Why it is meta
Drift (S1, RWD, Stock or 3.0L I6-T Racing): FH6 top-five drift pick: the long wheelbase holds angle and makes transitions predictable.
Drift builds prioritise controlled oversteer, big steering angles, and smooth sustained slides. FH6 has a wider drift control range than previous titles, making it easier to hold angle and transition between corners. Power delivery matters more than peak horsepower, so you want strong mid-range torque to keep the wheels spinning without snapping the car around.
Upgrade Priority
- Engine Swap or Power Upgrades Target 700 BHP. Drift scoring rewards speed and angle, both of which need power. Inline 6 turbos and V8s deliver the smoothest, most controllable power for sustained slides.
- Drift Tyres Purpose-built for sliding. Lower grip than road tyres but predictable breakaway. Snow tyres are a cheaper PI alternative that slide even more easily.
- Race Transmission Unlocks individual gear ratio tuning. Close-ratio gearing keeps you in the power band across 3rd to 5th gear where most drifting happens. Set final drive so you can hold redline in 4th during a typical drift.
- Race Differential Unlocks acceleration and deceleration lock tuning. Without this you cannot control how the rear wheels share power, which is the foundation of drift control.
- Rear Tyre Width (Max) Wider rear tyres give more contact area for controlled, high-angle slides without spinning out.
- Front Tyre Width (Min) Narrower fronts reduce resistance at full steering lock and improve steering response during transitions.
- Race Suspension Unlocks spring rate, damping, and ride height tuning. Soft, compliant suspension helps with weight transfer for initiating and holding drifts.
- Race Anti-Roll Bars Unlocks front and rear ARB tuning. The stiff front / soft rear split is what makes the car want to oversteer predictably.
- Steering Lock Upgrade More steering angle means bigger drift angles and easier transitions. Install if available for your car.
- Weight Reduction Lower priority for drift. Some weight helps with momentum and stability mid-slide. Only reduce weight if you have PI to spare after power and tyres.
Best Value Per PI
Spend Here First
| Upgrade | Why |
|---|---|
| Centrifugal Supercharger | Currently the single biggest performance-per-PI item in FH6: it adds huge power for far less PI than it should, almost certainly a bug. If your car can fit one, it is the strongest power upgrade available until it is patched. Expect it to be nerfed in a future update. |
| Race Exhaust | The best power-per-PI upgrade in the core engine tree. Install this on every build. |
| Race Intake | Second best power-per-PI in the engine tree. Pair with Race Intake Manifold to unlock its full gain. |
| Race Ignition | Very cheap PI for consistent gains across the whole rev range. |
| Sport or Race Flywheel | Often free performance: on many cars the weight saving outweighs the PI cost, so PI stays flat or even drops while throttle response improves. Watch the PI counter when you fit it. |
| Sport or Race Driveline | Typically 1 to 3 PI for 10 to 25 kg off the rotating drivetrain. One of the quietest bargains in the shop. |
| Race Transmission (10-Speed) | A 10-speed race gearbox keeps the engine in its power band and cuts time lost between shifts. The extra ratios are cheap PI for a real acceleration gain, and let you tune final drive precisely to the track. A meta pick on almost every build. |
| Front Tyre Width | The cheapest grip per PI point on tarmac. Often costs less than a compound step for a similar gain in turn-in and braking. |
| Weight Reduction | The best PI-to-performance conversion overall: one upgrade improves acceleration, braking, and cornering at the same time. |
| Lighter Rims | Reduces unsprung and rotating mass for very little PI. Experiment with rim style and size while watching the PI counter. |
Poor Value, Usually Skip
| Upgrade | Why |
|---|---|
| Race Displacement | The biggest single power gain but also the most PI-expensive, typically 30 to 60 PI. It usually pushes you past your class ceiling for marginal benefit. At S2 and R class with PI to burn it becomes viable. |
| Race Pistons and Compression | High PI cost and shifts power toward high RPM, making the car peakier to drive. |
| Rally Suspension Parts | Rally springs and dampers actively hurt tarmac builds. Note this is about suspension, not tyres: rally and off-road rubber are currently legitimate meta picks at lower classes. |
| Drag Tyres (Outside Drag) | The Series 2 patch removed their cornering grip while keeping the PI cost. The old cheap-PI drag tyre exploit no longer works anywhere except the drag strip. |
Tuning
Tyres
| Setting | Value |
|---|---|
| Compound | Drift or Snow (snow gives easier slides, less PI) |
| Front Tyre Width | Narrowest available |
| Rear Tyre Width | Widest available (315mm or 325mm) |
| Front Pressure | 28.0 to 29.0 PSI |
| Rear Pressure | 30.0 to 33.0 PSI |
Meta drift pressures run lower front pressure for maximum steering grip, with 30 to 33 PSI rear on drift compound so the rear breaks traction predictably without sudden grip spikes. Narrow front tyres improve steering response at full lock. Snow compound is a viable alternative that costs less PI and slides more easily.
