Nico's Nextbots by nico's stu has crossed 615 million visits on Roblox, and the game now features over 220 nextbots that chase players across sprawling maps filled with lockers, vents, and corridors. Not all of those nextbots are created equal. Some are a casual jog to avoid. Others will end your run before you even hear them coming.
This tier list ranks every notable nextbot in Nico's Nextbots by how difficult they are to survive against. We factored in speed multipliers, hitbox sizes, audio cues, and community consensus to build the most accurate ranking available. If you're looking for active Nico's Nextbots codes, we maintain a separate list that gets updated regularly.
These are the nextbots that veteran players still dread. S-tier nextbots combine high speed multipliers, oversized hitboxes, or near-silent audio cues to create encounters where survival often comes down to luck as much as skill. When one of these spawns, your best bet is finding a locker or vent immediately.
Sanic holds the title for the fastest nextbot in the entire game. Running at a 1.4x speed multiplier over the standard nextbot speed, Sanic closes distance at a rate that makes normal running completely useless. You simply cannot outrun this thing on flat ground without advanced movement tech.
The only reliable way to survive a Sanic encounter in open space is consistent bunny hopping. Even then, you need to maintain near-perfect b-hop chains to stay ahead. One mistimed jump and Sanic catches you within 2-3 seconds. Most experienced players don't even try to outrun Sanic — they head straight for the nearest locker or elevated area the moment they hear the audio cue.
During Bloodmoon events, Sanic becomes borderline impossible to escape. The Bloodmoon speed boost on top of an already 1.4x multiplier creates a nextbot that moves faster than most players thought was even possible in the engine. If Sanic spawns during Bloodmoon, get inside a locker. That's the entire strategy.
Obunga doesn't rely on raw speed alone to earn its S-tier placement. Running at a 1.1x speed multiplier, Obunga is faster than base nextbots but not in the same league as Sanic. What makes Obunga terrifying is the combination of that speed boost with the largest hitbox of any nextbot in the game.
In corridors and tight map areas, Obunga's massive hitbox means you need significantly more clearance to dodge it. Where you might slide past a standard nextbot with inches to spare, Obunga catches you because its collision zone extends well beyond what the visual model suggests. Narrow hallways become death traps.
The hitbox problem compounds in group play. When multiple nextbots chase your squad through a corridor and Obunga is among them, the oversized collision zone effectively blocks escape routes that would work against smaller nextbots. Obunga doesn't need to be the fastest when it covers the most space.
Entity earns its S-tier spot through a different mechanism entirely: audio. Most nextbots in Nico's Nextbots announce their presence with distinct sound cues that give you a few seconds to react. Entity's audio cue is significantly quieter than the average nextbot, which means it catches players off guard far more often.
The quiet approach turns Entity into something closer to a jump scare than a chase. You'll be navigating a map, checking corners, feeling relatively safe — and then Entity is on top of you with barely a warning. Players who rely on sound to track nearby nextbots (which is most experienced players) get punished hardest by Entity's near-silent approach.
Entity runs at base speed, so it's technically outrunnable with normal movement. The problem is that by the time you notice Entity, it's already close enough that you need immediate b-hopping or a nearby hiding spot. That delayed reaction window is what pushes Entity into S tier. Similar stealth mechanics show up in Doors, another popular Roblox horror game, but Entity's implementation feels more punishing because Nico's Nextbots maps are more open.
Oragne runs at a 1.2x speed multiplier, making it the second-fastest nextbot behind Sanic. What separates Oragne from the A-tier fast nextbots is how deceptively quick it feels in practice. The 1.2x multiplier sounds modest on paper, but in-game it translates to a nextbot that slowly gains on you even when you're sprinting at full speed.
The deception factor is real. Players who haven't memorized speed tiers often think they're outrunning Oragne, only to realize it's been closing the gap incrementally over 5-10 seconds. By the time you register that Oragne is gaining, you've already lost the distance buffer you needed for a safe locker approach. Experienced players treat Oragne with the same respect as Sanic — immediate evasion, no hesitation.
A-tier nextbots won't end your run as consistently as the S-tier threats, but they demand respect. These nextbots feature speed multipliers above base, unusual pathing, or hitbox quirks that make them notably harder than average. A skilled player can outmaneuver them, but a single mistake is usually fatal.
Dingle runs at a 1.2x speed multiplier, matching Oragne's raw pace. The reason Dingle sits in A tier instead of S tier comes down to audio cues. Dingle has a louder, more distinct audio signature than Oragne, giving players slightly more reaction time. That extra second or two of warning makes a meaningful difference in survival rate.
Still, 1.2x speed is no joke. Dingle outruns normal sprinting and requires either b-hopping or immediate use of hiding spots to survive. In maps with long sight lines, you can spot Dingle early and plan a route. In tighter maps, the speed advantage becomes much harder to counter.
