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Evolves From: Warrior Evolves To: N/A Role: Depends heavily on the strain you choose. Front-line all-rounder combat is your main purpose. Guides: Guide to Pheromones |
Playing a Praetorian
What a Praetorian does in combat is heavily dependent on the strain that you choose, though all strains are for front-line combat.
Base Praetorian - A good all-round combatant with potent spit, the powerful Acid Ball for an area-of-effect attack, and good melee damage. Your acid line spray makes for good cover for a retreat, as it stuns and knocks down anyone who walks into it.
Vanguard - You lead the charge, get in and out, and deal heavy burst damage. Use your dash to position yourself behind a small group of marines, then fling one away with your Cleave ability.
Dancer - The fastest and best damage dealer, you trade most of your tankiness for extreme speed and high single-target damage. Tag an enemy with one melee attack before using your abilities to deal extra damage to them. Use Dodge to escape from large groups trying to body block you, or charge in, get one solid hit, and get out.
Oppressor - Use your plethora of crowd control abilities to disrupt organize groups of marines and allow faster aliens to deal damage to them. Your abilities work best against groups, though they can be effective in 1 on 1 combat. Trapper Boilers, Ravagers, and Warriors are your best friends.
Valkyrie - Play more like an Agressive support with your pheromones, healing on slash and armor/speed buff, and your ability to remove rejuvenate other xenomorphs. Never fight alone, as you can keep well over half a dozen aliens fighting at full capacity with your presence alone. Buff and engage with other xenomorphs, and switch your pheromones around as needed. Valkyrie Praetorian does make for a potent front-line combatant when facing marines without enough burst damage to stop your self-heal. Remember to slash and buff often to keep your Fury generating and used, and to keep your healing up.
Protect your sisters and the Queen, or lead them on the warpath at her command. When the Queen herself emerges to fight for the Hive, be by her side at all times—especially as a Valkyrie.
Maximum Health | 650 |
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Maximum Plasma | 800 |
Plasma Regeneration | 3 |
Armor | 25 |
Evasion | 0 |
Speed | 1.6 |
Slash Damage | 40–40 |
Claw Strength | 1 |
Explosion Resistance | 40 |
Abilities
Abilities: | CollapseDescription: |
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Corrosive Acid | PASSIVE: Your acid-based abilities apply a stack of acid to your enemies. When a target reaches 5 stacks, they take 30 additional burn damage. |
![]() Rest |
Used to rest and get up. Xenos 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. |
![]() Corrosive Acid |
Vomit a glob of acid on item to dissolve it. Multiple items can be clicked at once as long as you are standing still. The cost of plasma is increased compared to other castes due to how the praetorian has stronger corrosive acid.
Costs 100 plasma. |
![]() Acid Spit |
Spit acid onto your target. Grants 15 shield upon successful hit.
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![]() Dash |
Dash a short distance at a desired location of your choice.
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![]() Acid Ball |
Throw a ball of acid that explodes into acid spit in all directions.
Costs 75 Plasma, cooldown: 18 seconds. |
![]() Spray Acid |
Sprays a line of acid in a cardinal direction away from the Praetorian. The acid doesn't trip tall hosts but it applies a stack of corrosive acid on them.
Costs 40 Plasma, cooldown: 12 seconds. |
![]() 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.
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Attainable Strains
Strains: | |||
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Strain Abilities
Vanguard
Abilities: | CollapseDescription: |
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Warleader | PASSIVE: You are granted a shield that perfectly blocks one attack and rapidly decays after you're hit. The shield recharges while out of combat. |
![]() Pierce |
Stab through your enemies with your tail against tall hosts with a 3 tile range. If you hit two people with your pierce, your shield is instantly recharged. This ability does a slight extra damage than normal slash.
Costs 20 Plasma, cooldown: 4 seconds. |
![]() Dash |
Charge through enemies with a range of 4 tiles. Upon stopping, activate again to do an AoE slash in a 3x3 tile range, otherwise the ability will activate automatically after a 3 second delay.
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![]() Cleave |
Root: Immobilises your target for 1 to 2.5 seconds in the ground, making them a sitting duck.
Fling: Flings your target away from you, sending them flying backwards.
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![]() Toggle Cleave Ability |
Switches which cleave ability you will use. |
Maximum Health | 590 |
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Maximum Plasma | 800 |
Plasma Regeneration | 3 |
Armor | 20 |
Evasion | 0 |
Speed | 1.75 |
Slash Damage | 30–30 |
Claw Strength | 2 |
Explosion Resistance | 40 |
Dancer
Abilities: | CollapseDescription: |
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Finesse | PASSIVE: By slashing enemies, you temporarily increase your movement speed and you also you apply a tag that changes how your two new tail abilities function. |
![]() Impale |
Impale a marine next to you with your tail for moderate damage. If they have been tagged, impale them twice.
