Aliens
The Kharaa. Five lifeforms, living structures, infestation and a commander inside the hive.
Aliens fight up close. Everyone starts as a Skulk and spends personal resources to evolve into a stronger lifeform. Abilities unlock as the team's Biomass grows, and each upgrade chamber the commander builds lets players pick one of three upgrades . Aliens heal on their own over time and see in the dark with alien vision (F ).
New to aliens?
Stay on walls and ceilings, attack from behind, and don't throw your life away: every death gives the marines time. Read the Skulk guide first.
Name Cost Upgrade cost Gestation Health Armor Skulk0 res 0 res 3 s 75 10 Gorge10 res 1 res 7 s 160 50 Lerk21 res 3 res 15 s 180 30 Fade35 res 5 res 25 s 250 80 Onos55 res 8 res 30 s 700 450
Each upgrade you pick costs the upgrade cost extra when you evolve, and health and armor grow with biomass. See Lifeform comparison for the full table.
Structures#
All alien pages#
Skulk The free starting lifeform. Fast, small, climbs walls, and kills marines in three bites. Gorge The alien support lifeform. Heals, builds hydras, clogs, webs and babblers, and sieges with Bile Bomb. Lerk The flying alien. Harasses with spikes, poisons with its bite, and supports pushes with Umbra and Spores. Fade The alien assassin. Blinks in, swipes marines to pieces, and blinks out before it dies. Onos The alien tank. Huge health, charges through marines, Gores structures, and Stomps groups of marines. Eggs and evolving How aliens respawn from eggs, and how to evolve into a new lifeform or pick upgrades. Alien upgrades The nine player upgrades from Shells, Veils and Spurs. What each does at 1, 2 and 3 chambers. Upgrade chambers Shells, Veils and Spurs. Each one built raises the level of that chamber's three player upgrades. Hive The alien command structure. Spawns eggs, provides biomass, heals nearby aliens. Harvester Alien resource tower. Must be on infestation. Same income as a marine extractor. Cyst Small cheap structures that spread infestation. Chains of cysts carry infestation across the map. Crag Healing structure. Heals nearby aliens and structures; Heal Wave boosts healing for a short time. Shift Support structure. Gives nearby aliens energy, hatches extra eggs, and teleports structures with Echo. Shade Stealth structure. Cloaks nearby aliens and structures; Ink blocks ARCs and scans and disorients marines. Whip Defensive structure. Slaps nearby marines and, after Bombard, throws acid at distant targets. Hydra Gorge-built spike turret. Must be on infestation. Three per gorge. Tunnels Pairs of tunnel entrances the alien commander places on infestation. Walk in one end, come out the other. Drifter The alien commander's flying helper. Grows structures and casts Enzyme, Mucous Membrane and Hallucination Cloud. Alien commander abilities Nutrient Mist, Rupture, Bone Wall and Contamination, plus where the other alien commander tools live.