Quandale Dingle pairs above-average speed with what players describe as erratic pathing. Most nextbots take relatively predictable routes toward the nearest player. Quandale Dingle sometimes takes wider angles or changes direction in ways that throw off players who are used to standard nextbot movement patterns.
The erratic movement makes Quandale Dingle harder to predict around corners. You might expect a nextbot to come through a doorway on the left side, but Quandale Dingle swings wide right instead. It's a small difference that causes deaths in situations where standard movement prediction would have kept you alive.
Siren Head has one of the tallest models in the game, which translates to a vertically extended hitbox. In open areas, this barely matters. In maps with low ceilings, tight doorways, or narrow corridors, Siren Head's height creates collision zones that feel unfair. You can be on an elevated platform thinking you're safe, only to get tagged by the top of Siren Head's hitbox as it passes below.
The tall hitbox also makes Siren Head harder to judge distance against. Standard nextbots have hitboxes that roughly match their visual size. Siren Head's vertical reach catches players who think they've cleared it from above. If you're playing on maps with lots of multi-level geometry, Siren Head jumps from "annoying" to "genuinely dangerous." For more chase-game strategies, check out our Evade guide — many of the same evasion principles apply.
Ambatukam runs at a 1.1x speed multiplier with a standard hitbox. The speed boost alone is enough to make Ambatukam a consistent threat. It gains on sprinting players slowly but inevitably, which means you need to either find cover or start b-hopping within the first few seconds of being chased.
Ambatukam tends to spawn frequently in most map rotations, so you'll encounter it more often than some of the higher-tier threats. The combination of slightly-above-average speed and high spawn frequency means Ambatukam racks up more total kills than you'd expect from its stats alone.
El Goblino doesn't have a speed multiplier above base, but its turning speed is noticeably faster than standard nextbots. Where most nextbots take wide turns around corners, El Goblino cuts tight. This makes the common strategy of "juke around a corner" much less effective.
Players who rely on corner-cutting to create distance will struggle against El Goblino. The faster turning means it loses less speed when changing direction, so zigzag patterns that work against normal nextbots barely buy you any time here. Against El Goblino, straight-line speed or immediate hiding is better than trying to outmaneuver it.
B-tier nextbots run at base speed (30-50, randomly assigned per spawn) without major hitbox or audio advantages. They're still lethal on contact, and they become genuinely threatening when multiple B-tier nextbots chase you simultaneously. A solo B-tier nextbot is manageable for anyone with basic movement skills. A group of three or four is a different story.
Lebron is a standard-speed nextbot that shows up frequently across most maps. There's nothing exceptional about Lebron's stats, but its high spawn rate means you'll deal with it constantly. Lebron is the nextbot most new players learn to evade first, making it a solid benchmark for measuring your skill improvement.
Nikocado has a slightly wider hitbox than the average base-speed nextbot. It's not in Obunga territory, but the extra width catches players who try to squeeze past it in doorways. In open spaces, Nikocado is easy to outrun. In cluttered indoor areas, that hitbox makes it more of a nuisance than its speed suggests.
Mr. Incredible runs at base speed with a standard hitbox and average audio cues. There's nothing mechanically special about this nextbot. What earns it a B-tier placement is how often it appears in multi-nextbot chases. Mr. Incredible frequently spawns alongside faster nextbots, creating situations where you're dodging an S-tier threat and Mr. Incredible cuts off your secondary escape route.
Low-Tier God is another base-speed nextbot with standard stats across the board. Its placement in B tier over C tier comes from community consensus — players consistently report that Low-Tier God's visual design makes it harder to spot at distance in darker map sections. When you can't see it coming, even a base-speed nextbot becomes a genuine threat.
C-tier nextbots are the baseline of the game. They run at standard base speed (randomly between 30-50 per spawn), have normal hitboxes, and feature clear audio cues that give you plenty of warning. Any player with a basic understanding of b-hopping and sliding can outrun these nextbots consistently. They're still dangerous if you're caught off guard or cornered, but in a straight chase, C-tier nextbots shouldn't be killing experienced players.
Gigachad is the quintessential average nextbot. Base speed, normal hitbox, loud audio cue. You hear it coming from a distance, you start running, and you outpace it without needing b-hop. Gigachad is one of the most recognizable faces in the game but also one of the least threatening mechanically.
Niko, the game's namesake nextbot, sits squarely in average territory. It doesn't have any special speed or hitbox modifiers. New players might find Niko intimidating simply because it's one of the first nextbots they encounter, but once you've learned the movement system, Niko becomes a non-threat in open areas.
Obama runs at base speed with standard everything. If you see Obama chasing you across a map, a simple sprint toward the nearest locker is all it takes. The only time Obama becomes dangerous is during Bloodmoon events, when the global speed boost pushes even base-speed nextbots into threatening territory.
Drake is functionally identical to most C-tier nextbots in terms of stats. Base speed, normal hitbox, standard audio. It's a filler nextbot that adds variety to the roster without adding difficulty. You'll walk past Drake kills on the leaderboard and think nothing of it.
