Modded Evolve
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Modded Evolve

A community overhaul of Evolve — rebalanced, reworked, and restored with new content and fixes.

What is it?

A community overhaul of Evolve

Evolve is an asymmetrical multiplayer shooter, originally released in 2015, where a team of four hunters tracks and fights a single player-controlled monster that grows stronger over the course of a match. In 2018 it was rebooted as Evolve: Stage 2, which added new content and changes the original now called Legacy Evolve never received. Official support for the game later ended entirely.

Modded Evolve is a fan-made overhaul built on Evolve Stage 2. The plan for the future is for every hunter and monster to be rebalanced, abilities to be fixed and reworked, and cut content to be restored if possible.

Road Map

What the project hopes to achieve

Rebalance the whole roster

Every hunter and monster to be retuned from the ground up for fairer and more varied matches instead of a handful of dominant picks.

Rework broken kits

Abilities that were buggy, useless, or overpowered to be fixed and reworked so each character actually plays the way they’re meant to.

Restore lost content

If possible, content and changes cut prior to Stage 2 brought back into the game and made playable again.

Keep it alive

An ongoing patch cycle to keep fixing, tuning, and adding to the game long after official support has ended and with a full public reference for all of it.

The game

Hunt, or be hunted

A team of four hunters versus the monster

Explore

A look at what's inside

Characters

Every hunter and monster, with abilities, stats, and skins.

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Patch History

Every balance change, rework, and fix, version by version.

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Hunter Conversations

Voiced banter and dialogue straight from the game.

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Game Systems

How the hunt, the classes, and the core mechanics work.

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Download

Get the latest build set up for Steam or the emulator.

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Patch History

Every change from vanilla Evolve Stage 2 through the latest modded patch.

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Characters

Every hunter's changes across all patches, organised by character.

Monster

Eat wildlife and evolve.

Assault

The damage dealer in the group.

Trapper

They hunt down and trap the monster.

Support

Provides the team a tactical advantage.

Medic

They keep the team alive.

Monster
GOLIATH
Goliath is Team Monster’s brawler. He uses straightforward, close combat tactics to crush his enemies. Rock Throw and Fire Breath do exactly what it says on the tin, while Leap Smash and Charge serve double duty, both as devastating attacks and as a way to travel extra distance.
Skins
GENERAL
Health10,400|16,900|23,400
Stage 1|2|3
Armor5,000|5,000|5,000
Stage 1|2|3
Feeding Speed0.36
CONTEXTUAL COMBAT
Heavy Melee Damage202
Light Melee Damage90
MOVEMENT
Climb Speed×1.25
Run Speed4 m/s
Sprint Speed7.5|5.5 m/s
Standing|Crouching
Rock Throw
Ability 1
Rock Throw
Throw a large rock that deals massive damage.
  • Rock Throw Speed of 26|26|35
  • Cooldown of 9|7|7 seconds

Rock Throw is divided into two components: direct damage and splash damage.

Direct Damage

  • Damage of 100|100|100

Splash Damage

  • Minimum radius of 5|8|8 meters
  • Maximum radius of 5|8|8 meters
  • Damage of 578|578|621

Splash damage decreases the further the target is from the Minimum radius.

Leap Smash
Ability 2
Leap Smash
Leap into the air and slam into the ground, damaging all enemies in its radius.
  • Damage of 437|437|485
  • Radius of 7|8|9 meters
  • Out-of-Combat Cooldown of 30|30|30 seconds
  • In-Combat Cooldown of 8|6|6 seconds
  • Gravity while airborne of 30 | 34 | 38 (Stage 1 | 2 | 3)
  • Knockdown Magnitude of 12|14|16
Fire Breath
Ability 3
Fire Breath
Breathe a jet of fire at enemies, igniting any caught in the blaze.
  • Range of 23|23|30 meters
  • Angle of 15|19|19 degrees
  • Duration of 1.05 seconds
  • Cooldown of 8|6|6 seconds

Direct Damage

  • Damage of 73|73|80 per tick
  • Tick Rate of 0.2

Flame Breath ignites enemies on hit with a passive burn DOT called BurnGoliath.

Burn Goliath

  • Damage of 40|40|44 per second
  • Update Tick Frequency of 1.0
  • Duration of 3|3|3 seconds
Charge
Ability 4
Charge
Rapidly sprint forward, damaging and knocking back any enemies caught in your path.
  • Damage of 403|403|444
  • Radius of 3|4.5|4.5 meters
  • Speed of 16
  • Duration of 1.54|1.54|2.53 seconds
  • Out-of-Combat Cooldown of 30 seconds
  • In-Combat Cooldown of 8|6|6 seconds
  • Knockdown Magnitude of 17|19|21
Goliath Traversal
Traversal › Leap

Traverses the environment by leaping in the aimed direction. Three stamina bars allow up to three leaps in succession, each recharging over time. The Goliath can climb almost any surface.

Traversal Cooldown16s out of combat · 16s in combat
STAGE 1
Maximum Leap Distance17.6
Leap Takeoff Speed24
Leap Gravity20
STAGE 2
Maximum Leap Distance17.6
Leap Takeoff Speed26
Leap Gravity24
STAGE 3
Maximum Leap Distance18.7
Leap Takeoff Speed28
Leap Gravity28
ENERGY
Energy Requirement30
stamina needed to leap
Energy Cost30
stamina spent per leap
TAKEOFF
Leap Takeoff Angle20°
Minimum Angle20°
Maximum Angle70°
Monster
METEOR GOLIATH
Meteor Goliath slams into Shear, burning his enemies with searing blue flame! Rock Throw, Fire Breath, Leap Smash, and Charge all set enemies on fire! The residual fire damage allows Meteor Goliath to successfully spread out attacks instead of focusing down a single target.
Skins
GENERAL
Health10,400|16,900|23,400
Stage 1|2|3
Armor5,000|5,000|5,000
Stage 1|2|3
Feeding Speed0.36
CONTEXTUAL COMBAT
Heavy Melee Damage202
Light Melee Damage90
MOVEMENT
Climb Speed×1.25
Run Speed4 m/s
Sprint Speed7.5|5.5 m/s
Standing|Crouching
Rock Throw
Ability 1
Rock Throw
Throw a large rock that deals massive damage and sets enemies on fire.
  • Rock Throw Speed of 35|35|46
  • Cooldown of 9|7|7 seconds

Direct Damage

  • Damage of 330|330|364

Splash Damage

  • Minimum radius of 5|8|8 meters
  • Maximum radius of 5|8|8 meters
  • Damage of 200|200|200

    Goliath Meteor Burn DOT

  • Damage of 40 per second
  • Update Tick Frequency of 0.25
  • Duration of 5 seconds
Leap Smash
Ability 2
Leap Smash
Leap into the air and slam into the ground, damaging and igniting all enemies in its radius.
  • Damage of 374|374|412
  • Radius of 7|8|9 meters
  • Out-of-Combat Cooldown of 30 seconds
  • In-Combat Cooldown of 8|6|6 seconds
  • Gravity while airborne of 30 | 34 | 38 (Stage 1 | 2 | 3)

    Goliath Meteor Burn DOT

  • Damage of 40 per second
  • Update Tick Frequency of 0.25
  • Duration of 5 seconds
  • Knockdown Magnitude of 12|14|16
Flame Blast
Ability 3
Fire Breath
Breathes a jet of fire at enemies, igniting any caught in the blaze.
  • Range of 35|35|38.5 meters
  • Angle of 15|19|19
  • Duration of 1.75 seconds
  • Cooldown of 8|6|6 seconds

Direct Damage

  • Direct Damage of 36|36|40 per tick
  • Tick rate of 0.2

    Goliath Meteor Burn DOT

    • Damage of 40 per second
    • Update Tick Frequency of 0.25
    • Duration of 5 seconds
    Charge
    Ability 4
    Charge
    Rapidly sprint forward, damaging and knocking back any enemies caught in your path. Successful hits ignite enemies.
    • Damage of 345|345|380
    • Radius of 4.5|6|6 meters
    • Speed of 16|16|18
    • Duration of 2.2|2.2|3.3 seconds
    • Out-of-Combat Cooldown of 30|30|30 seconds
    • In-Combat Cooldown of 8|6|6 seconds

      Goliath Meteor Burn DOT

    • Damage of 40 per second
    • Update Tick Frequency of 0.25
    • Duration of 5 seconds
    • Knockdown Force of 17|19|21
    Meteor Goliath Traversal
    Traversal › Leap

    Traverses the environment by leaping in the aimed direction. Three stamina bars allow up to three leaps in succession, each recharging over time. The Meteor Goliath can climb almost any surface.

    Traversal Cooldown17.5s out of combat · 17.5s in combat
    LEAP
    Maximum Leap Distance17.6|17.6|18.7
    Leap Takeoff Speed24|26|28
    Leap Gravity20|24|28
    ENERGY
    Energy Requirement30
    stamina needed to leap
    Energy Cost30
    stamina spent per leap
    TAKEOFF
    Leap Takeoff Angle20°
    Minimum Angle20°
    Maximum Angle70°
    Monster
    KRAKEN
    Death from above. Lightning Strike, Banshee Mines, and Vortex can all be cast from afar, allowing Kraken to engage the enemy while airborne. Aftershock requires Kraken to get close to his enemies but the risk pays off with big damage.
    Skins
    GENERAL
    Health10,000|12,350|16,200
    Stage 1|2|3
    Armor4,500|4,500|4,500
    Stage 1|2|3
    Feeding Speed0.36
    CONTEXTUAL COMBAT
    Heavy Melee Damage175
    Light Melee Damage80
    Air Projectile Damage115
    ranged while airborne
    MOVEMENT
    Climb Speed×1
    Run Speed4 m/s
    Sprint Speed7.5|5.5 m/s
    Standing|Crouching
    Lightning Strike
    Ability 1
    Lightning Strike
    Summons a devastating bolt of lightning. You can aim the bolt while you channel it.
    • Damage of 594|594|653
    • Minimum radius of 4.5|5.5|6.5 meters
    • Maximum radius of 4.5|5.5|6.5 meters
    • Charge up time of 0.1 seconds
    • Spawn Delay of 1.5 seconds before Charge up
    • Cooldown of 10|8|8 seconds
    Banshee Mines
    Ability 2
    Banshee Mines
    Fires homing energy bombs that explode on impact with an enemy.
    • Charges per rank of 3|3|3
    • Maximum of 3 Banshee Mines in the world
    • Cooldown of 21|15|15 seconds

    Banshee Mine

    • Invulnerability duration of 0.25|0.25|0.25 seconds
    • Arm Time of 0.75 |0.75 |0.75 seconds
    • Homing Delay of 0.75|0.75|0.75 seconds
    • Homing Speed of 50|55|60
    • Homing Range of 20 |20 |20 meters
    • Minimum detonation distance of 3|3|3 meters
    • Flight duration of 4|4|4 seconds
    • Banshee Mine health of 1|1|1
    • Minimum Explosion Radius of 3|4|5 meters
    • Maximum Explosion Radius of 3|4|5 meters
    • Damage of 340|340|375
    • Launch Speed of 60 (before homing)
    • Detonation Delay of 1.5 seconds
    Aftershock
    Ability 3
    Aftershock
    Surrounds you in a cloud of electricity that charges up and shocks enemies caught in its radius when it explodes.
    • Damage of 500|500|550
    • Range of 12|13|14 meters
    • Cooldown of 10|8|8 seconds
    • Charge-up of 2 seconds
    Vortex
    Ability 4
    Vortex
    Fires a wave of energy that knocks back and damages enemies caught in its path.
    • Damage of 340|340|373
    • Radius of 4|4|6 meters
    • Length of 3 meters
    • Speed of 29|29|29
    • Lifetime of 3|3|3
    • Cooldown of 9|7|7 seconds
    • Knockdown Magnitude of 20|20 |20
    Kraken Traversal
    Traversal › Flight

    Traverses the environment by flying in the aimed direction. Gravity never sets in during flight, so altitude can be held indefinitely. Each air burst launches the Kraken forward and up with a strong lunge. Flight speed is slow, so the Kraken relies on its air bursts to cover distance. Three stamina bars allow up to three air bursts in succession, each recharging over time. The Kraken can climb almost any surface.

    Traversal Cooldown10s out of combat · 10s in combat
    MOVEMENT
    Acceleration6
    Glide Speed8
    Glide Speed (Tranquilized)5
    Glide Speed (Stasis)8
    Maximum Fall Speed7
    Height Ceiling12
    Repulse Down Acceleration20
    Repulse Up Acceleration2
    Repulse Scalars0.01 down start
    0.5 down maximum
    0.01 up start
    0.5 up maximum
    Tether Acceleration (gun/trap)12 / 10
    Charges Energy Mid-air (Combat)Yes
    Charges Energy Mid-air (Out of Combat)Yes
    No Gravity Using AbilitiesYes
    BOOST
    Energy Cost33.3
    Vertical Speed37
    Vertical (from ground)37
    Horizontal Speed37
    Upward Angle40°
    PHYSICS
    Drag Coefficient1.5
    Extra Drag (ceiling)5
    Extra Lateral Drag1
    Gravity Growth Rate0
    Gravity Growth (Still)0
    Gravity Growth (Combat)0
    Gravity Growth (Still, Combat)0
    Extra Gravity (Tranquilized)6
    Extra Gravity (Stasis)7
    Gravity Delay After Boost1s
    Air Time Before Gravity2s
    Descent Acceleration20
    Descent Maximum Speed50
    Monster
    ELDER KRAKEN
    Elder Kraken likes to get up close and personal. Increased mobility while using abilities and faster flight speeds while airborne make up for his shorter overall range and limited flight time.
    Skins
    GENERAL
    Health8,800|13,500|17,000
    Stage 1|2|3
    Armor5,000|5,000|5,000
    Stage 1|2|3
    Feeding Speed0.36
    CONTEXTUAL COMBAT
    Heavy Melee Damage225
    Light Melee Damage90
    MOVEMENT
    Climb Speed×1
    Run Speed4 m/s
    Sprint Speed7.5|5.5 m/s
    Standing|Crouching
    Lightning Strike
    Ability 1
    Lightning Strike
    A devastating bolt of lightning strikes the target location.
    • Damage of 500|500|550
    • Minimum radius of 7|8|9 meters
    • Maximum radius of 7|8|9 meters
    • Charge up time of 1.25 seconds
    • Cooldown of 10|8|8 seconds
    Banshee Missile
    Ability 2
    Banshee Missile
    A large energy missile.
    • Damage of 500|500|550
    • Homing Range of 1|1.1|1.4 meters
    • Minimum Explosion Radius of 5|6|7 meters
    • Maximum Explosion Radius of 5|6|7 meters
    • Minimum Trigger Distance of 1|1.1|1.4 meters
    • Homing Speed of 6
    • Cooldown of 9|7|7 seconds
    • Projectile Speed of 37|37|50
    • Flight Duration of 15 seconds

    Explodes on collision with terrain or an entity.

    Chain Lightning
    Ability 3
    Chain Lightning
    Surrounds you in a small cloud of electricity that charges up and shocks enemies caught in its radius when it explodes. Lightning jumps to nearby enemies. Each jump increases in damage.
    • Chain link range of 16|20|20 meters
    • Radius of 8.8|8.8|11.2 meters
    • Maximum targets of 4
    • Charge duration of 1.25 seconds
    • Cooldown of 9|7|7 seconds

    Link Damage

    Rank 1Rank 2Rank 3
    Target 1410410450
    Target 2432432475
    Target 3455455500
    Target 4500500550
    Death Spiral
    Ability 4
    Death Spiral
    A huge spiral of energy that damages all within its range.
    • Damage of 146|146|160 per second
    • Update Tick Frequency of 0.2
    • Duration of 4 seconds
    • Radius of 6|7|8 meters
    • Length of 30|38|48 meters
    • Cooldown of 9|7|7 seconds
    Elder Kraken Traversal
    Traversal › Glide

    Traverses the environment by gliding in the aimed direction. Gravity sets in a few seconds after each air burst, so altitude cannot be held for long. Each air burst carries the Elder Kraken forward and up only a short distance. Glide speed is fast, so the Elder Kraken relies on its glide to cover distance. Three stamina bars allow up to three air bursts in succession, each recharging over time. The Elder Kraken can climb almost any surface.