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![]() Dodge |
Gain a speed boost upon activation and the ability to pass through mobs.
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![]() Tail Trip |
Target a marine within two tiles of you apply a daze to them and trip them. If they are tagged, knock them down instead.
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Maximum Health | 650 |
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Maximum Plasma | 800 |
Plasma Regeneration | 3 |
Armor | 20 |
Evasion | 0 |
Speed | 1.85 |
Slash Damage | 40–40 |
Claw Strength | 2 |
Explosion Resistance | 40 |
Oppressor
Costs 50 Plasma, cooldown: 15 seconds.Abilities: | CollapseDescription: |
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Smackdown | PASSIVE: Your slashes deal additional damage to prone/knock targets. |
![]() Abduct |
Drags your enemy in front of you and slows them after a slight delay. Works on multiple targets, and against static emplacements such as the M56D or M2C. Does not work on downed and stunned targets, or targets that have a ledge between you and them.
1 person will drag them in front of you and slow them. 2 people will drag them in front of you, slow them, daze them and briefly root them (2.5 seconds). 3 or more people will drag them in front of you, slow them and briefly stun them (1.3 seconds).
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![]() Dislocate |
A powerful punch, similar to the warrior's punch. Deals 20 armor piercing damage, 40 if your enemy is slowed. Will also root slowed targets. Reduces other ability cooldowns by 5 seconds.
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![]() Tail Lash |
Knock marines back in a 2x3 area in front of you and slow them. Take note that this ability has a wind up.
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![]() Tail Seize |
The Oppressor has a unique tail stab, instead called Tail Seize. Rather than taking 1 second to charge, it will instead take 0.5 seconds, and has a range of 3 tiles - however, it deals no damage, instead pulling the target in towards you and slowing them for 0.5 seconds upon their arrival.
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Maximum Health | 650 |
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Maximum Plasma | 800 |
Plasma Regeneration | 3 |
Armor | 20 |
Evasion | 0 |
Speed | 1.6 |
Slash Damage | 30–30 |
Claw Strength | 2 |
Explosion Resistance | 40 |
Valkyrie
Abilities: | CollapseDescription: |
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Fury | PASSIVE: Your slashes, and healing allies with them build up a reserve of Fury required as a cost for some abilities. This reserve will also pool over time. Your slashes also heal yourself and allies 3 tiles around you for 15 health per slash. This can be buffed by Tantrum to 30 per slash. |
![]() Emit Pheromones |
Emit one of the three Pheromones. It is advised to emit the pheromone that are not already being emitted, as pheromones don't stack.
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![]() Tantrum |
Buff an targeted ally giving them 15 additional armor for 3 seconds, If the ally is a Crusher or Ravager you give them a speed boost instead of armor. Additionally buffing yourself with 10 armor and increasing your passives effects to 30 health per slash for 5 seconds.
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![]() High Gallop |
Knocks down enemies in front of you, in a 2x3 tile area. Also knocks back grenades.
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![]() Fight or Flight |
An Area of a affect rejuvenation radiating out from you which removes negative effects from allies, it's range scales with your Rage. Starting at 4 tiles around you.
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![]() Retrieve |
Pulls a targeted xenomorph ally to you and over your head if they're small enough, if they are large they need to be resting or are incapacitated.
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![]() Tail Fountain |
Allows you to extinguish a target on fire. Including other xenomorphs and marines.
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Maximum Health | 590 |
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Maximum Plasma | 800 |
Plasma Regeneration | 3 |
Armor | 30 |
Evasion | 0 |
Speed | 1.5 |
Slash Damage | 30–30 |
Claw Strength | 3 |
Explosion Resistance | 40 |
Pheromones
Pheromones scale based on what caste is emitting them, aka a Queen emitting pheromones will have a stronger pheromone effect then a Drone emitting them and as such the strongest will be used instead. If an Alien is injured, use recovery. Also use recovery to keep the pressure up if there's a skirmish. If there's a big push or fighting on grass, use Warding. Frenzy may be most useful during an attack, trying to contain escaped hosts, or moving around the map with high plasma. Note that same type pheromones do not stack but varied ones do. e.g. Recovery and Warding.
Take note that only Valkyrie Strain Praetorians may emit Pheromones
Praetorian Stats
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You can learn more about alien stats here.