Poob rounds out the C tier with another base-stat nextbot. Poob has a distinctive visual design that makes it easy to identify at distance, and its audio cue is loud enough to hear through walls. Both of these factors work against Poob's kill potential — you always know exactly where Poob is, which makes avoiding it straightforward.
For a deeper look at the game itself, including maps, mechanics, and gamepasses, visit our Nico's Nextbots hub page where we cover everything beyond just the tier list.
| Nextbot | Tier | Speed Multiplier | Difficulty Rating |
|---|---|---|---|
| Sanic | S | 1.4x | 10/10 |
| Obunga | S | 1.1x | 9.5/10 |
| Entity | S | 1.0x (base) | 9/10 |
| Oragne | S | 1.2x | 9/10 |
| Dingle | A | 1.2x | 8/10 |
| Quandale Dingle | A | ~1.1x | 7.5/10 |
| Siren Head | A | 1.0x (base) | 7.5/10 |
| Ambatukam | A | 1.1x | 7/10 |
| El Goblino | A | 1.0x (base) | 7/10 |
| Lebron | B | 1.0x (base) | 6/10 |
| Nikocado | B | 1.0x (base) | 6/10 |
| Mr. Incredible | B | 1.0x (base) | 5.5/10 |
| Low-Tier God | B | 1.0x (base) | 5.5/10 |
| Gigachad | C | 1.0x (base) | 4/10 |
| Niko | C | 1.0x (base) | 4/10 |
| Obama | C | 1.0x (base) | 3.5/10 |
| Drake | C | 1.0x (base) | 3.5/10 |
| Poob | C | 1.0x (base) | 3/10 |
This table covers the most notable nextbots out of the 220 currently in the game. The remaining nextbots fall primarily into B and C tier with base speed and standard hitboxes. We focused on the ones with distinct mechanics or community-recognized difficulty spikes.
Ranking 220 nextbots requires a clear framework. We didn't just go by vibes. Here are the four factors we weighted when building this tier list:
Speed multiplier: This is the single biggest factor in nextbot difficulty. The base speed for all nextbots is randomly assigned between 30 and 50 each spawn, with an average difficulty threshold around 35 out of 60 on the internal speed scale. Nextbots with speed multipliers above 1.0x (like Sanic at 1.4x or Oragne at 1.2x) are categorically harder to survive because they outpace normal sprinting. Speed multiplier carries the heaviest weight in our rankings.
Hitbox size: A nextbot you can't dodge is more dangerous than one you can slip past. Obunga's massive collision zone turns standard corridors into kill boxes, while normal-sized nextbots leave enough room to maneuver. We tested hitbox interactions across multiple maps to verify which nextbots have genuinely oversized collision areas versus which ones just look big.
Audio cues: Sound is your primary early warning system in Nico's Nextbots. Nextbots with loud, distinct audio cues are easier to prepare for. Entity ranks S tier despite base speed specifically because its near-silent approach removes the reaction window that other nextbots give you. We tested audio ranges across all map types to measure effective warning distance.
Community consensus: We cross-referenced our testing with community tier lists, player surveys, and discussion threads from the Nico's Nextbots community. When our data and the community agreed, we were confident in the placement. When they diverged, we re-tested. The final rankings represent a blend of measurable stats and thousands of hours of collective player experience.
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Sanic is the hardest nextbot to survive. It runs at a 1.4x speed multiplier, making it nearly impossible to outrun without advanced b-hopping techniques. Even experienced players struggle to escape Sanic in open areas, and during Bloodmoon events it becomes virtually uncatchable without a locker or vent.
As of April 2026, there are 220 nextbots in Nico's Nextbots. The developers at nico's stu add new nextbots regularly through updates, so this number continues to grow. The game has surpassed 615 million visits, which speaks to how actively the community engages with each new addition.
Bunny hopping (b-hopping) combined with sliding is the most effective technique for outrunning fast nextbots. B-hopping maintains your momentum and lets you move faster than normal running speed. For the fastest nextbots like Sanic at 1.4x speed, you should also memorize locker and vent locations on each map as fallback options when b-hopping alone isn't enough to stay ahead.
Bloodmoon events increase all nextbot speeds significantly across the board. Even C-tier nextbots become dangerous during Bloodmoon because their base speed gets boosted well above the normal threshold. Hiding in lockers and vents becomes the primary survival strategy during these events, since outrunning boosted nextbots through b-hopping alone is unreliable.
Yes, hitbox size is a major factor in how dangerous a nextbot is. Obunga has the largest hitbox in the game and sits in S tier despite only having a 1.1x speed multiplier. In corridors and tight spaces, a large hitbox means you need more room to dodge, which turns otherwise survivable encounters into deaths. Always choose wide areas over hallways when being chased by large-hitbox nextbots.
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