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{{JobPageHeader
{{XenoPageHeader
|headerbgcolor = black
|headerbgcolor = black
|headerfontcolor = white
|headerfontcolor = white
|stafftype = OFFENCE
|tiertype = ALIEN - TIER 1
|imagebgcolor = #DDAADD
|imagebgcolor =  
|img = Alien-Runner.png
|img = Alien-Runner.png
|jobtitle = Runner
|castetitle = Runner
|difficulty = Hard
|evolves_from = '''Larva'''
|superior = Queen
|evolves_to = [[Lurker]]
|duties = Capture and harass prey.
|role = Scout for the Hive. Harass and ambush Marines, especially lone wolfs. Flank positions during sieges and stand-offs. Gather hosts.
|guides = N/A
|guides = No External Guides.
}}
}}


==== Playing a Runner ====
== General Information ==
You are fast, but not particularly strong. You are essentially a Hive scout. Your primary role is to scout the land around the Hive, identify any threats and possible hosts, and report back to the Hive. Communicate frequently! Only capture hosts or harass any identified enemy where the opportunity arises.




Speed and cunning are your weapons, a fragile body and relatively weak attack are your Achilles heel. A few well-aimed shots will bring down a Runner and most Marines tend to fire '''lots''' of poorly aimed shots. Death can come swiftly if you're not cautious and careful.
The Runner, as her name entirely implies, is the fastest caste available to the Alien Hive. She is small and nimble, able to effortlessly run under and above most waist-high obstructions, leaping over (unwired) barricades and tables alike, and dragging off Marines faster than most. Her speed, however, is made up for by her extremely low durability; any sustained damage will usually lead to the death of a Runner, forcing her to pick her encounters carefully and making the price for a mistake rather high.




Once evolved from a Larva, you should immediately seek to explore the world on which you find yourself. Until you can evolve or upgrade, however, you are very weak. Eventually you might find you encounter hostile beings that spit metal death. This is where your <code>hide</code> verb comes in to play. With this activated, and for no drain on plasma, you can hide under tables, crates, barricades and racks allowing you to both scout and report back on enemy movements, as well as run through marine defences the majority of the time. You can also set up ambushes using your fellow sisters to help lure prey closer to you.
The Runner has sturdy legs and as such can '''Pounce''' to cover a relatively large distance in an instant. Such a pounce allows the Runner to increase her mobility even further, and if appropriately aimed will enable her to land on top of a Marine, instantly knocking them down for a brief period of time. The Runner can then use this window to inflict some damage, before quickly escaping or waiting for '''Pounce''' cooldown to end, so that they may continue the skirmish.




The Runner starts with the <code>Pounce</code> ability. This Pounce allows a Runner to close distance with Hosts quickly. It will also knock a Host to the ground if aimed to hit them. This works perfectly in conjunction with <code>hide</code> to let you ruin a Marine's day.
Due to the Runner's small stature, it is also important to note the Runner's ability to '''Hide''' under objects, notably tables which can easily conceal quite well. It increases her ability to perform ambushes even further, making her deadly if not found rapidly. This also allows the Runner to pick the perfect time to strike while hiding plain sight.




Runners are good at harassing round start survivors, who are ill equipped to fend you off. Runners are also good at hunting isolated Marines. They can also participate in larger conflicts by harassing and infecting retreating Marines, especially those that may get cut off from the rest of their squad.
The Runner has a relatively weak but fast attack, allowing her to rapidly dish out damage when an ambush is successful. A well-placed pounce and a few slashes ought to put the average Marine in fear of ever wandering towards the darkness alone ever again.{{Autowiki/Content/XenoStats/Runner}}
== Playing as a Runner ==
It cannot be emphasized enough that the Runner makes up for her extreme nimbleness by being physically weak. Not only is she not too impressive in direct combat, she will be put down easily by concentrated fire. One burst that hits can instantly end up with you floored, one shotgun blast that solidly connects and you are done, and as such you do not get the luxury of just running around prepared Marines that are ready to fire unless you know exactly what you are doing and are able to do it well. This death can come in a few, well-aimed fatal shots, or in a hail of bullets that even the Runner eventually falls victim to.


====Runner Evolution====


Runners can evolve into a more powerful, larger variant of their caste; the [[Hunter]].
While you might be in a hurry to try your mettle in an ambush, it's important to know that as a Runner, you have two primary non-combat tasks. Recovering defenseless hosts and bringing them to the Hive, and scouting Marine positions and relaying that information to the Hive. Your speed means you are at almost no risk if someone spots you lurking around fortifications, and most will think twice before giving chase, knowing your innate strength against isolated targets and the fact you can easily outrun them if in actual danger.


