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Threat index

Every animatronic, matched to a counter

Name, warning cue and the specific tool that stops it. Organised so you can search by the sound you just heard, not by the lore you have not read.

38 indexedBase v2.0.2Searchable

Verified against v2.0.2

Short version

There are 87 threats in the 2.0 roster, up from roughly 47 in the base game. This index documents 38 with verified mechanics, sorted by family. Entries marked 2.0 arrived with Four Layers Down.

The fastest way to use it: search for the sound, then read the counter. If the index does not have your killer yet, the audio cue table covers the core six.

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Category filters follow animatronic families rather than salvage locations, because families share counters.

Showing 38 of 38 indexed threats

  • Freddy Frickbear

    Door pressure · either side

    Threat
    Approaches from the left or the right with no silhouette in the doorway, so a quick glance at the office tells you nothing.
    Counter
    Track him on the cameras, then close the correct door on the laugh that precedes his move. Closing both doors works but burns power you will want at 4 AM.
    Tell
    A laugh each time he changes camera. The laugh is the map.

    On later nights he can bait a door close and immediately swap sides.

  • Bonnie

    Left door · starter threat

    Threat
    Walks the left hallway and waits at the door until you shut it. Fast on Lunatic, patient on Easy.
    Counter
    Close the left door the moment the droning hum starts and hold it until the hum stops.
    Tell
    A low mechanical hum at the door, not a footstep.
  • Chica

    Right door · starter threat

    Threat
    Mirrors Bonnie on the right side. On some nights she moves first, which is the usual cause of a Night 1 death.
    Counter
    Close the right door on the hum. Do not wait to see her.
    Tell
    The same drone as Bonnie, panned to the right.
  • Foxy

    Hallway sprint · camera gated

    Threat
    Builds up behind the curtain in Pirate Cove, then sprints the hall. He is the only core animatronic whose timer you can actively reset.
    Counter
    Keep a camera on Pirate Cove to stall him, or look directly at him: since 2.0 a direct look freezes his timer for 3-5 seconds. Close the left door on the sprint.
    Tell
    The curtain stages are a countdown. The run itself is audible from the office.

    2.0 nerfed passive camera stall from 50% to 25% but added the direct-look freeze.

  • Balloon Boy

    Vent intruder · mask check

    Threat
    Crawls the vents and takes your flashlight batteries when he reaches the office. On Lunatic, and when no flashlight threat is on your roster, he kills instead.
    Counter
    Put the Freddy mask on as soon as the vent audio starts, and keep it on until he leaves.
    Tell
    Vent crawling, then a laugh. The laugh means he is already in the room.

    He activates on Night 2 below Lunatic, and Night 1 on Lunatic.

  • The Marionette

    Music box · hard timer

    Threat
    Ignores doors and mask entirely. If the music box empties, the night ends instantly, no matter what else you were doing.
    Counter
    Wind the box with a single click; since this game does not require a hold, the check costs one second instead of five.
    Tell
    The box visibly unwinds and the melody slows before it stops.

    The single most common cause of a lost Lunatic run.

  • Withered Freddy

    Front hall patrol

    Threat
    Instead of hiding on a camera he walks the front hallway between both doors, so he keeps re-testing whichever side you are not watching.
    Counter
    Watch the hall, close the door he is actually at, and reopen immediately. He leaves fast.
    Tell
    Heavy footsteps that cross the room rather than approach it.
  • Withered Bonnie

    Left door · aggression

    Threat
    Presses the left door harder and more often than classic Bonnie and recovers faster.
    Counter
    Prioritise him over Bonnie when both are at the door. The withered version will not wait.
    Tell
    A denser, lower drone than classic Bonnie.
  • Withered Chica

    Right door · aggression

    Threat
    The right-side counterpart to Withered Bonnie, with the same shortened patience.
    Counter
    Close early instead of closing on reaction. Her window is narrower than it sounds.
    Tell
    Right-side drone with a heavier rattle underneath.
  • Withered Foxy

    Hallway sprint

    Threat
    Runs the hall like classic Foxy but arrives with less warning and does not tolerate a half-open door.
    Counter
    Close on the audio cue, not on the visual. He is already inside by the time you see him.
    Tell
    Running steps that get louder faster than classic Foxy's.
  • Golden Freddy

    Office apparition · mask only

    Threat
    Appears in the office after you lower the monitor. Pulling the monitor back up does nothing; only the mask clears him.
    Counter
    Mask immediately on sight, every time. His kill timer is generous, so do not panic-flail.
    Tell
    No audio cue. He is simply sitting there when the monitor comes down.
  • Endoskeleton

    Window watcher · flashlight trap

    Threat
    Stands at the window and is harmless until you shine the flashlight at it. Lighting it up triggers an instant jumpscare.
    Counter
    Do not use the flashlight while it is at the window. If you need the light for another threat, wait for the endo to move.
    Tell
    A silhouette at the window, not a camera movement.

