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Warrior

From CM-SS13 - Wiki
Revision as of 10:00, 9 September 2023 by TopHatPenguin (talk | contribs) (legibility changes)
ALIEN - TIER 2
Warrior.png
Warrior
Evolves From: Defender
Evolves To: Crusher, Praetorian
Role: Disable and capture lone prey. Act as one of the Hive's main line combatants.
Guides: No External Guides.

General Information

The warrior is a highly mobile caste that serves as a mid ground between being a hit and run harrasser and a frontline combatant with abilities to quickly and easily disable or capture lone marines. For example it's unique ability Lunge makes the warrior lunge at the targetted marine and grabs them (note that marines can resist out of the grab but it takes time), rendering them helpless while you drag them away. The lunge ability will make you pounce at whatever you spot you shift+click/middle click at, similar to the runner's pounce. If you miss a lunge at a marine you will have to wait for it to recharge.

Playing as a Warrior

Playing as the warrior means that you will want to divide and conquer any marines you come across in small groupings, by this I mean that you'll want to single out a marine in the marine group that you come across and then use your Punch ability to effectively disable/heavily injure your chosen target and then use your Fling ability to separate them from the marine group. If successful you'll be able to drag your now injured prey back to the hive/nearby nesting area to help increase the xenos numbers or you can kill them and get back to work pushing the marines off the planet/station.

Now that you've got a basic combo down for the warriors abilities lets start with the overall round progression for the warrior. If you're the first to evolve into a warrior you'll want to locating and capturing any potential hosts, it also means you get to practice your lunge ability on the monkeys or on unsuspecting survivors. Once the marines have landed you'll, like above want to attack small groups of marines disabling a single one and separating them from further marine support. Alternately you can form a hunting pack with lurkers and defenders to really stamp out the marines morale and gather large quantities of hosts.

Abilities

Unique passive ability: If you highlight a specific limb then grab a marine, and upgrade the grab (click UP-GRADE.png or press Z in hotkey mode), after a decent chunk of time you will rip off that specific limb. Both passive and aggressive grabs can be resisted and moving will abort the de-limbing mechanic.

Abilities: Description:
Brawler PASSIVE: Your slashes heal for (7+1 per enemy within 3 tiles, up to 2) percent of your missing health with a minimum of 20 health gained and a maximum of 40. There is a visual and chat cue for when you gain extra health per marine. Your slash also reduces cooldowns on your on your punch, fling, and lunge abilities by .2 seconds.
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. Using this ability with a host devoured will regurgitate them back up, giving a moderate stun. (Edit this template)

Fling.png

Fling

Flings the targeted marine a few tiles and damages them. Click on your target with the middle mouse button to use the ability.


Costs 10 plasma, cooldown: 7 seconds.

Lunge.png

Lunge

Lunges the warrior towards the targeted marine and puts them into a choke hold (like grabbing them). Click on your target with the middle mouse button to use the ability. Works on targets around corners.


Costs 10 plasma, cooldown: 10 seconds.

Punch.png

Punch

Punches the targeted marine dealing a hefty amount of damage as well as slowing the target for seconds. Click on your target with the middle mouse button to use the ability.


Costs 10 plasma, cooldown: 6 seconds.

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.

Warrior Tactics

Lunge is a powerful tool that can almost guarantee a capture/kill if you play your cards right. Do not attempt this on a group of marines by yourself. It is best around corners where you can see marines and easily dash out and lunge. When in CQC around 1-2 tile wide corners/corridors with other aliens try to use your lunge ability to capture any marines that try to get a shot off into the crowd of xenos. When you see someone approaching get ready. When they are close enough, lunge and drag them back while shoving them. If you start to lose a lot of health in attempting this remember: You cannot capture hosts if you are dead. If you have to stop, then draw back and regen. Get a slash or punch off if you can to weaken them for another encounter.

Warrior Evolution

The Warrior can Evolve into the following castes:

  • The Praetorian is a more all-rounder evolution, It has extreme versatility with its role, It can either become similar to a Spitter, With a ranged playstyle or become a frontline caste, All depending on the strain. It has more health and a greater stature and melee attack coupled with surprising nimbleness.
  • The Crusher takes an unique path, foregoing mobility and direct offensive power in exchange for becoming a literal tank caste, gaining an armored crest capable of easily deflecting large amounts of punishment, and a massive health and armor pool. It also gains the ability to Charge, a slow-winding but eventually fast and unstoppable assault, knocking aside and wounding anyone in your path. You will also gain the ability to Stomp, allowing you to smash into the ground to viciously wound any downed tallhost under you.

Warrior 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.