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Skulk guide

Ambushes, parasites, map pressure and picking upgrades, for skulks of every level.

The skulk mindset#

You are fast, small and free. You are also fragile: 75 health dies to 10 rifle bullets. You win by choosing when and where fights happen.

Ambushing#

  • Use walls and ceilings. Marines look straight ahead; come from above or from the side.
  • Wait around corners next to where marines will walk. Let them pass, then bite from behind.
  • Attack together. Three skulks arriving at the same moment beat three skulks arriving one at a time.
  • Bite and leave. If the marine turns and starts hitting you, back off around a corner, heal for a few seconds, and try again.

Map pressure#

  • Kill extractors and power nodes when the marines are elsewhere. One skulk biting an extractor forces several marines to walk back.
  • Parasite (2) every marine you see, plus marine structures, phase gates and exos. Your team then sees them on the map.
  • Watch the minimap for parasited marines walking alone.

Movement#

  • Bunny-hop and wall-jump to stay fast: up to 8.5 m/s hopping and 11 m/s off walls.
  • Use Leap (once researched) to close the last few metres, not to start fights from far away.
  • Hold Shift to sneak silently when getting into position.

Upgrades#

ChamberCommon picks
ShellCarapace (survive one more bullet burst) or Vampirism (heal from bites)
SpurCelerity (speed)
VeilAura (see marines through walls) or Focus (2-bite A0 marines)

With 3 Veils, Focus kills an A0 marine in 2 bites, but bites are slower. See Alien upgrades.

When to evolve#

Save res for a Lerk (21) or Fade (35) once your team has enough skulks. Don't go Gorge unless your team needs one.

See also#

Skulk · Hits to kill · Movement

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