    Traversal Cooldown14s out of combat · 14s in combat
    MOVEMENT
    Acceleration6
    Glide Speed11
    Glide Speed (Tranquilized)11
    Glide Speed (Stasis)11
    Maximum Fall Speed7
    Height Ceiling12
    Repulse Down Acceleration20
    Repulse Up Acceleration2
    Repulse Scalars0.01 down start
    0.5 down maximum
    0.01 up start
    0.5 up maximum
    Tether Acceleration (gun/trap)15 / 10|15 / 10|18 / 10 (Stage 1 | 2 | 3)
    Charges Energy Mid-air (Combat)Yes
    Charges Energy Mid-air (Out of Combat)Yes
    No Gravity Using AbilitiesNo
    BOOST
    Energy Cost33.3
    Vertical Speed30|25|25 (Stage 1 | 2 | 3)
    Vertical (from ground)30|28|28 (Stage 1 | 2 | 3)
    Horizontal Speed30|25|25 (Stage 1 | 2 | 3)
    Upward Angle25°|18°|18° (Stage 1 | 2 | 3)
    PHYSICS
    Drag Coefficient1.5
    Extra Drag (ceiling)5
    Extra Lateral Drag1
    Gravity Growth Rate2
    Gravity Growth (Still)1
    Gravity Growth (Combat)0.5
    Gravity Growth (Still, Combat)0.5
    Extra Gravity (Tranquilized)5
    Extra Gravity (Stasis)8|6|6 (Stage 1 | 2 | 3)
    Gravity Delay After Boost2s
    Air Time Before Gravity2s
    Descent Acceleration15
    Descent Maximum Speed30
    Monster
    WRAITH
    Wraith is a deadly assassin with high damage output but low health and armor. Isolation increases melee damage dealt to hunters who are alone near her. Warp Blast and Supernova are her primary damage dealers while Abduction and Phantom are great for advanced tactics.
    Skins
    GENERAL
    Health7,200|10,400|13,000
    Stage 1|2|3
    Armor4,250|4,250|4,250
    Stage 1|2|3
    Feeding Speed0.36
    CONTEXTUAL COMBAT
    Heavy Melee Damage225
    Light Melee Damage90
    MOVEMENT
    Climb Speed×1
    Run Speed4 m/s
    Sprint Speed7.5|5.5 m/s
    Standing|Crouching
    Warp Blast
    Ability 1
    Warp Blast
    Warp forward and explodes for massive damage.
    • Range of 28|28|36 meters
    • Out-of-Combat Cooldown of 27.5 seconds
    • In-Combat Cooldown of 8|6|6 seconds

    Warp Blast Explosion

    • Minimum Explosion Radius of 7|9|9 meters
    • Maximum Explosion Radius of 7|9|9 meters
    • Damage of 517|517|568
    Abduction
    Ability 2
    Abduction
    Warp forward to snatch any enemy caught in your path, pull them back to your original location, then slam them to the ground.
    • Range of 50|55|60 meters
    • Cooldown of 8|6|6 seconds

    Grab

    On a successful grab, the grabbed target is pulled back to the ability's original cast location and dealt a burst of damage upon being released.

    • Damage of 500|500|550
    • Abduction Speed of 60
    • Grab Radius of 3.25 meters
    Phantom
    Ability 3
    Phantom
    Summon a high damage phantom to wait for hunters to approach or attack designated targets.
    • Duration of 14|14|18 seconds
    • Cooldown of 12|10|10 seconds
    • Decoy Health of 700|800|800
    The decoy has a 0|0|10% increase in its damage output while it is alive.
    Supernova
    Ability 4
    Supernova
    Shroud yourself with energy that increases your attack speed for a short time.
    • Cooldown of 12|10|10 seconds
    • Max Hits of 3

    Super Nova Cloud

    • Duration of 4|5|6 seconds

    While inside Super Nova, Wraith's melee damage per swing is adjusted to 70, and gains 0|0|10% melee damage increase.

    Wraith
    PASSIVE
    Isolation
    Marks Hunters who are alone near Wraith. Her next hit on a marked Hunter deals bonus damage and removes the mark.
    • Wraith must be within 25 meters of the Hunter to apply a mark
    • The Hunter must be 25 meters away from teammates
    • Effect Radius of 60 meters
    • Apply Delay of 4 seconds
    • Reapply Time of 4 seconds
    • Mark Duration of 40 seconds
    • Maximum of 3 marks
    • Bonus Damage of 100 on the next hit
    Wraith Traversal
    Traversal › Warp

    Traverses the environment by warping in the aimed direction. Each warp teleports the Wraith instantly in any chosen direction, rather than through continuous movement. Three stamina bars allow up to three warps in succession, each recharging over time. The Wraith can climb almost any surface.

    Traversal Cooldown13s out of combat · 13s in combat
    ENERGY
    Energy Cost30
    stamina spent per warp
    Recharge Delay0s
    before stamina begins refilling
    Monster
    BEHEMOTH
    Behemoth’s limited mobility is countered by his ability to control the movement of his enemies. Living Fortress grants Behemoth passive damage resistance against burst damage. Rock Wall blocks paths while Tongue Grab brings enemies into close combat. Fissure can climb surfaces or drop off ledges and Lava Bomb turns large areas into scorching lava pools.
    Skins
    GENERAL
    Health11,000|18,000|22,500
    Stage 1|2|3
    Armor5,000|5,000|5,000
    Stage 1|2|3
    Feeding Speed0.36
    CONTEXTUAL COMBAT
    Heavy Melee Damage235
    Light Melee Damage100
    MOVEMENT
    Climb Speed×1
    Run Speed4 m/s
    Sprint Speed7.5|5.5 m/s
    Standing|Crouching (crouch by stage)
    Lava Bomb
    Ability 1
    Lava Bomb
    Launches a ball of magma that explodes on impact. The explosion creates lava pools that burn enemies.
    • Cooldown of 9|7|7 seconds
    • Time before firing of 1.35|1.35|1.35
    • Time until locked in 0.85|0.85|0.85

    Main Projectile

    • Impact damage of 432|432|475
    • Explosion Radius of 7|8|9 meters
    • Knockdown Magnitude of 10|11|12
    Tongue Grab
    Ability 2
    Tongue Grab
    Whip your tongue at your enemy pulling them toward you. Aim carefully!
    • Range of 31|39|47 meters
    • Damage of 432|432|475
    • Cooldown of 10|8|8 seconds
    • Minimum Collision Radius of 2
    • Maximum Collision Radius of 4

    Hunters are not able to move or use their jetpack for 1.25 seconds after getting Tongue Grabbed.

    Fissure
    Ability 3
    Fissure
    Fires a damaging wave of energy in a straight line across the ground.
    • Cooldown of 9|7|7 seconds
    • Wave speed of 36|36|36
    • Time between each wave rising of 0.24|0.2|0.16 seconds
    • Damage of 432|432|475
    • Fissure Width of 15 meters
    Rock Wall
    Ability 4
    Rock Wall
    Large stone slabs erupt from the ground, forming a giant wall of rock. The wall crumbles after a short time.

    When cast, slabs spawn beneath Behemoth before travelling to the target location, where they then rise from the ground.

    • Cooldown of 5.5|3.5|3.5 seconds
    • Slab travel speed of 60|60|60
    • Maximum placement distance of 60 |60 |60 meters
    • Minimum placement distance of 2|2|2 meters
    • Time for slabs to rise into wall of 1|1|1 second
    • Wall duration of 3.5 |3.5 |3.5 seconds
    • Damage of 380|380|418
    • Knockback Magnitude of 7|7|7
    • Knockback radius per pillar of 3.1|3.1|3.1 meters

    Slab Pairs

    • Pairs of slabs spawned of 3|4|5
    • Slab spawn angle of 5|5|5 degrees
    • Slab radius of 50|50|50 meters
    Behemoth
    PASSIVE
    Living Fortress
    Taking damage builds stacks of damage reduction.
    • Gains 1 stack for every 65 damage taken
    • Each stack decays at 75 damage per second
    • Damage Reduction of +3% per stack
    • Stack last for a duration of 6 seconds
    • Maximum of 15 stacks (45% Damage Reduction)
    Behemoth Traversal
    Traversal › Roll

    Traverses the environment by rolling in the aimed direction. The Behemoth cannot fly or leap, so rolling is its only way to cover ground. The roll starts slow and builds speed the longer it continues, accelerating up to its top speed. The roll deals damage to anything it runs into and draws from a single continuous stamina bar that drains while in roll form. The Behemoth can climb almost any surface.

    Traversal Cooldown20s out of combat · 20s in combat
    MOVEMENT
    Acceleration10
    Acceleration Below Minimum Speed22
    Acceleration While Repulsed10
    Speed Multiplier×2
    Gravity55
    Drag Factor0.95
    Angle to Stop22.5°
    ENERGY
    Energy Cost6 / sec
    drained continuously while in roll form
    Initial Energy10
    consumed up front on entering roll
    Energy to Start20
    stamina needed to enter roll
    Recharge Delay0s
    RESISTANCE
    Harpoon Resistance0.2
    Repulser Resistance0.3
    Damage Reduction (rolling)+25%
    COMBAT
    Roll Damage140
    Minimum Re-hit Interval1.25s
    STAGE 1
    Top Speed17.5
    Minimum Speed8
    STAGE 2
    Top Speed17.5
    Minimum Speed8
    STAGE 3
    Top Speed17.5
    Minimum Speed8
    Monster
    GLACIAL BEHEMOTH
    Glacial Behemoth specializes in zone control and applying debuffs to his enemies. Killing Frost slows hunter reload and swap speed while Deep Freeze and Frozen Monolith slows hunter movement speed. Ice Spear helps control the position of hunters by knocking them into other abilities or pinning a hunter for an easy follow up.
    Skins
    GENERAL
    Health11,000|18,000|22,500
    Stage 1|2|3
    Armor5,000|5,000|5,000
    Stage 1|2|3
    Feeding Speed0.36
    CONTEXTUAL COMBAT
    Heavy Melee Damage235
    Light Melee Damage100
    MOVEMENT
    Climb Speed×1
    Run Speed4 m/s
    Sprint Speed7.5|5.5 m/s
    Standing|Crouching (crouch by stage)
    Killing Frost
    Ability 1
    Killing Frost
    Launch a ball of ice that explodes, creating frost. Frost slows reload and swap speed while dealing damage.
    • Velocity of 28
    • Range of 80 meters
    • Cooldown of 9|7|7 seconds
    • Time before firing of 1.35|1.35|1.35
    • Time until locked in 1|1|1

    Main Projectile

    • Impact damage of 200|200|220
    • Explosion Radius of 7|8|9 meters

    The explosion leaves a patch of frost on the ground that damages and debuffs hunters standing in it.

    Frost

    • Radius of 15|18|18 meters
    • Damage of 90|90|100 per second
    • Update Tick Frequency of 0.2
    • Lifetime of 6|8|8 seconds
    • Reload Speed of −20%
    • Weapon Switch Speed of −20%
    • Beam Weapon Recharge Rate of −20%
    Ice Spear
    Ability 2
    Ice Spear
    Lash your tongue out stabbing it's target. If the target collides with a wall they will be pinned for a short duration.
    • Range of 30|36|42 meters
    • Cooldown of 8|6|6 seconds
    • Minimum Collision Radius of 2
    • Maximum Collision Radius of 3
    • Damage of 432|432|475
    • Pin duration of 3 seconds
    Frozen Monolith
    Ability 3
    Frozen Monolith
    A frozen pillar erupts from the ground dealing damage and summoning a blizzard. The blizzard slows and deals damage.

    When cast, the slab spawns beneath Glacial Behemoth before travelling to the target location, where it then rises from the ground.

    • Cooldown of 7.5|5.5|5.5 seconds
    • Slab travel speed of 17
    • Maximum placement distance of 60 meters
    • Minimum placement distance of 2 meters
    • Time for the monolith to rise of 1 second
    • Monolith duration of 4.5 seconds

    Monolith

    • Pairs of slabs spawned of 1
    • Slab spawn angle of 0 degrees
    • Slab radius of 14|14|16 meters
    • Knockback radius per pillar of 3.1 meters
    • Knockback Magnitude of 7
    • Damage of 380|380|418

    Blizzard

    • Radius of 18|20|22 meters
    • Damage of 90|90|100 per second
    • Update Tick Frequency of 0.2
    • Movement Speed Slow of -30%|-30%|-30%
    Deep Freeze
    Ability 4
    Deep Freeze
    Fire out a wave of ice in a straight line with every melee, dealing damage and slowing movement speed.
    • Cooldown of 8|6|6 seconds
    • Wave speed of 36
    • Time between each wave rising of 0.24|0.2|0.16 seconds
    • Damage of 100|100|110
    • Movement Speed Slow of −20%
    • Fissure Width of 3 meters
    Glacial Behemoth
    PASSIVE
    Living Fortress
    Start with full damage reduction stacks, lose stacks the more damage is taken.
    • Permanent Damage Reduction of +60%
    • Loses 1 stack of armor for every 90 damage taken
    • Each stack decays at 20 damage per second
    • Damage Reduction of -4% per stack
    • Stack last for a duration of 7 seconds
    • Maximum of 15 stacks (armor fully broken)
    Glacial Behemoth Traversal
    Traversal › Roll

    Traverses the environment by rolling in the aimed direction. The Glacial Behemoth cannot fly or leap, so rolling is its only way to cover ground. The roll starts slow and builds speed the longer it continues, accelerating up to its top speed. The roll deals damage to anything it runs into and draws from a single continuous stamina bar that drains while in roll form. The Glacial Behemoth can climb almost any surface.

    Traversal Cooldown20s out of combat · 20s in combat
    MOVEMENT
    Acceleration10
    Acceleration Below Minimum Speed22
    Acceleration While Repulsed10
    Speed Multiplier×2
    Gravity55
    Drag Factor0.95
    Angle to Stop22.5°
    ENERGY
    Energy Cost6 / sec
    drained continuously while in roll form
    Initial Energy10
    consumed up front on entering roll
    Energy to Start20
    stamina needed to enter roll
    Recharge Delay0s
    RESISTANCE
    Harpoon Resistance0.2
    Repulser Resistance0.3
    Damage Reduction (rolling)+25%
    COMBAT
    Roll Damage140
    Minimum Re-hit Interval1.25s
    STAGE 1
    Top Speed17.5
    Minimum Speed8
    STAGE 2
    Top Speed17.5
    Minimum Speed8
    STAGE 3
    Top Speed17.5
    Minimum Speed8
    Monster
    GORGON
    Gorgon wears her opponents down over time. Web Snare damages and slows opponents while Acid Spit stacks on the hurt. Her Spider Trap distracts and carries opponents away while Mimic acts like a remote control bomb.
    Skins
    GENERAL
    Health7,000|10,450|13,500
    Stage 1|2|3
    Armor4,250|4,250|4,250
    Stage 1|2|3
    Feeding Speed0.36
    CONTEXTUAL COMBAT
    Heavy Melee Damage225
    Light Melee Damage90
    MOVEMENT
    Climb Speed×1
    Run Speed4 m/s
    Sprint Speed7.5|5.5 m/s
    Standing|Crouching
    Web Snare
    Ability 1
    Web Snare
    Fires a large sticky web that slows your enemies and does damage over time.
    • Effect Radius of 4|6|6 meters
    • Effect Length of 2|4|4
    • Projectile Speed of 26|26|30
    • Cooldown of 8|6|6 seconds

    Web Snare DOT

    • Damage of 200|200|220 per second
    • Update Tick Frequency of 0.5
    • Duration of 2 seconds
    • Jump Height Reduction of -80%|-80% |-80%
    • Jetpack Strength Reduction of -50% |-50% |-50%
    • Jetpack Thrust Reduction of -25% |-25% |-25%
    Spider Trap
    Ability 2
    Spider Trap
    Places a spider on the ground that leaps up and grabs nearby Hunters.
    • Stalk Range of 16 meters
    • Spider Trap Health of 100|125|150
    • Maximum of 1 Spider Traps in the world
    • Arm Time of 1 seconds
    • Cooldown of 8|6|6 seconds

    Spider Grab

    • Initial Grapple Damage of 332|332|365
    • Grapple Damage of 133|133|147 per second
    • Maximum Grapple Duration of 3 seconds
    • Throw Range of 50 meters
    Acid Spit
    Ability 3
    Acid Spit
    Spray acid at enemies leaving pools on the ground. Enemies standing in the acid take damage.
    • Direct Damage of 36|36|39 per tick
    • Attack Tick Rate of 0.2
    • Range of 20|30|30 meters
    • Minimum Radius of 1.5|1.8|2.3 meters
    • Angle of 15°
    • Spray Duration of 2 seconds
    • Cooldown of 10|8|8 seconds

    Acid Pool

    • Radius of 3|3|5 meters
    • Lifetime of 3 seconds

    Acid Pool DOT

    • Damage of 100|100|110 per second
    • Update Tick Frequency of 0.2
    Mimic
    Ability 4
    Mimic
    Summons a husk that moves and attack Hunters. The Mimic will die without dealing explosive damage if you take damage.
    • Mimic Health of 380|450|450
    • Mimic Health Decay of 32| 32| 32
    • Mimic Break Damage of 1200| 1200|1200
    • Explosion Damage of 332|332|365
    • Knockdown Magnitude of 16|16|18
    • Explosion Radius of 7|7|9 meters
    • Explosion Activation Delay of 1 seconds
    • Cooldown of 9|7|7 seconds

    Mimic Burn DOT

    • Damage of 70|70|77 per second
    • Update Tick Frequency of 1.0
    • Duration of 6 seconds
    Gorgon Traversal
    Traversal › Web Sling

    Traverses the environment by web-slinging in the aimed direction. Each sling launches the Gorgon toward the crosshair, covering ground or pulling it onto walls. From a wall cling, the Gorgon can pounce, dealing more damage the farther it travels. Three stamina bars allow up to three slings in succession, each recharging over time. The Gorgon can climb almost any surface.

