Modded Evolve
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Community Patch — Evolve Stage 2

Modded Evolve

A short description of what your patch does — rebalanced hunters, reworked abilities, restored content. Keep it punchy.

Patch History

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

v1.8 Patch 1.8 Date TBC

Stage 2 content porting begins. Full monster perk overhaul with new combo perks. Meteor Goliath partially reverted. Major Wraith, Kraken, and Behemoth changes. Hunter perk renames and widespread Hunter changes across all classes.

General
  • Begun porting Stage 2 content into Legacy — beginning with all additional monster skins Added
  • Meteor Goliath cosmetics excluded — model change in Stage 2 means skins do not currently work properly Changed
  • Gorgon, Rogue Val, and Slim larger changes deferred to 1.8.1 hotfix Changed
  • Assault and Trapper class sprint speed increased from 5.885 m/s to 6.025 m/s Balance
  • Monster — Food required to stage up from Stage 2 to Stage 3 increased from 21 to 22 Balance
  • Hunter perk — Damage Resistance renamed to Vanguard: now provides 7.5% damage resistance and 15% increased hand revive speed Changed
  • Hunter perk — Damage Increase replaced with Poison Bullets: bullets now place a 15 DPS DoT on the monster lasting 5 seconds Changed
  • Hunter perk — Quick-Switch renamed to Gunslinger: now provides 100% swap speed, 10% fire rate, and 10% beam distance Changed
  • Monster perks — all 9 replaced with new combo perks; all players have access to max perks regardless of level Changed
  • New monster perk — Assassin: +50% smell range, +20% pounce damage, can't scare birds, cannot attract carrion birds when eating Added
  • New monster perk — Brawler: +17% climb speed, +7% traversal regen, +4% damage resistance Added
  • New monster perk — Caster: +3% ability damage, +12% cooldown reduction, -10% melee damage, -10% pounce damage Added
  • New monster perk — Heavy Hitter: +8% global damage boost, -8% cooldown modifier Added
  • New monster perk — Infected: melee attacks poison hunters — 15 DPS for 5 seconds, small movement speed and jump height penalty, infected hunters not revealed in cloak Added
  • New monster perk — Ironhide: +10% damage resist, +5% feed speed, +200% armor regeneration rate Added
  • New monster perk — Fleetfoot: +5% global movement speed (sprint, slowed, melee walk, can sprint through water, Behemoth retains 6% roll speed increase) Added
  • New monster perk — Scout: +100% smell range, +15% feed speed, +5% traversal regen Added
  • New monster perk — Strongarm: +35% climb speed, +15% melee damage (no pounce damage increase) Added
Meteor Goliath
  • General — DoT duration for all abilities increased from 6 to 7 seconds Balance
  • Rock Throw — Cooldown increased from 6 to 8 seconds (revert) Balance
  • Rock Throw — Throw speed increased from 28/32/39 to 29/36/46 (revert) Balance
  • Rock Throw — Direct damage reduced from 584/600/642 to 508/522/566 Balance
  • Leap Smash — Can no longer be cast mid-air (revert) Changed
  • Leap Smash — Gravity increased from 26.5 to 27 (vanilla) Balance
  • Leap Smash — In-combat cooldown decreased from 12/11/10 to 11/10/9 (revert) Balance
  • Leap Smash — Now has an additional damage instance for wildlife allowing it to one-shot 3 food creatures Changed
  • Flame Blast — Attack range increased from 18/22/28 to 20/23/28 Balance
  • Flame Blast — Direct damage increased from 175/210/265 to 196/236/298 Balance
  • Flame Blast — DoT damage reduced from 19 to 16 Balance
  • Flame Blast — Visual effects improved; further changes planned Fix
  • Flame Blast — Lingering flame area independent DPS removed; walking through fire now places DoT on hunters or refreshes duration Changed
  • Charge — Now has an additional damage instance for wildlife allowing it to one-shot 3 food creatures Changed
Wraith
  • Traversal regen timer in combat reduced from 11 to 9.5 seconds Balance
  • Traversal regen timer out of combat reduced from 27 to 25 seconds Balance
  • Light melee attacks no longer inflict knockback Changed
  • Warp Blast — Cooldown out of fight reduced from 20 to 18 Balance
  • Warp Blast — Cooldown in fight reduced from 8 to 6 seconds Balance
  • Warp Blast — Damage reduced from 517/532/568 to 387/399/426 (DPS unchanged with new cooldown) Balance
  • Warp Blast — Rank 1 explosion radius increased from 5.7 to 6.1 Balance
  • Abduction — Range reduced from 64/80/96 to 41/53/70 Balance
  • Abduction — Cooldown increased from 11/10/9 to 12/11/10 Balance
  • Decoy — Charges reduced from 2 to 1 Balance
  • Decoy — Cooldown reduced from 35/33/30 to 22/20/16 Balance
  • Decoy — Breaking invisibility with a melee now deals 40%/50%/70% extra damage Changed
  • Decoy — Breaking invisibility with an ability now deals 12.5%/15%/20% extra damage Changed
  • Decoy — Decoys now explode into a fake Warp Blast upon expiring Changed
  • Supernova — Radius reduced from 20/24/28 to 18/21.6/25.2 Balance
  • Supernova — Now destroys any items (harpoons, buoys, drones) inside when it ends Changed
Kraken
  • Extra drag above boundary increased from 0.5 to 1.2 Balance
  • Banshee Mine — No longer explodes upon making contact with terrain Changed
  • Banshee Mine — Arm time increased from 0 to 1.5 seconds; mines are invincible during arm time Changed
  • Banshee Mine — Homing range increased from 8 to 12 meters Balance
  • Banshee Mine — Homing speed increased from 10 m/s to 14 m/s Balance
  • Banshee Mine — Explosions no longer destroy nearby Banshee Mines Changed
Behemoth
  • Banshee Mine damage reduced from 310/316/341 to 279/299/319 Balance
  • Stage 3 health increased from 23,400 to 25,000 (revert) Balance
  • Rock Wall — Cooldown increased from 4.5/4.5/4.5 to 4.5/8.5/12.5 Balance
  • Rock Wall — Rank 1 unchanged; Rank 2 now creates a half circle; Rank 3 now completely surrounds the target area, radius increased from 16 to 16.5 Changed
  • Rock Wall — No longer locks hunters out of movement inputs indefinitely until they hit the ground Fix
  • Cylinder radius decreased from 5.0 to 3.1 Balance
  • Cylinder damage decreased from 350/365/385 to 315/329/347 Balance
Markov
  • Lightning Gun — Reverted to lock-on weapon Changed
  • Lightning Gun — DPS increased from 155 to 180 Balance
  • Lightning Gun — Chain link distance increased from 10 to 15 meters Balance
  • Lightning Gun — Can now target Arc Mines as anchor points for chaining Changed
  • Arc Mines — Now create 5-10 small 1.25x weak points on the monster lasting 10 seconds Changed
  • Arc Mines — Health reduced from 91 to 25 Balance
  • Arc Mines — Ignores colossus collision set to true — prevents mines being destroyed by monster melees without dealing damage Fix
Blitz Markov
  • Assault Rifle renamed to "Light Machine Gun" Changed
Lennox
  • Personal Shield — Cooldown reduced from 30 to 8 Balance
  • Personal Shield — Shield amount reduced from 1600 to 700 Balance
  • Personal Shield — Duration decreased from 10 to 1 second; now functions as a parry with 0.75 second activation window Changed
Abe
  • Custom Shotgun — Damage increased from 11 to 12 (1.7 revert) Balance
Jack
  • Repulsor — Charge consumed through blocking monster traversals increased from 36% to 50% Balance
Bucket
  • Guided Missile Launcher — Rate of fire decreased from 90 to 80 (revert) Balance
Rogue Val
  • Poison Dart Gun — Can now hit hunters; affected hunters are highlighted Changed
  • Poison Dart Gun — Friendly darts grant hunters 3% sprint speed, 10% reload speed, 10% fire rate, and 25% swap speed Changed
  • Heal Burst — Passive heal aura area of effect increased from 40 to 45 meters Balance
Caira
  • Napalm Launcher — Magazine capacity increased from 4 to 5 Balance
  • Napalm Launcher — Can now be fired automatically by holding fire button Changed
  • Napalm Launcher — Hitting terrain now leaves a small area of fire dealing minor damage to the monster lasting 6 seconds Changed
  • Healing Grenade Launcher — Magazine capacity increased from 4 to 5 Balance
  • Healing Grenade Launcher — Can now be fired automatically by holding fire button Changed
  • Heal Burst — Cooldown increased from 18 to 22 Balance
  • Heal Burst — When full, Caira gains a passive 7.5% damage resistance Changed
v1.7.1 Patch 1.7.1 Date TBC

Jetpack tuning, Meteor Goliath full rework, Kraken and Gorgon fixes, Hunter buffs across Assault, Trapper, and Support.

General
  • Hunter jetpacks tuned — initial boost now comes immediately once dodge input is received, feeling more like Stage 2 Changed
  • Effectiveness of vertical boosting reduced by roughly 10% Balance
  • Hunter perk — Movement Speed: now additionally increases maximum speed by 3% Changed
Meteor Goliath
  • Rock Throw — Cooldown decreased from 8/8/8 to 6/6/6 Balance
  • Rock Throw — Throw speed reduced from 29/36/46 to 28/32/39 Balance
  • Leap Smash — Can now be cast mid-air Changed
  • Leap Smash — Gravity decreased from 27 to 26.5 Balance
  • Leap Smash — In-combat cooldown increased from 11/10/9 to 12/11/10 Balance
  • Flame Breath — Complete overhaul, now titled "Flame Blast" in menu Changed
  • Flame Blast — Cooldown increased from 8/8/8 to 9/9/9 Balance
  • Flame Blast — Attack duration significantly reduced; now does a single instance of 175/210/265 damage Changed
  • Flame Blast — DoT increased from 12 to 18 Balance
  • Flame Blast — Range reduced from 22/27/35 to 18/22/28 Balance
  • Flame Blast — Now creates lasting flames on the ground for 8 seconds upon contact with terrain that damage hunters Added
  • Charge — Cooldown decreased from 10/10/10 to 9/8/7 Balance
  • Charge — Max duration increased from 2/2.5/3 to 2.25/2.75/3.25 Balance
Kraken
  • Lightning Strike — Strike delay decreased from 1.65 to 1.4 at all ranks Balance
  • Banshee Mine — Charges per rank reduced from 2/3/4 to 1/2/3 Balance
  • Banshee Mine — Cooldown decreased from 12/18/27 to 7/12/15 Balance
  • Banshee Mine — Now explodes on contact with terrain immediately with explosion radius of 3m Changed
  • Vortex — Speed reduced to 17.6/22/26 from 21/24/27 (revert to vanilla values) Balance
Gorgon
  • Mimic — Fixed bug where damage reduction upon activating Mimic would occasionally last significantly longer than intended Fix
  • Mimic — No longer reveals the spirit or host body upon use Changed
  • Spider Trap — Time to fire a single spiderling increased from 0.1 to 0.25 Balance
  • Spider Trap — Fixed bug where spider traps had significantly more health than intended Fix
Hyde
  • Minigun — Bullet damage increased from 12.5 to 13.5 Balance
  • Toxic Grenade — Radius increased from 10 to 12.5 Balance
Markov
  • Assault Rifle — Bullet damage increased from 21 to 23 Balance
Blitz Markov
  • Assault Rifle (LMG) — Minimum spread reduced from 2 to 0.5 Balance
  • Assault Rifle (LMG) — Spread per bullet reduced from 2 to 1 Balance
  • Assault Rifle (LMG) — Max spread reduced from 13 to 11 Balance
Maggie
  • Harpoon Trap — Time for harpoons to break as result of losing LoS decreased from 1.0 to 0.8 Balance
Bucket
  • Rocket Launcher — Clip size increased from 5 to 6 Balance
  • Rocket Launcher — Rate of fire increased from 80 to 90 Balance
Cabot
  • Damage Amplifier — Passive amp drain rate reduced by 50% Balance
Tech Sgt. Hank
  • Laser Cannon — Clip size increased from 100 to 125 Balance
Sunny
  • Shield Drone — Recharge time reduced from 9 to 8 seconds Balance
Kala
  • Banshee Missile — Base damage decreased from 80 to 75 Balance
  • Banshee Missile — Mine damage decreased from 110 to 95 Balance
v1.7 Patch 1.7 Date TBC

Wildlife spawn improvements, monster perk revision, Gorgon and Wraith reworks, Behemoth Stage 3 health nerf, sweeping Hunter changes across all classes including new autofire options and significant ability reworks.

