 |
| 70/10 |
| 290 units/sec |
Combat: none.
Classic: none. |
Combat: N/A
Classic: 7 sec |
| N/A |
Damage: 75
Energy Cost: 5%
ROF: 1.24/sec
Melee attack. Can kill an unupgraded marine in 2 bites. |
Combat: 1 Hive.
Classic: 1 working hive. |
Damage: 10
Energy Cost: 30%
ROF: 2/sec
Ranged attack. Used to tag marines so that they show up on all aliens' HUDs. Excellent for coordinating attacks. |
Combat: 1 point
Classic: 2 working hives. |
Damage: 80
Energy Cost: 25%
Speed: 430 units/sec
Launches the skulk at a very high speed. When followed by a bite greatly increases the lethality of the skulk. |
Combat: 2 points, and leap.
Classic: 3 working hives. |
Damage: 200
Energy Cost: 70%
Radius: 500
Time to Activate : 2 sec
Kills the skulk by exploding to cause massive area damage and knockback. |
| Scouts and ambushes in packs against light armor marines. Well suited to take down jetpackers when leap is available. Can climb walls allowing it to utilize vents to get to areas faster. |
| 150/50 |
| 170 units/sec |
Combat: 1 point
Classic: 10 resource points |
Combat: 6.8 sec
Classic: 17 sec |
| N/A |
Damage: 30
Energy Cost: 12%
ROF: 1.24/sec
A somewhat slow travelling ranged weapon. |
Combat: 1 Hive.
Classic: 1 working hive. |
Damage: 13
Energy Cost: 15%
Healing Percentage : 4
Short ranged attack. Heals alien structures and players. Does no damage to marine structures. |
Combat: 1 point.
Classic: 2 working hives. |
Damage: 200
Energy Cost: 22%
Medium ranged attack. Does splash damage and is devastating to marine structures. Does no damage to marines. |
Combat: 2 points, and Bile Bomb.
Classic: 3 working hives. |
Damage: N/A
Energy Cost: 18%
Limit: 8 per area
When marines are caught in the web, they are slowed and cannot fire for 2 seconds. Disables jetpacks as well.
Gorges create a web strand by firing at two parts of a map. Destroyed by grenade fire or welders. |
| Builder and healer. In Classic, builds all the structures of the aliens. In both modes, good at healing other aliens in the field. They are usually targetted by marines because they are relatively delicate and very slow moving. |
| 125/30 |
| 175 units/sec, Flight: 524 units/sec |
Combat: 2 points
Classic: 30 resource points |
Combat: 8
Classic: 20 |
| N/A |
Damage: 60
Energy Cost: 5%
ROF: 1.56/sec
Melee attack. Excellent at taking out lone marines due to it's high ROF and the lerk's great agility. |
Combat: 1 Hive.
Classic: 1 working hive. |
Damage: 7/sec
Energy Cost: 35%
Duration: 6 sec
Range: 225 unit radius
ROF: .5/sec
Ranged attack. Infests an area which damages all marines without Heavy Armor. |
Combat: 1 point.
Classic: 2 working hives. |
Damage: N/A
Energy Cost: 30%
Range: 255 unit area
Duration: 3 sec
Ranged ability. Blocks 1/2 of all bullets. Excellent at supporting teammates in a firefight. Has no effect on grenade, welder, or knife attacks. |
Combat: 2 points, and Umbra.
Classic: 3 working hives. |
Damage: N/A
Energy Cost: 45%
Range: 500 unit radius
Duration: 4 seconds
Area affect. Affects nearby aliens by increasing attack rate and damage by 30%, and energy recharge rate by 60%. |
The only flying unit of the aliens. They are the main support class dealing damage or providing protection from afar. Their high speed and maneuverability make up for their relative frailty.
NOTE: tap jump to flap, and hold jump to glide.
|
| 300/150 |
| 240 units/sec |
Combat: 3 points
Classic: 50 resource points |
Combat: 9.2 sec
Classic: 23 sec |
| N/A |
Damage: 80
Energy Cost:
6%
ROF: 1.1/sec
Melee attack. Because of the fade's relative durability, can easily decimate light armored marines . |
Combat: 1 Hive.
Classic: 1 working hive. |
Damage: N/A
Energy Cost: 4%
Speed: 719 units/sec
ROF: N/A
Tapping fire slings the fade forward at a high speed. Using this in conjunction with swipe makes the fade a marine killing machine.
|
Combat: 1 point.
Classic: 2 working hives. |
Damage: N/A
Energy Cost: 25% (need at least 25% of total energy to start it)
ROF: .34/sec
Heals the fade's health and armor. Heals 20 points, repairs health fully before regenerating armor. |
Combat: 2 points, and Metabolize.
Classic: 3 working hives. |
Damage: 25
Energy Cost: 10%
ROF: 1/sec
Ranged attack. Useful to weaken a well armed squad while remaining relatively safe. Does double damage to armor. |
| With blink available at one hive, the fade is the mainstay hit and run class of the aliens. They can quickly move to any part of the map, and take out lightly armed marines, or lone Heavy Armoured marines |
| 700/600 |
| 240 units/sec |
Combat: 4 points
Classic: 75 resource points |
Combat: 15.2 sec
Classic: 38 sec |
| N/A |
Damage: 90, 180 vs structures
Energy Cost: 7%
ROF: 1.11/sec
With the extremely high durability of the onos, can destroy a squad of marines easily. |
Combat: 1 Hive.
Classic: 1 working hive. |
Damage: 3/sec
Energy Cost: 20%
ROF: .5/sec
Ingests one marine at a time. Excellent at taking a heavy marine from the game. If the onos is killed before digestion is done, the marine is saved. Gives health to the onos.
|
Combat: 1 point.
Classic: 2 working hives. |
Damage:
Energy Cost: 30%
ROF: .67/sec
Stun Duration: 1 second
Sends a shockwave stunning any marine except jetpackers that are hit by its wave. Stops them in their tracks and disables their weapons. |
Combat: 2 points.
Classic: 3 working hives. |
Damage: 320/sec
Energy Cost: 7%/sec
ROF: N/A
Doubles the speed of onos, and damages anything it comes in contact. Does not stop until all the energy is used up. |
| With its second hive ability it can quickly disable and obliterate a squad of marines, or use hit and run tactics to break down a heavy armor squad by devouring them one by one. Takes 1/2 damage from turrets. |
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