    Traversal Cooldown18s out of combat · 18s in combat
    SLING
    Sling Jump Velocity12
    Sling Jump Time0.5
    Sling Minimum Yank Time0.5
    Sling Maximum Yank Time0.75
    LEAP ARC
    Leap Takeoff Speed16
    Leap Gravity60
    Leap Takeoff Angle0
    Leap Takeoff Minimum Angle0
    Leap Takeoff Maximum Angle40
    ENERGY
    Movement Energy Cost33
    Minimum Movement Energy Cost10
    Recharge Delay2s
    WALL POUNCE
    Wall Pounce Range5 / 6 / 7
    stage 1 / 2 / 3
    Minimum Pounce Damage150
    Maximum Pounce Damage300
    more damage the farther the pounce
    Assault
    MARKOV
    Markov is a reliable assault who works well in most situations. His Lightning Gun snaps to nearby targets making it easy to aim while his Assault Rifle is good for long range. When it’s time to defend an area, Arc Mines can be deployed for defense.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Lightning Gun
    Primary
    Lightning Gun
    Fires a beam of lightning at enemies that arcs to additional enemies near the primary target. Secondary targets take less damage than the primary target.
    • Main Beam Damage of 180 per second
    • Update Tick Frequency of 0.2
    • Chain Beam Damage of 50 per second
    • Update Tick Frequency of 0.2
    • Main Beam Range of 27 meters
    • Child Beam Range of 10 meters
    • Acquire Angle of 18°
    • Maintain Angle of 28°
    • Maximum Chain Beams of 2
    • Ammo Capacity of 100
    • Minimum Ammo to Fire of 10
    • Reload Time of 7.5 seconds
    • Reload Delay of 1 second when not fully emptied
    • Reload Delay of 1 second when fully emptied
    Assault Rifle
    Secondary
    Assault Rifle
    A general assault rifle good for attacking enemies beyond the range of your Lightning Gun.
    • Damage of 18 per bullet
    • Ammo Capacity of 48
    • Rate of Fire of 480
    • Reload Time of 2.25 seconds
    Spread

    Hip Fire

    • Minimum Spread of 1
    • Maximum Spread of 3
    • Attack Spread of 1.5 per shot
    • Spread Decay of 0.7
    • Movement Spread of ×0.1
    • Rotation Spread of ×0.1
    • Jump Spread of ×2
    • Jetpack Spread of ×2

    Aim Down Sights

    • Minimum Spread Modifier of ×0.35
    • Maximum Spread Modifier of ×0.35
    • Attack Spread Modifier of ×1
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×1
    • Rotation Spread Modifier of ×1.5
    • Jump Spread Modifier of ×1
    Arc Mines
    Special Ability
    Arc Mines
    Plants a mine that arms after a few moments. Enemies entering its radius take explosive damage.
    • Damage of 560 per explosion
    • Explosion Radius of 8 meters
    • Trigger Radius of 4.9 meters
    • Arc Mine Health of 25
    • Maximum of 3 Arc Mines in the world
    • Arm Time of 5 seconds

    Deployment

    • Toss Distance of 7 meters
    • Minimum Spacing of 5.2 meters between mines
    • Toss Duration of 0.37 seconds
    • Reload Time of 1.11 seconds
    • Reload Delay of 0.6 seconds
    Defense Matrix
    Class Ability
    Defense Matrix
    Projects a Defensive Matrix over you, blocking a percentage of incoming damage. The Matrix will last for a set amount of time before going on cooldown.
    • Damage Reduction of 65%
    • Active Duration of 10 seconds
    • Cooldown of 30 seconds
    Assault
    BLITZ MARKOV
    Blitz Markov may be difficult to master but he has high damage potential. Positioning and timing are key. The Tesla Gun’s damage increases the longer the beam remains unbroken. Tesla Mines increase damage the longer they stay on the field and the Assault Rifle has a small clip but high fire rate.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Tesla Gun
    Primary
    Tesla Gun
    Fires a bolt of electricity that increases in damage the longer you keep it on your enemy. Each time the beam changes color the damage increases.
    • Range of 23 meters
    • Acquire Angle of 18°
    • Maintain Angle of 32°
    • Ammo Capacity of 100
    • Minimum Ammo to Fire of 10
    • Time to progress through each beam of 1.5 seconds
    • Reload Time of 6 seconds
    • Reload Delay of 1 second when not fully emptied
    • Reload Delay of 1 second when fully emptied

    Blue beam

    • Damage of 140 per second
    • Update Tick Frequency of 0.2

    Purple beam

    • Damage of 165 per second
    • Update Tick Frequency of 0.2

    Red beam

    • Damage of 250 per second
    • Update Tick Frequency of 0.2

    Gold beam

    • Damage of 275 per second
    • Update Tick Frequency of 0.2
    Assault Rifle
    Secondary
    Assault Rifle
    A quick-firing assault rifle with a small clip.
    • Damage of 14 per bullet
    • Ammo Capacity of 25
    • Rate of Fire of 540
    • Reload Time of 2 seconds
    Spread

    Hip Fire

    • Minimum Spread of 1
    • Maximum Spread of 3.6
    • Attack Spread of 1.5 per shot
    • Spread Decay of 0.7
    • Movement Spread of ×0.1
    • Rotation Spread of ×0.1
    • Jump Spread of ×2
    • Jetpack Spread of ×2

    Aim Down Sights

    • Minimum Spread Modifier of ×0.35
    • Maximum Spread Modifier of ×0.35
    • Attack Spread Modifier of ×1
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×1
    • Rotation Spread Modifier of ×1.5
    • Jump Spread Modifier of ×1
    Tesla Mine
    Special Ability
    Tesla Mine
    Plants a mine that charges over time to increase its explosive damage.

    The mine progresses through four colors — blue, purple, red, and gold — with each stage dealing increased damage and expanding its trigger radius.

    Plants a mine that charges over time to increase its explosive damage.
    • Explosion Radius of 8 meters
    • Tesla Mine Health of 25
    • Maximum of 3 Tesla Mine in the world
    • Arm Time of 4 seconds

    Deployment

    • Toss Distance of 7 meters
    • Minimum Spacing of 5.2 meters between mines
    • Toss Duration of 0.37 seconds
    • Reload Time of 1.11 seconds
    • Reload Delay of 0.6 seconds

    Blue mine

    • Damage of 300 per explosion
    • Trigger Radius of 4.9 meters

    Purple mine

    • Damage of 450 per explosion
    • Trigger Radius of 4.9 meters

    Red mine

    • Damage of 600 per explosion
    • Trigger Radius of 4.9 meters

    Gold mine

    • Damage of 750 per explosion
    • Trigger Radius of 4.9 meters
    Defense Matrix
    Class Ability
    Defense Matrix
    Projects a Defensive Matrix over you, blocking a percentage of incoming damage. The Matrix will last for a set amount of time before going on cooldown.
    • Damage Reduction of 65%
    • Active Duration of 10 seconds
    • Cooldown of 30 seconds
    Assault
    HYDE
    Hyde is a mid-range assault. His Flamethrower is incredibly powerful in close quarters. The Minigun performs well on weak spots and distant targets while his Toxic Grenades stack on the damage and chase the Monster away from protected areas.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Flamethrower
    Primary
    Flamethrower
    Hurl fire at your enemies! Ignites everyone in your path, inflicting burn damage over time.

    Direct Damage

    • Damage of 32 per tick
    • Attack Tick Rate of 0.2
    • Range of 16.5 meters
    • Ammo Capacity of 100
    • Reload Time of 3.3 seconds

    Also applies a burn whenever an instance of direct damage is dealt.

    Flamethrower Burn DOT

    • Damage of 20 per second
    • Update Tick Frequency of 1.0
    • Duration of 6 seconds
    Minigun
    Secondary
    Minigun
    A fast-firing, low-accuracy minigun. Best used when the Monster is out of range of your Flamethrower.
    • Damage of 18 per bullet
    • Ammo Capacity of 80
    • Rate of Fire of 400
    • Reload Time of 2.93 seconds
    Spread

    Hip Fire

    • Minimum Spread of 0.9
    • Maximum Spread of 5.4
    • Attack Spread of 2 per shot
    • Spread Decay of 2
    • Movement Spread of ×0.25
    • Rotation Spread of ×0.1
    • Jump Spread of ×1
    • Jetpack Spread of ×1.3
    • Cooldown Time of 0.1 seconds
    • Decay During Cooldown of 0.5

    Aim Down Sights

    • Minimum Spread Modifier of ×0.3
    • Maximum Spread Modifier of ×0.65
    • Attack Spread Modifier of ×0.55
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×1
    • Rotation Spread Modifier of ×1
    • Jump Spread Modifier of ×1
    Toxic Grenades
    Special Ability
    Toxic Grenades
    A grenade that explodes into a poisonous cloud. Enemies in the cloud take damage over time.
    • Monster Trigger Distance of 5 meters
    • Reload Time of 13 seconds

    Poison Cloud DOT

    • Damage of 111 per second
    • Update Tick Frequency of 1.0
    • Radius of 10 meters
    • Cloud Duration of 6 seconds
    • Damage of 50 to deployables in the cloud
    • Direct Damage of 2 to Monsters in the cloud
    Defense Matrix
    Class Ability
    Defense Matrix
    Projects a Defensive Matrix over you, blocking a percentage of incoming damage. The Matrix will last for a set amount of time before going on cooldown.
    • Damage Reduction of 65%
    • Active Duration of 10 seconds
    • Cooldown of 30 seconds
    Assault
    PARNELL
    Parnell manages distance and timing to reach full potential. The Combat Shotgun works at close range while the Multifire Rocket Launcher is his fallback for long range. The Super Soldier ability drastically increases the fire rate of both at the cost of some of Parnell’s own health.
    Parnell
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Combat Shotgun
    Primary
    Combat Shotgun
    A fast-firing shotgun that deals massive damage.
    • Damage of 10 per pellet
    • Pellet count of 8 per shot
    • Ammo Capacity of 10
    • Rate of Fire of 170
    • Reload Time of 2.75 seconds
    Spread

    Hip Fire

    • Minimum Spread of 10
    • Maximum Spread of 10
    • Attack Spread of 10 per shot
    • Spread Decay of 10
    • Movement Spread of ×1
    • Rotation Spread of ×1
    • Jump Spread of ×1
    • Jetpack Spread of ×1

    Aim Down Sights

    • Minimum Spread Modifier of ×1
    • Maximum Spread Modifier of ×1
    • Attack Spread Modifier of ×1
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×1
    • Rotation Spread Modifier of ×1
    • Jump Spread Modifier of ×1
    Multifire Rocket Launcher
    Secondary
    Multifire Rocket Launcher
    Quickly fires an explosive rocket.
    • Damage of 83 per rocket
    • Minimum Radius of 4 meters
    • Maximum Radius of 7 meters
    • Ammo Capacity of 5
    • Rate of Fire of 100
    • Reload Time of 2.45 seconds
    Spread

    Hip Fire

    • Minimum Spread of 1
    • Maximum Spread of 2
    • Attack Spread of 8 per shot
    • Spread Decay of 0.8
    • Movement Spread of ×0.25
    • Rotation Spread of ×0.35
    • Jump Spread of ×1.3
    • Jetpack Spread of ×1.6

    Aim Down Sights

    • Minimum Spread Modifier of ×0.0001
    • Maximum Spread Modifier of ×0.1
    • Attack Spread Modifier of ×1
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×1
    • Rotation Spread Modifier of ×1
    • Jump Spread Modifier of ×1
    Super Soldier
    Special Ability
    Super Soldier
    Sacrifice health to increase your rate of fire and movement speed for a short time.
    • Active Duration of 13 seconds
    • Cooldown of 30 seconds

    On Activation:

    • Deals damage of 135 to himself. This damage is not lethal.
    • Rate of Fire of +80%
    • Sprint Speed of +30%
    • Run Speed of +30%
    • Reload Speed of +67%
    • Jump Height of +300%
    • Self-damage cannot reduce health below 1%
    Defense Matrix
    Class Ability
    Defense Matrix
    Projects a Defensive Matrix over you, blocking a percentage of incoming damage. The Matrix will last for a set amount of time before going on cooldown.
    • Damage Reduction of 65%
    • Active Duration of 10 seconds
    • Cooldown of 30 seconds
    Assault
    TORVALD
    Torvald is damage. At short range, Shrapnel Grenades pepper the target with weak spots that his Autofire Shotgun loves to chew up. At long range, his Mortar Cannon goes to work with an explosive barrage.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Autofire Shotgun
    Primary
    Autofire Shotgun
    Fires several rapid shots with one trigger pull.
    • Damage of 11 per pellet
    • Pellet count of 6 per shot
    • Ammo Capacity of 8
    • Rate of Fire of 400
    • Reload Time of 2 seconds
    Spread

    Hip Fire

    • Minimum Spread of 7
    • Maximum Spread of 7
    • Attack Spread of 4 per shot
    • Spread Decay of 10
    • Movement Spread of ×1
    • Rotation Spread of ×1
    • Jump Spread of ×1
    • Jetpack Spread of ×1

    Aim Down Sights

    • Minimum Spread Modifier of ×0.75
    • Maximum Spread Modifier of ×0.75
    • Attack Spread Modifier of ×1
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×1
    • Rotation Spread Modifier of ×1
    • Jump Spread Modifier of ×1
    Mortar Cannon
    Secondary
    Mortar Cannon
    Fires multiple explosive mortar shells in an arc.
    • Damage of 175 per mortar
    • Minimum Radius of 4 meters
    • Maximum Radius of 7 meters
    • Ammo Capacity of 6
    • Rate of Fire of 300
    • Reload Time of 7.23 seconds
    • Reload Delay of 1 second when not fully emptied
    • Reload Delay of 1 second when fully emptied

    Targeting

    • Minimum Range of 8 meters
    • Maximum Range of 60 meters
    • Spread Radius of 3 meters
    • Launch Angle of 45° to 70°
    Shrapnel Grenade
    Special Ability
    Shrapnel Grenade
    This grenade explodes, leaving small weak points on enemies. Allies who hit the weak points do bonus damage.
    • Damage of 20 to the Monster
    • Minimum Radius of 7 meters
    • Maximum Radius of 8 meters

    Weakspots

    • Applies 2 to 10 weakspots on the Monster
    • Weakspots amplify damage by ×1.42
    • Weakspot Duration of 15 seconds
    Defense Matrix
    Class Ability
    Defense Matrix
    Projects a Defensive Matrix over you, blocking a percentage of incoming damage. The Matrix will last for a set amount of time before going on cooldown.
    • Damage Reduction of 65%
    • Active Duration of 10 seconds
    • Cooldown of 30 seconds
    Assault
    LENNOX
    Lennox cannot be ignored. Uninterrupted Plasma Lance strikes multiply in damage each time they connect while her Thunder Strike is great for covering ground if a Monster tries to flee. The Autocannon is used for long range and air targets.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Plasma Lance
    Primary
    Plasma Lance
    A powerful melee attack that builds a damage multiplier with each hit. The multiplier resets when you miss, take damage, or the timer runs out.
    • The Plasma Lance builds up to 4 stacks total.
    • Range of 11 meters
    • Combo Timer of 3 seconds
    • Swing Time of 1.2 seconds on hit
    • Swing Time of 0.8 seconds on a miss
    • Swing Windup of 0.4 seconds
    • Swing Strike of 0.2 seconds
    • Swing Recovery of 0.6 seconds on hit
    • Swing Recovery of 0.2 seconds on a miss
    Stack x1 deals 115 damageStack x2 deals 165 damageStack x3 deals 215 damageStack x4 deals 265 damage
    Autocannon
    Secondary
    Autocannon
    A long distance cannon with a moderate rate of fire.
    • Damage of 32 per bullet
    • Ammo Capacity of 100
    • Rate of Fire of 300
    • Reload Time of 4 seconds
    Spread

    Hip Fire

    • Minimum Spread of 0.765
    • Maximum Spread of 2.4
    • Attack Spread of 1.5 per shot
    • Spread Decay of 0.9
    • Movement Spread of ×0.25
    • Rotation Spread of ×1
    • Jump Spread of ×1
    • Jetpack Spread of ×1

