
The Onos is the biggest lifeform: 700 health and 450 armor at biomass 1, growing by 50 health per biomass level. It soaks damage for the team, tramples marines with Charge, and tears through structures.
Abilities#
| Key | Ability | Energy | Damage | Unlock |
|---|---|---|---|---|
| 1 Mouse1 | Gore | 10 | 90 | Start |
| Shift | Charge | 20/s | 12 | Start |
| 2 Mouse1 | Bone Shield (hold) | – | – | Biomass 6 + research |
| Mouse2 | Stomp (with Gore or Bone Shield out) | 30 | 40 | Biomass 8 + research |
Gore#
Melee horn attack: 90 structural damage (180 against structures). Against marines it also knocks them back. Affected by Focus.
| Attack | No upgrade | Focus (3 Veils) | Crush (3 Spurs) | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| A0 | A1 | A2 | A3 | A0 | A1 | A2 | A3 | A0 | A1 | A2 | A3 | |
| Onos gore | 2 | 3 | 3 | 4 | 2 | 2 | 3 | 3 | 2 | 3 | 3 | 4 |
Hits to kill a full-health marine by armor level (A0–A3). A dot means the attack does not benefit from Focus.
Charge#
Hold Shift while moving forward to charge at 12.5 m/s, costing 20 energy per second. Marines in the way are knocked aside and take damage. Charge is innate: no research needed.
Bone Shield#
Raises bone plates in front of the onos. While held, hits on the front go into the shield's own pool of 1000 hit points instead of the onos; only damage beyond that pool gets through. Heavy damage (minigun) counts double against the shield, and railgun shots hurt both the shield and the onos. While shielding the onos moves at 68.2% speed and cannot attack. The pool recharges at 80 per second, starting 3 s after the last use in combat or 6 s after it breaks. Requires Biomass 6 and research (25 team res).
Stomp#
Secondary attack (Mouse2) while Gore or Bone Shield is out, standing on the ground. The onos slams the ground and sends a shockwave forward (12 m). Marines on the ground hit by it take 40 damage and are stunned for 2 s. A marine cannot be stunned again for 4 s after a stun. Only things near the ground are hit, so jetpackers in the air escape. Sentries are confused and mines set off. Exosuits are not stunned by Stomp. After a successful Stomp there is a 4 s cooldown (from Gore or Bone Shield alike); the alien HUD shows it filling up. Requires Biomass 8 and research (35 team res, 90 s).
Combos#
Against armored marines, Stomp saves a gore as well as stunning:




| Target | Onos gore hits needed after this many onos stomps | ||
|---|---|---|---|
| 0 | 1 | 2 | |
| 2 | 2 | 1 | |
| 3 | 2 | 1 | |
| 3 | 2 | 2 | |
| 4 | 3 | 2 | |
Full-health targets. A highlighted cell means that many onos stomps save a onos gore compared with the cell to its left.
See Kill combos.
Onos eggs#
With Biomass 9 the commander can make Onos Eggs (100 team res).
Health by biomass#
| Biomass | Health | Armor (no Carapace) | Armor (3-shell Carapace) |
|---|---|---|---|
| 1 | 700 | 450 | 520 |
| 5 | 900 | 450 | 600 |
| 9 | 1100 | 450 | 680 |
| 12 | 1250 | 450 | 740 |
Tips#
- You are a tank. Go first, absorb fire, and let skulks and fades clean up behind you.
- Retreat at half health; an onos costs 55 personal res.
- Gore power nodes and phase gates. Charge through marines to scatter them.
- Watch for marines with nerve gas, miniguns and mines.