Skulk

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All players (re)spawn as skulks. Capable of blurring speed and leaps of near limitless height, skulks are equally adept at combat and scouting. They can run up walls and ceilings, and often ambush marines from unexpected directions. Special Ability: Wall Running: Just look and run, and you can automatically climb any flat surface.

  • Cost: N/A
  • Gestation time: 7 seconds
  • Health: 70 hp
  • Armor: 10 hp
  • Speed: 290 units/sec

Attacks:

  • Bite: A savage melee attack, and the skulk's primary weapon.
  • Parasite: Projectile that marks an enemy player (or structure). They now appear on your team's hive sight. Bon appetite!
  • Leap: The speed and height of a skulk's leap is amazing. They lead with their blades, so it can be deadly too. Just aim and click to launch yourself.
  • Xenocide: The skulk becomes a marine-seeking missile with a short fuse. The fire button activates a chemical reaction -- then, after a 2 second delay, the skulk explodes, doing heavy damage to everything in a 500 unit radius, and obliterating itself in the act. If killed before it can explode, the xenocide does not activate.


Skulk Abilities
Damage ROF/sec Energy Cost Hive Level
Bite 75 1.25 5% 0
Parasite 10 2 30% 1
Leap 80 N/A 25% 2
Xenocide 200 N/A 70% 3

Guides:

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