    Aim Down Sights

    • Minimum Spread Modifier of ×1
    • Maximum Spread Modifier of ×1
    • Attack Spread Modifier of ×1
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×1
    • Rotation Spread Modifier of ×1
    • Jump Spread Modifier of ×1
    • Explosion Radius of 3 meters
    Thunder Strike
    Special Ability
    Thunder Strike
    Leap into the air then slam into the ground causing damage to nearby enemies.
    • Reload Time of 18 seconds

    Launching

    • Range of 110 meters
    • Takeoff Angle of 50°
    • Maximum Angle Offset of 80°
    • Takeoff Speed of 24
    • Can launch in midair

    Landing

    • Damage of 480 upon landing
    • Radius of 8.5 meters
    Defense Matrix
    Class Ability
    Defense Matrix
    Projects a Defensive Matrix over you, blocking a percentage of incoming damage. The Matrix will last for a set amount of time before going on cooldown.
    • Damage Reduction of 65%
    • Active Duration of 10 seconds
    • Cooldown of 30 seconds
    Medic
    VAL
    Val’s MedGun is easy to use but the rest of her kit takes time to master. The Armor-Piercing Sniper Rifle places weak spots on the Monster for teammates to shoot. The Tranquilizer Gun outlines and slows the target. Heal Burst gives that extra bit of healing when needed most.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Armor-Piercing Sniper Rifle
    Primary
    Armor-Piercing Sniper Rifle
    Fires a single round that penetrates the Monster’s hide, leaving a large weak point. Allies who hit the weak points do bonus damage to the Monster.
    • Damage of 108 per bullet
    • Amplifies the damage of bullets that land on the weak point by ×1.35
    • Ammo Capacity of 1
    • Rate of Fire of 240
    • Reload Time of 1.45 seconds
    • Weak Point Duration of 15 seconds
    Spread

    Hip Fire

    • Minimum Spread of 1
    • Maximum Spread of 15
    • Attack Spread of 5 per shot
    • Spread Decay of 1
    • Movement Spread of ×1
    • Rotation Spread of ×2
    • Jump Spread of ×1
    • Jetpack Spread of ×1

    Aim Down Sights

    • Minimum Spread Modifier of ×0
    • Maximum Spread Modifier of ×1
    • Attack Spread Modifier of ×0
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×0
    • Rotation Spread Modifier of ×0
    • Jump Spread Modifier of ×1
    • Weak Point Radius of 0.7 meters
    MedGun
    Secondary
    MedGun
    Fires a beam that heals allies from a distance. Energy recharges over time.
    • Normal Healing for teammates of 115 per second
    • Update Tick Frequency of 2.0
    • Incapacitated Healing for teammates of 175 per second
    • Update Tick Frequency of 2.0
    • Beam Range of 60 meters
    • Ammo Capacity of 110
    • Reload Time of 4.07 seconds
    • Reload Delay of 1 second when not fully emptied
    • Reload Delay of 1 second when fully emptied
    • Acquire Lock Angle of 20°
    • Maintain Lock Angle of 55°
    Tranquilizer Gun
    Special Ability
    Tranquilizer Gun
    Fires a dart at the target, outlining it for your allies. Enemies hit by the dart are slowed.
    • Movement Speed Reduction of −30%
    • Highlights any target the dart hits, visible through terrain
    • Effect Duration of 6.6 seconds
    • Ammo Capacity of 3
    • Rate of Fire of 70
    • Reload Time of 2.71 seconds
    Spread

    Hip Fire

    • Minimum Spread of 1
    • Maximum Spread of 8
    • Attack Spread of 3 per shot
    • Spread Decay of 1
    • Movement Spread of ×0.3
    • Rotation Spread of ×1
    • Jump Spread of ×1
    • Jetpack Spread of ×1

    Aim Down Sights

    • Minimum Spread Modifier of ×0
    • Maximum Spread Modifier of ×1
    • Attack Spread Modifier of ×0
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×0
    • Rotation Spread Modifier of ×0
    • Jump Spread Modifier of ×1
    Healing Burst
    Class Ability
    Healing Burst
    Activate to heal allies in a small radius around you.
    • Normal Healing for teammates of 307
    • Incapacitated Healing for teammates of 300
    • Normal Healing for self of 625
    • Radius of 30 meters
    • Duration of 0.5 seconds
    • Cooldown of 12 seconds
    Medic
    ROGUE VAL
    Rogue Val’s Chain MedGun can heal multiple targets. The Healing Field passively regenerates nearby teammates’ health, but when triggered it heals only Val. The semi-automatic Sniper Rifle is her primary damage dealer and the Poison Dart Gun outlines and poisons the target.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Sniper Rifle
    Primary
    Sniper Rifle
    A high-capacity magazine allows rapid-fire shooting for increased damage.
    • Damage of 59 per bullet
    • Ammo Capacity of 3
    • Rate of Fire of 250
    • Reload Time of 1.45 seconds
    • Minimum Spread of 1
    • Maximum Spread of 15
    • Attack Spread of 5 per shot
    • Spread Decay of 1
    • Movement Spread of ×1
    • Rotation Spread of ×2
    • Jump Spread of ×1
    • Jetpack Spread of ×1
    • Minimum Spread Modifier of ×0
    • Maximum Spread Modifier of ×1
    • Attack Spread Modifier of ×0
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×0
    • Rotation Spread Modifier of ×0
    • Jump Spread Modifier of ×1
    Chain MedGun
    Secondary
    Chain MedGun
    The MedGun healing beam chains to nearby allies! Secondary targets receive less healing than the primary target.

    Charge

    • Below full strength the beam applies no healing
    • Effect Tick Frequency of 0.1

    Heal over Time

    • Normal Healing of 75 per second for the primary target
    • Normal Healing of 40 per second for chained teammates
    • Update Tick Frequency of 1.0
    • Incapacitated Healing of 75 per second for the primary target
    • Incapacitated Healing of 40 per second for chained teammates
    • Update Tick Frequency of 1.0
    • Heal Duration of 0.2 seconds

    Beam

    • Main Beam Range of 30 meters
    • Chain Link Range of 15 meters
    • Maximum of 3 Chain Links
    • Chain Levels of 1
    • Acquire Lock Angle of 20°
    • Maintain Lock Angle of 55°

    Ammo

    • Ammo Capacity of 110
    • Minimum Ammo to Fire of 10
    • Reload Time of 7 seconds
    • Reload Delay of 1 second when not fully emptied
    • Reload Delay of 1 second when fully emptied
    Poison Dart Gun
    Special Ability
    Poison Dart Gun
    Fires a dart at the target, outlining it for your allies. Enemies hit by the dart take poison damage over time.

    On Allies

    On the Monster

    • Damage of 19 per second

    Weapon

    • Effect Duration of 8.8 seconds
    • Reload Time of 2.71 seconds
    • Ammo Capacity of 3
    • Rate of Fire of 100
    • Minimum Spread of 1
    • Maximum Spread of 8
    • Attack Spread of 3 per shot
    • Spread Decay of 1
    • Movement Spread of ×0.3
    • Rotation Spread of ×1
    • Jump Spread of ×1
    • Jetpack Spread of ×1
    • Minimum Spread Modifier of ×0
    • Maximum Spread Modifier of ×1
    • Attack Spread Modifier of ×0
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×0
    • Rotation Spread Modifier of ×0
    • Jump Spread Modifier of ×1
    Healing Field
    Class Ability
    Healing Field
    The healing field passively regenerates nearby allies' health over time while charged. Activate to self-heal Val.
    • Normal Healing for teammates of 40 per second
    • Update Tick Frequency of 1.0
    • Incapacitated Healing for teammates of 60 per second
    • Update Tick Frequency of 1.0
    • Radius of 30 meters
    • Cooldown of 19 seconds
    • Activation: instant self heal of 1200
    • Activation while incapacitated: instant self heal of 300
    • The passive teammate heal is off while recharging
    Medic
    LAZARUS
    When teammates die or are incapacitated, Lazarus can stealthily bring them back with no health penalty. A Personal Cloak and a Silenced Sniper Rifle give him the means to get to a downed teammate without the Monster seeing him.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Silenced Sniper Rifle
    Primary
    Silenced Sniper Rifle
    Your silenced shots leave small weak points on your target. Allies who hit the weak points do bonus damage to the Monster.
    • Damage of 25 per bullet
    • Amplifies the damage of bullets that land on the weak point by ×1.15
    • Ammo Capacity of 10
    • Rate of Fire of 400
    • Reload Time of 1.65 seconds
    • Weak Point Duration of 10 seconds
    Spread

    Hip Fire

    • Minimum Spread of 1
    • Maximum Spread of 10
    • Attack Spread of 3 per shot
    • Spread Decay of 3
    • Movement Spread of ×0.25
    • Rotation Spread of ×1
    • Jump Spread of ×1
    • Jetpack Spread of ×1.5
    • Cooldown Time of 0.25 seconds
    • Decay During Cooldown of 0.3

    Aim Down Sights

    • Minimum Spread Modifier of ×0
    • Maximum Spread Modifier of ×0.5
    • Attack Spread Modifier of ×0.5
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×0
    • Rotation Spread Modifier of ×0
    • Jump Spread Modifier of ×1
    • Weak Point Radius of 0.5 meters
    Lazarus Device
    Secondary
    Lazarus Device
    Use on incapacitated or dead Hunters to revive them. Hunters revived with the Lazarus Device do not receive strikes.
    • Range of 2 meters
    • Charge Up Time of 1.5 seconds
    • Reload Time of 24.75 seconds
    Personal Cloak
    Special Ability
    Personal Cloak
    Cloak yourself to become invisible for a short time. Taking damage or firing a weapon reveals you temporarily. Jetpack trails and footprints are still visible while cloaked.
    • Duration of 10 seconds
    • Cooldown of 27 seconds
    • Health Regeneration for self of 40 per second while cloaked
    • Sprint Speed Bonus of +25% while cloaked
    • Run Speed Bonus of +25% while cloaked
    Healing Burst
    Class Ability
    Healing Burst
    Activate to heal allies in a small radius around you.
    • Normal Healing for teammates of 500
    • Incapacitated Healing for teammates of 150
    • Normal Healing for self of 300
    • Radius of 30 meters
    • Duration of 0.5 seconds
    • Cooldown of 10 seconds
    Medic
    CAIRA
    Aim is important for Caira since her grenades can either damage or heal, but have a limited blast radius. They’re great for grounded targets but difficult against airborne targets. Her Acceleration Field gives her team a substantial speed advantage.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Napalm Grenade Launcher
    Primary
    Napalm Grenade Launcher
    Fires an explosive grenade that bursts into flame on impact. Enemies struck by the grenade ignite, burning over time.
    • Direct Damage of 49.5 per grenade
    • Radius of 5 meters
    • Ammo Capacity of 5
    • Rate of Fire of 75
    • Reload Time of 2.7 seconds

    Applies a burn whenever an instance of direct damage is dealt.

    Napalm Burn DOT

    • Damage of 20 per second
    • Update Tick Frequency of 1.0
    Healing Grenade Launcher
    Secondary
    Healing Grenade Launcher
    Fires a grenade that heals allies in a small radius. If you're in the explosion, you'll be healed for a small amount, too.
    • Normal Healing for teammates of 125 per grenade
    • Incapacitated Healing for teammates of 190 per grenade
    • Normal Healing for self of 60 per grenade
    • Radius of 8.8 meters
    • Ammo Capacity of 5
    • Rate of Fire of 75
    • Reload Time of 2.7 seconds
    Acceleration Field
    Special Ability
    Acceleration Field
    Activate to increase the speed of you and nearby allies for a short period of time.
    • Active Duration of 7.5 seconds
    • Cooldown of 27 seconds
    • Radius of 17 meters
    • Maximum Targets of 6

    While Active:

    • Sprint Speed of +40%
    • Run Speed of +40%
    Healing Burst
    Class Ability
    Healing Burst
    Activate to heal allies in a small radius around you.
    • Normal Healing for teammates of 350
    • Incapacitated Healing for teammates of 300
    • Radius of 30 meters
    • Duration of 0.5 seconds
    • Cooldown of 20 seconds
    Medic
    QUANTUM CAIRA
    Quantum Caira keeps the team alive through sustained healing and careful positioning. Her Regeneration Fields create healing zones while her Neutron Barrier blocks damage for the whole team, as long as she's in the right place. Unlike other medics she has no healing burst so a well-positioned Regeneration Field combined with a well-timed Proton Field are the keys to success with Quantum Caira.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Proton Field
    Primary
    Proton Field
    Deploys a zone that damages enemies over time. Multiple fields stack.
    • Direct Damage of 2 per grenade
    • Minimum Explosion Radius of 3 meters
    • Maximum Explosion Radius of 6 meters
    • Ammo Capacity of 3
    • Rate of Fire of 75
    • Reload Time of 3 seconds

    Proton Field Zone

    • Damage of 20 per second
    • Update Tick Frequency of 0.5
    • Damage of 50 to items within the zone
    • Radius of 8 meters
    • Area Lifetime of 4 seconds
    Regeneration Field
    Secondary
    Regeneration Field
    Deploys a Generyst zone that heals each nearby Hunter over time. Multiple Regeneration Fields stack.
    • Normal Healing for teammates of 28 per second
    • Incapacitated Healing for teammates of 28 per second
    • Update Tick Frequency of 0.5
    • Radius of 11 meters
    • Area Lifetime of 5 seconds
    • Ammo Capacity of 3
    • Rate of Fire of 75
    • Reload Time of 3 seconds
    Neutron Barrier
    Special Ability
    Neutron Barrier
    Applies a short damage-resistance buff to all nearby Hunters.
    • Active Duration of 0.5 seconds
    • Effect Duration of 4 seconds
    • Cooldown of 28 seconds
    • Radius of 30 meters
    • Maximum Targets of 6

    While Active:

    • Damage Reduction of +55%
    Generyst II Field
    Class Ability
    Generyst II Field
    Heals Hunters and damages Monsters in the area around Quantum Caira over a brief duration.
    • Active Duration of 6.1 seconds
    • Cooldown of 15 seconds
    • Radius of 30 meters

    On Allies

    • Normal Healing for teammates of 88 per second
    • Incapacitated Healing for teammates of 88 per second
    • Incapacitated Healing for self of 88 per second
    • Update Tick Frequency of 1.0

    On the Monster

    • Damage of 57 per second
    • Update Tick Frequency of 0.5
    Medic
    SLIM
    Slim has very high healing potential but must constantly deal damage with his Leech Gun to fuel his Heal Burst. His Mutated Adrenal Gland grants Slim bonus mobility and self healing, while the Healing Drone gives him long range healing capability.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Leech Gun
    Primary
    Leech Gun
    Shots siphon energy from enemies. Siphoned energy recharges your healing burst.
    • Damage of 4 per pellet
    • Pellet count of 6 per shot
    • Recharges the class ability by 2 seconds per pellet hit
    • Ammo Capacity of 8
    • Rate of Fire of 180
    • Reload Time of 1.8 seconds
    Spread

    Hip Fire

    • Minimum Spread of 5
    • Maximum Spread of 5
    • Attack Spread of 5 per shot
    • Spread Decay of 15
    • Movement Spread of ×0
    • Rotation Spread of ×1
    • Jump Spread of ×1
    • Jetpack Spread of ×1

    Aim Down Sights

    • Minimum Spread Modifier of ×1
    • Maximum Spread Modifier of ×1
    • Attack Spread Modifier of ×1
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×1
    • Rotation Spread Modifier of ×1
    • Jump Spread Modifier of ×1
    Mutated Adrenal Gland
    Secondary
    Mutated Adrenal Gland
    On activation, briefly grants Slim bonus movement speed, jump height and health regen.
    • Health Regeneration of 72 per second
    • Update Tick Frequency of 1
    • Sprint Speed Bonus of +25%
    • Run Speed Bonus of +25%
    • Jump Height of +300%
    • Active Duration of 6 seconds
    • Cooldown of 30 seconds
    Healing Drone
    Special Ability
    Healing Drone
    Sends a flying drone to an ally to heal them over time. The drone dies if it takes any damage.
    • Normal Healing for teammates of 70 per second
    • Update Tick Frequency of 2.0
    • Incapacitated Healing for teammates of 130 per second
    • Update Tick Frequency of 2.0
    • Heal Range of 7 meters
    • Maximum Fly Distance of 7 meters
    • Destroy Damage Threshold of 31
    • Duration is infinite — the Drone persists until destroyed
    • Teleport Time of 0.5 seconds
    Heal Burst
    Class Ability
    Heal Burst
    Toggle on to automatically fire your healing burst when ready, replenishing your health and your teammates'.
    • Normal Healing for teammates of 140
    • Incapacitated Healing for teammates of 200
    • Normal Healing for self of 140
    • Radius of 30 meters
    • Duration of 0.001 seconds
    • Cooldown of 12 seconds
    Medic
    EMET
    Shooting a tracking round from his Replay Cannon automatically triggers his homing missiles. This allows Emet to focus on his Healing Buoys that regenerate health or heal burst when triggered. The Respawn Beacon brings his teammates back more quickly than the dropship.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Replay Cannon
    Primary
    Replay Cannon
    Fires an explosive dart that tags a target and rapidly fires several homing missiles at that target.
    • Homing Rocket Damage of 40 per rocket
    • Bullet Damage of 28
    • Homing Rocket Minimum Radius of 2 meters
    • Homing Rocket Maximum Radius of 4 meters
    • Ammo Capacity of 8
    • Rate of Fire of 140
    • Reload Time of 2 seconds
    • Rate of Fire of 120 when firing straight
    • Minimum Spread of 1
    • Maximum Spread of 1
    • Attack Spread of 1.5 per shot
    • Spread Decay of 1
    • Movement Spread of ×0.1
    • Rotation Spread of ×0.1
    • Jump Spread of ×1.6
    • Jetpack Spread of ×1.6
    • Minimum Spread Modifier of ×0.5
    • Maximum Spread Modifier of ×0.5
    • Attack Spread Modifier of ×1
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×0
    • Rotation Spread Modifier of ×1.5
    • Jump Spread Modifier of ×1
    Healing Buoy
    Secondary
    Healing Buoy
    Deploy a floating buoy that heals nearby allies over time. Using your healing burst causes an additional healing burst to fire from your buoys.

