Your job in one sentence#
Spread infestation and harvesters across the map, grow biomass so your players get their abilities, and keep the players alive with healing and drifter abilities.
Opening#
- Drifter first: it grows everything faster and scouts.
- Cyst toward the nearest free resource nodes and drop harvesters there (8 res each). Harvesters take 38 s; have the drifter grow them.
- Upgrade the hive to Crag, Shade or Shift (10 res) and drop the first chamber. Your skulks want their first upgrade early.
- Biomass 1 research (15 res) to reach biomass 2: Bile Bomb and Rupture.
Mid game#
- Second hive. More biomass, more eggs, a second spawn point and a second hive type (so a second kind of chamber). Build it when the area is safe; an unbuilt hive is a big target.
- Abilities. Research Leap (biomass 4) early for skulks. Lerks want Umbra/Spores (6), fades Metabolize (3) then Stab (7), onos Bone Shield (6) and Stomp (8). See Biomass.
- Second and third chambers of your main type to push upgrades to level 3.
- Harvesters everywhere marines are not. Re-cyst cut chains immediately.
Supporting a fight#
- Nutrient Mist on a new harvester or hive.
- Enzyme on your team when they engage: +25% attack speed.
- Mucous Membrane on a group taking fire.
- Rupture before a fight so everyone sees the marines.
- Bone Wall to cut a marine push in half or trap marines in a corridor.
- Heal Wave and Ink to save a hive under siege.
Lifeform eggs#
With enough biomass you can turn eggs into Gorge, Lerk, Fade or Onos eggs. A free fade or onos for a player who just died can swing a fight, but it costs a lot of team res (80 / 100).
Common mistakes#
- Not spending res on harvesters early.
- All chambers in one room a single GL marine can clear.
- Forgetting to research abilities once biomass is reached.
- No drifter: structures take twice as long to build without one.
See also#
Commander basics · Alien tech tree · Alien commander abilities · Infestation