General
  • Minimum and ideal spawn distance for mammoth birds, striders, and steamadons reduced from 30 min/50 ideal to 12 ideal and minimum Changed
  • Spawn count of mammoth birds, striders, and steamadons increased from 10 to 13 Balance
  • Awards now reveal on bottom left when they reach 500 instead of their custom numbers Changed
  • Hunters now shoot a flare into the sky upon being downed to identify them while cloaked Added
  • Monster perk — Damage Increase renamed to Heavy Hitter: +8% ability damage, -8% ability cooldown rate Changed
  • Monster perk — Armor Regen renamed to Brawler: +17% climb speed, +7% traversal regen, +4% damage resistance Changed
  • Monster perk — Movement Speed changed to: +6% movespeed, +6% melee movespeed, +6% bob roll speed Changed
  • Monster perk — Stasis gravity impact on Kraken's flight lessened by 10% Balance
  • Monster perk — Smell Range changed to: 90% smell range, 10% feed speed Changed
Meteor Goliath
  • Flame Breath — DoT damage increased from 10 to 12 Balance
Gorgon
  • Traversal — Web sling max yank time increased from 0.75 to 1.0 Balance
  • Mimic — Host body receives 30% DR for 3 seconds Changed
  • Mimic — Break damage mechanic removed; spirit now lasts 4/5/6 seconds based on rank regardless Changed
  • Mimic — Activation delay (fuse time) set to 3 seconds at all ranks Changed
  • Mimic — Now reveals the host and the spirit upon use Changed
  • Mimic — Melee damage buff changed from 65%/70%/75% to 70%/75%/80% Balance
  • Mimic — Direct explosion damage decreased from 150/200/300 to 100/100/100 Balance
  • Mimic — DoT damage decreased from 50/60/70 DPS for 8 seconds to 20/25/30 for 8 seconds Balance
  • Mimic — Spirit explosion now debuffs hunters for 3 seconds with 10%/15%/20% debuff to swap speed, firing speed, and accuracy Changed
  • Spider Trap — Charges per rank increased from 1/2/3 to 2/3/4 Balance
  • Spider Trap — Cooldown per rank set to 13/19.5/26 (6.5 seconds per spider) Balance
  • Spider Trap — Spider minion attack changed from grapple to bite dealing 275 damage; bites once per 3 seconds Changed
  • Spider Trap — Spider move speed increased to 9 m/s Balance
  • Spider Trap — Spider health decreased to 80 Balance
  • Acid Spit — Pool damage decreased from 86/92/100 to 75/80/85 Balance
  • Acid Spit — Direct damage increased from 12/14/16 to 14/16/18 Balance
  • Acid Spit — Acid spray duration reduced from 2/2.5/3 to 1.5 at all ranks Balance
  • Acid Spit — Pool damage now applies to items Changed
  • Acid Spit — Cooldown changed from 9 at all ranks to 11/10/9 Balance
  • Acid Spit — Pool lifetime increased from 4/5/6 to 7/8/9 Balance
  • Acid Spit — Pool size changed from 2.5/3.5/4 to 3/3.5/4 Balance
  • Acid Spit — TerrainEffectInterval increased from 0.05 to 0.1 Changed
Behemoth
  • Stage 3 health decreased from 25,000 to 23,400 Balance
Hyde
  • Toxic Grenade — Radius decreased from 15 to 10 Balance
  • Flamethrower — DoT damage reduced from 33 to 30 Balance
Parnell
  • Super Soldier — Duration decreased from 13.5 to 12.5 seconds Balance
  • Rocket Launcher — Projectile damage reduced from 80 to 75 Balance
Blitz Markov
  • Tesla Gun — Maintain lock angle increased from 33 to 35 Balance
  • Tesla Gun — DPS increased from 75/150/225/300 to 80/160/240/320 Balance
  • Assault Rifle — Damage per bullet decreased from 19 to 18 Balance
  • Assault Rifle — Rate of fire increased from 540 to 720 Balance
  • Assault Rifle — Ammo increased from 40 to 67 Balance
  • Assault Rifle — Reload increased from 2.0 to 3.25 Balance
  • Assault Rifle — Spread now same as vanilla Maggie; ADS and non-ADS spread are equal Changed
Lennox
  • Thunder Strike — Can now deal knockback to teammates (not damage) Changed
Torvald
  • Shrapnel Grenade — Deals 200 damage to wildlife Changed
Abe
  • Custom Shotgun — Initial spread increased from 0.5 to 1 Balance
  • Custom Shotgun — Pellet damage reduced from 12 to 11 Balance
Crow
  • Kinetic Long Rifle — Uncharged shot bullet damage reduced from 70 to 67 Balance
Maggie
  • Daisy — Daisy will no longer take Kala's teleporters Fix
Wasteland Maggie
  • Burst Full Auto Pistol — Can now autofire by holding left click Changed
  • Burst Full Auto Pistol — Shot interval changed from 0.0 to 0.25 Changed
  • Burst Full Auto Pistol — Burn DoT damage reduced from 30 to 27 Balance
Jack
  • Repulsor — Capacity reduced from 400 to 100 Balance
  • Repulsor — Effective cone angle decreased from 60 to 55 Balance
  • Repulsor — Ammo consumed when effective decreased from 29 to 4 Balance
  • Repulsor — Ammo consumed when ineffective decreased from 7 to 2 Balance
  • Repulsor — Activation cost lowered from 75 ammo to 100% magazine Changed
  • Repulsor — Reload increased from 4 to 6.5 Balance
  • Repulsor — Range decreased from 60 to 50 Balance
  • Repulsor — Goliath and Meteor Goliath charge ammo consumption when repulsed increased from 40% to 50% Balance
  • Repulsor — Wraith Warp Blast and Abduction ammo consumption when repulsed increased from 40% to 50% Balance
  • Repulsor — Ammo consumption when traversal is repulsed decreased from 40% to 36% Balance
Slim
  • Heal Burst — Self heal decreased from 215 to 195 Balance
  • Heal Burst — Team heal increased from 175 to 195 Balance
  • Heal Burst — Incap healing decreased from 280 to 275 Balance
  • Healing Drone — Travel time reduced from 2.0 to 0.75 Balance
Cabot
  • Damage Amplifier — Passive amp drain rate reduced by 50% Balance
Sunny
  • Mininuke Launcher — Damage per grenade reduced from 130 to 120 Balance
Bucket
  • UAV — Impact damage increased from 1 to 250 Balance
Tech Sgt. Hank
  • Shield Generator — Max shield per hunter reduced from 720 to 550 Balance
  • Shield Generator — Clip size reduced from 250 to 191 Balance
Kala
  • Banshee Gun — Direct damage increased from 70 to 80; mine damage decreased from 125 to 110 Balance
  • Banshee Gun — Can now autofire when holding left click Changed
  • Banshee Gun — Mine count reduced from 6 to 5 Balance
  • Teleporter Pad — Recharge cooldown reduced from 15 to 10 seconds Balance
v1.6 HF Patch 1.6 Hotfix Date TBC

Targeted hotfix following 1.6 — wildlife trap fixes, monster speed correction, evolve meter tweak, capacity perk adjustment, Sunny drone nerf, Gorgon Websnare and Mimic tuning, Jack Repulsor nerf, Kraken buffs.

General
  • Wild trap jaw health decreased from 1600 to 300; meat trap jaws provide decreased from 1 to 0 Balance
  • Monster run and walk speed fixed — all monsters now have run and walk speed buffed the same way sprint speed was buffed in the movespeed rework Fix
  • Evolve meter from Stage 1 to Stage 2 decreased from 20 to 19 Balance
  • Hunter perk — Capacity: reload debuff for battery weapons increased from 30% to 35%; now also has a reload debuff on gun weapons of 12.5% Changed
Sunny
  • Shield Drone — Range decreased from 60 to 45 Balance
Gorgon
  • Websnare — Radius increased from 1.7/1.7/1.7 to 2.3/2.3/2.3 Balance
  • Websnare — Duration increased from 2 to 3 Balance
  • Websnare — Damage changed to 391/421/466 total damage dealt across 3 seconds every 0.2 seconds Changed
  • Websnare — Lifetime decreased from 10 to 3 across all ranks Balance
  • Websnare — Speed decreased from 18/22/26 to 18/20/22 Balance
  • Websnare — Growth rate decreased from 0.8/1.0/1.2 to 0.6/0.8/1.0 Balance
  • Mimic — Gains 15% movement speed when meleeing and 15% movement speed in general Balance
  • Mimic — Direct damage increased from 0/0/0 to 150/200/300 Balance
  • Mimic — DoT damage decreased from 94/99/104 to 50/60/70 Balance
  • Mimic — Cooldown decreased from 15/14/13 Balance
  • Mimic — Spirit health decreased from 900/950/1000 to 750/850/1000 Balance
  • Mimic — Break damage decreased from 800/850/900 to 600/700/800 Balance
  • Mimic — Explosion delay changed from 3/3/3 to 3.2/3.0/2.6 Changed
  • Spider Trap — Spawn delay increased from 0.2 to 0.4 Balance
  • Acid Spit — Vulnerability debuff increased from 15%/15%/15% to 15%/15.5%/16% Balance
  • Acid Spit — Pool damage decreased from 105/115/125 to 86/92/100 Balance
  • Acid Spit — Pool grid size decreased from 2.5/3.5/4.5 to 2.5/2.75/3.0 Balance
Jack
  • Repulsor — Strength decreased from 1.05 to 0.95 Balance
Kraken
  • Stage 1 health increased from 8000 to 9600 Balance
  • Base feed speed increased from 0.4 to 0.44 (10% increase) Balance
  • Traversal — Height boundary decreased from 60 to 25 Balance
  • Traversal — Drag coefficient increased from 1.3 to 1.4 Balance
  • Traversal — Extra drag above boundary increased from 0 to 0.5 Balance
  • Traversal — Extra gravity from stasis decreased from 6 to 5 Balance
  • Banshee Mine — Homing speed increased from 16 to 20 Balance
  • Banshee Mine — Cooldown increased from 10/15/20 to 12/18/27 Balance
  • Banshee Mine — Max flight time increased from 4 to 99 Balance
  • Banshee Mine — Minimum flight clearance decreased from 0.5 to 0.01 Balance
  • Banshee Mine — Strict homing range increased from 3 to 8 Balance
  • Banshee Mine — Radius of explosion increased from 3/4/5 to 5/5/5 Balance
  • Banshee Mine — Mines per rank increased from 1/2/3 to 2/3/4 (max 3 in world) Balance
  • Vortex — Now has a DoT dealing 31 DPS base for 2 seconds against wildlife only; creature multiplier of 1.2 Changed
  • Lightning Strike — Aim state increased from 0.1 to 1.65 across all ranks; strike delay decreased from 1.65 to 0.1 across all ranks Changed
  • Lightning Strike — All position lerp rates set to 0 (stationary) Changed
  • Lightning Strike — Radius increased from 6/7/8 to 7/8/9 Balance
  • Aftershock — Radius increased from 7/8/9 to 8.2/9.2/11 Balance
Wraith
  • Decoy — Spawn time decreased from 1.0 to 0.8 seconds Balance
  • Warp Blast — Rank 1 radius increased from 5.5 to 5.7 Balance
Behemoth
  • Base feed speed decreased from 0.46 to 0.44 (now 10% total instead of 15%) Balance
  • Rock Wall — Knockback magnitude decreased from 13 to 9 Balance
Markov
  • Lightning Gun/Quake Gun — Range decreased from 40 to 37.5 Balance
  • Lightning Gun/Quake Gun — Damage split: one half not affected by limps/headshots, other half is; 1200 damage per clip Changed
v1.6 Patch 1.6 Date TBC

