Friday the 13th: The Game

Friday the 13th: The Game

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In-Depth Jason Rundown *1/30/19 Updated*
By Cool Boy Thrash
This guide will give a summary of each Jason's capabilities and what they're all about, but more specifically:
- Abilities
- Unlock Level
- Strengths and Weaknesses
- Tips & Advice

*GUIDE HAS BEEN UPDATED IN LIGHT OF THE 1/30 UPDATE*
   
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A Quick Note
In this guide, I will give a thorough description of every Jason, and an explanation regarding how to best play them. This guide, like the In-Depth Counselor Rundown, is meant to educate any player who wishes to learn a bit more about their Jason of choice.
Jason's Abilities
All Jasons share the same five abilities, in which they can utilize to hunt, find, and kill counselors. These five abilities are Morph, Sense, Shift, Stalk, and Rage. These abilities will become active over time, meaning Jason's potential to kill increases the longer counselors remain in Crystal Lake. We'll be going over these abilities and how they can be used in-game, while also explaining how Strengths and Weaknesses blend into the mix.

Morph
Unlock Time: 00:00
This is Jason's first ability. It allows him to open the map in full view and select a spot to teleport to. After choosing a location, he will be moved to that spot immediately. This is mainly used for long distance travel, whether to catch a counselor from afar, or to check on an objective.
Having Morph as a Strength:
  • The recharge rate is increased, allowing for more Morphs
Having Morph as a Weakness:
  • The recharge rate is decreased, resulting in less Morphs

Sense
Unlock Time: 00:45
Jason's second ability, causes Jason's vision to become grayscale, highlighting counselors or cabins in bright red, if they are suffering from fear. Using this ability to track counselors as they run from you is this ability's main function, but can be used to relocate counselors, should you manage to lose them.
Having Sense as a Strength:
  • Sense can remain active for much longer
  • The recharge rate is increased
Having Sense as a Weakness:
  • Sense can't remain active for long
  • The recharge rate is decreased

Shift
Unlock Time: 02:15
Shift, Jason's third ability, allows him to become invisible and move at high speeds. This is mainly used to close the distance between Jason and his prey during a chase, and his main initiating move for conflicts with counselors. With this being his most crucial ability, for its potential to kill counselors almost instantly, it changes the most for Jason, depending on if he has a strong or weak Shift.
Having Shift as a Strength:
  • Jason can remain in Shift for much longer
  • The recharge rate is increased, allowing for more Shifts
Having Shift as a Weakness:
  • Jason can't remain in Shift for long
  • The recharge rate is decreased, resulting in less Shifts
  • Jason's Shift speed is significantly reduced

Stalk
Unlock Time: 04:15
Jason's fourth ability, acts as a technical tool, as opposed to being suited for movement or tracking. When Stalk is active, Jason's music is silenced, and Jason's hearing is increased. This can be used to fool counselors into thinking you've left an area, leaving them open for a surprise attack. Be careful when using this ability, as you are not invisible while Stalk is active, so stay out of sight to keep the illusion alive. Something to keep in mind of is that Stalk drains faster while moving. Stalk can last for a couple of minutes while standing still, but it will drain in less than 30 seconds give or take while running/powerwalking.
Having Stalk as a Strength:
  • Stalk can remain active for much longer
  • The recharge rate is increased, allowing for more Stalk time
Having Stalk as a Weakness:
  • Stalk can't remain active for long
  • The recharge rate is decreased, resulting in less Stalk time

Rage
Unlock Time: 15:00, if Jason has taken no damage.
Jason's fifth and final ability, Rage, does not change between Jasons as it cannot be affected by his Strengths and Weaknesses. Once Jason gains Rage, the following occurs:
Rage is Active:
  • All abilities have increased recharge rates
  • Sense has a much larger detection radius
  • Jason gains the ability to instantly burst through doors and walls
  • Jason cannot be stunned by melee weapons, flare guns, or firecrackers
With this in mind, Jason can utilize Rage to clean up any counselors still in camp with greater efficiency. Bullying should no longer be a problem in this state as stuns should be less common.
Jason's Attributes
This section like the previous one, will go over Jason's Strengths and Weaknesses, but to aspects that are not tied his five abilities. Such attributes are as follows:

Weapon Strength
How much damage Jason does with his weapon depends on this stat.
Weapon Strength as a Strength:
  • Jason's attacks deal double damage, being able to injure counselors in 2-3 hits
Weapon Strength as a Weakness:
  • No Jason suffers from this, but it can be assumed that it has the opposite effect of halving Jason's damage

Grip Strength
This stat affects the difficulty for counselors to break free from Jason's grasp.
Grip Strength as a Strength:
  • Counselors have a harder time escaping from Jason's grip
Grip Strength as a Weakness:
  • Counselors have an easier time escaping from Jason's grip

Traps
Jason has access to five homemade bear traps, designed to ensare and immobilize counselors who step on them. If a counselor steps in a trap, Jason hears the trap activate, followed by the screams of whoever's fallen victim to it. These bear traps are Jason's main tool for making sure objectives aren't repaired, and should be used with care, as Jason does not have many and are not renewable.
Having Traps as a Strength:
  • Jason has access to seven bear traps, as opposed to five
Having Traps as a Weakness:
  • Jason has access to three bear traps, as opposed to five

Can or Can't Run
Jason's base movement speed is determined by this. Every Jason either has this a Strength or Weakness. Those that can run can outrun most counselors, while Jason's who can't run can keep pace with most counselors.
Can Run:
  • Jason can jog to increase his speed
Can't Run:
  • Jason can walk at a faster pace to increase his speed

Throwing Knives
Jason can use throwing knives to damage counselors from afar. He spawns with two on hand, but can grab two more from his shack at the start of the game. These are essential for chasing faster counselors, as you will need to slow them down.
Having Throwing Knives as a Strength:
  • Jason starts the match equipped with four throwing knives
Having Throwing Knives as a Weakness:
  • No Jason has this, so I can assume Jason starts with no knives.

Defense
This affects Jason's chance to successfully block attacks, but has some part in Jason's HP pool. This can determine whether or not Jason killing teams will decide to kill Jason or not, as this can add or alleviate some difficulty.
Defense as a Strength:
  • Jason has a higher block chance, and the mask becomes harder to remove
Defense as a Weakness:
  • Jason has a lower block chance, and the mask becomes easier to remove

Water Speed
As the name implies, this deals with how fast Jason can move in the water. Jason moves faster in the water, than he can on land in all regards.
Water Speed as a Strength:
  • Jason can move extremely fast in the water, even faster than the boat
Water Speed as a Weakness:
  • Jason moves signifigantly slower in water, even slower than the boat

Hit Points
This affects Jason's HP pool, and how easy it is to remove Jason's mask.
Hit Points as a Strength:
  • Jason has more health, meaning the mask requires more damage to remove
Hit Points as a Weakness:
  • Jason has less health, meaning the mask requires less damage to remove

Destruction
This determines how many hits it takes for Jason to destroy doors and walls.
Destruction as a Strength:
  • Unbarricaded doors = 2 hits
  • Barricaded doors = 3 hits
  • Walls = 2 hits
Destruction as a Weakness:
  • No Jason suffers from this, but it can be assumed that Jason will need to damage doors and walls with more hits to destroy them

Stun Resistance
This stat pretains to how easy or difficult it can be to stun Jason with melee attacks. This does not affect sweater stuns or projectiles. It also has a hand in how long Jason is stunned for.
Stun Resistance as a Strength:
  • It is harder to stun Jason with melee attacks, and he recovers faster from stuns.
Stun Resistance as a Weakness:
  • It is easier to stun Jason with melee attacks, and he recovers slower from stuns.
Part 2 Jason
Unlock Level: Level 13

Strengths:
  • Can Run
  • +Traps
  • +Morph
Weaknesses:
  • -Shift
  • -Defense
  • -Water Speed
Tips & Advice:
With the second iteration of Jason Voorhees, you're the first up to the plate, for killing counselors out of revenge at Crystal Lake. As Part 2, your surplus of traps and your decreased Morph cooldown, makes you the best suited for objective contesting, when compared to the other Jasons. If a trap goes off, morph the disarmed trap, and take care of any meddling counselors trying to escape. If they try to run, you can pursue them on foot fairly easily as well.

