From CM Wiki

Evolves From: Lurker
Evolves To: N/A
Role: Bring death to all that face you. Use charge to close the gap between you and a marine, and finish them off with powerful blows capable of chopping limbs clean off. Ambush, hit and run or even frontal assaults are all options for you.
Guides: Art of the Ravager

Playing a Ravager

The huge red unfriendly Barney with the power slash the sh*t out of anyone alive. The Ravager's current incarnation is designed around being a tough, front-line combatant that will either spearhead a push or be a strong flanking force.

I won't say you're wrong, but that sort of mentality also leads to bad Ravager plays. Though you are very tanky, don't rely on it as much. Your frontline prowess of dealing and taking damage is as good as your competency. Keep an eye on your health and armor when tearing up marines into swiss cheese. The Ravager also has access to temporary shields with most of the existing strains, which further enhance your ability to tank damage.


The Ravager is a tier three Alien of the ambush caste. It means you'll have to evolve three times to become one. From larva, to Runner, to Lurker, to finally Ravager. Your best chances of becoming Ravager lie with being a round-start Alien. Until you can evolve fully, do the standard early-round cycle of looking for monkeys and survivors.

Runners are more likely to evolve if they fear their mortality, and I can't stress that enough. Don't take unnecessary risks, don't get cornered, and you'll be fine. Stick your neck out too far, and some bumbling Marine is bound to come around and blow it off with a point blank buckshot blast.

The Ravager is, the slowest of the tier threes, perhaps only slower than a 100% healthy and fed Marine with heavy armor or a walking Crusher. The Ravager is a very offensive Alien that excels at dealing damage to enemies. Her claws are extremely sharp. She's fire-proof, explosion-resistant, and armored. Ravagers can tank a lot of damage, and deal a lot of damage. Ravagers can shred through tables and slice them into metal. As the ultimate killing machine, she's designed to eliminate tough foes. But always be aware that while Ravagers have quite large health pools, their armor is only slightly above average in most instances, and AP ammo is particularly deadly against them. Direct hits from rockets and Close Air Support will still deal significant damage as well.

Understanding Your Limits

A lot of people tend to think of Ravagers as pretty much behaving in the same way as a Runner. Here's how most runners live and die:

  1. Evolve from a Larva
  2. Find a Marine
  3. Attack
  4. Find out that the marine wasn't alone
  5. Get surrounded
  6. Scream at the queen for "HEALS MOM"
  7. Escape with 10% of your health around the corner and rest up while the marines complain about you being too tanky

They are not necessarily wrong, in this regard. A lot of Ravagers end up going into combat alone and wind up dying in some far-flung southern end of the map. Such behavior earns the vitriol they receive from their comrades. As a Ravager, it is vital to know when it's high time to back the hell off and charge away to safety. The yellowish-green meter on the side of your HUD is your health indicator. Trust it and don't trust it. It's a little finicky and doesn't give an accurate representation of your actual health, but it's still a good indicator. Use the 'Stats' tab to get an exact value for your health and armor, as well as your damage and shields.

Perhaps tend to retreat when at half health or below. Technically, the tanking capabilities of a Ravager mean you'll always be frontlining, but truly stop fighting at half health or below. Leg it back to the Hive for health or find a safe spot with a recovery node, a drone, or a Warden Praetorian to top your health pool off. The Ravager works best when assisted by faster aliens such as Runners, Spitters, or in flanking maneuvers where the marines will be unable to fight back effectively.

Much like all tier 3 aliens, you must be VERY careful to avoid getting surrounded by marines on all sides, as they will box you in and point blank you with shotguns until you are dead. Your large sprite only makes it easier to pull off point blank shots, as the Ravager's sprite is on par with the Queen, Carrier, and Praetorian in terms of sheer size.



Abilities: Description:
Xeno Rest.png
Used to rest and get up. Xenos heal faster when resting on weeds.
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)
Cruelty PASSIVE: Your slashes increase in damage based on the amount shield points you have at a 10-to-1 ratio.
Grants you 75 shield points with an additional 50 for each human in view range.

Must be activated again to get the additional shield bonus.

Cost 70 Plasma, cooldown: 24 seconds.

Lunge 5 tiles in the direction you selected. If you have more than 175 shield points you'll bash into anyone in the way of your lunge, flinging them backwards.

Costs 10 Plasma, cooldown: 16 seconds.

Scissor Cut
Slash a 1x4 line on the tile you click on damaging anyone from you to the end of the line. If you have more than 175 shield points, those who are damaged are also dazed.

Costs 20 plasma, cooldown: 10 seconds.

Attainable Strains




Strain Abilities

Abilities: Description:
Bloodrage PASSIVE: You gain a level of rage whenever you slash a target. Each stack of rage increases your armor, movement speed, and attack speed. Rage decays while out of combat. When you reach max rage, you are 'locked' at max rage for 10 seconds.
Life Steal PASSIVE: You will now heal for (50 + 5 x rage)% from your slash damage whenever you slash tall hosts. Effectively healing you every time you attack a tall host.
Select any tall host within 6 tiles of you and start a 2.5 second count down. If the tall host is still within the visual 6 tile range, you will be pulled right next to them. If the tall host has move outside of range or you were incapacitated, you'll use up the ability without pulling yourself towards the target. The target will be slowed down upon a successful apprehend.

Costs 10 plasma, cooldown: 22 seconds.

Expend a stack of rage to deal moderate damage to a target next to you as well as applying a daze on to the target. This will also heal you by a small amount. If you use the ability without any rage to expend, you won't heal from the attack.

Costs 10 Plasma and 1 Rage Level, cooldown: 16 seconds.

Root yourself in place, immobilising yourself and start a wind up. Depending on your rage level, unleash a devastating strike against foes all around you.
Rage Levels: Damage Output Range
Rage Levels:
Level 1 5 Brute Damage 1 tile range
Level 2 10 Brute Damage 1 tile range
Level 3 25 Brute Damage 1 tile range
Level 4 50 Brute Damage 2 tile range
Level 5 80 Brute Damage 2 tile range

Costs 10 plasma and expends all of your rage level(s), cooldown: 25 seconds.


Health: 650

Abilities: Description:
Bone Shards PASSIVE: Your abilities now cost shards instead of plasma to use. For each 50 shards you have stored, gain 2.5 additional armor. You gain shards upon taking damage and they will grow over time.
Spike Shield.png
Spike Shield
Expend shards to gain a temporary shield that lasts for a short amount of time. Whenever the shield is damaged, spray bone shards around you in a 3x3 AoE centered on yourself.

Costs 200 Shards, cooldown: 13 seconds.

Spike spray.png
Fire Spikes
Launch 8 small shards of spikes in the direction you click embedding shrapnel into tall hosts slowing them down. Though the spikes themselves don't do much damage, it causes brute damage to the host when they move.

Costs 75 Shards, cooldown: 10 seconds.

Spike Shed.png
Spike Shed
Shred all of your shards to launch them all in all directions around yourself. Lose most of your armor in the process while also gaining a speed boost. This will disable you from gaining any shards for 30 seconds.

Costs 50 Shards, cooldown: 30 seconds.

Ravager Maturity

Ravagers can not Evolve any further, as they are a Tier 3 Caste.

Sources and Reading

  • Art of the Ravager by Bath Salts Addict - Where the wiki page is based upon. (Most of the evolution explained in that guide are outdated. The actual gameplay of the Ravager can somewhat apply).