    Continuous Healing

    • Normal Healing for teammates of 40 per second
    • Update Tick Frequency of 1.0
    • Incapacitated Healing for teammates of 40 per second
    • Update Tick Frequency of 1.0

    Healing Pulse (Class Ability)

    • Normal Healing for teammates of 300
    • Incapacitated Healing for teammates of 250
    • Healing for self of 300

    Buoy

    • Radius of 18 meters
    • Arm Time of 1 second after landing
    • Throw Cooldown of 0.75 seconds
    • Totem Health of 180
    Respawn Beacon
    Special Ability
    Respawn Beacon
    Deploy a beacon that teleports Hunters directly from the dropship, saving valuable seconds. If the Monster destroys the beacon before the countdown finishes, the Hunters must wait for the dropship.
    Healing Burst
    Class Ability
    Healing Burst
    Emet’s class ability. Heals allies in a radius around Emet and triggers every deployed Healing Buoy to emit its healing pulse.
    • Normal Healing for teammates of 300
    • Incapacitated Healing for teammates of 250
    • Normal Healing for self of 300
    • Radius of 16.5 meters
    • Duration of 0.001 seconds
    • Cooldown of 6 seconds
    Medic
    PALADIN PARNELL
    Paladin Parnell is all about sustainability. Deal damage with the Mutagen Shotgun to lower the cooldown of his Healing Burst. His only source of team healing is from his Generyst Rockets, which heal for a large amount. Lastly, Righteous Fury briefly grants increased fire rate, reload speed, and damage reduction.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Mutagen Shotgun
    Primary
    Mutagen Shotgun
    Short range shotgun that lowers your Heal Burst cooldown after hitting a target.
    • Damage of 7 per pellet
    • Pellet count of 8 per shot
    • Recharges the class ability by 0.9 seconds per leech
    • Maximum Cooldown Reduction of 3.6 seconds per shot
    • Ammo Capacity of 7
    • Rate of Fire of 120
    • Reload Time of 3.5 seconds
    Spread

    Hip Fire

    • Minimum Spread of 3
    • Maximum Spread of 5
    • Attack Spread of 5 per shot
    • Spread Decay of 10
    • Movement Spread of ×1
    • Rotation Spread of ×0
    • Jump Spread of ×1
    • Jetpack Spread of ×1
    Generyst Rockets
    Secondary
    Generyst Rockets
    These rockets explode in a small area healing for a large amount.
    • Normal Healing for teammates of 120 per rocket
    • Incapacitated Healing for teammates of 140 per rocket
    • Normal Healing for self of 30 per rocket
    • Radius of 7 meters
    • Ammo Capacity of 5
    • Rate of Fire of 100
    • Reload Time of 3.5 seconds
    Spread

    Hip Fire

    • Minimum Spread of 1
    • Maximum Spread of 3
    • Attack Spread of 3 per shot
    • Spread Decay of 0.8
    • Movement Spread of ×0
    • Rotation Spread of ×0
    • Jump Spread of ×0.5
    • Jetpack Spread of ×0.5

    Aim Down Sights

    • Minimum Spread Modifier of ×0.0001
    • Maximum Spread Modifier of ×0.1
    • Attack Spread Modifier of ×1
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×1
    • Rotation Spread Modifier of ×1
    • Jump Spread Modifier of ×1
    Righteous Fury
    Special Ability
    Righteous Fury
    Huge, brief increase to fire rate, reload speed, and reduces incoming damage.
    • Active Duration of 13 seconds
    • Cooldown of 30 seconds

    On Activation:

    • Rate of Fire of +80%
    • Reload Speed of +67%
    • Damage Reduction of +20%
    • Jump Height of +300%
    Heal Burst
    Class Ability
    Heal Burst
    Activate for a huge self-heal.
    • Normal Healing for self of 475
    • Incapacitated Healing for self of 300
    • Duration of 0.001 seconds
    • Cooldown of 15 seconds
    Support
    HANK
    Hank’s biggest asset is his ability to protect teammates from damage with his Shield Projector. The Laser Cutter deals pinpoint accurate damage while the Orbital Barrage provides heavy damage in a targeted area.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Laser Cutter
    Primary
    Laser Cutter
    A fast-firing, accurate laser gun. Battery recharges after use.
    • Damage of 14 per tick
    • Range of 500 meters
    • Ammo Capacity of 100
    • Minimum Ammo to Fire of 10
    • 1 Ammo is consumed every 0.05 seconds
    • Reload Time of 2 seconds
    • Reload Delay of 1 second when not fully emptied
    • Reload Delay of 1 second when fully emptied
    • Wind-up of 0.34 seconds before the beam deals damage
    Shield Projector
    Secondary
    Shield Projector
    Projects a shield on the targeted ally, blocking all damage. Damage consumes the shield projector's energy. Battery recharges after use.
    • Range of 60 meters
    • Acquire Angle of 20°
    • Maintain Angle of 55°
    • Ammo Capacity of 570
    • Minimum Ammo to Fire of 10
    • Reload Time of 6.7 seconds
    • Reload Delay of 1.5 seconds when not fully emptied
    • Reload Delay of 1.5 seconds when fully emptied
    Orbital Barrage
    Special Ability
    Orbital Barrage
    Call down a barrage of missiles. Deals massive damage to enemies caught within the missiles' blast.
    • Cooldown of 45 seconds

    Warning Phase

    • Warning Delay of 0.1 seconds
    • Warning Duration of 1.5 seconds
    • Damage of 275 per rocket
    • Rocket Count of 3

    Barrage Phase

    • Barrage Delay of 1.5 seconds
    • Damage of 396 per rocket
    • Rocket Count of 8
    • Spread Radius of 10 meters
    • Barrage Duration of 2 seconds
    • Explosion Radius of 7 to 8 meters per rocket
    Shield Burst
    Class Ability
    Shield Burst
    Weak shield with a large area of effect. The shield decays over time.
    • Shield of 450 for teammates
    • Shield Decay of 25 per second for teammates
    • Shield of 500 for self
    • Shield Decay of 39 per second for self
    • Radius of 30 meters
    • Active Duration of 1 second
    • Cooldown of 23 seconds
    Support
    TECH SGT HANK
    Tech Sergeant Hank anticipates battle by giving teammates shields with the Shield Charger. The Laser Cannon is a reliable damage dealer but when Tech Sergeant Hank really wants the Monster to move, the Orbital Drill is best.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Laser Cannon
    Primary
    Laser Cannon
    Projects a solid laser beam at your enemy. Battery recharges after use.
    • Damage of 14 per tick
    • Range of 100 meters
    • Ammo Capacity of 175
    • Minimum Ammo to Fire of 10
    • 1 Ammo is consumed every 0.05 seconds
    • Reload Time of 1.75 seconds
    • Reload Delay of 1 second when not fully emptied
    • Reload Delay of 1 second when fully emptied
    • Wind-up of 0.34 seconds before the beam deals damage
    Shield Charger
    Secondary
    Shield Charger
    Grants a teammate a shield that lasts until it's damaged. The longer you fire the charger, the stronger the shield. Once you've shielded one teammate, shield another!
    • Range of 60 meters
    • Acquire Angle of 20°
    • Maintain Angle of 55°
    • Ammo Capacity of 210
    • Minimum Ammo to Fire of 10
    • Reload Time of 15 seconds
    • Reload Delay of 1.5 seconds when not fully emptied
    • Reload Delay of 1.5 seconds when fully emptied

    Shield Charge Rate

    • Shield of 50 per second
    Orbital Drill
    Special Ability
    Orbital Drill
    Summons a powerful laser that tracks nearby enemies and damages them. Prioritizes Monsters over wildlife.
    • Damage of 250 per second
    • Detection Range of 30 meters
    • Damage Radius of 4 meters
    • Tracking Speed of 5
    • Lifetime of 7 seconds
    • Cooldown of 70 seconds

    Also applies a Burn to anything it hits.

    Tech Sergeant Burn DOT

    • Damage of 20 per second
    • Duration of 6 seconds
    • Drill Duration of 6.5 seconds
    Shield Burst
    Class Ability
    Shield Burst
    Weak shield with a large area of effect. The shield stays active until damaged.
    • Shield of 300 for self and teammates
    • Shield Decay of 0 per second for self and teammates
    • Radius of 30 meters
    • Active Duration of 1 second
    • Cooldown of 26 seconds
    Support
    BUCKET
    Bucket keeps the team safe with superior firepower and defensive abilities. Guided Missiles are his primary weapon while deployable Sentry Guns are great for mounting a defense. Combined with Mechanized Recharge, Bucket is able to decrease the recharge time of all Hunter class abilities to help gain the upper hand during fights.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Guided Missile Launcher
    Primary
    Guided Missile Launcher
    Fires a missile you can guide to your target after it’s launched.
    • Damage of 40 per rocket
    • Minimum Explosion Radius of 4 meters
    • Maximum Explosion Radius of 8 meters
    • Turn Speed of 8
    • Laziness of 10
    • Ammo Capacity of 5
    • Rate of Fire of 80
    • Reload Time of 2.8 seconds
    • Homing Range of 200 meters
    • Minimum Spread of 3
    • Maximum Spread of 3
    • Attack Spread of 8 per shot
    • Spread Decay of 0.8
    • Rotation Spread of ×0.35
    Sentry Guns
    Secondary
    Sentry Guns
    Places a sentry gun that automatically attacks nearby enemies.
    • Reload Time of 0.98 seconds
    • Reload Delay of 1 second
    • Maximum of 3 Sentry Guns in the world

    Sentry Gun

    • Health of 130
    • Activation Time of 4 seconds
    • Ammo Capacity of 500
    • Engage Distance of 50 meters
    • Disengage Distance of 50 meters
    • Damage of 8 per bullet
    • Rate of Fire of 5
    • Horizontal Spread of 9
    • Vertical Spread of 9
    • Turn Speed of 360 degrees per second while tracking (180 while searching)
    Mechanized Recharge
    Special Ability
    Mechanized Recharge
    Activates a burst of energy that will increase the recharge speed of Hunter class abilities.
    • Class Ability Recharge Speed of +1650% for 2 seconds
    • Radius of 30 meters
    • Cooldown of 50 seconds
    Shield Burst
    Class Ability
    Shield Burst
    Weak shield with a large area of effect. The shield decays over time.
    • Shield of 600 for self and teammates
    • Shield Decay of 75 per second for self and teammates
    • Radius of 30 meters
    • Active Duration of 1 second
    • Cooldown of 25 seconds
    Support
    CABOT
    Cabot’s Damage Amp multiplies the damage dealt by his teammates. This can be especially devastating when coordinating with the assault Hunter. Dust Tagging allows Cabot to outline the Monster from afar while his Rail Cannon can shoot through walls!
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Rail Cannon
    Primary
    Rail Cannon
    Launches a high velocity round that penetrates walls. Shots fired through walls deal reduced damage.
    • Ammo Capacity of 1
    • Rate of Fire of 150
    • Reload Time of 1.5 seconds

    The Rail Gun projectile is split into two components: a bullet and an explosion.

    Bullet

    • Damage of 154
    • Can be amplified by weakspots
    • Affected by headshot and limb modifiers

    Explosion

    • Blast Damage of 110
    • Blast Range of 44 meters
    • Blast Radius of 1 meter
    • Cannot be amplified by weakspots
    • Not affected by headshot and limb modifiers
    • Range of 400 meters
    • Blast Delay of 0.25 seconds
    Damage Amplifier
    Secondary
    Damage Amplifier
    A beam of energy that increases the damage dealt by your allies, consuming the amp's energy.
    • Damage per energy of 2
    • Range of 35 meters
    • Acquire Angle of 15°
    • Maintain Angle of 25°
    • Ammo Capacity of 315
    • Minimum Ammo to Fire of 10
    • Reload Time of 16.6 seconds
    • Reload Delay of 1.5 seconds when not fully emptied
    • Reload Delay of 1.5 seconds when fully emptied

    While the beam is connected to the Monster, all damage dealt to it is increased by 75%.

    Dust Tagging
    Special Ability
    Dust Tagging
    Drops a radioactive cloud that coats an area, highlighting wildlife and Monsters.
    • Impact Damage of 200
    • Highlights wildlife and the Monster
    • Highlight Duration of 20 seconds
    • Cooldown of 55 seconds

    Dust Tag Cloud

    • Radius of 49 meters
    • Duration of 9 seconds
    • Impact Explosion Radius of 8 meters
    Shield Burst
    Class Ability
    Shield Burst
    Weak shield with a large area of effect. The shield decays over time.
    • Shield of 600 for teammates
    • Shield Decay of 75 per second for teammates
    • Shield of 500 for self
    • Shield Decay of 75 per second for self
    • Radius of 30 meters
    • Active Duration of 1 second
    • Cooldown of 25 seconds
    Support
    BATTLE CABOT
    Battle Cabot supports the team through stealth and long range firepower. The Photon Cannon is his main damage dealer in combination with Solar Blast for added punch. Projected Shield Burst is an aimed ability shielding teammates on impact. Orbital Concealment cloaks teammates for a brief period.
    Battle Cabot
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Photon Cannon
    Primary
    Photon Cannon
    A moderate damage rapid fire cannon.
    • Damage of 46
    • Ammo Capacity of 6
    • Rate of Fire of 180
    • Reload Time of 1.75 seconds
    Spread

    Hip Fire

    • Minimum Spread of 0.1
    • Maximum Spread of 0.1
    • Attack Spread of 0.1 per shot
    • Spread Decay of 0.8
    • Movement Spread of ×0.2
    • Rotation Spread of ×1
    • Jump Spread of ×1
    • Jetpack Spread of ×1
    Solar Blast
    Secondary
    Solar Blast
    A targeted blast of solar energy that explodes on impact.
    • Damage of 325
    • Cooldown of 10 seconds
    • Rate of Fire of 1
    • Targeting Delay of 0 seconds
    • Explosion Radius of 8 meters (full damage within 6 meters)
    • Strike Delay of 0.75 seconds
    Orbital Concealment
    Special Ability
    Orbital Concealment
    Allies in the area are invisible and gain a movement bonus inside the cloud.
    • Impact Damage of 200
    • Cloud Radius of 49 meters
    • Cloud Duration of 4 seconds
    • Sprint Speed Bonus of +40%
    • Run Speed Bonus of +40%
    • Cooldown of 65 seconds
    • Cloak Duration of 6 seconds
    • Impact Explosion Radius of 8 meters
    Projected Shield Burst
    Class Ability
    Projected Shield Burst
    Deploys an energy projectile that explodes granting shields to nearby Hunters.
    • Shield of 495 for self and teammates
    • Shield Decay of 75 per second
    • Radius of 10 meters
    • Cooldown of 14 seconds
    Support
    SUNNY
    While the Mininuke Grenade Launcher is always valuable, Sunny’s best tool is the Jetpack Booster, which allows teammates to easily dodge Monster attacks. When deployed, her Shield Drone automatically protects teammates.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Mininuke Grenade Launcher
    Primary
    Mininuke Grenade Launcher
    Fires a large explosive grenade that does moderate damage.
    • Damage of 125
    • Minimum Explosion Radius of 3 meters
    • Maximum Explosion Radius of 7 meters
    • Monster Trigger Distance of 4 meters
    • Ammo Capacity of 1
    • Rate of Fire of 200
    • Reload Time of 1.5 seconds
    Jetpack Booster
    Secondary
    Jetpack Booster
    Fires a beam that increases the speed and distance of your team's jetpack dodges. Jetpack usage consumes the booster’s energy. Battery recharges after use.
    • Range of 45 meters
    • Acquire Angle of 20°
    • Maintain Angle of 55°
    • Ammo Capacity of 100
    • Minimum Ammo to Fire of 24.5
    • Reload Time of 20 seconds
    • Reload Delay of 3 seconds when not fully emptied
    • Reload Delay of 3 seconds when fully emptied

    Jetpack Boost

    • Forward Thrust of +25%
    • Backward Thrust of +25%
    • Strafe Thrust of +25%
    • Dodge Thrust of +25%
    • Upward Thrust of +25%

    Only consumes ammo when a teammate uses the beam to boost their jetpack.