Non-Goliath monsters brought up to speed. Gorgon soft rework, Wraith further adjusted, Kraken stationary Lightning Strike returned, Elder Kraken reverted, Behemoth roll improvements. Hunter damage sources tuned, QoL autofire changes rolled out.

General
  • Pounce bug fixed — now ticks properly and impact damage is taken into account Fix
  • Monster perk — Feed Speed replaced with 15% melee and pounce damage buff Changed
  • Hunter perk — Capacity: reload debuff decreased from 40% to 30%; capacity buff increased from 40% to 50% Changed
Goliath
  • Stage 1 health increased from 8000 to 9600 Balance
  • Flame Breath — Damage decreased from 73 to 70 at rank 3 Balance
  • Flame Breath — DoT damage decreased from 44 to 42 at rank 3 Balance
Meteor Goliath
  • Stage 1 health increased from 8000 to 9600 Balance
  • Flame Breath — DoT now has a 2.5x multiplier on wildlife Changed
Kraken
  • Lightning Strike — Reverted to stationary; radius increased from 5/6/7 to 6/7/8; strike delay decreased from 1.65/1.65/1.65 to 1.65/1.5/1.4 Changed
  • Traversal — Max flight speed decreased from 9 to 8.8 Balance
  • Traversal — Height boundary increased from 12 to 60 while gliding Balance
  • Traversal — Vertical speed when air bursting increased from 26 to 35 Balance
  • Traversal — Vertical speed when air bursting while on ground decreased from 28 to 25 Balance
  • Traversal — Height boundary while air bursting increased from 10 to 60 Balance
  • Traversal — Drag coefficient decreased from 1.5 to 1.3 Balance
  • Traversal — Extra drag above boundary decreased from 5 to 0 Balance
  • Traversal — Gravity growth rate decreased from 2 to 0 Balance
  • Traversal — Time until gravity kicks in after air bursting decreased from 1 to 0 Balance
  • Traversal — Time until gravity kicks in while gliding decreased from 2 to 0 Balance
  • Traversal — Automatic descent to boundary acceleration decreased from 5 to 0 Balance
  • Traversal — Automatic descent to boundary max speed decreased from 5 to 0 Balance
  • Banshee Mine — Cooldown increased from 7/12/15 to 10/15/20 Balance
  • Banshee Mine — Homing delay increased from 0.5 to 3 seconds across all ranks Balance
  • Banshee Mine — Homing speed increased from 10 to 16 across all ranks Balance
  • Banshee Mine — Arming delay increased from 1 to 3 seconds across all ranks Balance
  • Banshee Mine — Destroy nearby banshee when exploding set to false Changed
  • Banshee Mine — Lifetime decreased from 90 to -1 seconds (infinite) Changed
  • Banshee Mine — Invulnerability period increased from 0.5 to 3 seconds Balance
  • Air Projectile Melee — Lifetime decreased from 5 to -1; radius changed from 3/3.5/4 to 1.7/1.7/1.7; speed increased from 30 to 47; damage decreased from 150 to 140 Changed
  • Vortex — Speed increased from 17.6/22/26 to 21/24/27; lifetime decreased from 3 to -1 Changed
  • Aftershock — Radius decreased from 9/10/12 to 7/8/9 Balance
Elder Kraken
  • Traversal — Stamina recharge in combat increased from 14 to 17 Balance
  • Traversal — Stamina recharge out of combat increased from 20 to 22 Balance
  • Traversal — Max flight speed decreased from 11.5 to 11 Balance
  • Traversal — No gravity while using abilities set to true Changed
  • Traversal — Vertical speed when air bursting from ground increased from 28 to 30 Balance
  • Traversal — Horizontal speed when air bursting decreased from 25 to 22 Balance
  • Traversal — Height boundary from air bursting and while flying increased from 10 to 11 Balance
  • Traversal — Angle that Elder Kraken takes off the ground increased from 0 to 30 Balance
  • Traversal — Drag coefficient decreased from 1.5 to 1 Balance
  • Traversal — Gravity growth rate while in combat decreased from 2 to 0 Balance
  • Traversal — Time until gravity kicks in after air bursting increased from 1 to 2 Balance
  • Traversal — Time until gravity kicks in while gliding increased from 2 to 3 Balance
  • Traversal — Automatic descent to boundary acceleration decreased from 5 to 0 Balance
  • Chain Lightning — Cooldown increased from 10/10/10 to 11/11/11 Balance
  • Chain Lightning — Rank 1 damage changed from 500/400/300/200 to 364/382/400/418 Balance
  • Chain Lightning — Rank 2 damage changed from 515/412/309/206 to 382/409/436/464 Balance
  • Chain Lightning — Rank 3 damage changed from 550/440/330/220 to 400/436/473/509 Balance
  • Banshee Missile — Cooldown increased from 8/8/8 to 9/9/9 Balance
  • Banshee Missile — Damage increased from 350/365/400 to 390/420/450 Balance
  • Death Spiral — Cooldown increased from 10/10/10 to 11/11/11 Balance
  • Death Spiral — Radius increased from 2/3/4 to 4/5/6 Balance
  • Death Spiral — Damage decreased from 180/185/198 to 170/180/190 Balance
  • Death Spiral — Now has 1.2x damage multiplier versus wildlife Changed
  • Lightning Strike — Cooldown increased from 11/9/7 to 12/10/8 Balance
  • Lightning Strike — Delay before explosion spawns changed from 1.25/1.25/1.25 to 1.40/1.40/1.40 Balance
  • Lightning Strike — Radius decreased from 7/8/9 to 7/7.9/8.6 Balance
  • Lightning Strike — Rank 2 damage increased from 412 to 420 Balance
Wraith
  • Stage 1 health decreased from 8100 to 6500 Balance
  • Warp Blast — Range increased from 24/30/36 to 26/30/36 Balance
  • Abduction — FObstructionCheckPercentageFail increased from 0.2 to 0.7; FObstructionCheckSpreadDistance decreased from 1.5 to 0.01 (makes abduct land consistently without teleporting hunter into Wraith's hands) Fix
  • Abduction — Can now deal damage when it lands on terrain or entity; damage radius decreased from 3 to 0.5 Changed
  • Supernova — Increased melee damage when cast decreased from 0%/2%/10% to 0% at all ranks Balance
  • Supernova — Base damage increased from 55/55/55 to 55/58/61 Balance
  • Contextual Combat — Knockback magnitude on all light melees set to 5 Changed
  • Decoy — Cooldown increased from 28.7/25.9/23 to 35/33/30 Balance
  • Decoy — Now has 2 charges Changed
  • Decoy — Duration decreased from 4.7/5.9/7 to 2.25 seconds at all ranks Balance
  • Decoy — Damage no longer nullifies invisibility Changed
  • Decoy — Now grants 20%/25%/30% movespeed and 40%/50%/60% climb speed while active Changed
Gorgon
  • Stage 1 health increased from 7100 to 8600 Balance
  • Spider Trap — Health changed from 190/209/230 to 210 across all ranks Balance
  • Spider Trap — Arm time increased from 1 to 1.5 seconds across all ranks Balance
  • Spider Trap — Cooldown increased from 14/14/14 to 14/18/22 Balance
  • Spider Trap — Now has extra charges based on points invested Changed
  • Spider Trap — Walk speed decreased from 12 to 6; sprint and max speed decreased from 9 to 8 Balance
  • Websnare — Speed decreased from 20/25/32.5 to 18/22/26 Balance
  • Websnare — Spawn delay increased from 0.5 to 0.75 Balance
  • Websnare — Radius decreased from 4/5/6 to 1.7/1.7/1.7; now grows as it travels — growth rate increased from 0.5 to 0.8/1.0/1.2 Changed
  • Websnare — Length decreased from 2/3/4 to 1 across all ranks Balance
  • Websnare — DPS changed from 200/204/220 to 198/214/231 Balance
  • Websnare — Update ticks decreased from 0.5 to 0.2 Changed
  • Websnare — Knockdown magnitude decreased from 12/13/14 to 8/9/10 Balance
  • Websnare — Lifetime increased from 2 to 10 across all ranks Balance
  • Websnare — Debuff changed from -83% movement to -14%/-20%/-26% jetpack thrust and -100% jump height Changed
  • Acid Spit — Grid size on terrain increased from 2/2.5/3 to 2.5/3.5/4.5 Balance
  • Acid Spit — Duration of spitting animation increased from 2/2/2 to 2/2.5/3 Balance
  • Acid Spit — Direct damage decreased from 39/40/42 to 12/14/16 Balance
  • Acid Spit — Pool now applies -15% damage reduction/vulnerability to hunters inside Changed
  • Acid Spit — Pool lifetime increased from 3/3/3 to 4/5/6 Balance
  • Acid Spit — Pool DPS increased from 100/102/110 to 105/115/125 Balance
  • Acid Spit — Pool creature damage multiplier increased from 0.5 to 1.5 Balance
  • Mimic — Health increased from 380/415/450 to 900/950/1000 Balance
  • Mimic — Damage needed to break mimic connection decreased from 1200 to 800/850/900 Balance
  • Mimic — Cooldown increased from 12 to 15 across all ranks Balance
  • Mimic — Delay before explosion increased from 1 to 3 seconds Balance
  • Mimic — Direct damage on explosion removed Removed
  • Mimic — DoT damage increased from 70/71/77 to 94/99/104; duration increased from 6 to 8 seconds Balance
  • Mimic — Update ticks decreased from 1 to 0.2 seconds Changed
  • Mimic — Now has +65% melee damage Balance
  • Mimic — Health decay reduced from 32 per second to 0 Balance
  • Mimic — Now has -20% stamina regen while in mimic form Balance
Behemoth
  • Stage 1 health increased from 11,000 to 12,600 Balance
  • Base feed speed increased from 0.4 to 0.46 (15% increase) Balance
  • Traversal — Stamina regen in combat decreased from 10 to 9 Balance
  • Traversal — Stamina cost to enter roll decreased from 10 to 2.5 Balance
  • Traversal — Stamina recharge delay upon exiting roll decreased from 1 to 0.5 Balance
  • Traversal — Minimum stamina to enter roll decreased from 20 to 10 Balance
  • Rock Wall — Animation scale increased from 1 to 1.7; can be cast airborne Changed
  • Rock Wall — Knockback angle decreased from 50 to 5; knockback radius increased from 3.1 to 5 Balance
  • Fissure, Tongue Grab, Lava Bomb — Can now all be cast airborne Changed
  • Lava Bomb — Droplets increased from 5/5/5 to 6/8/10 Balance
Hyde
  • Toxic Grenade — Radius increased from 10 to 15 Balance
  • Flamethrower — Recharge increased from 1 to 3.3 Balance
Torvald
  • Mortars — Damage per mortar decreased from 160 to 145 Balance
  • Mortars — Clip size increased from 5 to 6 Balance
Markov
  • Lightning Gun — Range decreased from 40 to 37.5 Balance
  • Lightning Gun — Damage split in half: one half unaffected by limps/headshots, other half is; total 1200 per clip Changed
  • Arc Mine — Toss distance increased from 7 to 10; plant on breakables enabled Changed
Blitz Markov
  • Electronic Mine — Toss distance increased from 7 to 10; plant on breakables enabled Changed
Jack
  • Dual Pistols — Can now autofire when holding left click Changed
  • Repulsor — Strength increased from 0.95 to 1.05 Balance
  • Repulsor — RepulseScalarThatPushesGrounderDownStart set to 0.5 (max strength immediately) Changed
  • Repulsor — Reload time increased from 3.5 to 4 seconds Balance
  • Repulsor — Capacity decreased from 500 to 400 Balance
  • Repulsor — Ammo consumed when effective decreased from 37 to 29 Balance
  • Repulsor — Angle in which repulsor is effective increased from 47 to 60 Balance
Val
  • Tranq Dart — Fixed bug where it wouldn't bring Kraken/Elder Kraken down; now brings Kraken down at half the rate of Abe and Crow Fix
Griffin
  • Harpoon Gun — Damage increased from 75 to 150 Balance
Wasteland Maggie
  • Harpoon Trap — Hit points decreased from 50 to 25; toss distance decreased from 15 to 10 Balance
Slim
  • Leech Gun — Damage decreased from 7 to 6 Balance
  • Leech Gun — Special green reticle removed and changed to normal hunter reticle Changed
  • Leech Gun — Spread cooldown time set to 0.35; decay during cooldown set to 0.2 Changed
  • Spore Cloud — Smell range reduction increased from 70% to 85% Balance
  • Spore Cloud — Radius increased from 13 to 15 Balance
Lazarus
  • Silenced Sniper Rifle — Can now autofire when holding left click Changed
  • Silenced Sniper Rifle — Can now toggle zoom when firing Changed
Sunny
  • Shield Drone — Toss distance increased from 8 to 10; plant on breakables enabled Changed
  • Shield Drone — Capacity increased from 730 to 840 Balance
  • Shield Drone — Range increased from 45 to 60 Balance
  • Guided Missile Launcher — Can now autofire when holding left click Changed
Bucket
  • Sentry Gun — Plant on breakables enabled Changed
  • Sentry Gun — Engage distance decreased from 40 to 38; disengage distance decreased from 45 to 40 Balance
  • Sentry Gun — Horizontal spread increased from 9 to 10; vertical spread increased from 10 to 11 Balance
  • Guided Missile Launcher — UAV impact damage increased from 1 to 250 Balance
Kala
  • Banshee Gun — Direct damage increased from 70 to 80; mine damage decreased from 125 to 110 Balance
  • Banshee Gun — Can now autofire when holding left click Changed
  • Banshee Gun — Mine count reduced from 6 to 5 Balance
  • Teleporter Pad — Recharge cooldown reduced from 15 to 10 seconds Balance
Cabot
  • Damage Amplifier — Recharge rate reduced; time for full recharge increased from 16 to 19 seconds Balance
  • Damage Amplifier — Minimum charge to fire increased from 70 to 105 (30% of mag) Balance
  • Damage Amplifier — Now consumes 15 energy per second if not amping anything Changed
Tech Sgt. Hank
  • Shield Generator — Max shield per hunter reduced from 720 to 550 Balance
  • Shield Generator — Clip size reduced from 250 to 191 (one clip stays consistent to one full shield) Balance
  • Laser Cannon — Clip size increased from 100 to 125 Balance
Caira
  • Napalm Launcher — Hitting terrain now leaves a small area of fire for 6 seconds Changed
Sunny
  • Mininuke Launcher — Damage per grenade reduced from 130 to 120 Balance
v1.5 Patch 1.5 Date TBC