Part 2 Jason's long distance map control, is balanced out by his -Shift and -Water Speed. Choose your Shifts very carefully, and make them count, as a missed Shift can lead to some bad results, under the right circumstances. If the counselors start up the boat, you'll have a difficult time trying to stop them, so make sure you can protect the boat, if it's a possible mode of escape.

As Part 2, Try to be very attentive to whenever traps go off, as they are your main tool for keeping objective progress to a minimum. Seeing as the boat is at a dock, and Jason is unable to place his traps on the dock, use your fast Morph recharge to check on the boat every now and then as a compromise.
Part 3 Jason
Unlock Level: Level 0

Strengths:
  • Can Run
  • +Weapon Strength
  • +Grip Strength
Weaknesses:
  • -Stun Resistance
  • -Sense
  • -Stalk
Tips & Advice:
Part 3 Jason is the Jason all players start off with, and it's definietly not a bad place to start. Part 3 Jason is one of the strongest Jasons in the game, with his ability to secure kills in a quick manner, while also being able to play a pretty good contesting game at objectives. Part 3 with his ability to run and his +Weapon Strength, make him an excellent chaser, able to close out chases pretty fast. His +Grip Strength doesn't help all that much in the grand scheme of things, but if you need those extra seconds to reach an environmental kill, well you're in luck.

With Part 3 being an unrelenting chaser, his ability to lurk is lessened as a result. Shorter active times and longer recharge times for Sense and Stalk, leave this Jason to make sure he uses these sparingly, keeping mental notes on where counselors are, and choosing when or when not to stalk with care. A careless Part 3 can also be prone to harassment from counselors, as he is more likely to be stunned from attacks. Whenever you're in combat with a counselor, try to end the conflict quickly before they become too much of a problem. If you come in contact with groups of survivors, it's best to make use of that +Weapon Strength, as opposed to grabbing a counselor and being punished as a result.
Part 4 Jason
Unlock Level: Level 44

Strengths:
  • Can Run
  • +Weapon Strength
  • +Destruction
Weaknesses:
  • -Water Speed
  • -Shift
  • -Traps
Tips & Advice:
Part 4 Jason is truly a force to be reckoned with. This Jason can be a scary opponent to go up against if counselors are not focused on getting out as fast as possible. Like his earlier iteration, Part 4 is a relentless chaser, making use of +Weapon Strength and his ability to run to close out chases quickly, but unlike Part 3, he can break into cabins much quicker, making quick work of cabin jumpers.

This Jason's terrifying force up close, is however balanced out by his ability to contest objectives. Having only 3 traps to work with makes objectives easier to complete, and a -Shift complicates medium range approaches and car chases. If counselor's manage to start up a car, be very meticulous in how you plan to stop it, as your Shift is slower than a moving car. If a boat is started up, Part 4's -Water Speed will weigh him down significantly.

Try to single out Technicians like Eric and Deborah first to make sure progress is brought to a halt, as you continue your killing spree against those who can't repair as fast as them.
Part 5 Jason
Unlock Level: Level 0

Strengths:
  • +Throwing Knives
  • +Stalk
  • Can Run
Weaknesses:
  • -Defense
  • -Grip Strength
  • -Stun Resistance
Tips & Advice:
Jason Voorhees and his reign of terror is a now a thing of the past, but Roy Burns has come to bring back the aura of fear that Crystal Lake has been longing for. Roy, unlike Jason, is just a normal man, and his capabilities reflect that. Roy's come prepared with +Throwing Knives and makes use of his slimmer stature to move around stealthily. He can also run if counselors try to escape him on foot.

With Roy being a normal man, he's more sensitive to pain than Jason, so he has -Defense and -Stun Resistance. Roy's strength can't even compare to that of Jason's, so he lacks the +Grip Strength of Part 3, the +Weapon Strength of Parts 3, 4, 7, and Savini, and the +Destruction that Parts 4, 8, and Savini have at their disposal.

