DOORS Tier List (2026) — Every Entity Ranked by Threat
This DOORS 👁️ tier list ranks every entity by how likely it is to end your run — not by how creepy it looks. S tier means instant death or near-instant damage you can barely react to; C tier means a jumpscare or a friendly face. Each pick is grounded in how the entity attacks, how hard it hits, and how easy the counter is.
In This Tier List
DOORS, by LSPLASH, is a co-op horror crawl through numbered doors in The Hotel and newer floors like The Mines and the side-area The Rooms. Some entities kill on touch, some only chip your health, and a couple help you. Ranking them by raw threat tells you which sounds should make you panic and which you can walk past.
S Tier — Deadliest Entities
These four are the run-enders. They kill in a single instant or punish the smallest mistake with damage you can't out-heal, and their counters demand precision rather than patience.
Seek
Seek triggers a full chase around Rooms 30 and 60, filling the corridor with grabbing hands and collapsing obstacles. Get caught and it's an instant death — no health check, no second try. Survival is pure reflex: sprint forward, follow the lit path, and hit the crouch or slide prompts as they appear. The chase leaves no room to hide and one clipped obstacle ends everything, so Seek sits at the very top.
Figure
Figure is the blind, hulking antagonist in the Library at Room 50 and the Room 100 finale. It can't see, but its hearing is razor-sharp, so it tracks your footsteps and any noise. A single touch is a guaranteed kill. You survive by walking (never sprinting) near it, hiding in a closet during the book search, and clearing the heartbeat minigame cleanly. Scripted, but the margin for error is tiny and the death is total.
A-90 (The Rooms)
In The Rooms, A-90 is the most unforgiving thing in the game. When it appears you must freeze every input — no walking, no items, no lockers, and crucially no moving your camera. Any action deals 90 damage, a near-instant kill from full health. It even forces other active entities to pause so it has your full attention. Simple to describe, brutal to execute: do absolutely nothing until it leaves.
Void
Void enforces the game's one hard rule — keep moving forward. Stand still too long or backtrack and the room fills with Void; touching it is an instant death. No hiding spot and no item saves you, and the only counter is to keep progressing. It rarely kills attentive players, but for anyone who lingers or wanders backward it's an absolute punishment.
A Tier — Fast and Frequent Killers
These can also kill outright, but they announce themselves and reward a clean hiding spot. You meet them constantly, which is what makes them dangerous over a full run.
Rush
Rush is the classic DOORS killer and usually the first serious threat you meet. Flickering lights and a rising rumble warn you seconds before it tears down the hallway as a red distortion, and getting caught in the open is usually fatal. The counter is reliable — duck into a closet or under a bed until it passes — but the tight warning window and how often it appears keep Rush high.
Ambush
Ambush looks like Rush but is the fastest entity in the game, and instead of one pass it rebounds through the corridor several times. Bolt out of cover after the first pass and the second or third flattens you. Same hiding counter as Rush, plus one rule: wait out every rebound before you move. That patience tax makes it trickier than its twin.
A-120 (The Rooms)
A-120 spawns in the room ahead of your last opened door and chases you backward, killing on contact unless you reach a locker in time. It moves fast and the lockers are hard to spot in the dark, so it's a scramble to find cover before it closes the gap. Hide correctly and you're fine; hesitate and it's a kill.
A-60 (The Rooms)
A-60 is the fast red-light-and-static entity of The Rooms. On its screech or red glow, dash into a locker and wait for it to sweep past. It's slightly more forgiving than A-120 because it travels a set path rather than hunting you, but the darkness and speed still make mistimed hides fatal.
B Tier — Manageable Threats
These deal real damage and can stack up to kill you, but each has a clear counter that rarely fails once you know it.
Screech
Screech lurks in dark rooms and whispers "psst" before striking. Fail to react and it bites for roughly 35 damage. The counter is quick: turn to look at the small floating creature and click or tap it within the short window. Consistent, but a distracted player loses a big chunk of health.
Eyes
Eyes is a cluster of floating eyeballs that deals continuous damage the whole time you look at it. You survive by not looking — face the floor or walls and cross the room by peripheral glances. Easy to counter, painful if you forget it's there.