Global hunter speed reduction, monster evolve food increase, perk adjustments, Goliath and MG tuning, Wraith health and ability rework, Behemoth roll fixes, Slim rework, and widespread Hunter changes.

General
  • Hunter base movement speed decreased from 6.05 to 5.885 Balance
  • Monster — number of meats required to evolve to Stage 2 increased from 18 to 20 Balance
  • Pounce damage standardized to 90 across the board at all stages (was 70/90/110 at Stage 1/2/3) Changed
  • Hunter perk — Movement Speed: decreased from 70% to 68% run speed Balance
  • Hunter perk — Movement Speed: description now mentions run speed instead of top speed Changed
  • Monster perk — Traversal Regen: decreased from 30% to 20% Balance
  • Monster perk — Feeding Speed: decreased from 75% to 60% Balance
  • Damage Increase perk — visual bug in description fixed Fix
Goliath
  • Leap Smash — VFX circular indicator on the ground now appears 5 seconds before impact rather than 1 Changed
Meteor Goliath
  • Leap Smash — Radius at 2 points decreased from 5.9 to 5.8; radius at 3 points decreased from 7.2 to 7 Balance
  • Burn DoT now varies by ability: Rock DoT increased from 25 to 31; Leap DoT decreased from 25 to 21; Charge DoT decreased from 25 to 18; Flame DoT decreased from 25 to 10 Changed
  • Highest potential DPS from burn DoTs alone is now 80 instead of 100 (vanilla was 40 flat) Balance
Kraken
  • Lightning Strike — Reverted to vanilla Changed
Behemoth
  • Roll knockback returned to vanilla physical knockback — unintended side effect of previous roll buffs fixed Fix
  • Tongue Grab — Cooldown decreased from 10 to 9 Balance
Wraith
  • Health increased from 6500/10,000/13,500 to 8100/11,600/15,100 Balance
  • Warp Blast — Radius decreased from 6/7.5/9 to 5.5/6.7/7.6 Balance
  • Supernova — Radius increased from 17.3/21.6/26 to 20/24/28 Balance
  • Abduction — Likelihood of grabbing hunters who dodged or when ability whiffed significantly reduced Fix
  • Abduction — No longer deals damage to large wildlife (Sloths, Armadons, Tyrants) Changed
  • Decoy — Cooldown increased from 28.7/25.9/23 to 35/33/30 Balance
  • Decoy — Now has 2 charges Changed
  • Decoy — Duration decreased from 4.7/5.9/7 to 2.25 seconds at all ranks Balance
  • Decoy — Damage no longer nullifies invisibility Changed
  • Decoy — Now grants 20%/25%/30% movespeed and 40%/50%/60% climb speed while active Changed
Parnell
  • Super Soldier — Quick switch during Super Soldier removed Removed
  • Super Soldier — Vulnerability while active increased from 10% to 12% Balance
  • Super Soldier — Jump Height gained decreased from 300% to 250% Balance
Hyde
  • Flamethrower — Changed to battery weapon that has to recharge Changed
  • Burn DoT decreased from 43 to 33 Balance
  • Burn DoT duration decreased from 8 to 7 seconds Balance
Blitz Markov
  • Rank 4 mine damage increased from 1250 to 1450 Balance
  • Mines now take 4 seconds to increase in stage rather than 5 (reverted to vanilla); total 16s to gold instead of 20 Changed
  • Trigger radius increased from 2.5/3.5/4.5/5.5 to 3.5/4.5/5.5/6.5 Balance
Abe
  • Stasis is now the same effect as Abe's — used to be slightly weaker Changed
Jack
  • Passive returned — Jack again has benefits of the run speed perk by default; picking run speed does not stack Fix
Slim
  • Spore Cloud — No longer gives DR; now reduces smell range by 70% rather than nullifying smell Changed
  • Heal other decreased from 208 to 175 Balance
  • Heal incap increased from 201 to 280 Balance
  • Self-healing increased from 195 to 215 Balance
Emet
  • Rocket homing speed increased from 30 to 40; turn speed increased from 30 to 40; laziness increased from 10 to 20; homing turn speed increased from 10 to 20 Balance
  • Can now burst from buoys before they are armed Changed
  • Boost buoy cooldown increased from 12 to 16; lifetime increased from 7 to 9 Balance
Val
  • Heal Burst — Healing received by teammates decreased from 332 to 300 Balance
  • Tranqs — Slow value changed to -37% Balance
Lazarus
  • Lazarus Device — Res time increased from 1 to 1.5 seconds Balance
Caira
  • Adrenaline Field — Duration decreased from 13 to 7 seconds Balance
  • Adrenaline Field — Cooldown decreased from 60 to 28 seconds Balance
Rogue Val
  • Chain Medgun — Range increased from 35 to 40 Balance
  • Healing Aura — Range increased from 30 to 40 Balance
  • Healing Aura — Incap health per second decreased from 60 to 50 Balance
  • Medgun — Incap health per second increased from 120 to 130 Balance
Sunny
  • Shield Drone — Reload time increased from 1 to 5 seconds Balance
  • Shield Drone — Hit points reduced from 250 to 180 Balance
  • Shield Drone — Arm time and recharge time increased from 5 to 9 seconds Balance
  • Jetpack Booster — Thrust modifier reduced from +25% to +15% Balance
  • Jetpack Booster — Vertical boost thrust reduced to 5% Balance
Hank
  • Laser Cutter — Damage increased from 10 to 11 Balance
Bucket
  • Sentry Turrets — Toss distance increased from 7 to 10 Balance
  • Sentry Turrets — Engage range increased from 30 to 40 Balance
  • Sentry Turrets — Disengage range increased from 30 to 45 Balance
  • Sentry Turrets — Spread decreased; more accurate at 25-45m Balance
  • Sentry Turrets — Fire rate increased and bullet damage decreased; net DPS unchanged Changed
Cabot
  • Railcannon — Can now target weakspots; projectile damage only benefits from multipliers Changed
  • Damage Amp — Minimum ammo to fire increased from 10 to 70 Balance
Kala
  • Teleporter Pads — Hit points increased from 25 to 90 Balance
  • Teleporter Pads — Physical explosion disabled Fix
  • Armor Reducer — Lock on angle increased from 25 to 30 Balance
  • Armor Reducer — Regen time increased from 15 to 20 seconds Balance
  • Banshee Missiles — Homing speed increased from 6 to 10 Balance
Tech Sgt. Hank
  • Shield Gun — Exploit fixed; capacity increased so one full clip yields one full charge on one hunter Fix
Maggie
  • Machine Pistol — Spread decay increased from 1 to 2 Balance
  • Harpoon Trap — Arm time increased from 5 to 6 Balance
Griffin
  • Sound Spikes — Sneak detection radius increased from 20 to 27 Balance
Crow
  • Gobi — Minimum respawn delay increased from 6 to 9 Balance
  • Gobi — Starting speed and acceleration decreased slightly Balance
  • Long Rifle — Time to charge a shot increased from 1 to 1.1 Balance
  • Stasis Gun — Stasis slow impact reduced from -60% to -47% Balance
Wasteland Maggie
  • Harpoon Trap — Trigger distance decreased from 25 to 22 Balance
  • Harpoon Trap — Release distance decreased from 33 to 30 Balance
v1.4 Patch 1.4 Date TBC

Global movement speed rework, perk overhaul, Goliath and Meteor Goliath tuning, Wraith rework, Behemoth roll improvements, widespread Hunter changes across all classes.