Roy is still an effective killer, as he can contest objectives and chase counselors pretty well. If he enters Stalk, and initiates a chase with a throwing knife, then closes the distance with a Shift, he can get a good headstart, or even close a chase out entirely. He excels in 1 on 1 scenarios, but can run into trouble if he encounters groups. Although he may not be the real deal, he's certainly no knock off, and in the right hands, can be a deadly figure to find in the middle of the woods.
Part 6 Jason
Unlock Level: Level 3

Strengths:
  • +Thorwing Knives
  • +Sense
  • +Shift
Weaknesses:
  • -Defense
  • Can't Run
  • -Morph
Tips & Advice:
Due to Tommy Jarvis, and his paranoia, Jason Voorhees has returned to the land of the living to continue his killing spree at Crystal Lake. Part 6 has +Throwing Knives and +Shift as Strengths, making this Jason very skilled at medium to long range approaches and chases. He can also track counselors from farther away with his +Sense. This can be used in conjunction with his Shift to track counselors as he closes in on them from afar.

The sands of time have not been very nice to you, as your body has had time to decay. This explains the green flesh, but more importantly, the monster of Crystal Lake has been reduced to a brisk speedwalk, as his legs aren't what they used to be. Part 6 also suffers from a -Morph, further limiting his movement.

This Jason can make quick work of isolated counselors, especially from long distances. If he runs into a group however, things can start to get hairy as Jason killing teams can have an easy time fighting him, thanks to his -Defense. Objectives can also serve as a problem, as your Morph takes a long time to recharge after using it. Make sure that no counselors are in the area after you trap an objective so you don't leave yourself stranded on the other side of the map while they disarm your traps and repair objectives as soon as you leave them. To make up for his weak map control, Part 6's +Shift can be used as a form of long distance travel if necessary.
Part 7 Jason
Unlock Level: Level 7

Strengths:
  • +Sense
  • +Water Speed
  • +Weapon Strength
Weaknesses:
  • Can't Run
  • -Traps
  • -Stun Resistance
Tips & Advice:
After laying dormant in the depths of Crystal Lake, then being freed by the accidental efforts of a telekinetic teenager, Part 7 Jason returns to torment counselors once again. Being trapped underwater has allowed you to gain an affinity for such environments, granting you the ability to swim at superhuman speeds, even faster than the boat. Part 7's +Sense and +Weapon Strength also help him to locate and kill counselors.

As Part 7, you can combat groups pretty decently, but your -Stun Resistance, will be a problem if counselors can trade blows with you. Be wary with objectives as three traps can be a hassle to maintain if Technicians choose to rush the cars, fuse box, or boat. Shifts should be used as your main initiator of chases, as your legs are still decaying and you don't have +Throwing Knives as a Strength.

Seeing as you are fastest in the water, try to use the water as a mode of transportation whenever possible. If your Morph or Shift is on cooldown, use the lake to make your way to other objectives after morphing or shifting to an objective.
Part 8 Jason
Unlock Level: Level 20

Strengths:
  • +Water Speed
  • +Destruction
  • +Stalk
Weaknesses:
  • -Sense
  • Can't Run
  • -Grip Strength
Tips & Advice:
Awakening from the depths of Crystal Lake for the third time, Part 8 Jason is back again with a bit of a twist from his earlier self. Being waterborn, Part 8 still moves like a torpedo in the water, but still keeps pace with my grandmother on land. Like Part 4 and Savini, +Destruction allows him to shred through cabins with ease, when combined with his +Stalk, it can make for quite the surprise for a counselor in a cabin.

Part 8's Sense doesn't last for very long, and has a longer recharge time, so try to keep mental notes on where counselors are and what they might be doing. -Grip Strength doesn't serve as much of a weakness as you would think, but try to pull of your executions with a bit of haste. Seeing as Part 8 has 5 traps as opposed to 3, he can afford to pay a bit less attention to objectives, and can enjoy the thrill of the hunt for longer than his previous iteration.