    It synergises against you with every other flashlight-based animatronic.

  • Springtrap

    Flashlight check · safe room

    Threat
    Stalks from the sealed safe room and closes in whenever the light is not on him. One of the few salvage threats that kills on its own.
    Counter
    Flash him at each stage of his approach, then stop. Holding the light wastes battery without slowing him further.
    Tell
    A metallic drag between camera positions.
  • Shadow Bonnie

    Flashlight pressure

    Threat
    Forces flashlight use in a room where the endoskeleton also punishes flashlight use.
    Counter
    Clear it in a short burst, then kill the light. Never leave the beam on while you check cameras.
    Tell
    A dark shape that only resolves when the beam touches it.

    Do not salvage it in the same run as the endoskeleton unless you enjoy losing.

  • Plushtrap

    Flashlight timing

    Threat
    Punishes a slow or early beam the same way the endoskeleton does, but from the floor.
    Counter
    Treat Plushtrap and the endoskeleton as one shared flashlight budget and sequence your checks.
    Tell
    Small movement at floor level.
  • Nightmare

    Plush boss

    Threat
    A giant plush with button eyes that closes the distance during any long interaction, including the music box.
    Counter
    Shorten every interaction. Wind, check, close the monitor; never stand still to think.
    Tell
    Cotton-stuffing rustle, then breathing.
  • Nightmare Fredbear

    Plush boss · two doors

    Threat
    Alternates sides like Freddy but hits the office faster and gives a shorter window.
    Counter
    Keep one camera parked on the hallway and accept the extra power cost.
    Tell
    A deeper version of the Freddy laugh.
  • Nightmare Bonnie

    Left door · plush

    Threat
    Left-side pressure that stacks badly with Bonnie and Withered Bonnie on the same night.
    Counter
    If you are running three left-door threats, drop one at the next salvage instead of upgrading.
    Tell
    Ragged breathing at the left doorway.
  • Nightmare Chica

    Right door · plush

    Threat
    Right-side pressure with a longer stall than classic Chica.
    Counter
    Hold the door a beat longer than feels necessary before reopening.
    Tell
    A wet clicking sound at the right door.
  • Nightmarionne

    Gaze trap

    Threat
    Appears at one side of the office and kills if you look at it for more than about a second.
    Counter
    Look away immediately. Dreadbear will never demand candy from the side Nightmarionne occupies, so the safe side is readable.
    Tell
    A dark organic shape at the edge of the frame.

    Deliberately designed so the two candy checks never become unwinnable.

  • Dreadbear

    Candy demand · side check

    Threat
    Appears at the window and demands one of two candy types; the wrong bowl is a death.
    Counter
    Read the demand, grab from the matching bowl on the opposite side, and ignore the other bowl.
    Tell
    A specific candy name, spoken once.
  • Circus Baby

    Rental boss

    Threat
    The anchor of the Circus Baby's rental line and the reason the Money route is expensive. High token payout, high nightly cost.
    Counter
    Bring her in only when you have already solved your door and music-box loadout for that night.
    Tell
    Varies by stage; listen for the rental-line audio bed changing.

    Salvaging the rentals is mandatory for the Money ending.

  • Ballora

    Rental boss · audio

    Threat
    Audio-driven pressure that punishes players who mute the game or play on speakers at low volume.
    Counter
    Headphones. This is not a difficulty preference, it is the mechanic.
    Tell
    Ballet cue that gets faster as she closes.
  • Funtime Freddy

    Door trap

    Threat
    Withholds his attack until at least one door is open, so double-door turtling does not save you.
    Counter
    Open one door deliberately, watch which side reacts, then close it. Do not idle with both doors shut.
    Tell
    A cheerful line of dialogue before the move.

    The one animatronic that specifically defeats the close-both-doors shortcut.