General
  • Custom game — new Reinforcement Time setting of 1:45 added Added
  • Wildlife initial spawn delay decreased from 20 to 15 seconds Balance
  • Wildlife death cooldown decreased from 480 to 360 Balance
  • Wildlife prey spawn cap increased from 20 to 40 Balance
  • All players have 3-star masteries unlocked for fairness Added
  • Monster speed (all stances except swim/crouch) increased from 7.5 to 8.4735 Balance
  • Monster swim speed increased from 6.5 to 7.3125 Balance
  • Monster crouch speed increased from 5.5 to 6.1875 Balance
  • Hunter sprint speed increased from 5.5 to 6.05 Balance
  • Hunter perk — Movement Speed: no longer provides 25% sprint speed; allows shooting while running at top speed Changed
  • Hunter perk — Jump Height: decreased from 300 to 250 Balance
  • Hunter perk — Jetpack Recharge: decreased from 75% to 60% Balance
  • Hunter perk — Capacity: no longer effectively increases recharge speed of battery weapons Fix
  • Monster perk — Movement Speed: changed from 25% top speed to 6%; retains slow resistance, increases melee movespeed by 6% Changed
  • Monster perk — Damage Bonus: still 10% extra damage, now only applies to abilities not melees/pounces Changed
Goliath
  • Charge — Radius changed from 2.7/3.4/4.4 to 3/3.7/4.5 Balance
  • Charge — Cooldown (in combat) changed from 8/8/8 to 8/7/6 Balance
  • Charge — Speed changed from 16/17/18 to 16/17.5/19 Balance
  • Charge — Duration changed from 1.4/1.75/2.3 to 1.4/1.8/2.4 Balance
  • Leap Smash (3 points) — Radius decreased from 7.6 to 7 Balance
Meteor Goliath
  • Burn DoT — Each ability now has discrete stacking DoT; burn decreased from 40 to 25 DPS; 6 second duration unchanged Changed
  • Charge — Radius changed from 2.7/3.4/4.4 to 3/3.7/4.5 Balance
  • Charge — Cooldown (in combat) changed from 10/10/10 to 10/9/8 Balance
  • Charge — Speed changed from 16/17/18 to 16/17.5/19 Balance
  • Leap Smash — Radius changed from 4.6/5.8/7.6 to 4.6/5.9/7.2 Balance
Kraken
  • Traversal recharge speed (in combat) decreased from 17 to 14 Balance
  • Lightning Strike — Radius changed from 5/6/7 to 6/7/8 Balance
  • Lightning Strike — Can no longer be moved Changed
  • Aftershock — Applies 10% DR to Kraken while active Changed
Elder Kraken
  • Max flight speed increased from 10 to 11.5 (default, tranquilized, and stasis) Balance
  • Lightning Strike — Radius changed from 4/5/6.4 to 5/6/7 Balance
  • Chain Lightning — Applies highest damage to closest target, lowest to furthest Changed
  • Chain Lightning — Applies 10% DR to Elder Kraken while active Changed
  • Chain Lightning — Range changed from 7/8.8/11.2 to 8/9/10 Balance
  • Banshee Missile — Damage reduced from 500/515/550 to 350/365/400 Balance
  • Death Spiral — Radius decreased from 3/4/5 to 2/3/4 Balance
  • Death Spiral — Damage decreased from 200/206/220 to 180/185/198 Balance
Wraith
  • Health increased from 6500/10,000/13,500 to 8100/11,600/15,100 Balance
  • Warp Blast — Radius decreased from 6/7.5/9 to 5.5/6.7/7.6 Balance
  • Supernova — Radius increased from 17.3/21.6/26 to 20/24/28 Balance
  • Abduction — Likelihood of grabbing hunters who dodged or whiffed significantly reduced Fix
  • Abduction — No longer deals damage to large wildlife (Sloths, Armadons, Tyrants) Changed
  • Decoy — Cooldown increased from 28.7/25.9/23 to 35/33/30 Balance
  • Decoy — Now has 2 charges Changed
  • Decoy — Duration decreased from 4.7/5.9/7 to 2.25 seconds at all ranks Balance
  • Decoy — Damage no longer nullifies invisibility Changed
  • Decoy — Now grants 20%/25%/30% movespeed and 40%/50%/60% climb speed while active Changed
Gorgon
  • Stage 1 health increased from 7100 to 8600 Balance
  • Spider Trap — Health changed from 190/209/230 to 210 across all ranks Balance
  • Spider Trap — Arm time increased from 1 to 1.5 seconds Balance
  • Spider Trap — Cooldown increased from 14/14/14 to 14/18/22 Balance
  • Spider Trap — Extra charges based on points invested Changed
  • Spider Trap — Walk speed decreased from 12 to 6; sprint/max from 9 to 8 Balance
  • Websnare — Speed decreased from 20/25/32.5 to 18/22/26 Balance
  • Websnare — Spawn delay increased from 0.5 to 0.75 Balance
  • Websnare — Radius decreased from 4/5/6 to 1.7/1.7/1.7 Balance
  • Websnare — Length decreased from 2/3/4 to 1 across all ranks Balance
  • Websnare — Radius now grows while travelling; growth rate 0.5/0.5/0.5 to 0.8/1.0/1.2 Changed
  • Websnare — DPS changed from 200/204/220 to 198/214/231 Balance
  • Websnare — Update ticks decreased from 0.5 to 0.2 (damage more spread out) Changed
  • Websnare — Knockdown magnitude decreased from 12/13/14 to 8/9/10 Balance
  • Websnare — Lifetime increased from 2 to 10 across all ranks Balance
  • Websnare — Debuff changed from -83% movement to -14%/-20%/-26% jetpack thrust and -100% jump height Changed
  • Acid Spit — Grid size on terrain increased from 2/2.5/3 to 2.5/3.5/4.5 Balance
  • Acid Spit — Spitting animation duration increased from 2/2/2 to 2/2.5/3 Balance
  • Acid Spit — Direct damage decreased from 39/40/42 to 12/14/16 Balance
  • Acid Spit — Pool now applies -15% damage vulnerability to hunters inside Changed
  • Acid Spit — Pool lifetime increased from 3/3/3 to 4/5/6 Balance
  • Acid Spit — Pool DPS increased from 100/102/110 to 105/115/125 Balance
  • Acid Spit — Pool creature damage multiplier increased from 0.5 to 1.5 Balance
  • Mimic — Health increased from 380/415/450 to 900/950/1000 Balance
  • Mimic — Damage to break connection decreased from 1200 to 800/850/900 Balance
  • Mimic — Cooldown increased from 12 to 15 across all ranks Balance
  • Mimic — Delay before explosion increased from 1 to 3 seconds Balance
  • Mimic — Direct explosion damage removed Removed
  • Mimic — DoT damage increased from 70/71/77 to 94/99/104 Balance
  • Mimic — DoT duration increased from 6 to 8 seconds Balance
  • Mimic — Update ticks decreased from 1 to 0.2 seconds Changed
  • Mimic — +65% melee damage Balance
  • Mimic — Health decay reduced from 32 per second to 0 Balance
  • Mimic — -20% stamina regen while in mimic form Balance
Behemoth
  • Stage 1 health increased from 11,000 to 12,600 Balance
  • Base feed speed increased from 0.4 to 0.46 (15% increase) Balance
  • Traversal — Stamina regen in combat decreased from 10 to 9 (buff) Balance
  • Traversal — Stamina cost to enter roll decreased from 10 to 2.5 Balance
  • Traversal — Stamina recharge delay after exiting roll decreased from 1 to 0.5 Balance
  • Traversal — Minimum stamina to enter roll decreased from 20 to 10 Balance
  • Rock Wall — Animation scale increased from 1 to 1.7 Changed
  • Rock Wall — Can now be cast when airborne Changed
  • Rock Wall — Knockback angle decreased from 50 to 5 Balance
  • Rock Wall — Knockback radius increased from 3.1 to 5 Balance
  • Rock Wall — No aerial control when CC'd set to true Changed
  • Fissure, Tongue Grab, Lava Bomb — Can all now be cast when airborne Changed
  • Lava Bomb — Droplets increased from 5/5/5 to 6/8/10 Balance
Markov
  • Lightning Gun — DPS increased from 150 to 165 Balance
  • Lightning Gun — Chain damage increased from 5 to 33 Balance
  • Lightning Gun — Changed to precise beam (not lock-on); 100 ammo, 5s to deplete, 280 DPS, range 40, reload 7.5 Changed
  • Assault Rifle — Spread tightened; accuracy while jumping/jetpacking increased Balance
  • Arc Mines — Hit points increased from 25 to 91 Balance
  • Arc Mines — Physical explosion disabled; hunters no longer juggled on explosion Fix
  • Arc Mines — Toss distance increased from 7 to 10; plant on breakables enabled Changed
  • Arc Mines — Damage decreased from 600 to 455 Balance
Hyde
  • Flamethrower — No longer needs to reload; recharge increased from 1 to 3.3 Changed
  • Flamethrower — DoT duration increased from 6 to 8 seconds Balance
  • Flamethrower — DoT damage increased from 20 to 43 Balance
  • Minigun — Damage decreased from 25 to 12.5; magazine increased from 80 to 160; rate of fire increased from 400 to 800 (DPS unchanged) Balance
  • Toxic Grenade — Proximity detonation radius decreased from 8 to 4; also increased from 10 to 15 Balance
Parnell
  • Super Soldier — Self damage increased from 135 to 250; blocked by any active shield Changed
  • Super Soldier — Parnell takes 10% increased damage while active Balance
  • Super Soldier — Now grants T3 swap speed Balance
Lennox
  • Autocannon — Changed to battery weapon (overheats/cools down); no more 6-second reloads Changed
  • Autocannon — Spread reduced while moving Balance
  • Mortars — Damage per mortar decreased from 160 to 145; clip size increased from 5 to 6 Balance
Blitz Markov
  • Tesla Gun — Range increased from 25 to 26; lock angle increased from 28 to 33 Balance
  • Tesla Gun — Recharge delay increased from 1 to 2.5 (when battery not fully emptied) Balance
  • Assault Rifle — Magazine capacity increased from 25 to 40; spread improved Balance
  • Electronic Mines — Number reduced from 3 to 1 Balance
  • Electronic Mines — Health increased from 25 to 270 Balance
  • Electronic Mines — Stage time increased from 4 to 5 seconds (16s to gold becomes 20s) Balance
  • Electronic Mines — Toss distance increased from 7 to 10; plant on breakables enabled Changed
  • Electronic Mines — No longer stuns hunters when detonating Changed
  • Electronic Mines — Trigger radius increases with rank: 4.9m to 2.5/3.5/4.5/5.5 Changed
  • Electronic Mines — Damage adjusted from 350/550/750/950 to 350/550/950/1250 Balance
Maggie
  • Machine Pistol — Spread decay increased from 1 to 2 Balance
  • Harpoon Trap — Arm time increased from 5 to 6 Balance
Griffin
  • Sound Spikes — Sneak detection radius increased from 20 to 27 Balance
  • Harpoon Gun — Damage increased from 75 to 150 Balance
Abe
  • Stasis Grenade — Stasis slow reduced from -60% to -47% Balance
Crow
  • Gobi — Minimum respawn delay increased from 6 to 9; starting speed and acceleration decreased Balance
  • Long Rifle — Time to charge a shot increased from 1 to 1.1 Balance
  • Stasis Gun — Stasis slow reduced from -60% to -47% Balance
  • Stasis Gun Charged Fire — Movement speed nerf decreased from -47% to -37%; pull strength on Kraken/Elder Kraken nerfed from 100% to 75% Balance
  • Stasis Gun Rapid Fire — Duration decreased from 1.5 to 1.0 seconds Balance
Jack
  • Dual Pistols — Can now be auto fired when holding left click Changed
  • Satellite — Cooldown increased from 30 to 40 Balance
  • Passive (sprint backwards/sideways while shooting) — Removed due to speed exploit Removed
  • Repulsor — Strength increased from 0.95 to 1.05; now at max strength from start Balance
  • Repulsor — Reload time increased from 3.5 to 4 seconds Balance
  • Repulsor — Capacity decreased from 500 to 400; ammo consumed when effective decreased from 37 to 29 Balance
  • Repulsor — Effective cone angle increased from 47 to 60 Balance
Wasteland Maggie
  • Harpoon Trap — Trigger distance decreased from 25 to 22; release distance decreased from 33 to 30 Balance
  • Harpoon Trap — Hit points decreased from 50 to 25; toss distance decreased from 15 to 10 Balance
Val
  • Heal Burst — Healing received by teammates decreased from 332 to 300 Balance
  • Tranqs — Slow changed to -37% Balance
  • Tranq Dart — Fixed bug where it wouldn't bring Kraken/Elder Kraken down; now brings Kraken down at half rate of Abe and Crow Fix
Lazarus
  • Lazarus Device — Res time increased from 1 to 1.5 seconds Balance
  • Silenced Sniper Rifle — Can now be auto fired when holding left click; can toggle zoom when firing Changed
Caira
  • Adrenaline Field — Duration decreased from 13 to 7 seconds; cooldown decreased from 60 to 28 seconds Balance
Slim
  • Spore Cloud — No longer occludes smell; now applies 8% DR to all hunters inside Changed
  • Spore Cloud — Radius increased from 12 to 13; duration decreased from 7 to 5 Balance
  • Healing Field — Incap healing reduced from 300 to 201 Balance
  • Leech Gun — Damage decreased from 7 to 6; special green reticle replaced with normal hunter reticle Changed
  • Leech Gun — Spread cooldown 0.35; decay during cooldown 0.2 Changed
  • Spore Cloud — Smell range reduction increased from 70% to 85%; radius increased from 13 to 15 Balance
Emet
  • Healing Buoy — Arm time decreased from 2 to 1 second; effect radius increased from 15 to 16.5m Balance
  • Healing Buoy — Can no longer burst before armed; healing per second increased from 40 to 45 Changed
  • Respawn Beacon — Replaced with Support Buoy (~7s lifetime, jetpack thrust buff to hunters within radius) Changed
Rogue Val
  • Chain Medgun — Range increased from 35 to 40 Balance
  • Healing Aura — Range increased from 30 to 40; incap health per second decreased from 60 to 50 Balance
  • Medgun — Incap health per second increased from 120 to 130 Balance
Hank
  • Laser Cutter — Damage increased from 10 to 11 Balance
Bucket
  • Sentry Turrets — Toss distance increased from 7 to 10; engage range increased from 30 to 40; disengage range increased from 30 to 45 Balance
  • Sentry Turrets — Spread decreased (more accurate at 25-45m); fire rate increased, bullet damage decreased (DPS unchanged) Changed
  • Sentry Gun — Plant on breakables enabled; engage distance 40 to 38; disengage 45 to 40; H-spread 9 to 10; V-spread 10 to 11 Balance
  • Guided Missile Launcher — Can now be auto fired when holding left click Changed
Cabot
  • Railcannon — Can now target weakspots (only projectile half benefits from multipliers) Changed
  • Damage Amp — Minimum ammo to fire increased from 10 to 70 Balance
Sunny
  • Shield Drone — Reload time increased from 1 to 5 seconds; hit points reduced from 250 to 180 Balance
  • Shield Drone — Toss distance increased from 8 to 10; plant on breakables enabled; capacity 730 to 840; range 45 to 60 Balance
  • Jetpack Booster — Thrust modifier reduced from +25% to +15%; vertical boost reduced to 5% Balance
Kala
  • Teleporter Pads — Hit points increased from 25 to 90; physical explosion disabled Fix
  • Armor Reducer — Lock on angle increased from 25 to 30; regen time increased from 15 to 20 seconds Balance
  • Banshee Missiles — Homing speed increased from 6 to 10 Balance
Tech Sgt. Hank
  • Shield Gun — Exploit fixed; capacity increased so one full clip yields one full charge on one hunter Fix
Vanilla