Halt
Halt turns a long blue-lit hallway into a follow-the-command test: text tells you to move forward or turn around, and disobeying damages you. Move only when told and you take zero damage. Low skill, but the pacing trips up rushers.
Giggle (The Mines)
Giggle scuttles along Mines ceilings and drops onto your face, biting for about 10 damage per tick until removed. Shine a light — flashlight, glowstick or laser — to stun it, keep it in view to slip past, and mash the interact key to rip it off if it latches on.
Snare
Snare hides as a dirt patch on the ground in outdoor and mine areas. Step on it and spikes impale you for 20 damage and lock you in place for a few seconds — genuinely dangerous alongside Rush or Halt, since you can't run. Watch the floor and step around the patches.
Grumbles (The Mines)
Grumbles roam The Nest in packs of five, including the Queen, blocking you from powering the anchors you need to escape. They chase and bite in melee. The clean counter is a Crucifix, which stops one outright; otherwise weave around their patrol paths and keep working the objective.
Lookman (The Backdoor)
Lookman appears only in the side-route Backdoor and deals a large hit the moment you make eye contact, then teleports elsewhere in the room. Keep your camera aimed low — its body is safe to look at, just not the face — and warn teammates so nobody chain-triggers it.
Hide
Hide isn't a chaser but a timer. Camp inside a closet too long and the screen pulses red with a ringing "get out," then Hide boots you out for chip damage. The counter is behavioral: treat closets as temporary cover and leave once the coast is clear.
C Tier — Harmless or Helpful
These barely register as threats — a couple are pure jumpscares, and the rest are on your side.
Timothy
Timothy is a tiny spider with a 0.5% chance to sit inside any drawer or chest. Open the wrong one and it lunges with a jumpscare and minimal damage before sliding off screen. Annoying, never deadly — just the cost of looting.
Jack
Jack occasionally hides in a closet and pops out with a startle and tiny damage when you open it. He sometimes even warns you Rush is coming, so the scare is worse than the bite.
Dupe
Dupe mimics the exit by spawning fake doors, and opening a wrong one damages you. It deals nothing if you're careful — check the room number above the door against the one you expect. Pure attention check.
Glitch
Glitch is more safety net than monster. Fall too far behind or get stuck out of bounds and it pulls you back into play as a floating orb. A recovery mechanic, not a killer.
Guiding Light & El Goblino
Guiding Light is the friendly blue glow that highlights hiding spots, drops hints, and spends Revives to bring downed teammates back. El Goblino (with his friend Bob) runs the shop in the Seek break room. Both are allies — the opposite of a threat.
DOORS Entity Tier List Summary
The full ranking at a glance, with how each entity attacks and the counter that keeps you alive:
| Entity | Tier | How It Attacks | How to Survive |
|---|---|---|---|
| Seek | S | Scripted chase; instant death if grabbed | Sprint the lit path, dodge obstacles, never stop |
| Figure | S | Blind, hears sound; one-touch kill | Walk quietly, hide in closet, pass the heartbeat check |
| A-90 | S | 90 damage on any input, even camera movement | Freeze completely until it leaves |
| Void | S | Fills room and instant-kills if you stall or backtrack | Always keep moving forward |
| Rush | A | Fatal charge down the hallway | Hide in a closet or under a bed until it passes |
| Ambush | A | Fastest entity; rebounds multiple times | Hide and wait out every pass |
| A-120 | A | Chases backward, kills on contact | Reach a locker before it catches you |
| A-60 | A | Fast sweep with red light and static | Hide in a locker on the red-light cue |
| Screech | B | Ambush bite for ~35 damage in the dark | Look at it and click within the window |
| Eyes | B | Continuous damage while you look | Look away and navigate blind |
| Halt | B | Damage for disobeying turn commands | Follow each on-screen instruction exactly |
| Giggle | B | Drops on your face, ~10 damage per tick | Stun with light, mash interact to remove |
| Snare | B | 20 damage and immobilizes on step | Watch the ground, step around dirt patches |
| Grumbles | B | Pack melee blocking the anchors | Use a Crucifix, weave around patrols |
| Lookman | B | Big hit on eye contact, then teleports | Keep your camera aimed low |
| Hide | B | Ejects you from a closet with chip damage | Don't camp hiding spots |
| Timothy | C | Rare drawer jumpscare, minimal damage | Nothing needed; harmless |
| Jack | C | Closet jumpscare, tiny damage | Don't panic; often warns of Rush |
| Dupe | C | Fake doors damage you if opened | Match the room number before entering |
| Glitch | C | None; recovery mechanic | Let it pull you back into play |
| Guiding Light / El Goblino | C | None; friendly allies | Accept hints, Revives and shop items |
How We Ranked These Entities
Three factors decided each placement. Lethality came first: an instant-kill on contact outranks any amount of chip damage, which is why Seek, Figure, A-90 and Void top the list while Screech and Eyes sit lower despite hurting. Reaction window came second — how much warning you get and how forgiving the counter is. Rush and Ambush can kill outright, but a reliable closet keeps them in A tier, while A-90's demand that you freeze every input is far harder to execute cleanly.