The [[Hunter]] gains increased health, and becomes a more focused '''stealth and ambush''' fighter. Gaining a cloaking ability, the Hunter becomes a more effective single fighter.


====Runner Tactics====
Harassment is another essential tool in your arsenal. Not every attack or ambush has to yield severe wounds or kills, fear and panic can easily damage the humans as much. Don't hesitate to scare groups of Marines that you can't engage head-on, remind them that nowhere is truly safe, perhaps have them waste munitions or even precious time trying to snuff you out.


* Young Runners tend to die at an alarming rate. Mature before you do anything dangerous! Also, don't feel ashamed to fall back if you take any hits at all. Find some weeds and heal up. Avoid charging right into a conflict.


* The Runner's scouting job is the riskiest job in the Hive because it keeps Runners constantly in contact with the Marines. Although the other Aliens may not agree at times, you are an extremely valuable part of the Hive. Don't take any crap about being stupid for dying. The Queen and Drones get to stay safe behind walls and the other offensive classes are much stronger than you. Death and danger are natural parts of a scout's job.
Should you ever find a position behind enemy lines that are entirely unguarded, your ability to flank with no danger will truly shine. Wreck havoc, leave nothing standing. The punishment for not guarding vital assets is pure and severe.


* Communicate frequently with the Hive about what you're scouting. Tell the Hive what's dark, what's abandoned, what's protected, where fortifications are, where there are hosts, and the positions and numbers of Marines.


*Hunt in a pack! You are weak alone, but as a group you can overwhelm most small groups of Marines. Any isolated hosts are easy pickings.
Never forget that you can '''Hide''' if needed, this may allow you to get very daring ambushes. Everyone expects an attack from the darkness, and few expect a Runner to suddenly spring out from under a table in the middle of a well-lit area.


*Your <code>Pounce</code> ability can be very formidable at capturing and quickly slashing isolated or grouped targets. Remember, only drones, carriers and the queen can carry face huggers so try to drag your prey back to a nest and ask a nearby carrier, drone or the queen to infect.
== Abilities ==


*When you evolve from a chestburster larva, you keep your <code>Crawl Through Vent</code> ability. Use this to your advantage. There are a number of vents placed around the Nexus, use them as a quick escape if you're in danger, or use them to stalk hosts while keeping to shadowy areas.


*If you find yourself assaulting the Almayer, try to escape the dropship as quickly as possible. Your low health prevents you from being much use during the hangar assault, so find a vent and move to a less populated area. If you're lucky, there should be unarmoured civilian personnel that you can infect quickly. You're ideal to pick them off one by one.
{| class="wikitable mw-collapsible"
! style="background-color:#423042;" width=150|<span style="color:white;">Abilities:</span>
! style="background-color:#423042;" |<span style="color:white;">Description:</span>
|-
![[File:Xeno_Rest.png]]<br>Rest
|Used to rest and get up. Aliens heal faster when resting on weeds.
|-
![[File:Regurgitate.png]]<br>Regurgitate
|{{Devour}}
|-
![[File:Hide.png]]<br>Hide
|Hide under objects. Pouncing will cancel your Hiding.
|-
![[File:Pounce.png]]<br>Pounce
|Pounce at a target, forcing the victim to the ground for a very brief period of time, and causing them to drop held items in the process. Can be used without a target for the purpose of enhancing your mobility.
 
 
Cooldown: 4 seconds.
|-
![[File:Bone_Spur.png]]<br>Bone Spur
|Fire a blast of bone chips at your target at a short range, slowing them for 6 seconds.
 