Evolve Stage 2 — Unmodified

The base game before any modding. All changes above are relative to this starting point.

Characters

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

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.
Goliath
Skins
Primary
Ability 1
Rock Throw
MASTERY +10% Damage

Throw a large rock that deals massive damage.
  • Cooldown of 8 seconds
  • Rock throw speed of 26|33|43

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

Direct Damage

  • Damage of 332|342|365

Splash Damage

  • Minimum radius of 3|4|5.5 meters
  • Maximum radius of 4|5|6.5 meters
  • Damage of 332|342|365

Splash damage decreases the further the target is from the point of impact.

Secondary
Ability 2
Leap Smash
MASTERY +10% Range

Leap into the air and slam into the ground, damaging all enemies in its radius.
  • Out of combat cooldown of 22|20|18 seconds
  • In combat cooldown of 9|8|7 seconds
  • Radius of 4.6|5.8|7 meters
  • Damage of 500|515|550
Special Ability
Ability 3
Fire Breath
MASTERY +10% Range

Breathe a jet of fire at enemies, igniting any caught in the blaze.
  • Cooldown of 8 seconds
  • Range of 16.5|21|27 meters
  • Angle of 12|15|19 degrees
  • Duration of 1.05 seconds
  • Direct damage of 66|68|70 per tick
  • Damage tick every 0.2 seconds

Flame Breath ignites enemies on hit.

Burn Goliath 1 (Rank 1 only)

  • Damage of 40 per second
  • Duration of 3 seconds

Burn Goliath 2 (Rank 2 only)

  • Damage of 41 per second
  • Duration of 3 seconds

Burn Goliath 3 (Rank 3 only)

  • Damage of 42 per second
  • Duration of 3 seconds
Class Ability
Ability 4
Charge
MASTERY +10% Duration

Rapidly sprint forward, damaging and knocking back any enemies caught in your path.
  • Out of combat cooldown of 22 seconds
  • In combat cooldown of 8|7|6 seconds
  • Direct damage of 415|427|457
  • Duration of 1.4|1.8|2.4 seconds
  • Radius of 3|3.7|4.5 meters
  • Speed of 16|17.5|19
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.
Meteor Goliath
Skins
Primary
Ability 1
Rock Throw
Your notes here.
Secondary
Ability 2
Leap Smash
Your notes here.
Special Ability
Ability 3
Flame Blast
Your notes here.
Class Ability
Ability 4
Charge
Your notes here.
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.
Kraken
Skins
Primary
Ability 1
Lightning Strike
MASTERY +10% Damage

Summons a devastating bolt of lightning.
  • Cooldown of 11|10|9 seconds
  • Charge up time of 1.4 seconds
  • Spawn delay of 0.1 seconds after charge up
  • Minimum radius of 7|8|8.6 meters
  • Maximum radius of 7|8|8.6 meters
  • Damage of 540|556|594
Secondary
Ability 2
Banshee Mine
MASTERY +10% Damage

Fires energy bombs that home in on enemies after being armed.
  • Maximum of 3 Banshee Mines in the world at once
  • Charges per rank of 1|2|3
  • Cooldown of 7|12|15 seconds

Banshee Mine

  • Invulnerability duration of 1.5 seconds
  • Arm time of 1.5 seconds
  • Homing delay of 1.5 seconds
  • Homing speed of 20
  • Homing range of 12 meters
  • Minimum detonation distance of 1 meter
  • Flight duration of 4 seconds
  • Mine health of 1
  • Minimum explosion radius of 3|4|5 meters
  • Maximum explosion radius of 3|4|5 meters
  • Damage of 279|299|319
Special Ability
Ability 3
Aftershock
MASTERY +10% Damage

Surrounds you in a cloud of electricity that charges up and shocks enemies caught in its radius when it explodes.
  • Damage of 480|494|528
  • Cooldown of 12|10|8 seconds
  • Range of 8.2|9.2|11 meters

While casting Aftershock, Kraken receives a 10% damage reduction.

Class Ability
Ability 4
Vortex
MASTERY +10% Damage

Fires a wave of energy that knocks back and damages enemies caught in its path.
  • Cooldown of 7 seconds
  • Radius of 3|4|5 meters
  • Length of 3 meters
  • Damage of 288|296|317
  • Speed of 17.6|22|26
  • Infinite lifetime

Once Vortex connects with wildlife, it applies a DOT.

Wildlife DOT

  • Damage of 31 per second
  • Duration of 2 seconds

A 1.2x wildlife damage modifier also applies on top of the base DOT damage.

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.
Elder Kraken
Skins
Primary
Ability 1
Lightning Strike
MASTERY +10% Damage

A devastating bolt of lightning strikes the target location.
  • Cooldown of 12|10|8 seconds
  • Cast range of 40 meters
  • Charge up time of 1.4 seconds
  • Minimum radius of 7|7.9|8.6 meters
  • Maximum radius of 7|7.9|8.6 meters
  • Length of 20|22|25 meters
  • Damage of 400|420|440
Secondary
Ability 2
Banshee Missile
MASTERY +10% Damage

Fire a large eldritch energy missile.
  • Cooldown of 9 seconds
  • Minimum explosion radius of 3.2|3.9|5 meters
  • Maximum explosion radius of 3.2|3.9|5 meters
  • Damage of 390|420|450
  • Homing range of 1.4 meters
  • Homing speed of 5
  • Minimum trigger distance of 1.4 meters

Explodes on collision with terrain or an entity.

Special Ability
Ability 3
Chain Lightning
MASTERY +10% Damage

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.
  • Cooldown of 11 seconds
  • Radius of 8|9|10 meters
  • Chain link range of 12|15|19 meters
  • Charge duration of 1.25 seconds
  • Maximum targets of 4

While casting Chain Lightning, Elder Kraken receives a 10% damage reduction.

