Difference between revisions of "Praetorian"

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(Removed the added tackle chance from the phermone "Frenzy"-Coreytori)
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|Buffs your speed and dodge for a duration. If you land a tail tab while dancing it becomes more effective, an impaling stab will land twice while an abducting stab will pull the target further.
|Buffs your speed and dodge for a duration. If you land a tail stab while dancing it becomes more effective, an impaling stab will land twice while an abducting stab will pull the target further.
Costs 200 plasma.  
Costs 200 plasma.  

Revision as of 23:19, 11 February 2020

Evolves From: Warrior
Evolves To: N/A
Role: Use your powerful pheromones to lead and support major assaults. Enjoy even stronger neurotoxin and acid spits. Use a special resin spit to cover a small area in mobility-inhibiting sticky resin. Use your strong acid to quickly melt into places.
Guides: Guide to Pheromones

Playing a Praetorian

Praetorian combat gameplay is, appropriately, similar to that of a combat Queen though without her screech (your Acid Spray is a paltry substitute) and with considerable damage drop off to your acid spit. However as compensation you are much faster than your glorious leader -- a young praetorian matches the speed of a mature runner. Bully the marines with your physical bulk and use your potent neurotoxin to very effectively crowd control the enemy. Your claws are not the sharpest, but they'll get the job done if you are going for the kill and, if instead you are capturing, neurotoxin and warding pheromone makes it easy to retreat with your unfortunate victim. A skilled praetorian can easily fight multiple enemies and emerge the victor.

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.


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)
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.

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.

Toggle Spit Type.png
Toggle Spit Type
Allows you to switch between neurotoxic spit costing 50 plasma to fire, spitting acid which costs 100 plasma to fire or spitting blobs of sticky resin for 40 plasma.
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
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.

A wide area of effect screech that boosts the stats of nearby xenos as well as staggering nearby marines a bit.

The base praetorian as well as each strain has their own unique effects.

  • Base Praetorian: Heals nearby xenos.
  • Royal Guard: Buffs the damage of nearby xenos.
  • Dancer: Buffs the speed of nearby xenos and debuffs the accuracy of nearby marines
  • Oppressor: Buffs the armor of nearby xenos.

Costs 250 plasma.

Attainable Strains


Royal Guard



Strain Abilities

Royal Guard
Abilities: Description:
Tail Sweep
A spinning action that causes all marines within a one tile range to have a chance to be knocked down or thrown one tile.

Costs 10 plasma.

Change Acid Spray
Toggle between the original cone acid spray and the line acid spray.
Abilities: Description:
Buffs your speed and dodge for a duration. If you land a tail stab while dancing it becomes more effective, an impaling stab will land twice while an abducting stab will pull the target further.

Costs 200 plasma.

Tail stab.png
Tail Stab
Stab a target up to two tiles away with your tail, the effect varies depending on what tail stab you have selected.

Costs 150 plasma.

Toggle Tail Attack Type
Switches between your two kinds of tail stab. Impaling stab will strike the target dealing heavy brute damage. Abducting stab requires a wind up and will pull the target towards you and stun them.

Abilities: Description:
Punches the targeted marine dealing a hefty amount of damage. Click on your target with the middle mouse button to use the ability.

Costs 75 plasma. Relatively short cooldown.

Toxic Bomb
After a short wind up, throw a gas grenade that expands into a red gas cloud. Fire inside the cloud is extinguished, hosts take oxygen damage with a chance to stun.

Costs 300 plasma.


Pheromones scale based on what caste and upgrade tier is emitting them, aka an Elder Drone emitting pheromones will have a stronger pheromone effect then a Young Drone emitting them and as such the strongest will be used instead. If a Xeno 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.

Pheromone: Description:
Recovery Pheromone.png


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


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


Increases movement speed and damage from slashes.

Praetorian Maturity

Praetorian Maturity are focused on improving combat efficiency and general versatility. Their health increases moderately, with their spit becoming more potent and faster recharging. Pheromones grow stronger quickly (yours will match a Queen of the same upgrade tier) and plasma and health regeneration will also improve.

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