This Jason can be a great choice for any player, seeing as his chasing game and ability to contest objectives are pretty balanced. He can also plan ahead at objectives by breaking the doors at surrounding cabins to make chases easier for him. Like Part 7, +Water Speed acts as a great deterrent against seafarers and makes for a good mode of transportation around the map, if the waterways allow it.
Part 9 Jason
Unlock Level: Level 31

Strengths:
  • +Shift
  • +Stun Resistance
  • +Stalk
Weaknesses:
  • Can't Run
  • Less Hit Points
  • -Traps
Tips & Advice:
After a long absence, Part 9 Jason returns to camp to make sure that counselors aren't doing the dirty. Part 9 offers +Shift and +Stalk, allowing for easy surprise grab kills on counselors. Years of sustaining injuries and dying has allowed you to easily shrug off the pain and keep moving after being hit by counselors. This insensitivity can prove useful for crowd control, despite not having +Weapon Strength at his disposal. Try to cause groups to disperse, instead of fighting them head on, as you lack the shredding power of your earlier counterparts.

Being the only Jason with Less Hit Points, means that he can tank the stuns, but not the damage. Be wary of high Strength counselors, as they can easily remove that mask of yours. The fact that you can't run, is easily mitigated through your +Shift, so your legs shouldn't serve as much of a problem.

Part 9 has 3 traps, so be sure to keep a close eye on the objectives, and try to contest them, with a Stalk then Shift approach. This can catch counselors off guard and can even secure a kill, even amongst a group protecting the Technician at work.
Closing Notes
Thanks for making it this far into my guide! I hope you learned something from it, and that it helps make your games go by smoother.

Seeing as this is only my second guide, let me know what you thought about it, and if you have any suggestions or requests for other guides. I will do my best to supply by demand.

To all you Jason players out there: Keep counselor progress to a minimum. As long as objectives aren't being repaired you're in a pretty safe position. Remember to kill them all, and happy hunting!

Good Luck!
-Thrash

If you're looking to brush up on your counselor gameplay, I made a guide for that too. (You can thank me later)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1405739437
29 Comments
Fox 27 Apr, 2019 @ 5:20pm 
Gladly!
Cool Boy Thrash  [author] 27 Apr, 2019 @ 3:56pm 
Thank you for the advice. I'll get to improving the guide soon.
Fox 27 Apr, 2019 @ 3:11pm 
The only other improvements I can think of would be a short weapon overview and a section for Savini, predominantly just so people who read this understand more coherently what he can do if they're unsure, since not there's not too many people who own him

Aside from that I think it's all pretty solid and finalized. Was a good read
Cool Boy Thrash  [author] 27 Apr, 2019 @ 3:03pm 
The stalk section has been updated, if there are anymore problems, hit me up.
Cool Boy Thrash  [author] 27 Apr, 2019 @ 2:59pm 
I just realized that I didn't state that Stalk drains with excess movement. This entire time I thought I did, my bad. I'll fix that right away.
Fox 27 Apr, 2019 @ 2:40pm 
Everything else seems pretty spot-on, but will do

Though I think the Shift time is always ~5 seconds regardless of whether it's neutral or a strength. -Shift seems to be the only one that has a time difference

There was a big Jason/Counselor advice thread I used to read up on at the forums a while back and a lot of things had hard number testing done for it (eg the odd Sense differences), which is where the Stalk tidbit came from too
Cool Boy Thrash  [author] 27 Apr, 2019 @ 2:28pm 
Appreciate the feedback, man. If having Stalk as a Strength/Weakness affects some other aspect of the ability, please let me know.
Fox 27 Apr, 2019 @ 2:24pm 
pretty good guide, but a few minor corrections
Stalk duration is based on motion, it can last a few minutes if standing still but empties in ~20 seconds if moving. It's unaffected by being neutral/strength/weakness. Sense durations & charge timers are also not uniform between +Sense and -Sense Jasons, either. It's weird (eg Part 3's lasts ~12 seconds and takes 30 to refill, while Part 8's lasts ~15 seconds and takes 20 to refill)
Cool Boy Thrash  [author] 27 Dec, 2018 @ 4:50pm 
I do have a Counselor Guide you can check out if you like. Just look through my Guides section. I hope you enjoy it.
anal princess 27 Dec, 2018 @ 12:20pm 
Awesome guide. You should make one for the counselors.