Link Damage

Rank 1Rank 2Rank 3
Target 1364382400
Target 2382409436
Target 3400436473
Target 4418464509
Class Ability
Ability 4
Death Spiral
MASTERY +10% Damage

A long spiralling mass of energy that damages enemies that enter its radius.
  • Cooldown of 11 seconds
  • Radius of 4|5|6 meters
  • Length of 30|38|48 meters
  • Damage of 170|180|190 per second
  • Duration of 4 seconds

A 1.2x wildlife damage modifier applies on top of the base damage.

Monster
WRAITH
Wraith is a deadly assassin with high damage output but low health and armor. Warp Blast and Supernova are her primary damage dealers while Abduction and Decoy are great for advanced tactics.
Wraith
Skins
Primary
Ability 1
Warp Blast
MASTERY +10% Damage

Warp forward and explode for massive damage.
  • Out of combat cooldown of 20 seconds
  • In combat cooldown of 8 seconds
  • Range of 26|30|36 meters

Consumes 50% of Repulsor ammo.

Warp Blast Explosion

  • Minimum explosion radius of 6.4|7.2|8 meters
  • Maximum explosion radius of 6.4|7.2|8 meters
  • Damage of 517|532|568
Secondary
Ability 2
Abduction
MASTERY +10% Range

Warp forward to snatch any enemy caught in your path, pull them back to your original location, then slam them to the ground.
  • Cooldown of 12|11|10 seconds
  • Range of 41|50|70 meters

Consumes 50% of Repulsor ammo.

If Abduction misses and collides with terrain, it triggers a small explosion at the point of impact.

Terrain Collision Explosion

  • Explosion radius of 0.5 meters
  • Damage of 418|430|459

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 418|430|459
Special Ability
Ability 3
Decoy
MASTERY +10% Damage

Release a clone of yourself while you become invisible for a short time. Taking damage reveals you momentarily. The clone attacks nearby enemies. Using any ability cancels your invisibility.
  • Cooldown of 28.7|25.9|23 seconds
  • Duration of 4.7|5.9|7 seconds

The Decoy has a +50% increase in its damage output while it is alive.

Class Ability
Ability 4
Supernova
MASTERY +10% Duration

Release a cloud of energy that increases your attack speed while in it.
  • Cooldown of 20 seconds

Super Nova Cloud

  • Radius of 18|21.6|25.2 meters
  • Duration of 5.7|7.1|8.5 seconds
  • Damage of 150 per second to items within the cloud

While inside Super Nova, Wraith's melee damage per swing is adjusted to 55|58|61.

Monster
BEHEMOTH
Behemoth's limited mobility is countered by his ability to control the movement of his enemies. 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.
Behemoth
Skins
Primary
Ability 1
Lava Bomb
MASTERY +10% Damage

Launches a ball of magma that explodes on impact. The explosion creates lava pools that burn enemies.

Behemoth can cast this ability while in the air.

  • Velocity of 36|40|56
  • Cooldown of 8 seconds

Lava Bomb spawns lava bloblets after the initial impact. The number of bloblets increases per rank.

Main Projectile

  • Impact damage of 432|454|475
  • Explosion radius of 6|7.5|9 meters

Bloblets

  • Bloblet count of 6|8|10
  • Radius of 3.4|4.2|5 meters
  • Damage of 50|53|55 per second within radius
  • Lifetime of 6 seconds

Bloblets inflict a Burn Behemoth DOT on entities.

Burn Behemoth

  • Damage of 20 per second
  • Duration of 3 seconds
Secondary
Ability 2
Tongue Grab
MASTERY +10% Range

Whip your tongue at your enemy pulling them toward you. Aim carefully!

Behemoth can cast this ability while in the air.

  • Range of 28.5|35.7|43 meters
  • Damage of 300|325|350

Hunters are not able to move or use their jetpack until they reach Behemoth.

Special Ability
Ability 3
Fissure
MASTERY +10% Damage

Fires a damaging wave of energy in a cone across the ground.

Behemoth can cast this ability while in the air.

  • Cooldown of 8 seconds
  • Wave speed of 36
  • Fissure wave count of 6|9|11
  • Time between each wave rising of 0.24|0.2|0.16 seconds
  • Damage of 432|454|475
Class Ability
Ability 4
Rock Wall
MASTERY +10% Duration

Large stone slabs erupt from the ground, forming a giant wall of rock. The wall crumbles after a short time.

Behemoth can cast this ability while in the air.

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

  • Cooldown of 4.5|8.5|12.5 seconds
  • Slab travel speed of 60
  • Maximum placement distance of 60 meters
  • Minimum placement distance of 6 meters
  • Time for slabs to rise into wall of 1 second
  • Wall duration of 3.5 seconds

Slab Pairs

  • Pairs of slabs spawned of 4|7|14
  • Slab spawn angle of 16|16|15 degrees
  • Slab radius of 14|14|16.5 meters

Due to the slab count and angle changes per rank, Rock Wall forms a standard wall at Rank 1, a semi-circle at Rank 2, and a full circle at Rank 3.

  • Knockback radius per pillar of 3.1 meters
  • Knockback magnitude of 9
  • Damage of 315|329|347

The knockback pushes hunters horizontally.

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.
Gorgon
Skins
Primary
Ability 1
Web Snare
Your notes here.
Secondary
Ability 2
Spider Trap
Your notes here.
Special Ability
Ability 3
Acid Spit
Your notes here.
Class Ability
Ability 4
Mimic
Your notes here.
Assault
MARKOV
Aleksey Markov is a former orbital welder who helped found Sterling Colony, a settlement that was torn apart by megacorporate forces after a Bohrium discovery made it too valuable to ignore. He turned to mercenary work vowing to ensure no colony would ever suffer the same fate, finding his place among Cabot's most dependable hunters and charging at threats most men would run from.

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.
Markov
Skins
Primary
Primary
Lightning Gun
MASTERY +10% Range

Fires a beam of lightning at enemies that arcs to additional enemies near the primary target. Secondary targets take more damage than the primary target.
  • Main beam damage of 180 per second
  • Chain beam damage of 200 per second
  • 7.5 Second reload time + (1 second reload delay whether the gun is fully emptied or not)
  • Ammo capacity of 100
  • 1 Ammo is consumed every 0.05 seconds
  • Main beam range of 22.5 meters
  • Chain beam range of 15 meters
  • Maximum chain beams of 2
Secondary
Secondary
Assault Rifle
MASTERY +10% Accuracy

A general assault rifle good for attacking enemies beyond the range of your Lightning Gun.
  • Damage of 23 per bullet
  • Reload time of 2.25 seconds
  • Ammo capacity of 48
  • Fire rate of 480
Special Ability
Special Ability
Arc Mines
MASTERY +10% Damage

Plants a mine that arms after a few moments. Enemies entering its radius take explosive damage.

Arc Mines can be used as chain targets for the Lightning Gun, allowing the beam to arc between mines.
  • Maximum of 3 mines placed in the world
  • Damage of 455 per explosion
  • Applies between 5 to 10 weakspots on the monster, amplifying damage by 1.25x
  • Explosion radius of 5 meters
  • Trigger radius of 4.9 meters
  • Mine health of 25
  • Arm time of 5 seconds
  • Reload time of 1.11 seconds
Class Ability
Class Ability
Personal Shield
Projects a shield over Markov, blocking all incoming damage.

Lasts until its duration expires or until it absorbs enough damage.
  • Duration of 10 seconds
  • Cooldown of 30 seconds
  • Shield health of 1600
Assault
BLITZ MARKOV
Bitz 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 in damage the longer they stay on the field and the Light Machine Gun has a a has fire rate and large clip but low accuracy.
Blitz Markov
Skins
Primary
Primary
Tesla Gun
MASTERY +10% Range

Fires a bolt of electricity that increases in damage the longer you keep it on your enemy.

The beam progresses through four colors — blue, purple, red, and gold — with each stage dealing increased damage.
  • Time to progress through each beam of 1.5 seconds
  • Ammo capacity of 100
  • 1 Ammo is consumed every 0.065 seconds
  • 7 Second reload time + (2.5 Second reload delay if gun is not fully emptied) or (1.0 Second reload delay if gun is fully emptied)
  • Range of 26 meters

Blue beam

  • Damage of 80 per second

Purple beam

  • Damage of 160 per second

Red beam

  • Damage of 240 per second

Gold beam

  • Damage of 320 per second
Secondary
Secondary
Light Machine Gun
MASTERY +10% Accuracy

A quick-firing light machine gun with a big clip very low accuracy.
  • Damage of 18 per bullet
  • Reload time of 3.25 seconds
  • Ammo capacity of 67
  • Fire rate of 720
Special Ability
Special Ability
Tesla Mines
MASTERY +10% Damage

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.

Across all mines:

  • Arm time of 4 seconds
  • Mine health of 270
  • Reload time of 1.11 seconds
  • Maximum of 1 mine placed in the world

Blue mine

  • Damage of 350 per explosion
  • Trigger radius of 3.5 meters

Purple mine

  • Damage of 550 per explosion
  • Trigger radius of 4.5 meters

Red mine

  • Damage of 950 per explosion
  • Trigger radius of 5.5 meters

Gold mine

  • Damage of 1450 per explosion
  • Trigger radius of 5.5 meters
Class Ability
Class Ability
Personal Shield
Projects a shield over Blitz Markov, blocking all incoming damage.

Lasts until its duration expires or until it absorbs enough damage.
  • Duration of 10 seconds
  • Cooldown of 30 seconds
  • Shield health of 1600
Assault
HYDE
Eugene Walters was raised in poverty on Mercury, where a life of crime eventually brought him to an ultimatum — enlist or face prison. He chose the former, and went on to serve in all three Mutagen Wars as a Chemtrooper, crossing paths with Lazarus — a connection that wouldn't amount to much until both men found themselves among Cabot's crew, where their shared outcast status made them natural allies.

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.
Hyde
Skins
Primary
Primary
Flamethrower
MASTERY +10% Range

Hurl fire at your enemies! Ignites everyone in your path, inflicting burn damage over time.

Direct Damage

  • Damage of 160 per second
  • Ammo capacity of 100
  • 1 Ammo is consumed every 0.1 seconds
  • 3.3 Second reload time + (1.5 Second reload delay whether the gun is fully emptied or not)
  • Range of 15 meters

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

DOT

  • Damage of 30 per second
  • Duration of 7 seconds
Secondary
Secondary
Minigun
MASTERY +10% Accuracy

A fast-firing, low-accuracy minigun. Best used when the Monster is out of range of your Flamethrower.
  • Damage of 13.5 per bullet
  • Reload time of 2.93 seconds
  • Ammo capacity of 160
  • Fire rate of 800
Special Ability
Special Ability
Toxic Grenade
MASTERY +10% Damage

A grenade that explodes into a poisonous cloud. Enemies in the cloud take damage over time.
  • Damage of 120 per second
  • Radius of 12.5 meters
  • Poison cloud duration of 6 seconds
  • Reload time of 12 seconds
Class Ability
Class Ability
Personal Shield
Projects a shield over Hyde, blocking all incoming damage.

Lasts until its duration expires or until it absorbs enough damage.
  • Duration of 10 seconds
  • Cooldown of 30 seconds
  • Shield health of 1600
Assault
PARNELL
James Parnell is a former soldier of the Rage Troopers program. After Sol Guard disbanded the unit, he turned to mercenary work, spending three years as commander of The Sword before joining William Cabot as chief tactical officer. He was the first hunter recruited to the conflict on Shear and serves as Cabot's tactical specialist.

