Difference between revisions of "Warrior"

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! style="background-color:#CCB6D6;" |Description:
 
! style="background-color:#CCB6D6;" |Description:
 
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|[[File:Toggle_Agility.png]]
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|'''KO Counter'''
'''Toggle Agility'''
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|KO Counter is Boxer’s first passive. Every time you Jab or Punch an enemy, they gain 1 KO stack, with slashes and disarms giving 0.5 stacks each. Stacks last until you either: use Uppercut on the stacked target, build stacks on a different target, or don’t hit the target for 5 seconds.
|Toggles between a bi-pedal form and quadrupedal form, the latter form will make you move faster but prevent you from using your other abilities and evolving.
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|'''Clarity'''
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|Clarity is Boxer’s second passive, it is a stacking self-buff that prevents you from being stunned (but you will still be pushed back and slowed) by small-arms fire and other niche things. It protects you from: buckshot stun, slug stun and daze, heavy revolver stun and daze, dropship stun, and door + APC shocks. Clarity stacks up to 3 times, one point per 15 seconds.
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|[[File:Punch.png]]
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'''Punch'''
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|Punches the targeted marine dealing a hefty amount of damage while also building a stack on the KO Counter. Has a two-tile range and resets the cooldown of Jab. Click on your target with the middle mouse button to use the ability. Cooldown: 4 seconds.
 
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![[File:Pounce.png]]<br>Jab
 
![[File:Pounce.png]]<br>Jab
|Replaces lunge with jab, your punches no longer break bones but they do more damage and confuses your enemies. Jab knocks down your enemies for a short time and pulls you out of agility mode as well as refreshes your punch cooldown.
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|Jab is a ranged ability that applies a daze and slow to the target you hit, as well as building your KO Counter and has a 3-tile range. Cooldown is reset when landing a Punch. Cooldown: 4 seconds.<br>
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Costs 10 plasma, cooldown: 5 seconds.
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![[File:Clothesline.png]]<br>Uppercut
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|Consumes all of your KO Counter when you use it. For every point of KO Counter, Uppercut deals 10 damage, up to a maximum of 150 damage at 15 stacks. In addition to this, Uppercut also heals you for 5% of your health per stack, up to a maximum of 75% health at 15 stacks. Uppercut has different effects based on how many stacks the target has when used, these are: 0 - No effect. 1-2 - damage. 3-5 damage and knockback. 6-8 - damage, knockback, and a 1.5 second stun. 9-15 - damage, knockback, and the target will be slept for 10 seconds. Using Uppercut puts Punch and Jab on cooldown. Cooldown: 15 seconds.
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Revision as of 03:45, 2 August 2020

XENOMORPH - 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 short amount 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:
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)
Brawler PASSIVE: Your slashes charge up a pool of shielding. When you slash while your pool is full, you activate the shield and add it to yourself.
Fling.png

Fling

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


Costs 10 plasma, cooldown: 6 seconds.

Lunge.png

Lunge

Lunges the warrior towards the targetted marine and puts them into a chokehold (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. Click on your target with the middle mouse button to use the ability.


Costs 10 plasma, cooldown: 5 seconds.

Attainable Strains

Strain:

Boxer

Strain Abilities


Boxer
Abilities: Description:
KO Counter KO Counter is Boxer’s first passive. Every time you Jab or Punch an enemy, they gain 1 KO stack, with slashes and disarms giving 0.5 stacks each. Stacks last until you either: use Uppercut on the stacked target, build stacks on a different target, or don’t hit the target for 5 seconds.
Clarity Clarity is Boxer’s second passive, it is a stacking self-buff that prevents you from being stunned (but you will still be pushed back and slowed) by small-arms fire and other niche things. It protects you from: buckshot stun, slug stun and daze, heavy revolver stun and daze, dropship stun, and door + APC shocks. Clarity stacks up to 3 times, one point per 15 seconds.
Punch.png

Punch

Punches the targeted marine dealing a hefty amount of damage while also building a stack on the KO Counter. Has a two-tile range and resets the cooldown of Jab. Click on your target with the middle mouse button to use the ability. Cooldown: 4 seconds.
Pounce.png
Jab
Jab is a ranged ability that applies a daze and slow to the target you hit, as well as building your KO Counter and has a 3-tile range. Cooldown is reset when landing a Punch. Cooldown: 4 seconds.
Clothesline.png
Uppercut
Consumes all of your KO Counter when you use it. For every point of KO Counter, Uppercut deals 10 damage, up to a maximum of 150 damage at 15 stacks. In addition to this, Uppercut also heals you for 5% of your health per stack, up to a maximum of 75% health at 15 stacks. Uppercut has different effects based on how many stacks the target has when used, these are: 0 - No effect. 1-2 - damage. 3-5 damage and knockback. 6-8 - damage, knockback, and a 1.5 second stun. 9-15 - damage, knockback, and the target will be slept for 10 seconds. Using Uppercut puts Punch and Jab on cooldown. Cooldown: 15 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. Before you plan on lunging, make sure your Agility ability is off, or you cannot 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 and Maturity

The Warrior can Evolve into the following castes:

  • The Praetorian is a more all-rounder evolution of the Spitter and a ranged version of the Warrior, foregoing melee mastery for a large array of useful combat skills that makes it the master of the battlefield. It has more health and a greater stature and melee attack coupled with surprising nimbleness, its spit is as powerful as ever and it gains elusive Pheromones that would otherwise be reserved to Drone castes and the Queen. It also gets to use a special sticky spit, covering the battlefield in thick, sticky resin that will limit Marine movement and a weaker Spray Acid ability similar to the Boiler.
  • 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.