Praetorian

From CM Wiki

ALIEN- TIER 3
Alien-Praetorian.png
Praetorian
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.

Warden - Play more like a Super Drone with your pheromones, powerful heals and shields, and your ability to remove stuns from other aliens. Never fight alone, as you can keep well over half a dozen aliens fighting at full capacity with your presence alone. Spit at marines from around corners to keep them low enough for other aliens to finish off, and switch your pheromones around as needed. Warden 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 spit often to keep your internal HP pool full.


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 warden.

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)
Corrosive acid.png
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.

Corrosive Acid PASSIVE: Your acid-based abilities apply a stack of acid to your enemies. When a target has 3 stacks and is slashed, the acid stacks are expended, dealing damage to the target.
Xeno Spit.png
Acid Spit
Spit acid onto your target. Grants 15 shield upon successful hit.


Costs 25 Plasma, cooldown: 2 seconds.

Dash.png
Dash
Dash a short distance at a desired location of your choice.


Costs 10 Plasma, cooldown: 5 seconds.

Acid Ball.png
Acid Ball
Throw a ball of acid that explodes into acid spit in all directions.

Costs 75 Plasma, cooldown: 18 seconds.

Spray Acid.png
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.

Attainable Strains

Vanguard

Dancer

Oppressor

Warden


Strain Abilities


Vanguard
Abilities: Description:
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.png
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.png
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.


Costs 10 Plasma, cooldown: 13 seconds.

Cleave.png
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.


Costs 0 Plasma, cooldown: 8 seconds.

Toggle Cleave.gif
Toggle Cleave Ability
Switches which cleave ability you will use.
Dancer
Abilities: Description:
Finesse PASSIVE: For a short time after slashing a marine, you have increased evasion. Hitting a marine with a slash applies a tag that can be used by your other abilities. Missing a click with your offensive abilities adds a short cooldown to tagging.
Tail stab.png
Impale
Impale a marine next to you with your tail for moderate damage. If they have been tagged, impale them twice.


Costs 100 Plasma, cooldown: 13 seconds.

Dance.png
Dodge
Gain a speed boost and pass through hostile opponents with ease for 5 seconds. Slashing cancels this effect.


Costs 100 Plasma, cooldown: 20 seconds.

Tail Trip.png
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.


Costs 50 Plasma, cooldown: 13 seconds.

Oppressor
Abilities: Description:
Smackdown PASSIVE: Your slashes deal additional damage to prone/knock targets.
Line Stomp.png
Abduct
Drags your enemy towards you and slows them after a slight delay. Works on multiple targets. Does not work on downed and stunned targets


Costs 50 Plasma, cooldown: 15 seconds.

Punch.png
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.


Costs 50 Plasma, cooldown: 12 seconds.

Tail Lash.png
Tail Lash
Knock marines back in a 2x3 area in front of you and slow them. Take note that this ability has no wind up.


Costs 50 Plasma, cooldown: 15 seconds.

Warden
Abilities: Description:
Bulwark PASSIVE: You gain a buffer of health built by your slashes and spits that you can use to defend yourself or your allies. Your stored health will automatically be spent to self-heal when you are low on HP. Additionally, you gain the ability to emit pheromones.
Emit pheromones.png
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. Your pheromones will grow stronger as you mature.


Costs 30 plasma to emit and then drains plasma while active.

Xeno Spit.png
Xeno Spit
Use middle mouse button to spit globs of acid against your foes.


Cooldown: 2.5 seconds.

Spray Acid.png
Spray Acid
Template:Ability Spray Acid Praetorian Description
Transfer Health Drone.png
Protect
Target an ally to protect them, depending on the type of protection you've selected.


Cooldown: 10 seconds.

Protection Types: Protection
Protection Types:
Protect Shield.png
Shield
Grants a temporary shield that lasts for a minute for the targeted ally.

Costs 75 Plasma and 215 Internal Health Reserves.

Protect Heal.png
Heal
Heals the targeted ally.

Costs 75 Plasma and 100 Internal Health Reserves.

Protect Rejuv.png
Rejuvenate
Eliminates all negative status effects except fire on an ally.

Costs 75 Plasma and 100 Internal Health Reserves.

Toggle Protection.gif
Toggle Protection Type
Toggles the protection type you will use.

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 Warden Strain Praetorians may emit Pheromones


Pheromone: Description:
Recovery Pheromone.png

Recovery

Increases heath regeneration, plasma regeneration on weeds, reduces stun times of affected Aliens.
Warding Pheromone.png

Warding

Grants a reduction in armor taking damage, can also slow and even prevent crit bleedout for Aliens. Additionally provides a small health boost to critically wounded aliens. Potent enough warding pheromones will completely negate bleed out and improve damage reduction to armor.
Frenzy Pheromone.png

Frenzy

Increases movement speed and damage from slashes.