The third factor is frequency and context. An entity you face on almost every floor pushes higher than a one-room gimmick, so Rush ranks above a niche threat like Snare. We weighted verified in-game mechanics — damage values, spawn triggers and counters — over vibes, and left out anything we couldn't confirm rather than guess. Reflex checks and unavoidable killers beat scripted-but-dodgeable ones, which is how Void edges past Figure.
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DOORS Codes
Every working DOORS code checked against the in-game shop, with an honest answer on what's live right now.
ComparisonDOORS vs Murder Mystery 2
Two very different Roblox scares compared — which one is worth your next session.
New to the Hotel? Start with our DOORS hub, grab freebies from the DOORS free Robux guide, and see what changed in the April 2026 DOORS update. If you like co-op horror, the entity-management chaos of Pressure (plus its Pressure codes) and the survival-hangout Dandy's World (with Dandy's World codes) hit the same nerve, alongside the story-driven The Mimic, the boss-fight roguelike Forsaken, and the liminal-space runner behind our Apeirophobia codes.
Frequently Asked Questions
Seek and Figure are the two most players name. Seek forces a fast-reaction chase where one stumble into an obstacle ends the run, and Figure hunts you by sound in the Library and Room 100, killing instantly on contact while you creep through a book search and heartbeat minigame. In The Rooms, A-90 is arguably even more unforgiving, since any input at all — including moving your camera — deals 90 damage.
When Seek's chase starts, sprint forward without stopping and steer through the gaps between the hands, doors and falling obstacles it throws at you. Take the clearly lit route, tap the on-screen crouch or slide prompts when they appear, and never turn back — a grab from Seek is an instant death, so momentum and clean pathing matter far more than caution.
Figure is among the deadliest because it kills in one touch and shows up at two high-pressure moments — the Library at Room 50 and the Room 100 finale. It's blind but hears everything, so it tracks footsteps and noise. Because it's scripted and dodgeable when you move quietly, though, genuinely unavoidable killers like Void and pure reflex checks like Seek edge it out for the top spot.
Both charge down the hallway and both are countered by hiding in a closet or under a bed. The difference is that Rush makes a single pass, while Ambush is the fastest entity in the game and rebounds several times. The common death is leaving cover after Ambush's first pass and getting caught by the second — so wait out every rebound before you move.
Do nothing. When A-90 appears you must stop every input — no walking, no items, no entering a locker, and no moving your camera. Any action deals 90 damage, close to a full-health kill. Hold completely still until it leaves, then continue. It also freezes other active entities, so you only have to focus on staying motionless.
Timothy (a rare drawer spider), Jack (a closet jumpscare), Dupe (fake doors you avoid by checking room numbers) and Glitch (which actually rescues stragglers) barely threaten you. Guiding Light and El Goblino are outright friendly — one gives hints and Revives, the other runs the shop — which is why they sit in C tier.
About This Guide
We built this ranking by cross-checking every entity's behavior, damage and counter against the community wikis and live gameplay for the correct game — DOORS 👁️ by LSPLASH, universe 2440500124, root place 6516141723 (Roblox page). Mechanics are current as of August 12, 2026; LSPLASH tweaks entities across floors like The Mines and The Rooms, so we re-verify after major updates. For working codes see our DOORS codes page, and for everything else the DOORS hub. Spot a mechanic that's changed? Tell us in our Discord and we'll re-check.