More actions
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You are very tough but not immune to being swarmed. Sticking to the hive is the main route to success while playing the King. Marines will not hesitate to chase down a lone King. | You are very tough but not immune to being swarmed. Sticking to the hive is the main route to success while playing the King. Marines will not hesitate to chase down a lone King. | ||
Your abilities are very powerful if combined with | Your abilities are very powerful if combined with a queen screech. Should the queen not be an option for cooperation, Ravengers are effective due to their ability to tear apart undefended marines. Clear the way for their claws! | ||
Revision as of 08:41, 5 July 2025
Overview
The King. Your job is very simple but decisive. Using your powerful abilities crush the marine's defenses in coordination with the rest of the hive. Your premier combat combo is that of trample and destroy. Your destroy ability will let you smash through barricades destroying them instantly in a AoE. You can then knock down marines with your passive trample. The king is at its most dangerous when combined with the queen's screech which allows for a breakthrough on the marines. Alone you are the most powerful siege breaker caste but still vulnerable to being overwhelmed.
The king is purchasable when two conditions are met. Two pylon sites must be controlled for at least ten minutes and the round must have progressed past the two hour mark. The king will then be purchasable as a Hive buff. Upon purchase it begins a vote that all hive members will be eligible for excluding queen and hive members who have not opted in. Once the vote has completed the king cocoon will form near the hive core. The cocoon takes ten minutes to finish the creation of the king. Should a pylon be lost during the process the cocoon will be destroyed and put on a ten minute purchase cool down. Should the hive succeed in holding both pylons for ten minutes the king will arise.
| Maximum Health | 1500 | ||
|---|---|---|---|
| Maximum Plasma | 1000 | ||
| Plasma Regeneration | 2 | ||
| Armor | 45 | ||
| Evasion | 0 | ||
| Speed | 0.6 | ||
| Slash Damage |
| ||
| Claw Strength | 3 | ||
| Explosion Resistance | 70 |
Abilities
| Abilities: | Description: |
|---|---|
![]() Rest |
Used to rest and get up. Aliens heal faster when resting on weeds. |
![]() Release |
To haul, grab a host with Ctrl + Click or Grab intent (3 in hotkey mode) then click yourself, keep still, this will start restraining them. 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 restraining them, once fully restrained you will haul them. Xenos hauling humans can not vent crawl but Xenos hauling monkeys can. Hosts with boot knives or other melee weapons can injure the Xenomorph they are being hauled by if they are conscious. Using this ability whilst hauling a host will free them from your grip, giving a moderate stun. |
![]() Rend |
3 x 3 damage centered on the King.
Costs 50 Plasma Cooldown 45 Seconds |
![]() Doom |
Screech which puts out lights in a 7 tile radius, slows and dazes.
Costs 50 Plasma Cooldown 45 Seconds |
![]() Destroy |
Leap ability, crashing down gibbing any mobs under you, or destroying structures instantly.
Costs 0 Plasma Cooldown 60 Seconds |
![]() Bulwark of the Hive |
Shield ability, limits the amount of damage from a single instance of damage to 10% of the xenomorph's max health.
Costs 50 Plasma Cooldown 45 Seconds |
Tactics
You are very tough but not immune to being swarmed. Sticking to the hive is the main route to success while playing the King. Marines will not hesitate to chase down a lone King.
Your abilities are very powerful if combined with a queen screech. Should the queen not be an option for cooperation, Ravengers are effective due to their ability to tear apart undefended marines. Clear the way for their claws!