    Shield Drone
    Special Ability
    Shield Drone
    Places a drone that shields a nearby ally when they’re attacked. The drone’s battery begins charging once placed.
    • Range of 45 meters
    • Toss Distance of 8 meters
    • Charge Up Time of 7 seconds
    • Reload Time of 6 seconds
    • Shield Drone Health of 210
    • Maximum Shield Energy of 650
    • Minimum Shield Energy to Begin Shielding of 350
    • Maximum of 1 Shield Drone in the world
    • Deploy Time of 0.5 seconds
    Shield Burst
    Class Ability
    Shield Burst
    Weak shield with a large area of effect. The shield decays over time.
    • Shield of 500 for self and teammates
    • Shield Decay of 75 per second for self and teammates
    • Radius of 30 meters
    • Active Duration of 1 second
    • Cooldown of 25 seconds
    Support
    KALA
    Kala has repurposed the Monster’s DNA and turned it against them. Siren Missiles home in on nearby targets while Teleport Pads give the Hunters positional advantage. The Armor Reducer can temporarily lower the Monster’s armor, making its health vulnerable to attack.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Siren Missiles
    Primary
    Siren Missiles
    Homing missiles that become more powerful homing mines if they fail to find a target.
    • Ammo Capacity of 5
    • Rate of Fire of 150
    • Reload Time of 1.61 seconds
    • Maximum of 6 Siren Missiles in the world

    Siren Missiles have two states: unarmed and armed.

    Unarmed & Armed

    • Health of 1
    • Arm Time of 2 seconds
    • Detonation Distance of 2 meters (3 meters against Monsters)
    • Flight Duration of 8 seconds
    • Minimum Explosion Radius of 3 meters
    • Maximum Explosion Radius of 4 meters

    Unarmed

    • Damage of 35
    • Homing Range of 6 meters
    • Homing Speed of 45

    Armed

    • Damage of 80
    • Homing Range of 30 meters
    • Homing Speed of 30
    • Minimum Spread of 0.5
    • Attack Spread of 1.5 per shot

    Siren Missiles do not destroy nearby Siren Missiles when one detonates next to others.

    Armor Reducer
    Secondary
    Armor Reducer
    Beam weapon that temporarily reduces the Monster’s armor. The armor quickly regenerates once the beam connection breaks.
    • Damage of 50 per second
    • Update Tick Frequency of 0.2
    • Armor Reduction of 3000 per second
    • Range of 35 meters
    • Acquire Angle of 15°
    • Maintain Angle of 25°
    • Ammo Capacity of 110
    • Minimum Ammo to Fire of 10
    • 1 Ammo is consumed every 0.055 seconds
    • Reload Time of 16.5 seconds
    • Reload Delay of 2 seconds when not fully emptied
    • Reload Delay of 2 seconds when fully emptied
    Teleport Pads
    Special Ability
    Teleport Pads
    Allies can teleport from one pad to the other. Pads can be destroyed by the Monster.
    • Teleportation Trigger Radius of 1.8 meters
    • Toss Distance of 10 meters
    • Rate of Fire of 80
    • Reload Time of 2.3 seconds
    • Teleporter Pad Health of 150
    • Maximum of 2 Teleporter Pads in the world. 1 orange and 1 purple
    • Arm Time of 5 seconds
    • Cooldown of 15 seconds before a used teleporter pad comes back online
    Shield Burst
    Class Ability
    Shield Burst
    Weak shield with a large area of effect. The shield decays over time.
    • Shield of 600 for teammates
    • Shield Decay of 75 per second for teammates
    • Shield of 650 for self
    • Shield Decay of 75 per second for self
    • Radius of 30 meters
    • Active Duration of 1 second
    • Cooldown of 25 seconds
    Trapper
    MAGGIE
    Daisy is an alien bloodhound, sniffing out the Monster’s location. She’ll follow tracks, take shortcuts, and can even revive fallen players which allows Maggie to focus on trapping the Monster inside a dome, snagging it with Harpoon Traps, and shooting it with her Machine Pistol.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Machine Pistol
    Primary
    Machine Pistol
    A fast-firing machine gun with low accuracy. Deals moderate damage.
    • Damage of 13 per bullet
    • Ammo Capacity of 30
    • Rate of Fire of 615
    • Reload Time of 1.75 seconds
    Spread

    Hip Fire

    • Minimum Spread of 2
    • Maximum Spread of 13
    • Attack Spread of 2 per shot
    • Spread Decay of 1
    • Movement Spread of ×0.25
    • Rotation Spread of ×0.1
    • Jump Spread of ×1
    • Jetpack Spread of ×1.5
    • Cooldown Time of 0.1 seconds
    • Decay During Cooldown of 0.2

    Aim Down Sights

    • Minimum Spread Modifier of ×0.5
    • Maximum Spread Modifier of ×0.75
    • Attack Spread Modifier of ×0.7
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×0
    • Rotation Spread Modifier of ×1
    • Jump Spread Modifier of ×1
    Harpoon Traps
    Secondary
    Harpoon Traps
    Places a trap on the ground that harpoons nearby Monsters, restricting their movement. Harpooned Monsters must destroy the harpoon beam to free themselves.
    • Toss Distance of 10 meters
    • Trigger Distance of 22 meters
    • Tether Line-of-Sight Break Time of 0.35 seconds
    • Ammo Capacity of 1
    • Rate of Fire of 70
    • Reload Time of 3.65 seconds
    • Harpoon Trap Health of 80
    • Maximum of 3 Harpoon Traps in the world
    • Arm Time of 5 seconds
    • Tracking Distance of 27.5 meters
    • Climb Speed Reduction of −50% while tethered
    Pet Trapjaw
    Special Ability
    Pet Trapjaw
    Daisy follows the Monster’s trail, even when the Monster is stealthed! She also revives incapacitated teammates.
    • Bite Damage of 100
    • Bite Range of 3 meters
    • Health of 1600

    Speed Field

    • Field Radius of 15 meters
    • Run Speed of +15%
    • Sprint Speed of +15%

    Hunters within 15 meters of Daisy move faster. Wasteland Daisy does not have this field.

    Behavior

    Daisy acts on a priority system, performing the first behavior on this list whose conditions are met. Two reflexes come before the list: she freezes when incapacitated and flees any environmental hazard. The rest follow in order.

    Priority #1

    Reviving a downed teammate is her highest active priority. She will path up to 150 meters to reach one, and she holds a 15-meter safe distance from the Monster throughout, so she will not begin or move toward a revive that would bring her within 15 meters of it. This 15-meter distance applies to reviving only.

    Priority #2

    If the Monster comes within 12 meters of her, she breaks off and runs, recalculating her escape route every 2 seconds. This is separate from the revive distance above: the 15-meter figure limits how close she will revive, while this 12-meter figure is the range at which the Monster's approach makes her flee. Because the revive distance keeps her 15 meters back, she reaches the 12-meter flee range only when she is not reviving.

    Priority #3

    If Maggie is killed, she stays with the body, growls at the Monster whenever it is visible, and patrols around the corpse with a pause of about 1 second between moves.

    Priority #4

    Her only attack frees a trapped teammate: she closes to within about 1.5 meters and bites the trap, dealing 100 damage across a 3-meter reach and a 30-degree cone. She attacks under no other condition.

    Priority #5

    If she moves more than 30 meters from Maggie, she sprints back to her.

    Priority #6

    With the Monster's scent — the trail of tracks it leaves as it moves — she follows the trail rather than the Monster's current position, searching out to 100 meters, sprinting from print to print, and re-pathing every second, continuing even when the Monster sneaks. Once she closes to within about 12 meters of the Monster's freshest track without line of sight to it, she slows to a walk and sniffs along the ground. While tracking she howls, but only when she is closer to the trail than Maggie and more than 20 meters from her, with 4 to 6 seconds between howls.

    Priority #7

    When the Monster is visible and she is closer to it than Maggie, she growls.

    Priority #8

    Otherwise she follows Maggie, sprinting to catch up whenever she falls more than 8 meters behind.

    Priority #9

    With nothing to do, she shifts position every 8 to 10 seconds and otherwise stands facing Maggie.

    Planet Scanner
    Class Ability
    Planet Scanner
    Scans the planet for the Monster's location and marks it on the compass.
    • Scan Range of 400 meters
    • Scan Duration of 0.75 seconds
    • Tracking Duration of 4 seconds
    • Recharge Time of 35.2 seconds
    • Sprint Speed of +68% for 5 seconds after scanning
    • Run Speed of +144% for 5 seconds after scanning
    • Dodge Thrust Bonus of +13.5% for 5 seconds after scanning
    Trapper
    WASTELAND MAGGIE
    Her pet trapjaw, Daisy, not only tracks the Monster but also sports a flamethrower! Wasteland Maggie’s Burst Pistol and single Flame Snare continue the fire theme by igniting enemies.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Burst Pistol
    Primary
    Burst Pistol
    Fire molten bullets from your Burst Pistol! Lights enemies on fire, dealing damage over time.
    • Damage of 5 per bullet
    • Burst Count of 2
    • Ammo Capacity of 20
    • Time Between Bursts of 0 seconds
    • Rate of Fire of 900
    • Reload Time of 1.75 seconds

    Bullets apply a Burn DOT.

    Spread

    Hip Fire

    • Minimum Spread of 1
    • Maximum Spread of 13
    • Attack Spread of 2 per shot
    • Spread Decay of 0.75
    • Movement Spread of ×0.25
    • Rotation Spread of ×0.1
    • Jump Spread of ×1
    • Jetpack Spread of ×1.5
    • Cooldown Time of 0.1 seconds
    • Decay During Cooldown of 0.2

    Aim Down Sights

    • Minimum Spread Modifier of ×0.5
    • Maximum Spread Modifier of ×0.75
    • Attack Spread Modifier of ×0.7
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×0
    • Rotation Spread Modifier of ×1
    • Jump Spread Modifier of ×1

    Burst Pistol Burn DOT

    • Damage of 17 per second
    • Update Tick Frequency of 0.2
    • Duration of 2 seconds

    The Burst Pistol's Burn DOT stacks with the Flame Snare and Combat Trapjaw Burn DOTs.

    Flame Snare
    Secondary
    Flame Snare
    Places a single snare that burns Monsters it attaches to.
    • Toss Distance of 18 meters
    • Trigger Distance of 25 meters
    • Tether Line-of-Sight Break Time of 0.25 seconds
    • Ammo Capacity of 1
    • Rate of Fire of 70
    • Reload Time of 3.25 seconds
    • Flame Snare Health of 80
    • Maximum of 1 Flame Snare in the world
    • Arm Time of 4 seconds

    Flame Snare inflicts a Burn DOT once connecting to a Monster.

    Flame Snare Burn DOT

    • Damage of 35 per second
    • Update Tick Frequency of 0.2
    • Tracking Distance of 33 meters
    • Climb Speed Reduction of −75% while tethered

    The Flame Snare's Burn DOT stacks with the Burst Pistol and Combat Trapjaw Burn DOTs.

    Combat Trapjaw
    Special Ability
    Combat Trapjaw
    Daisy is battle-ready! Her flamethrower backpack roasts nearby Monsters.
    • Bite Damage of 100
    • Bite Range of 3 meters
    • Health of 1600

    Flamethrower

    • Range of 25 meters
    • Radius of 1 meter

    Daisy's flamethrower inflicts a Burn DOT.

    Combat Trapjaw Burn DOT

    • Damage of 33 per second
    • Update Tick Frequency of 0.2
    • Duration of 1 second

    The Combat Trapjaw's Burn DOT stacks with the Burst Pistol and Flame Snare Burn DOTs.

    Behavior

    Daisy acts on a priority system, performing the first behavior on this list whose conditions are met. Two reflexes come before the list: she freezes when incapacitated and flees any environmental hazard. The rest follow in order.

    Priority #1

    Reviving a downed teammate is her highest active priority. She will path up to 150 meters to reach one, and she holds a 15-meter safe distance from the Monster throughout, so she will not begin or move toward a revive that would bring her within 15 meters of it. This 15-meter distance applies to reviving only.

    Priority #2

    If the Monster comes within 12 meters of her, she breaks off and runs, recalculating her escape route every 2 seconds. This is separate from the revive distance above: the 15-meter figure limits how close she will revive, while this 12-meter figure is the range at which the Monster's approach makes her flee. Because the revive distance keeps her 15 meters back, she reaches the 12-meter flee range only when she is not reviving.

    Priority #3

    If Maggie is killed, she stays with the body, growls at the Monster whenever it is visible, and patrols around the corpse with a pause of about 1 second between moves.

    Priority #4

    Her only bite attack frees a trapped teammate: she closes to within about 1.5 meters and bites the trap, dealing 100 damage across a 3-meter reach and a 30-degree cone. Separately, her flamethrower burns Monsters within 25 meters (see the flamethrower stats above).

    Priority #5

    If she moves more than 30 meters from Maggie, she sprints back to her.

    Priority #6

    With the Monster's scent — the trail of tracks it leaves as it moves — she follows the trail rather than the Monster's current position, searching out to 100 meters, sprinting from print to print, and re-pathing every second, continuing even when the Monster sneaks. Once she closes to within about 12 meters of the Monster's freshest track without line of sight to it, she slows to a walk and sniffs along the ground. While tracking she howls, but only when she is closer to the trail than Maggie and more than 20 meters from her, with 4 to 6 seconds between howls.

    Priority #7

    When the Monster is visible and she is closer to it than Maggie, she growls.

    Priority #8

    Otherwise she follows Maggie, sprinting to catch up whenever she falls more than 8 meters behind.

    Priority #9

    With nothing to do, she shifts position every 8 to 10 seconds and otherwise stands facing Maggie.

    Planet Scanner
    Class Ability
    Planet Scanner
    Scans the planet for the Monster's location and marks it on the compass.
    • Scan Range of 400 meters
    • Scan Duration of 0.75 seconds
    • Tracking Duration of 4 seconds
    • Recharge Time of 35.2 seconds
    • Sprint Speed of +68% for 5 seconds after scanning
    • Run Speed of +144% for 5 seconds after scanning
    • Dodge Thrust Bonus of +13.5% for 5 seconds after scanning
    Trapper
    GRIFFIN
    Positioning is critical for Griffin. The Harpoon Gun saves lives but it’s only effective at stopping Monsters from moving away from him. Sound Spikes work as a remote alarm system, giving away a Monster’s position when it gets near one.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Gauss SMG
    Primary
    Gauss SMG
    An accurate, moderate-damage machine gun.
    • Damage of 20 per bullet
    • Ammo Capacity of 36
    • Rate of Fire of 450
    • Reload Time of 1.78 seconds
    Spread

    Hip Fire

    • Minimum Spread of 1
    • Maximum Spread of 9
    • Attack Spread of 1.25 per shot
    • Spread Decay of 1
    • Movement Spread of ×0.25
    • Rotation Spread of ×1
    • Jump Spread of ×1
    • Jetpack Spread of ×1.5
    • Cooldown Time of 0.075 seconds
    • Decay During Cooldown of 0.2

    Aim Down Sights

    • Minimum Spread Modifier of ×1
    • Maximum Spread Modifier of ×0.5
    • Attack Spread Modifier of ×1
    • Spread Decay Modifier of ×0.5
    • Movement Spread Modifier of ×0
    • Rotation Spread Modifier of ×1
    • Jump Spread Modifier of ×1
    Harpoon Gun
    Secondary
    Harpoon Gun
    Fires a harpoon at the Monster, hindering its movement. Monsters must destroy the harpoon beam to free themselves.
    • Damage of 57
    • Tether Range of 45 meters
    • Ammo Capacity of 1
    • Rate of Fire of 300
    • Reload Time of 4 seconds
    • Tether Break Time of 0.35 seconds
    • Climb Speed Reduction of −50% while tethered
    Sound Spikes
    Special Ability
    Sound Spikes
    Places a sound detector in the ground. If the Monster makes any loud noises within the area, the spike alerts you and your teammates to the Monster’s location.
    • Sound Spike Health of 10
    • Maximum of 3 Sound Spikes in the world
    • Deploy Time of 1.5 seconds

    Detection Radius

    • Running: 77 meters
    • Sneaking: 22 meters
    • Spotter Alarm Range of 100 meters

    Griffin’s Sound Spike always pings the Monster’s location when it evolves, regardless of distance.