 
Costs 30 Plasma, cooldown: 13 seconds.
|-
![[File:Toggle_Long_Range_Sight.png]]<br>Toggle Long Range Sight
|[[File:Stretch_to_fit.png|thumb|Use "Stretch to fit" to minimize the hassle of changing icon size when zooming in/out.]]Increases your view range by 3 tiles all around you.
<br>
Costs 20 plasma.
{{Tail Stab}}
 
|}
 
== Attainable Strains==
{| style="border: 2px solid black;
! style="background-color:#423042; text-align:center;"|'''Strains:'''
|-
|style="width:125px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px; text-align:center;" |
'''[[Strains|Acider]]'''
|}
===Strain Abilities===
<br>
==== Acider====
* '''Health''': 340
* '''Armor''': 15
* '''Slightly reduced movement speed'''
{| class="wikitable mw-collapsible"
! style="background-color:#423042;" width=150|<span style="color:white;">Abilities:</span>
! style="background-color:#423042;" |<span style="color:white;">Description:<?span>
|-
!'''Acid Gland'''
|'''PASSIVE''': Generate acid overtime to fill your acid glands.
|-
!'''Acid Slashes'''
|'''PASSIVE''': When slashing a Marine, apply one stack of acid on them, inflicting damage over time; slashing an acided target fills your acid glands. Additionally, your tail stab will also apply one stack of acid.
|-
![[File:Corrosive acid.png]]<br>Corrosive Acid
|Vomit a glob of very strong acid on an item or barricade to dissolve it. Multiple items can be clicked at once as long as you are standing still. '''This ability can be used on barricades much faster than Corrosive Acid of other castes.'''
<br>
Costs 100 Acid.
|-
![[File:Stomp.png]]<br>For the Hive
|Prime yourself for detonating in a massive explosion of acid in 20 seconds. The more acid you have stored, the more devastating the explosion will be. Drastically slows down your speed as well as emits a very audible whaling sound when armed. You'll slowly change color as well, signifying how close you are to exploding. '''Dying to gunfire will prevent detonation.''' Activating the ability again will cancel the detonation at the cost of 250 acid.
<br>
Costs 200 acid.
|}
======So, you're an acider======
You've sacrificed your ability to pounce and fire bone spurs, as well as some movement speed, for increased survivability and powerful acidic abilities. For the most part, your playstyle remains much the same: harass targets, get some slashes in, leave if you're in danger. Your acid will make this playstyle all the more annoying, requiring Marines to heal two distinct damage types after every encounter with you. Your incredibly potent '''Corrosive Acid''' allows you to very quickly melt barricades, allowing you to open backlines and flanks with ease. Finally, '''For the Hive''' is a worthy finisher to your rampage. It will deal extremely high damage to Marines and barricades in a large radius, effectively dooming a push or a defense. Considering that dying preemptively will cancel the explosion, you may want to employ the element of surprise.{{Autowiki/Content/XenoStats/Acider_Runner}}
== Runner Tactics ==
* As the fastest caste in the Hive, and one of the four starting castes, you will always be on monkey recovery until all are found and brought back. To move them quickly, '''Eat''' them by grabbing them and clicking yourself and '''Regurgitate''' them later. Just make sure not to take too long, they will automatically '''Regurgitate''' out of your stomach after five minutes. Once this it is done, you can release your inner rage on the local colonists, or the local colony in general, until you eventually get a whole lot more foes to fight who come down from above.
 
*Your speed allows you to quickly drag Marines away without needing to swallow them, meaning you are well suited for pulling stunned enemies into unfavourable positions, or better yet, eggs, egg morphers and hugger traps.
 
* Runners are fragile. One point blank from a shotgun using buckshot '''will put you into critical'''. If you are on weeds and take no further damage, you will live, but if you are off weeds, then you will bleed out. That is, if the marine doesn't just point blank you again.
 
* If you can begin a fight by succesfully hitting a Marine with '''Bone Spurs''', their mobility will be greatly affected; they will have a hard time evading your attacks and won't be able to pursue you.
 
* Scouting as a Runner might sound trivial, but it can turn risky fast if you're not careful. Remember to keep your Nigtvision setting on half, and be very careful about moving lights in the distance; lamps rarely move on their own. Likewise, as you make your way around, keep a close eye on any suspicious clutter in small entrances. Humans can lay traps too, and their traps can kill you straight. Better safe than sorry.
 
* Scouting for your eyes only is virtually useless. If you find out anything useful, say it. You should have no trouble finding a safe place to communicate your information thanks to your '''Hide''' ability. Tell them any strongpoints, any apparent flanks, if the Marines are making significant movements, if the metal bird is landing or taking off, the general concentration of Marines across the colony, or if you spot a target of interest.
 
* You don't need to be a lone wolf. If you spot slower castes trying to flank and hunt as you do, make sure to gravitate around them. You might not be able to take a lot of punishment, but your ambushes can provide a golden opportunity for another caste to mop up immediately. You can also act as a guard for that [[Drone]] who is going in dangerous along the flank, and she will reward you with melted defenses and new weed patches to recharge at.
 