  • Funtime Foxy

    Rental boss

    Threat
    Fast lateral movement that punishes camera dwell time.
    Counter
    Cap every camera check at a second and a half. Move, do not browse.
    Tell
    Curtain rustle off-camera.
  • Funtime Chica

    Rental boss

    Threat
    High-value salvage with a mechanic that overlaps whichever rental you already brought in.
    Counter
    Sequence rentals rather than stacking them; the payout per token of risk drops fast.
    Tell
    Party-horn cue.
  • Scrap Baby

    Power drain

    Threat
    Waits in Parts and Service, draining power and making noise. At Fazbear's Fright she is the only animatronic who can kill you directly.
    Counter
    Clear Parts and Service early in the night, before the drain compounds into a blackout.
    Tell
    A loud scrapyard rattle from the service room.
  • Molten Freddy

    Support disruption

    Threat
    Cannot kill on his own; instead he masks the audio cues you need for the threats that can.
    Counter
    Identify his audio signature and mentally subtract it. Do not close doors on his cue.
    Tell
    A tangled, overlapping voice line.
  • Lefty

    Support disruption

    Threat
    Adds visual noise to the camera feed so you misread which door is occupied.
    Counter
    Verify door threats by audio, not by camera silhouette.
    Tell
    Feed static on the camera you are watching.
  • Lolbit

    Economy attack

    Threat
    Does not chase you at all. Raises shop prices, which quietly breaks a planned purchase night.
    Counter
    Buy before Lolbit's inflation bites, or simply do not salvage it on a shopping night.
    Tell
    Shop prices change mid-run.

    The only threat in the game that attacks your token budget instead of your health.

  • Vanny

    Route handler

    Threat
    Hands you the salvage list that unlocks the Evil route, then becomes one of the actors in the Night 6 finale.
    Counter
    Follow the list exactly. Partial compliance is what produces an ending you did not plan.
    Tell
    Her request appears in the route dialogue, not in the office.
  • Mr. Hippo

    Harmless monologue

    Threat
    Long, rambling stories. Genuinely safe, genuinely long.
    Counter
    Let him finish, or use the Death Coin and enjoy being scolded for interrupting.
    Tell
    He starts talking and does not stop.
  • Happy Frog

    Harmless

    Threat
    One of the few animatronics that is not out for blood.
    Counter
    Nothing. Free salvage.
    Tell
    —
  • Rockstar Foxy

    2.0

    Shopkeeper · 2.0

    Threat
    Does not attack. Offers a luck-based transaction instead, which is either the best or worst deal of the night.
    Counter
    Decide before you approach whether you can afford the variance; do not gamble your route budget.
    Tell
    Shop dialogue changes to his voice line.

    Added as a shopkeeper in Four Layers Down.

  • Bonnet

    2.0

    2.0 addition

    Threat
    Part of the Four Layers Down door pressure rotation.
    Counter
    Treat it as a slot-based door threat: it cannot act at the same time as another reaction threat, so wait your turn instead of double-closing.
    Tell
    Distinct audio cue; see the 2.0 slot-system note.

    Mechanic notes are being verified against 2.0.2.

  • Daycare Attendant

    2.0

    2.0 addition

    Threat
    Switches between passive and aggressive states instead of using a fixed approach pattern.
    Counter
    Read the state before spending power; closing on the passive state is wasted battery.
    Tell
    Lighting in the room changes with the state.

    Mechanic notes are being verified against 2.0.2.

  • Yenndo

    2.0

    2.0 addition

    Threat
    Appears inside the Circus Baby's rental line in the expansion roster.
    Counter
    Budget it as a rental-line threat: high payout, high nightly cost.
    Tell
    Endoskeleton audio inside the rental rooms.

    Mechanic notes are being verified against 2.0.2.

  • Deedee

    2.0

    2.0 addition · roster modifier

    Threat
    Changes which animatronics are active rather than attacking you directly.
    Counter
    Re-check your roster after she appears; the night you planned is not the night you are playing.
    Tell
    A short jingle and a roster change.

    Mechanic notes are being verified against 2.0.2.

Looking for the guard pages?

Jeremy, Mike, Vanessa and Fritz are difficulty tiers, not characters in the office. The guard comparison covers quotas, speed and which route suits each one.

Looking for salvage advice?

Which animatronic to take is a token decision, not a combat one. The salvage guide breaks down the four locations and what each roster costs you per night.