    Planet Scanner
    Class Ability
    Planet Scanner
    Scans the planet for the Monster's location and marks it on the compass.
    • Scan Range of 400 meters
    • Scan Duration of 0.75 seconds
    • Tracking Duration of 4 seconds
    • Recharge Time of 35.2 seconds
    • Sprint Speed of +54% for 5 seconds after scanning
    • Run Speed of +124% for 5 seconds after scanning
    • Dodge Thrust Bonus of +9% for 5 seconds after scanning
    Trapper
    ELECTRO GRIFFIN
    Electro Griffin focuses on close combat to control the Monster and deal sustained damage. His short ranged harpoon gun will lock down and electrify a fleeing Monster while The Laser Storm provides a damaging slow. Sound Spikes work as a remote alarm system, giving away a Monster’s position when it gets near one.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    The Laser Storm
    Primary
    The Laser Storm
    An inaccurate, moderate-damage machine gun with bullets that slow down the Monster.
    • Damage of 8 per bullet
    • Ammo Capacity of 45
    • Rate of Fire of 900
    • Reload Time of 2.75 seconds

    Slow

    • Duration of 0.6 seconds
    • Movement Speed Reduction of −35%
    • Climb Speed Reduction of −25%
    Spread

    Hip Fire

    • Minimum Spread of 7
    • Maximum Spread of 7
    • Attack Spread of 1 per shot
    • Spread Decay of 1
    • Movement Spread of ×0
    • Rotation Spread of ×0
    • Jump Spread of ×1
    • Jetpack Spread of ×1
    • Cooldown Time of 0.075 seconds
    • Decay During Cooldown of 0.2
    The Final Lockdown
    Secondary
    The Final Lockdown
    Fires a short ranged harpoon at the Monster, hindering its movement and dealing damage while attached. Monsters must destroy the harpoon beam to free themselves.
    • Damage of 110 per second
    • Update Tick Frequency of 0.1
    • Damage of 100 to wildlife
    • Tether Range of 25 meters
    • Climb Speed Reduction of −50%
    • Ammo Capacity of 1
    • Rate of Fire of 300
    • Reload Time of 4 seconds
    • Tether Break Time of 0.35 seconds
    • Electrocution Duration of 2 seconds on wildlife
    Sound Spikes
    Special Ability
    Sound Spikes
    Places a sound detector in the ground. If the Monster is within the area, the spike alerts you and your teammates to the Monster's location.
    • Sound Spike Health of 10
    • Maximum of 3 Sound Spikes in the world
    • Deploy Time of 1 second

    Detection Radius

    • Running: 50 meters
    • Sneaking: 50 meters
    • Spotter Alarm Range of 45 meters
    • Evolving: 400 meters

    Electro Griffin’s Sound Spike always pings the Monster’s location when it evolves, regardless of distance.

    Planet Scanner
    Class Ability
    Planet Scanner
    Scans the planet for the Monster's location and marks it on the compass.
    • Scan Range of 400 meters
    • Scan Duration of 0.75 seconds
    • Tracking Duration of 4 seconds
    • Recharge Time of 35.2 seconds
    • Sprint Speed of +54% for 5 seconds after scanning
    • Run Speed of +124% for 5 seconds after scanning
    • Dodge Thrust Bonus of +9% for 5 seconds after scanning
    Trapper
    ABE
    Stasis Grenades do a good job controlling a Monster’s movement while Abe’s Custom Shotgun deals significant damage. Shoot a Tracker Dart into the Monster to make it easy to follow it when it runs away. Shoot a dart into the wildlife and if the Monster eats it, it’ll be outlined too!
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Custom Shotgun
    Primary
    Custom Shotgun
    A high-damage weapon that loses accuracy the faster you fire it.
    • Damage of 9 per pellet
    • Pellet count of 8 per shot
    • Ammo Capacity of 6
    • Rate of Fire of 400
    • Reload Time of 2.25 seconds
    Spread

    Hip Fire

    • Minimum Spread of 0.5
    • Maximum Spread of 12
    • Attack Spread of 4 per shot
    • Spread Decay of 10
    • Movement Spread of ×0.25
    • Rotation Spread of ×1
    • Jump Spread of ×1
    • Jetpack Spread of ×1
    • Cooldown Time of 0.35 seconds
    • Decay During Cooldown of 0.5

    Aim Down Sights

    • Minimum Spread Modifier of ×1
    • Maximum Spread Modifier of ×1
    • Attack Spread Modifier of ×1
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×1
    • Rotation Spread Modifier of ×1
    • Jump Spread Modifier of ×1
    Stasis Grenades
    Secondary
    Stasis Grenades
    Sticks to any surface and projects a field that slows down Monsters and wildlife.
    • Movement Speed Reduction of −50%
    • Increases gravity on Kraken and Elder Kraken, bringing them down at a rate of 100%
    • Radius of 14 meters
    • Ammo Capacity of 1
    • Rate of Fire of 200
    • Maximum of 3 Stasis Grenades in the world
    • Duration of 13 seconds
    • Detonates within 2 meters of the Monster
    Tracking Dart Pistol
    Special Ability
    Tracking Dart Pistol
    Once darted, the Monster's location will be shown to you and your teammates for a limited time. Wildlife can also be tracked, and if a Monster eats tracked wildlife, it will also become tracked!
    • Ammo Capacity of 6
    • Rate of Fire of 200
    • Reload Time of 1.61 seconds
    • Tracking Duration of 38 seconds
    Planet Scanner
    Class Ability
    Planet Scanner
    Scans the planet for the Monster's location and marks it on the compass.
    • Scan Range of 400 meters
    • Scan Duration of 0.75 seconds
    • Tracking Duration of 4 seconds
    • Recharge Time of 35.2 seconds
    • Sprint Speed of +75% for 5 seconds after scanning
    • Run Speed of +160% for 5 seconds after scanning
    • Dodge Thrust Bonus of +15% for 5 seconds after scanning
    Assault
    RENEGADE ABE
    Renegade Abe focuses on draining the Monster's health and strength with his toxic loadout. The double-barreled shotgun can poison its target or blast it away with the alt-fire. Use his toxic darts to amplify your team's damage dealt and use his grenades to reduce the Monster’s damage. Combine everything to really bring the pain!
    Renegade Abe
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    “Penitence”
    Primary
    “Penitence”
    Low damage shotgun that poisons targets. Alt-fire increases damage and spread but does not poison.
    • Ammo Capacity of 2
    • Rate of Fire of 350
    • Reload Time of 1.5 seconds

    Penitence DOT

    • Damage of 17 per second
    • Update Tick Frequency of 2.5
    • Duration of 5 seconds
    Spread

    Hip Fire

    • Minimum Spread of 3
    • Maximum Spread of 5
    • Attack Spread of 2 per shot
    • Spread Decay of 2
    • Movement Spread of ×0.25
    • Rotation Spread of ×1
    • Jump Spread of ×1
    • Jetpack Spread of ×1
    • Cooldown Time of 0.35 seconds
    • Decay During Cooldown of 0.5
    • Damage of 9 per pellet
    • Pellet count of 8 per shot
    • Alt-Fire Damage of 16 per pellet
    • Alt-Fire Burst of 2 shots
    • Alt-Fire Spread of ×3.5

    Aim Down Sights

    Corrosive Grenades
    Secondary
    Corrosive Grenades
    Moderate damage grenade reduces the target's damage and applies poison.
    • Damage of 25 on hit
    • Damage Output Reduction of −4.5%
    • Duration of 10 seconds
    • Radius of 12 meters
    • Rate of Fire of 200

    Corrosive DOT

    • Damage of 10 per second
    • Update Tick Frequency of 1.0
    • Duration of 10 seconds
    • Minimum Radius of 4 meters
    • Maximum Radius of 7 meters
    • Monster Trigger Distance of 5 meters
    Nerve Toxin Dart
    Special Ability
    Nerve Toxin Dart
    Moderate damage over time dart gun that increases all damage done to the Monster.
    • Damage Amplifier of +5%
    • Duration of 10 seconds
    • Ammo Capacity of 1
    • Rate of Fire of 200
    • Reload Time of 1.61 seconds

    Nerve Toxin DOT

    • Damage of 28 per second
    • Update Tick Frequency of 1.0
    • Duration of 10 seconds
    Lesser Defense Matrix
    Class Ability
    Lesser Defense Matrix
    Projects a Defensive Matrix over you, blocking a percentage of incoming damage. The Matrix will last for a set amount of time before going on cooldown.
    • Damage Reduction of 45%
    • Active Duration of 10 seconds
    • Cooldown of 30 seconds
    Trapper
    CROW
    Gobi flies ahead of Crow, looking for the Monster. Once found, Crow can slow the monster by using his Stasis Gun and damage it with his Kinetic Long Rifle. Crow’s real trick, however, is charging a Long Rifle shot to bypass the Monster’s armor.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed3.5 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Kinetic Long Rifle
    Primary
    Kinetic Long Rifle
    A fast-firing sniper rifle that can be charged to pierce the Monster’s armor, dealing direct health damage through the Monster's armor.
    • Ammo Capacity of 6
    • Rate of Fire of 380
    • Reload Time of 1.65 seconds

    Rapid Fire

    • Damage of 60 per bullet

    Charged Shot

    • Damage of 101 per bullet
    • Pierces through Monster armor
    • Charge Up Time of 1 second
    Spread

    Hip Fire

    • Minimum Spread of 1
    • Maximum Spread of 8
    • Attack Spread of 2 per shot
    • Spread Decay of 2.75
    • Movement Spread of ×0.25
    • Rotation Spread of ×0.1
    • Jump Spread of ×1
    • Jetpack Spread of ×1.5
    • Cooldown Time of 0.25 seconds
    • Decay During Cooldown of 0.3

    Aim Down Sights

    • Minimum Spread Modifier of ×0
    • Maximum Spread Modifier of ×0.5
    • Attack Spread Modifier of ×0.5
    • Spread Decay Modifier of ×1
    • Movement Spread Modifier of ×0
    • Rotation Spread Modifier of ×0
    • Jump Spread Modifier of ×1
    Stasis Gun
    Secondary
    Stasis Gun
    Shots slow down the Monster. Charging a shot increases the slow duration.
    • Ammo Capacity of 10
    • Rate of Fire of 340
    • Reload Time of 2.45 seconds

    Rapid Fire

    • Radius of 1 meter
    • Duration of 2 seconds
    • Movement Speed Reduction of −45%

    Charged Shot

    • Radius of 2.5 meters
    • Duration of 6 seconds
    • Movement Speed Reduction of −45%
    • Charge Up Time of 1 second
    Pet Batray
    Special Ability
    Pet Batray
    Send Gobi out in a line to look for the Monster. Creatures seen by Gobi are outlined for your team. Gobi returns if he encounters a wall.
    • Flight Range of 220 meters
    • Detection Radius of 35 meters
    • Rate of Fire of 60
    • Minimum Respawn Delay of 6 seconds
    • Maximum Lifetime of 30 seconds

    Monster Detection

    • Highlights the Monster
    • Highlight Duration of 5 seconds
    Planet Scanner
    Class Ability
    Planet Scanner
    Scans the planet for the Monster's location and marks it on the compass.
    • Scan Range of 400 meters
    • Scan Duration of 0.75 seconds
    • Tracking Duration of 4 seconds
    • Recharge Time of 35.2 seconds
    • Sprint Speed of +75% for 5 seconds after scanning
    • Run Speed of +160% for 5 seconds after scanning
    • Dodge Thrust Bonus of +15% for 5 seconds after scanning
    Trapper
    JACK
    Jack’s Repulsor beam can be bent to push against the Monster’s movement, slowing the Monster to a crawl. A Survey Satellite can be used to help track the Monster and Dual Pistols are his primary damage dealer.
    Skins
    GENERAL
    Health1600
    MOVEMENT SPEED
    Run Speed5.2 m/s
    Sprint Speed5.2 m/s
    JETPACK
    Max Fuel100
    Recharge Rate6.5/s
    Recharge Delay1s
    JETPACK FLIGHT
    Up
    Velocity
    6 m/s
    Forward
    Velocity
    7 m/s
    Backward
    Velocity
    5 m/s
    Strafe
    Velocity
    5 m/s
    JETPACK DODGE
    Dodge Thrust21
    Dodge Cost24.5
    Dual Pistols
    Primary
    Dual Pistols
    Twin quick-firing laser pistols.
    • Damage of 30 per bullet
    • Ammo Capacity of 12
    • Rate of Fire of 360
    • Reload Time of 1.5 seconds
    Spread

    Hip Fire

    • Minimum Spread of 0.9
    • Maximum Spread of 9
    • Attack Spread of 1.5 per shot
    • Spread Decay of 1.5
    • Movement Spread of ×0.1
    • Rotation Spread of ×0
    • Jump Spread of ×1.5
    • Jetpack Spread of ×1.2

    Aim Down Sights

    • Minimum Spread Modifier of ×0.1
    • Maximum Spread Modifier of ×0.7
    • Attack Spread Modifier of ×1
    • Spread Decay Modifier of ×0.6
    • Movement Spread Modifier of ×0
    • Rotation Spread Modifier of ×0
    • Jump Spread Modifier of ×1.2
    Repulsor
    Secondary
    Repulsor
    Position yourself in front of the Monster and project a wall to stop its forward movement. The wall must be in front of the Monster to stop its movement.
    • Range of 66 meters
    • Acquire Angle of 30°
    • Maintain Angle of 60°
    • Effective Cone Angle of 47°
    • Ammo Capacity of 900
    • Minimum Ammo to Fire of 900
    • 15 Ammo is consumed every 0.1 seconds while the beam is effective
    • 15 Ammo is consumed every 0.1 seconds while the beam is ineffective
    • Reload Time of 5.56 seconds
    • Reload Delay of 1.5 seconds when not fully emptied
    • Reload Delay of 1.5 seconds when fully emptied
    • Activation Cost of 75 Ammo

    Monster traversal consumes 80% of the Repulsor’s ammo (85% for Wraith). Behemoth’s roll drains 50% per second instead.

    Survey Satellite
    Special Ability
    Survey Satellite
    Places a beacon on the ground, summoning survey lasers to scan the area around it. The lasers mark the Monster, recent tracks, fresh corpses, and elite wildlife. Monsters caught in the laser’s path take damage.
    • Ammo Capacity of 1
    • Survey Satellite Health of 10
    • Maximum of 1 Survey Satellite in the world
    • Cooldown of 30 seconds

    Scan

    • Scan Duration of 9 seconds
    • Minimum Scan Radius of 0 meters
    • Maximum Scan Radius of 130 meters
    • Marker Duration of 10 seconds

    Beams

    • Number of Beams of 3
    • Beam Detect Radius of 10 meters
    • Beam Damage Radius of 4 meters
    • Direct Damage of 200
    • Beam Sweep Speed of 0.3 rotations per second

    The survey beams apply a Burn DOT on hit for visual effect only — it deals no damage.

    Planet Scanner
    Class Ability
    Planet Scanner
    Scans the planet for the Monster's location and marks it on the compass.
    • Scan Range of 400 meters
    • Scan Duration of 0.75 seconds
    • Tracking Duration of 4 seconds
    • Recharge Time of 35.2 seconds
    • Sprint Speed of +75% for 5 seconds after scanning
    • Run Speed of +75% for 5 seconds after scanning
    • Dodge Thrust Bonus of +15% for 5 seconds after scanning
    Reference

    Systems

    A breakdown of the game systems and mechanics in Modded Evolve.

    Every perk has three levels, upgraded with XP. Each stat is listed per level.