* The power of your '''Pounce''' as a disarming attack cannot be understated: your target will immediately be forced to drop their weapon, or any other item they were holding. It means that once they leap back up, they will be disoriented and disarmed, forcing them to stumble around, either abandoning their weapon, pulling a new one out or trying to grab it again as you come in for raw damage. Be warned: a Marine carrying a shotgun with the Magnetic Harness attachment can '''instantly''' pull it out, as it will snap back to their armor instead of falling to the floor, and send you to your doom.
 
* Be aware that you are very fast. You can try dragging Marines right out of under a medic's nose if they aren't paying attention. But make sure that Marine is lying down! A Marine standing up could pose a threat!
 
* Do not underestimate vent networks. They might give some warnings to nearby Marines, but you will be able to relocate insanely quickly.
 
* In an Almayer fight, you will usually want to leave the landing zone as fast as possible. Your destination will often be the nearest vent, as the Almayer is a tight, elaborate ship and you will need to travel in the vents to flank in a useful manner while avoiding detection. Do not try to fight stand-offs, you will have a bad time.
 
* Claymore mines can ruin your day, but you can slash them from behind or to the side to detonate them without getting caught by the shrapnel if they are unattended.
 
== Runner Evolution ==
 
Runners can '''Evolve''' into the [[Lurker]]. While it's certainly a caste focused on ambushes like the Runner and shares its ability to Pounce, this caste loses mobility and nimbleness in favor of having more staying power and being devastating against single targets. The Lurker also gains the ability to turn invisible, thus making her even more of an Ambush class, with a large serving of Stealth.
 
== Runner Stats ==
{{XenoSkills
|meleelow=1
|meleehigh=2
|plasmaregen=1
|explosiveresist=1
|health=1
|speed=11
}}
You can learn more about alien stats [[Xenomorph Stats|here]].
 
[[Category:Alien Castes]]

Latest revision as of 16:08, 25 August 2024

ALIEN - TIER 1
Alien-Runner.png
Runner
Evolves From: Larva
Evolves To: Lurker
Role: Scout for the Hive. Harass and ambush Marines, especially lone wolfs. Flank positions during sieges and stand-offs. Gather hosts.
Guides: No External Guides.


General Information

The Runner, as her name entirely implies, is the fastest caste available to the Alien Hive. She is small and nimble, able to effortlessly run under and above most waist-high obstructions, leaping over (unwired) barricades and tables alike, and dragging off Marines faster than most. Her speed, however, is made up for by her extremely low durability; any sustained damage will usually lead to the death of a Runner, forcing her to pick her encounters carefully and making the price for a mistake rather high.


The Runner has sturdy legs and as such can Pounce to cover a relatively large distance in an instant. Such a pounce allows the Runner to increase her mobility even further, and if appropriately aimed will enable her to land on top of a Marine, instantly knocking them down for a brief period of time. The Runner can then use this window to inflict some damage, before quickly escaping or waiting for Pounce cooldown to end, so that they may continue the skirmish.


Due to the Runner's small stature, it is also important to note the Runner's ability to Hide under objects, notably tables which can easily conceal quite well. It increases her ability to perform ambushes even further, making her deadly if not found rapidly. This also allows the Runner to pick the perfect time to strike while hiding plain sight.


The Runner has a relatively weak but fast attack, allowing her to rapidly dish out damage when an ambush is successful. A well-placed pounce and a few slashes ought to put the average Marine in fear of ever wandering towards the darkness alone ever again.

Runner Stats
Maximum Health 230
Maximum Plasma 0
Plasma Regeneration 1
Armor 0
Evasion 0
Speed 3
Slash Damage 20–25
Claw Strength 1
Explosion Resistance 10

Playing as a Runner

It cannot be emphasized enough that the Runner makes up for her extreme nimbleness by being physically weak. Not only is she not too impressive in direct combat, she will be put down easily by concentrated fire. One burst that hits can instantly end up with you floored, one shotgun blast that solidly connects and you are done, and as such you do not get the luxury of just running around prepared Marines that are ready to fire unless you know exactly what you are doing and are able to do it well. This death can come in a few, well-aimed fatal shots, or in a hail of bullets that even the Runner eventually falls victim to.


