (20/50/100 studs for I/II/III), then a follow-up Void Rush capitalizes on the disorientation.
Teleport
Void Rush follow-up
Frequently Asked Questions
What's the minimum damage on a Void Rush slam?
43.5 damage — that's the slam alone, triggered when the target already carries Hallucination II or higher. Land the setup hit first and the full sequence deals 53.5+ damage.
Does Observant teleport Noli, or does it just reveal generators?
Both. Activating it immediately highlights every generator on the map, and after a 1.45-second windup you can choose one to teleport to.
Is Nova a straight-line projectile or an area explosion?
Neither purely — it's a thrown projectile that implodes into a pulling blast on impact, dealing 15 damage and slowing survivors near the detonation.
What was Noli's passive before the rework?
Fifth Sequence, a stamina-punishment passive that let stamina go negative and stunned Noli once it bottomed out. It was replaced by Hallucinations and Prankster.
How can survivors tell a Prankster generator is fake?
A delayed completion bar, glitching sounds, a wrong puzzle-complete message, mismatched XP or money numbers, an off-shade progress color, or stained black wiring on the model — the wiring tell is present on every fake generator.