Defender: Difference between revisions

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|tiertype = XENOMORPH - TIER 1
|tiertype = XENOMORPH - TIER 1
|imagebgcolor = #DDAADD
|imagebgcolor = #DDAADD
|img = Warrior.png
|img = Defender.png
|castetitle = Defender
|castetitle = Defender
|evolves_from = '''Larva'''
|evolves_from = '''Larva'''

Revision as of 15:06, 25 May 2018

XENOMORPH - TIER 1
Defender.png
Defender
Evolves From: Larva
Evolves To: Warrior
Role: A good engagement starter that additionally specifies in protecting other castes with it's unique tail sweep ability being key to keeping those marines at bay while injured sisters retreat back to heal.
Guides: No external guides.

General Information

The defender as the name implies is meant for the protection of the hive and it's members, though don't let that fool you into thinking it's only a caste about protecting others; as the defender can additionally be an aggressive pusher. The defender can easily push into the marines FOB or supply lines and come out victorious against overwhelming odds due it's unique tail sweep ability providing surperb crowd control and lower crest/fortify abilities providing varying levels of defence against incoming projectiles.


Playing as a Defender

Abilities

Abilities: Description:
Xeno Rest.png

Rest

Used to rest and get up. Xenos 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. (Edit this template)

Headbutt.png

Headbutt

Headbutts into the designated target causing them to be thrown one tile. Use middle mouse button to toggle.


Costs 10 plasma.

Tailsweep.png

Tail Sweep

A spinning action that causes all marines within a one tile range to have a chance to be knocked down or thrown one tile.


Costs 10 plasma.

Toggle Crest Defence.png

Toggle Crest Defence

By lowering its crest the defender caste becomes more resistant to projectile damage. A lowered crest will cause a small slowdown while toggled on.
Fortify.png

Fortify

When activated the defender becomes extremely resistant to projectile weapons and additionally immobile while in this hunkered down state.


Defender Tactics

Defender Evolution and Upgrades