Gearing
| Setting | Value |
|---|---|
| Final Drive | 3.45 (adjust to taste) |
| Primary Drift Gear | 4th (medium corners) |
| Tight Corners | 3rd |
| Fast Sweepers | 5th |
Set the final drive so you can hover at the redline in 4th gear during a typical drift without bouncing off the limiter. Close-ratio gears keep you in the power band during transitions. Most competitive drifting in FH6 happens in 3rd to 5th gear.
Alignment
| Setting | Value |
|---|---|
| Front Camber | -4.5 to -5.0 |
| Rear Camber | -0.5 to -1.0 |
| Front Toe | 0.3 out |
| Rear Toe | 0.1 to 0.2 in |
| Caster | Max (~7.0) |
Aggressive front camber keeps the front tyres planted at full steering lock. Minimal rear camber maximises the rear contact patch for controlled slides. Front toe-out sharpens initial turn-in. Rear toe-in stabilises the rear during transitions. Maximum caster gives strong self-steer effect for maintaining angle.
Anti-Roll Bars
| Setting | Value |
|---|---|
| Front | 28.0 |
| Rear | 9.9 |
A stiff front ARB with a soft rear ARB promotes oversteer and makes it easier to initiate drifts. If the car snaps too aggressively, soften the front slightly. If the rear feels too stable, soften the rear further.
Springs
| Setting | Value |
|---|---|
| Front Springs | 409 lbs/in |
| Rear Springs | 348 lbs/in |
| Front Ride Height | Minimum |
| Rear Ride Height | Minimum |
Drift springs target 2.1 to 2.4 Hz ride frequency depending on BHP. Higher power needs stiffer springs for stability. These values are calculated from your car's weight and distribution.
Damping
| Setting | Value |
|---|---|
| Front Rebound | 11.7 |
| Rear Rebound | 8.1 |
| Front Bump | 5.2 |
| Rear Bump | 3.7 |
Damping follows the drift spring frequency. Higher front rebound resists weight transfer back to the front, keeping the rear light and loose. Bump is kept low (45% of rebound) so the suspension absorbs kerbs without unsettling the car mid-drift.
Aero
| Setting | Value |
|---|---|
| Front Downforce | 60% to 70% of range (if fitted) |
| Rear Downforce | 30% to 40% of range (if fitted) |
Less rear downforce than front makes the rear end looser at speed. If you struggle to hold angle at high speed, increase rear downforce slightly. If initiation is difficult, reduce rear further.
Brakes
| Setting | Value |
|---|---|
| Brake Balance | 45% to 50% |
| Brake Pressure | 100% |
Rear-biased braking helps rotate the car into a drift on corner entry. In FH6, going as low as 45% gives stronger rear lock-up for initiating slides. Full brake pressure gives maximum control over deceleration.
Differential
| Setting | Value |
|---|---|
| Acceleration | 85% to 95% |
| Deceleration | 20% to 30% |
Meta drift diff runs high accel lock, 75% upward, and full 100% on lower-power builds: both rears spinning together is what keeps the line consistent. Strong decel (20 to 45%) lets the car rotate freely on corner entry. With very high power, sit at the lower end of both ranges to keep the car catchable.
Adjustment Tips
- In FH6, most drifting happens in 3rd and 4th gear. Set your gearing so you can hold angle in 4th on medium corners and drop to 3rd for tight hairpins.
- If the car snaps into oversteer too violently, soften the front ARB by 2 to 3 points and add 1 to 2 points of rear ARB.
- If the rear feels too stable and you cannot initiate, increase rear tyre pressure by 1 to 2 PSI and reduce rear ARB.
- If you lose angle mid-drift, try increasing front camber (more negative) and raising caster.
- If the car understeers on entry before the drift, increase front toe-out by 0.1 and soften the front springs slightly.
- If transitions feel sluggish, tighten the gearing (shorter ratios in 3rd and 4th) and ensure your final drive lets you stay in the power band.
- For high speed courses, lengthen the final drive and increase rear downforce for stability.
- For technical courses with tight corners, shorten the final drive and reduce rear downforce for quicker rotation.
- FH6 has a wider drift control range than previous titles, so do not over-tune. Start with moderate settings and only go extreme if the car feels too stable.
- Snow tyres can work for drift builds if you want even less grip for easier slides. They cost less PI than drift tyres.
- Upgrade the clutch and driveline. Faster shifts keep the revs up through mid-drift gear changes, which keeps the rear wheels spinning and the drift alive.
- Heavier cars generally need stiffer springs and more aggressive ARB splits to rotate properly.
- Lighter cars may need softer settings overall to avoid becoming too twitchy and unpredictable.
- Turn off Stability Control and Traction Control. Use Manual gears for full throttle and gear control during drifts.
Frequently asked questions
Is the Toyota Chaser GT Twin Turbo good in Forza Horizon 6?
Yes. It is a current meta pick for Drift at S1 class, straight from the FH6 Rivals leaderboards.
What class is the Toyota Chaser GT Twin Turbo best at?
It is meta at S1 class in Forza Horizon 6.
How should I run the Toyota Chaser GT Twin Turbo?
Run it RWD with Stock or 3.0L I6-T Racing. The full upgrade order and exact tuning values are on this page.
Tweak this build for a different class or discipline in the FH6 tuning calculator, or read the Drift setting guide.