While you might be in a hurry to try your mettle in an ambush, it's important to know that as a Runner, you have two primary non-combat tasks. Recovering defenseless hosts and bringing them to the Hive, and scouting Marine positions and relaying that information to the Hive. Your speed means you are at almost no risk if someone spots you lurking around fortifications, and most will think twice before giving chase, knowing your innate strength against isolated targets and the fact you can easily outrun them if in actual danger.


Harassment is another essential tool in your arsenal. Not every attack or ambush has to yield severe wounds or kills, fear and panic can easily damage the humans as much. Don't hesitate to scare groups of Marines that you can't engage head-on, remind them that nowhere is truly safe, perhaps have them waste munitions or even precious time trying to snuff you out.


Should you ever find a position behind enemy lines that are entirely unguarded, your ability to flank with no danger will truly shine. Wreck havoc, leave nothing standing. The punishment for not guarding vital assets is pure and severe.


Never forget that you can Hide if needed, this may allow you to get very daring ambushes. Everyone expects an attack from the darkness, and few expect a Runner to suddenly spring out from under a table in the middle of a well-lit area.

Abilities

Abilities: Description:
Xeno Rest.png
Rest
Used to rest and get up. Aliens heal faster when resting on weeds.
Regurgitate.png
Regurgitate
To devour, grab a host with Ctrl + Click or

Grab intent (3 in hotkey mode) then click yourself, standstill. To stop the host from getting up and running away, you can switch to an empty hand (X in hotkey mode) and keep tackling them using Disarm intent (2 in hotkey mode) when you are devouring them. Xenos with devoured humans inside them can not vent crawl but Xenos with devoured monkeys can. Hosts with boot knives can injure the Xenomorph they are inside if they are conscious. Using this ability with a host devoured will regurgitate them back up, giving a moderate stun. (Edit this template)

Hide.png
Hide
Hide under objects. Pouncing will cancel your Hiding.
Pounce.png
Pounce
Pounce at a target, forcing the victim to the ground for a very brief period of time, and causing them to drop held items in the process. Can be used without a target for the purpose of enhancing your mobility.


Cooldown: 4 seconds.

Bone Spur.png
Bone Spur
Fire a blast of bone chips at your target at a short range, slowing them for 6 seconds.


Costs 30 Plasma, cooldown: 13 seconds.

Toggle Long Range Sight.png
Toggle Long Range Sight
Use "Stretch to fit" to minimize the hassle of changing icon size when zooming in/out.
Increases your view range by 3 tiles all around you.


Costs 20 plasma.

Tail Stab64x64.png
Tail Stab
Activating tail stab will begin a windup of one second, and upon conclusion, will enable you to launch a two tile attack that deals 1.2 times your maximum melee damage. It requires a direct click on the targets sprite, however, if it is missed, it only incurs a standard slash delay. Additionally, it will always hit the targeted limb.


Unless otherwise stated, this is shared by all strains.


Cooldown: 10 seconds.

Attainable Strains

Strains:

Acider

Strain Abilities


Acider

  • Health: 340
  • Armor: 15
  • Slightly reduced movement speed
Abilities: Description:<?span>
Acid Gland PASSIVE: Generate acid overtime to fill your acid glands.
Acid Slashes PASSIVE: When slashing a Marine, apply one stack of acid on them, inflicting damage over time; slashing an acided target fills your acid glands. Additionally, your tail stab will also apply one stack of acid.
Corrosive acid.png
Corrosive Acid
Vomit a glob of very strong acid on an item or barricade to dissolve it. Multiple items can be clicked at once as long as you are standing still. This ability can be used on barricades much faster than Corrosive Acid of other castes.


Costs 100 Acid.

Stomp.png
For the Hive
Prime yourself for detonating in a massive explosion of acid in 20 seconds. The more acid you have stored, the more devastating the explosion will be. Drastically slows down your speed as well as emits a very audible whaling sound when armed. You'll slowly change color as well, signifying how close you are to exploding. Dying to gunfire will prevent detonation. Activating the ability again will cancel the detonation at the cost of 250 acid.


Costs 200 acid.

So, you're an acider

You've sacrificed your ability to pounce and fire bone spurs, as well as some movement speed, for increased survivability and powerful acidic abilities. For the most part, your playstyle remains much the same: harass targets, get some slashes in, leave if you're in danger. Your acid will make this playstyle all the more annoying, requiring Marines to heal two distinct damage types after every encounter with you. Your incredibly potent Corrosive Acid allows you to very quickly melt barricades, allowing you to open backlines and flanks with ease. Finally, For the Hive is a worthy finisher to your rampage. It will deal extremely high damage to Marines and barricades in a large radius, effectively dooming a push or a defense. Considering that dying preemptively will cancel the explosion, you may want to employ the element of surprise.