    Minor10 perks
    Brawler
    Brawler
    Climb Speed, Traversal Regen, Damage Reduction.
    • Lv 1Lv 2Lv 3
    • Climb Speed+13%+15%+20%
    • Traversal Recharge+4.5%+5%+6%
    • Damage Reduction+4%+4%+4%
    Enhanced Senses
    Enhanced Senses
    Smell/Sense Range, Pounce Damage.
    • Lv 1Lv 2Lv 3
    • Smell Range+28%+29%+30%
    • Auto Sense Range+40%+45%+50%
    • Pounce Damage+28%+29%+30%
    Fast Climber
    Fast Climber
    Climb Speed, Traversal Regen.
    • Lv 1Lv 2Lv 3
    • Climb Speed+22.5%+27%+30%
    • Traversal Recharge+6%+7%+8%
    Fear Leech
    Fear Leech
    Downing a hunter increases traversal regen for 10 seconds.
    • Lv 1Lv 2Lv 3
    • Traversal Recharge+150%+175%+200%
    Haste
    Haste
    Movement Speed.
    • Lv 1Lv 2Lv 3
    • Sprint Speed+10%+11%+12%
    • Run Speed+10%+11%+12%
    Heavy Armor
    Heavy Armor
    Damage Reduction.
    • Lv 1Lv 2Lv 3
    • Damage Reduction+6%+6%+6%
    Hunger
    Hunger
    Feeding Speed, Movement Speed.
    • Lv 1Lv 2Lv 3
    • Feeding Speed+32.5%+35%+37%
    • Sprint Speed+5.5%+6.5%+7%
    • Run Speed+5.5%+6.5%+7%
    Leg Breaker
    Leg Breaker
    Melee attacks deal damage per second and reduce jump height for 2 seconds.
    • Lv 1Lv 2Lv 3
    • Damage per Second67.58
    • Jump Height−60%−65%−70%
    Savage Nature
    Savage Nature
    Climbing Speed, Feeding Speed, Smell Range.
    • Lv 1Lv 2Lv 3
    • Climb Speed+10%+11%+12%
    • Feeding Speed+18%+19%+20%
    • Smell Range+18%+19%+20%
    • Auto Sense Range+18%+19%+20%
    Unstoppable
    Unstoppable
    Armor Regen, Damage Reduction.
    • Lv 1Lv 2Lv 3
    • Armor Regeneration+25%+30%+35%
    • Damage Reduction+3.5%+4%+4%
    Major14 perks
    Aggravated Wounds
    Aggravated Wounds
    Melee attacks reduce healing received for 3 seconds.
    • Lv 1Lv 2Lv 3
    • Incoming Healing−7%−9%−11%
    Crippling Attack
    Crippling Attack
    Melee attacks slow targets for 2 seconds.
    • Lv 1Lv 2Lv 3
    • Target Slow−25%−28%−30%
    Endurance
    Endurance
    Traversal Regen.
    • Lv 1Lv 2Lv 3
    • Traversal Recharge+15%+16%+17%
    Feral Instincts
    Feral Instincts
    Climbing Speed, Feeding Speed, Smell Range.
    • Lv 1Lv 2Lv 3
    • Climb Speed+18%+19%+20%
    • Feeding Speed+30%+35%+40%
    • Smell Range+28%+29%+30%
    • Auto Sense Range+28%+29%+30%
    Fly Swatter
    Fly Swatter
    Melee attacks deal damage per second and reduce the strength of jetpack flight to for 4 seconds.
    • Lv 1Lv 2Lv 3
    • Damage per Second567
    • Jetpack Strength−20%−25%−30%
    Grave Robber
    Grave Robber
    Downing a hunter regenerates armor for 10 seconds.
    • Lv 1Lv 2Lv 3
    • Armor per Second160180200
    Heavy Hitter
    Heavy Hitter
    Longer Cooldowns, Increased Damage.
    • Lv 1Lv 2Lv 3
    • Ability Cooldown−8.5%−9.9%−11.2%
    • Damage+5%+6%+7%
    Insatiable Hunger
    Insatiable Hunger
    Feeding Speed, Movement Speed.
    • Lv 1Lv 2Lv 3
    • Feeding Speed+50%+65%+72.5%
    • Sprint Speed+8%+9.5%+11%
    • Run Speed+8%+9.5%+11%
    Mutated Claw
    Mutated Claw
    Melee attacks deal damage per second for 4 seconds.
    • Lv 1Lv 2Lv 3
    • Damage per Second101112
    Mutated Haste
    Mutated Haste
    Movement Speed.
    • Lv 1Lv 2Lv 3
    • Sprint Speed+14%+15%+17%
    • Run Speed+14%+15%+17%
    Mutated Recovery
    Mutated Recovery
    Ability Cooldown Reduction.
    • Lv 1Lv 2Lv 3
    • Ability Cooldown+12%+13%+14%
    Mutated Senses
    Mutated Senses
    Smell/Sense Range, Pounce Damage.
    • Lv 1Lv 2Lv 3
    • Smell Range+55%+60%+70%
    • Auto Sense Range+55%+60%+70%
    • Pounce Damage+58%+60%+65%
    Scale Armor
    Scale Armor
    Damage Reduction.
    • Lv 1Lv 2Lv 3
    • Damage Reduction+8.5%+9%+9%
    Speed Climber
    Speed Climber
    Climb Speed, Traversal Regen.
    • Lv 1Lv 2Lv 3
    • Climb Speed+40%+42.5%+45%
    • Traversal Recharge+7.5%+8.5%+10%
    Superior13 perks
    Blood Leech
    Blood Leech
    Downing a hunter regenerates health for 10 seconds.
    • Lv 1Lv 2Lv 3
    • Health per Second100120140
    Brute Force
    Brute Force
    Longer Cooldowns, Increased Damage.
    • Lv 1Lv 2Lv 3
    • Ability Cooldown−13.6%−14.85%−16%
    • Damage+8%+9%+10%
    Deadly Brawler
    Deadly Brawler
    Climb Speed, Traversal Regen, Damage Reduction.
    • Lv 1Lv 2Lv 3
    • Climb Speed+17%+19%+28%
    • Traversal Recharge+6%+8%+10%
    • Damage Reduction+6%+7%+8%
    Evolved Claw
    Evolved Claw
    Melee attacks deal damage per second for 4 seconds.
    • Lv 1Lv 2Lv 3
    • Damage per Second151719
    Evolved Haste
    Evolved Haste
    Movement Speed.
    • Lv 1Lv 2Lv 3
    • Sprint Speed+19%+21%+23%
    • Run Speed+19%+21%+23%
    Evolved Recovery
    Evolved Recovery
    Ability Cooldown Reduction.
    • Lv 1Lv 2Lv 3
    • Ability Cooldown+16%+17%+19%
    Ferocious Bloodlust
    Ferocious Bloodlust
    Climbing Speed, Feeding Speed, Smell Range.
    • Lv 1Lv 2Lv 3
    • Climb Speed+28%+29%+32%
    • Feeding Speed+56%+58%+62%
    • Smell Range+38%+39%+42%
    • Auto Sense Range+38%+39%+42%
    Grounder
    Grounder
    Melee attacks deal damage per second and reduce the thrust of jetpack dodges for 1.5 seconds.
    • Lv 1Lv 2Lv 3
    • Damage per Second81012.5
    • Dodge Thrust−12%−15%−18%
    Infectious Wounds
    Infectious Wounds
    Melee attacks reduce healing received for 3 seconds.
    • Lv 1Lv 2Lv 3
    • Incoming Healing−10%−12%−14%
    Paralyzing Attack
    Paralyzing Attack
    Melee attacks slow targets for 2 seconds.
    • Lv 1Lv 2Lv 3
    • Target Slow−36%−38%−40%
    Plated Armor
    Plated Armor
    Damage Reduction.
    • Lv 1Lv 2Lv 3
    • Damage Reduction+12%+12%+12%
    Unending Endurance
    Unending Endurance
    Traversal Regen.
    • Lv 1Lv 2Lv 3
    • Traversal Recharge+18%+19%+21%
    Unkillable
    Unkillable
    Armor Regen, Damage Reduction.
    • Lv 1Lv 2Lv 3
    • Armor Regeneration+40%+50%+60%
    • Damage Reduction+8%+9%+9%
    Minor10 perks
    Afterburners
    Afterburners
    Jetpack Dodge Thrust.
    • Lv 1Lv 2Lv 3
    • Dodge Thrust+2.5%+3.5%+4%
    Beyond the Grave
    Beyond the Grave
    All allies receive health when you are downed.
    • Lv 1Lv 2Lv 3
    • Health Restored300400500
    Bionic Legs
    Bionic Legs
    Jump Height.
    • Lv 1Lv 2Lv 3
    • Jump Height+50%+75%+100%
    Enhanced Celerity
    Enhanced Celerity
    Walk Speed, Sprint Speed.
    • Lv 1Lv 2Lv 3
    • Sprint Speed+2%+3%+4%
    • Run Speed+10%+12.87%+15.6%
    Extra Force
    Extra Force
    Damage Increase.
    • Lv 1Lv 2Lv 3
    • Damage+1%+2%+3%
    Extra Fuel Tank
    Extra Fuel Tank
    Jetpack Flight Efficiency.
    • Lv 1Lv 2Lv 3
    • Jetpack Fuel Use−5%−7.5%−10%
    Gunslinger
    Gunslinger
    Item Swap Speed.
    • Lv 1Lv 2Lv 3
    • Weapon Swap Speed+10%+20%+27.5%
    Infravision
    Infravision
    View outlines of creatures and traps within range.
    • Lv 1Lv 2Lv 3
    • Vision Range101418
    Regeneration
    Regeneration
    Regenerate health per second. Damage Resistance.
    • Lv 1Lv 2Lv 3
    • Health per Second101520
    • Damage Reduction+0.5%+0.75%+1%
    Rocket Man
    Rocket Man
    Jetpack Flight Efficiency, Jetpack Recharge Speed, Jump Height.
    • Lv 1Lv 2Lv 3
    • Jetpack Fuel Use−3%−4%−5%
    • Jetpack Recharge+3%+4%+5%
    • Jump Height+10%+20%+30%
    Major18 perks
    Bounty Hunter
    Bounty Hunter
    Item Swap Speed.
    • Lv 1Lv 2Lv 3
    • Weapon Swap Speed+47.5%+55%+60%
    Cybernetic Implants
    Cybernetic Implants
    Jump Height.
    • Lv 1Lv 2Lv 3
    • Jump Height+100%+150%+200%
    Destructive Force
    Destructive Force
    Damage Increase.
    • Lv 1Lv 2Lv 3
    • Damage+3%+4%+5%
    Energy
    Energy
    Capacity.
    • Lv 1Lv 2Lv 3
    • Clip Size+7.5%+11%+13.5%
    Enhanced Defense
    Enhanced Defense
    Damage Reduction.
    • Lv 1Lv 2Lv 3
    • Damage Reduction+3%+4%+5%
    Enhanced Regeneration
    Enhanced Regeneration
    Regenerate health per second. Damage Resistance.
    • Lv 1Lv 2Lv 3
    • Health per Second203040
    • Damage Reduction+1%+1.5%+2%
    Focused Thrusters
    Focused Thrusters
    Jetpack Dodge Thrust.
    • Lv 1Lv 2Lv 3
    • Dodge Thrust+3%+4.5%+5%
    From Beyond
    From Beyond
    All allies receive 5 seconds of damage reduction when you are downed.
    • Lv 1Lv 2Lv 3
    • Damage Reduction+30%+35%+40%
    High Energy Fuel
    High Energy Fuel
    Jetpack Flight Efficiency.
    • Lv 1Lv 2Lv 3
    • Jetpack Fuel Use−15%−20%−25%
    Improved Healing
    Improved Healing
    Increase incoming healing.
    • Lv 1Lv 2Lv 3
    • Incoming Healing+6%+7%+8%
    Increased Agility
    Increased Agility
    Jetpack Dodge Efficiency. Reduced Jetpack Recharge Rate.
    • Lv 1Lv 2Lv 3
    • Dodge Fuel Use−7%−10%−12.5%
    • Jetpack Recharge−7%−10%−12.5%
    Leadership
    Leadership
    Class Ability recharge speed.
    • Lv 1Lv 2Lv 3
    • Class Ability Recharge+5%+7%+10%
    Lithium Battery
    Lithium Battery
    Jetpack Recharge Speed.
    • Lv 1Lv 2Lv 3
    • Jetpack Recharge+15%+17%+20%
    Nanotech Celerity
    Nanotech Celerity
    Walk Speed, Sprint Speed.
    • Lv 1Lv 2Lv 3
    • Sprint Speed+4%+5%+6%
    • Run Speed+19.79%+21.46%+23.4%
    Poisonous Rounds
    Poisonous Rounds
    Direct Damage applies damage per second for 3 seconds.
    • Lv 1Lv 2Lv 3
    • Damage per Second456
    Reloader
    Reloader
    Reload Speed.
    • Lv 1Lv 2Lv 3
    • Reload Speed+8%+9.5%+11%
    • Beam Recharge+8%+9.5%+11%
    Rocket Lord
    Rocket Lord
    Jetpack Flight Efficiency, Jetpack Recharge Speed, Jump Height.
    • Lv 1Lv 2Lv 3
    • Jetpack Fuel Use−10%−12.5%−15%
    • Jetpack Recharge+5%+7.5%+10%
    • Jump Height+50%+62.5%+75%
    Ultravision
    Ultravision
    View outlines of creatures and traps within range.
    • Lv 1Lv 2Lv 3
    • Vision Range202530
    Superior14 perks
    Acidic Rounds
    Acidic Rounds
    Direct Damage applies damage per second for 3 seconds.
    • Lv 1Lv 2Lv 3
    • Damage per Second91012
    Bohrium Battery
    Bohrium Battery
    Jetpack Recharge Speed.
    • Lv 1Lv 2Lv 3
    • Jetpack Recharge+25%+35%+40%
    Command
    Command
    Class Ability recharge speed.
    • Lv 1Lv 2Lv 3
    • Class Ability Recharge+10%+12%+15%
    Holy Beyond
    Holy Beyond
    All allies receive 5 seconds of class cooldown reduction when you are downed.
    • Lv 1Lv 2Lv 3
    • Class Ability Recharge+200%+250%+300%
    Lethal Force
    Lethal Force
    Damage Increase.
    • Lv 1Lv 2Lv 3
    • Damage+6%+7%+8%
    Maximum Agility
    Maximum Agility
    Jetpack Dodge Efficiency. Reduced Jetpack Recharge Rate.
    • Lv 1Lv 2Lv 3
    • Dodge Fuel Use−15%−17.5%−20%
    • Jetpack Recharge−15%−17.5%−20%
    Mutated Celerity
    Mutated Celerity
    Walk Speed, Sprint Speed.
    • Lv 1Lv 2Lv 3
    • Sprint Speed+8%+9%+10%
    • Run Speed+37%+38.69%+39%
    Nanotech Regeneration
    Nanotech Regeneration
    Regenerate health per second. Damage Resistance.
    • Lv 1Lv 2Lv 3
    • Health per Second405060
    • Damage Reduction+2%+2.5%+3%
    Overthrusters
    Overthrusters
    Jetpack Dodge Thrust.
    • Lv 1Lv 2Lv 3
    • Dodge Thrust+7%+8.5%+10%
    Rocket King
    Rocket King
    Jetpack Flight Efficiency, Jetpack Recharge Speed, Jump Height.
    • Lv 1Lv 2Lv 3
    • Jetpack Fuel Use−10%−15%−20%
    • Jetpack Recharge+10%+15%+20%
    • Jump Height+75%+100%+125%
    Speedloader
    Speedloader
    Reload Speed.
    • Lv 1Lv 2Lv 3
    • Reload Speed+10%+13%+16%
    • Beam Recharge+10%+13%+16%
    Superior Energy
    Superior Energy
    Capacity.
    • Lv 1Lv 2Lv 3
    • Clip Size+14%+19%+22%
    Unbreakable Defense
    Unbreakable Defense
    Damage Reduction.
    • Lv 1Lv 2Lv 3
    • Damage Reduction+5%+6%+7%
    Vigorous Healing
    Vigorous Healing
    Increase incoming healing.
    • Lv 1Lv 2Lv 3
    • Incoming Healing+10%+11%+12%
    Hunt
    ▶

    Hunters must find and kill the Monster before the Monster kills them. When the Monster reaches Stage 3, it can destroy the power relay.

    Monster Monster

    Evade the Hunters and feed to evolve. At Stage 3, kill the Hunters or destroy the power relay.

    VS
    Assault Trapper Medic Support Hunters

    Track down the Monster and kill it before it reaches Stage 3 and destroys the power relay.

    Evolve Client

    Choose which version of the Evolve Client you want depending on your Operating system.

    Windows Linux

    Installing

    Run the installer and open the client once it’s finished. It downloads the game for you and checks for updates for the game and client every time it starts. When it finishes, press Play.

    Anyone can play using this client regardless of whether you had Evolve on Steam or not. Anyone can play.

    Requirements

    Platform
    Windows or Linux
    Everything else
    Handled by the client

    Ranked

    Rank Legend

    Bronze
    Bronze Destroyer
    Bronze Elite
    Bronze Master
    Bronze Expert
    Bronze Skilled
    Silver
    Silver Destroyer
    Silver Elite
    Silver Master
    Silver Expert
    Silver Skilled
    Gold
    Gold Destroyer
    Gold Elite
    Gold Master
    Gold Expert
    Gold Skilled
    Tier # PlayerMains W-LWin Rate
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    Hunter Conversations
    Hunter Conversations
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