NS2 Wiki

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).

Lifeforms#

NameCostUpgrade costGestationHealthArmor
Skulk0 res0 res3 s7510
Gorge10 res1 res7 s16050
Lerk21 res3 res15 s18030
Fade35 res5 res25 s25080
Onos55 res8 res30 s700450

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#

NameCostBuild timeHealthArmorSupply
Hive40 res180 s4000750–
Harvester8 res38 s2000200–
Cyst1 res3.33 s501–
Crag13 res25 s48016020
Shift13 res18 s6006020
Shade13 res18 s600020
Whip13 res20 s65017530
Shell15 res18 s600150–
Veil15 res14 s9000–
Spur15 res16 s80050–
Drifter8 res7 s300205

All alien pages#

SkulkThe free starting lifeform. Fast, small, climbs walls, and kills marines in three bites.GorgeThe alien support lifeform. Heals, builds hydras, clogs, webs and babblers, and sieges with Bile Bomb.LerkThe flying alien. Harasses with spikes, poisons with its bite, and supports pushes with Umbra and Spores.FadeThe alien assassin. Blinks in, swipes marines to pieces, and blinks out before it dies.OnosThe alien tank. Huge health, charges through marines, Gores structures, and Stomps groups of marines.Eggs and evolvingHow aliens respawn from eggs, and how to evolve into a new lifeform or pick upgrades.Alien upgradesThe nine player upgrades from Shells, Veils and Spurs. What each does at 1, 2 and 3 chambers.Upgrade chambersShells, Veils and Spurs. Each one built raises the level of that chamber's three player upgrades.HiveThe alien command structure. Spawns eggs, provides biomass, heals nearby aliens.HarvesterAlien resource tower. Must be on infestation. Same income as a marine extractor.CystSmall cheap structures that spread infestation. Chains of cysts carry infestation across the map.CragHealing structure. Heals nearby aliens and structures; Heal Wave boosts healing for a short time.ShiftSupport structure. Gives nearby aliens energy, hatches extra eggs, and teleports structures with Echo.ShadeStealth structure. Cloaks nearby aliens and structures; Ink blocks ARCs and scans and disorients marines.WhipDefensive structure. Slaps nearby marines and, after Bombard, throws acid at distant targets.HydraGorge-built spike turret. Must be on infestation. Three per gorge.TunnelsPairs of tunnel entrances the alien commander places on infestation. Walk in one end, come out the other.DrifterThe alien commander's flying helper. Grows structures and casts Enzyme, Mucous Membrane and Hallucination Cloud.Alien commander abilitiesNutrient Mist, Rupture, Bone Wall and Contamination, plus where the other alien commander tools live.
Hover any number to see where in the game code it comes from.
Page source: content/aliens/index.md · Natural Selection 2 © Unknown Worlds Entertainment. Fan wiki, not affiliated.