Acider Runner Stats
Maximum Health 345
Maximum Plasma 0
Plasma Regeneration 1
Armor 15
Evasion 0
Speed 2.75
Slash Damage 20–25
Claw Strength 1
Explosion Resistance 10

Runner Tactics

  • As the fastest caste in the Hive, and one of the four starting castes, you will always be on monkey recovery until all are found and brought back. To move them quickly, Eat them by grabbing them and clicking yourself and Regurgitate them later. Just make sure not to take too long, they will automatically Regurgitate out of your stomach after five minutes. Once this it is done, you can release your inner rage on the local colonists, or the local colony in general, until you eventually get a whole lot more foes to fight who come down from above.
  • Your speed allows you to quickly drag Marines away without needing to swallow them, meaning you are well suited for pulling stunned enemies into unfavourable positions, or better yet, eggs, egg morphers and hugger traps.
  • Runners are fragile. One point blank from a shotgun using buckshot will put you into critical. If you are on weeds and take no further damage, you will live, but if you are off weeds, then you will bleed out. That is, if the marine doesn't just point blank you again.
  • If you can begin a fight by succesfully hitting a Marine with Bone Spurs, their mobility will be greatly affected; they will have a hard time evading your attacks and won't be able to pursue you.
  • Scouting as a Runner might sound trivial, but it can turn risky fast if you're not careful. Remember to keep your Nigtvision setting on half, and be very careful about moving lights in the distance; lamps rarely move on their own. Likewise, as you make your way around, keep a close eye on any suspicious clutter in small entrances. Humans can lay traps too, and their traps can kill you straight. Better safe than sorry.
  • Scouting for your eyes only is virtually useless. If you find out anything useful, say it. You should have no trouble finding a safe place to communicate your information thanks to your Hide ability. Tell them any strongpoints, any apparent flanks, if the Marines are making significant movements, if the metal bird is landing or taking off, the general concentration of Marines across the colony, or if you spot a target of interest.
  • You don't need to be a lone wolf. If you spot slower castes trying to flank and hunt as you do, make sure to gravitate around them. You might not be able to take a lot of punishment, but your ambushes can provide a golden opportunity for another caste to mop up immediately. You can also act as a guard for that Drone who is going in dangerous along the flank, and she will reward you with melted defenses and new weed patches to recharge at.
  • The power of your Pounce as a disarming attack cannot be understated: your target will immediately be forced to drop their weapon, or any other item they were holding. It means that once they leap back up, they will be disoriented and disarmed, forcing them to stumble around, either abandoning their weapon, pulling a new one out or trying to grab it again as you come in for raw damage. Be warned: a Marine carrying a shotgun with the Magnetic Harness attachment can instantly pull it out, as it will snap back to their armor instead of falling to the floor, and send you to your doom.
  • Be aware that you are very fast. You can try dragging Marines right out of under a medic's nose if they aren't paying attention. But make sure that Marine is lying down! A Marine standing up could pose a threat!
  • Do not underestimate vent networks. They might give some warnings to nearby Marines, but you will be able to relocate insanely quickly.
  • In an Almayer fight, you will usually want to leave the landing zone as fast as possible. Your destination will often be the nearest vent, as the Almayer is a tight, elaborate ship and you will need to travel in the vents to flank in a useful manner while avoiding detection. Do not try to fight stand-offs, you will have a bad time.
  • Claymore mines can ruin your day, but you can slash them from behind or to the side to detonate them without getting caught by the shrapnel if they are unattended.

Runner Evolution

Runners can Evolve into the Lurker. While it's certainly a caste focused on ambushes like the Runner and shares its ability to Pounce, this caste loses mobility and nimbleness in favor of having more staying power and being devastating against single targets. The Lurker also gains the ability to turn invisible, thus making her even more of an Ambush class, with a large serving of Stealth.

Runner Stats

Tier 16
Tier 15
Tier 14
Tier 13
Tier 12
Tier 11
Tier 10
Tier 9
Tier 8
Tier 7
Tier 6
Tier 5
Tier 4
Tier 3
Tier 2
Tier 1
Health Lower Melee Upper Melee Plasma Plasma Regeneration Armor Explosive Resistance Speed Evasion


You can learn more about alien stats here.