Upgrade chambers unlock the player upgrades. There are three kinds, each tied to a hive type. A hive must be upgraded to that type first (from the Hive, 10 team res, 20 s).
| Chamber | Needs | Cost | Upgrades |
|---|---|---|---|
| Crag Hive | 15 | Carapace, Regeneration, Vampirism | |
| Shade Hive | 15 | Focus, Camouflage, Aura | |
| Shift Hive | 15 | Crush, Celerity, Adrenaline |
Levels#
The number of chambers of a type sets the level of its upgrades, from 1 to 3. Building a fourth does nothing. Chambers must be on infestation; if one dies, the level drops right away and every player's upgrades from it get weaker. If all chambers of a type die, those upgrades stop working until one is rebuilt.
Chambers have little health (600 / 900 / 800) and are a prime target for marine grenade launchers and ARCs. Spread them out or keep them in the hive room.
Shell#
Health 600 (mature 700), armor 150. Build time 18 s.
Veil#
Health 900 (mature 1100), no armor. Build time 14 s.
Spur#
Health 800 (mature 900), armor 50. Build time 16 s.
Which hive first?#
Most commanders go Shift (Spurs → Celerity) or Crag (Shells → Carapace/Regeneration) first; Shade (Veils → Aura/Focus) is popular too. It depends on map and lineup: Crag Hive for an onos-heavy game, Shift for mobility and Enzyme, Shade for vision and Hallucinations.