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Skulk

The free starting lifeform. Fast, small, climbs walls, and kills marines in three bites.

Skulk

Every alien spawns as a Skulk. It costs nothing, is the fastest ground lifeform, and can run on walls and ceilings. Skulks win by surprise: ambush from a ceiling, bite from behind, and pick off marines who wander alone.

Abilities#

KeyAbilityEnergyDamageUnlock
Mouse1Bite5.8575Start
2Parasite3010Start
Mouse2Leap45–Biomass 4 + research
3Xenocide30200Biomass 9 + research

Bite#

A short-range (1.42 m) melee bite for 75 normal damage. Against marine armor levels:

AttackNo upgradeFocus (3 Veils)Crush (3 Spurs)
A0A1A2A3A0A1A2A3A0A1A2A3
Skulk bite334423333344

Hits to kill a full-health marine by armor level (A0–A3). A dot means the attack does not benefit from Focus.

Bite benefits from Focus: with three Veils a skulk kills an un-upgraded marine in 2 bites instead of 3.

Parasite#

Fires an instant hit at any range that does 10 damage and parasites the target for 44 s. Parasited marines and structures are visible to the whole alien team, through walls and on the minimap. Parasite every marine you see, and the hive's structures, Phase Gates and Exos you find.

Hit detection: parasite hits players and structures with a 0.15 m wide sweep. Only the centre line is stopped by walls, so the shot never snags on a wall corner next to your crosshair.

Parasite is also the start of the skulk's most important combo: parasite + 2 bites kills an un-upgraded marine (see Combos below).

Leap#

Secondary attack. Launches the skulk forward. Leap needs Biomass 4 and then a commander research (15 team res, 40 s). It is used to close distance, dodge, and cross gaps.

Xenocide#

Weapon slot 3. The skulk runs forward and explodes 2 s later, doing 200 damage within 14 m. Needs Biomass 9 and research (25 team res). Late-game tool for breaking turtled marine bases and power nodes.

Combos#

Parasite + 2 bites kills an un-upgraded marine; 3 bites alone are needed otherwise. Once marines have Armor 1 the trick stops working unless you have Focus.

Parasite + 2× Skulk bite vs Marine A0 Kill
Start
100hp 30ar
Parasite
97hp 26.5ar
−3 hp · −3.5 ar
Skulk bite
74.5hp 0.2ar
−22.5 hp · −26.2 ar
Skulk bite
0hp 0ar
−74.5 hp · −0.2 ar
TargetSkulk bite hits needed after this many parasites
0123
Marine A03222
Marine A13333
Marine A24433
Marine A34444

Full-health targets. A highlighted cell means that many parasites save a skulk bite compared with the cell to its left.

More on Kill combos, including Focus and Xenocide.

Movement#

  • Wall walking: skulks stick to any surface automatically. Use it.
  • Wall jumping: jumping off a wall gives a burst of speed, up to 11 m/s.
  • Bunny hopping: chained jumps on the ground keep and build speed, up to 8.5 m/s.
  • Sneaking: hold Shift to move silently at reduced speed.
  • Celerity adds up to 1.5 m/s.

Tips#

  • Never run straight down a corridor at a marine who sees you. Go around, go over, wait.
  • Bite once and back off if the marine turns: a hit-and-run skulk lives longer.
  • Your score is not kills, it's res: kill extractors and power nodes when marines are elsewhere.
  • Parasite everything, every time.

See also#

Skulk guide · Hits to kill · Movement

Hover any number to see where in the game code it comes from.
Page source: content/aliens/skulk.md · Natural Selection 2 © Unknown Worlds Entertainment. Fan wiki, not affiliated.