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
Primary
Primary
Combat Shotgun
A fast-firing shotgun that deals massive damage.
  • Pellet count of 8 per shot
  • Damage of 14 per pellet
  • Ammo capacity of 10
  • Fire rate of 170
  • Reload time of 2.75 seconds
Secondary
Secondary
Multi Fire Rocket Launcher
Quickly fire an explosive rocket.
  • Damage of 75 per rocket
  • Ammo capacity of 5
  • Reload time of 2.45 seconds
  • Fire rate of 100
Special Ability
Special Ability
Super Soldier
On activation, Parnell deals 250 damage to himself and gains:
  • +80% Fire Rate
  • +40% Reload Speed
  • +18.2% Sprint Speed
  • +250% Jump Height
  • +12% Damage Taken

Super Soldier lasts 12.5 seconds and goes on cooldown for 30 seconds.

The 250 self damage is not lethal.
Class Ability
Class Ability
Personal Shield
Projects a shield over Parnell, blocking all incoming damage.

Lasts until its duration expires or until it absorbs enough damage.

  • Duration of 10 seconds
  • Cooldown of 30 seconds
  • Shield health of 1600
Assault
TORVALD
Torvald Stavig is a former EbonStar engineer and robotics specialist who served aboard the ELSG Ajax. While secretly transporting a Monster, it escaped containment and tore through the crew, leaving Torvald the sole survivor — kept alive by onboard AutoDocs with most of his limbs destroyed. He ordered his robots to rebuild him, restored the ship, and set course for revenge. That revenge brought him to Shear, where he now serves under Cabot to bring doom to the Monsters.

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 a medium range, explosive barrage.
Torvald
Skins
Primary
Primary
Autofire Shotgun
MASTERY +10% Damage

Fires several rapid shots with one trigger pull.
  • Pellet count of 6 per shot
  • Damage of 11 per pellet
  • Ammo capacity of 8
  • Fire rate of 400
  • Reload time of 2 seconds
Secondary
Secondary
Mortar Cannon
MASTERY +10% Damage

Fires multiple explosive mortar shells in an arc.
  • Damage of 145 per mortar
  • Ammo capacity of 6
  • Fire rate of 300
  • Reload time of 6 seconds + (1 Second reload delay whether the gun is fully emptied or not)
  • Minimum radius of 4 meters
  • Maximum radius of 8 meters
  • Minimum range of 8 meters
  • Maximum range of 60 meters
Special Ability
Special Ability
Shrapnel Grenade
MASTERY +10% Damage multiplier

This grenade explodes, leaving small weak points on enemies. Allies who hit the weak points do bonus damage.
  • Creates between 2 to 10 weakspots
  • Amplifies the damage of bullets that land on the weakspot by 1.5x
  • Duration of 15 seconds
  • Direct damage of 20 to the monster
  • Direct damage of 200 to wildlife
  • Minimum explosion radius of 7 meters
  • Maximum explosion radius of 8 meters
  • Reload time of 1.11 seconds
Class Ability
Class Ability
Personal Shield
Projects a shield over Torvald, blocking all incoming damage.

Lasts until its duration expires or until it absorbs enough damage.
  • Duration of 10 seconds
  • Cooldown of 30 seconds
  • Shield health of 1600
Assault
LENNOX
Ida Lennox is the genius engineer who designed most of Shear. Its settlements, its mines, and the infrastructure that make it one of the most valuable colonies in the Far Arm. When the monster invasion hit, she built the Thunderchild in three days from the platform of a Celestial Magma Diver, then joined Cabot's crew with the mission of saving Shear, even if it means dying with her colony should the monsters win.

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.
Lennox
Skins
Primary
Primary
Plasma Lance
MASTERY +10% Range

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.
  • Range of 10 meters
  • Combo timer of 3 seconds
  • The Plasma Lance builds up to 4 stacks total.
Stack x1 deals 150 damageStack x2 deals 200 damageStack x3 deals 250 damageStack x4 deals 300 damage
Secondary
Secondary
Autocannon
MASTERY +10% Accuracy

A long distance, slow-firing cannon.
  • Damage of 40 per bullet
  • Reload time of 5 seconds + (1.5 Second reload delay if gun is not fully emptied) or (3 Second reload delay if gun is fully emptied)
  • Ammo capacity of 100
  • Fire rate of 300
Special Ability
Special Ability
Thunder Strike
MASTERY +10% Range

Leap into the air then slam into the ground causing damage to nearby enemies.
  • Reload time of 18 seconds
  • Radius of 7 meters
  • Damage of 600 upon landing
  • Deals a non-damaging knockback on teammates once landing on them
Class Ability
Class Ability
Personal Shield
Projects a shield over Lennox, blocking all incoming damage.

Lasts until its duration expires or until it absorbs enough damage.
  • Duration of 1 second
  • Cooldown of 8 seconds
  • Shield health of 700
Medic
VAL
Valerie Wolski was born on Venus and rose through the ranks of Sol Guard before being recruited into CIG9 as a lieutenant commander. Sent to Shear to gather intelligence on NORDITA's operations and the monster invasion, she introduced herself to Cabot on arrival — deciding his trust was more useful than her cover. Now fighting alongside his crew, her goal is to help save the colonists of Shear and learn what these things are and report back.

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.
Val
Skins
Primary
Primary
Armor Piercing Sniper Rifle
MASTERY +10% Damage

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 140 per bullet
  • Reload time of 1.45 seconds
  • Ammo capacity of 1
  • Fire rate of 240

Also creates a weakspot on hit.

Weakspot

  • Duration of 15 seconds
  • Amplifies the damage of bullets that land on the weakspot by 1.9x
Secondary
Secondary
Med Gun
MASTERY +10% Capacity

Fires a beam that heals allies from a distance. Energy recharges over time.
  • Normal healing for teammates of 110 per second
  • Incapacitated healing for teammates of 175 per second
  • 5.5 Second reload time + (1 Second reload delay whether the gun is fully emptied or not)
  • Ammo capacity of 100
  • 1 Ammo is consumed every 0.1 seconds
  • Beam range of 60 meters
Special Ability
Special Ability
Tranquilizer Gun
MASTERY +10% Duration

Fires a dart at the target, outlining it for your allies. Enemies hit by the dart are slowed.
  • Reload time of 2.71 seconds
  • Ammo capacity of 3
  • Fire rate of 70

The tranquilizer dart lasts for 6 seconds and applies:

Dart Effects

  • -37% Movement Speed
  • Yellow outline on entities that allows them to be seen through terrain
  • Increased gravity on Kraken and Elder Kraken which brings them down at a rate of 50%
Class Ability
Class Ability
Healing Burst
Activate to heal yourself and allies in a small radius around you.
  • Normal healing for teammates of 332
  • Incapacitated healing for teammates of 300
  • Normal healing for self of 550
  • Incapacitated healing for self of 300
  • Duration of 0.5 seconds
  • Cooldown of 12 seconds
  • Radius of 30 meters
Medic
ROGUE VAL
Write a short description of Rogue Val here.
Rogue Val
Skins
Primary
Primary
Sniper Rifle
Your notes here.
Secondary
Secondary
Chain Med Gun
Your notes here.
Special Ability
Special Ability
Poison Dart Gun
Your notes here.
Class Ability
Class Ability
Healing Field
Your notes here.
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.
Lazarus
Skins
Primary
Primary
Silenced Sniper Rifle
MASTERY +10% Damage

Your silenced shots leave small weak points on your target. Allies who hit the weak points do bonus damage to the Monster.
  • Damage of 30 per bullet
  • Reload time of 1.65 seconds
  • Ammo capacity of 10
  • Fire rate of 400

Bullets apply a weakspot on hit.

Weakspot

  • Amplifies the damage of bullets that land on the weakspot by 1.5x
  • Duration of 10 seconds
Secondary
Secondary
Lazarus Device
MASTERY +10% Recharge Rate

Use on incapacitated or dead Hunters to revive them. Hunters revived with the Lazarus Device do not receive strikes.
  • Reload time of 15 seconds
  • Charge up time of 1.3 seconds
  • Range of 2 meters

Entities decay over the course of 30 seconds before completely decaying and becoming unable to be revived by the Lazarus Device.

Special Ability
Special Ability
Personal Cloak
MASTERY +10% Duration

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 25 seconds
Class Ability
Class Ability
Healing Burst
Activate to heal yourself and allies in a small radius around you.
  • Normal healing for teammates of 350
  • Incapacitated healing for teammates of 300
  • Normal healing for self of 350
  • Incapacitated healing for self of 300
  • Duration of 0.5 seconds
  • Cooldown of 12 seconds
  • Radius of 30 meters
Medic
CAIRA
Caira Diaz is the only hunter on Cabot's team born on Earth, and the only one with a real shot at understanding what the monsters are and where they come from. Her love of science took her off Earth and earned her a position as a Celestial Catalog agent. When Cabot came to her with a job as a science specialist on Shear, she jumped at the chance to be the first to officially catalogue its wildlife. When the monster invasion hit, staying on with Cabot's crew was the only way to get close enough to find out what these things are and help save the colonists.

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.
Caira
Skins
Primary
Primary
Napalm Grenade Launcher
MASTERY +10% Damage

Fires an explosive grenade that bursts into flame on impact, leaving an area of fire upon landing. Enemies struck by the grenade ignite, burning over time.
  • Direct damage of 45 per grenade
  • Reload time of 3 seconds
  • Ammo capacity of 5
  • Fire rate of 75
  • Radius of 6 meters

Grenades landing on an entity cause it to ignite in flames.

BurnCaira

  • Damage of 20 per second
  • Duration of 6 seconds

Fire Area

  • Damage of 15 per second
  • Duration of 6 seconds

The BurnCaira DOT and Fire Area DOT do not stack.

Secondary
Secondary
Healing Grenade Launcher
MASTERY +10% Radius

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
  • Reload time of 3 seconds
  • Ammo capacity of 5
  • Fire rate of 75
  • Radius of 8 meters
Special Ability
Special Ability
Adrenaline Field
MASTERY +10% Duration

Activate to increase the speed of you and nearby allies for a short period of time.
  • Duration of 7 seconds
  • Cooldown of 28 seconds
  • Radius of 15 meters

On activation, provides to teammates and self:

  • +27.5% Sprint Speed
  • +50% Jump Height
Class Ability
Class Ability
Healing Burst
Activate to heal yourself and allies in a small radius around you.
  • Normal healing for teammates of 350
  • Incapacitated healing for teammates of 300
  • Normal healing for self of 350
  • Incapacitated healing for self of 300
  • Duration of 0.5 seconds
  • Cooldown of 22 seconds
  • Radius of 30 meters

While Heal Burst ammo is full, Caira has a passive 7.5% damage reduction applied to herself. Activating Heal Burst removes this passive until the ability is fully recharged.

Medic
SLIM
Slim has very high healing potential but must constantly deal damage with the Leech Gun to fuel his Heal Burst. The Spore Cloud Launcher provides him with some cover while the Healing Drone gives him long range healing capability.
Slim
Skins
Primary
Primary
Leech Gun
Your notes here.
Secondary
Secondary
Spore Cloud Launcher
Your notes here.
Special Ability
Special Ability
Healing Drone
Your notes here.
Class Ability
Class Ability
Healing Burst
Your notes here.
Medic
EMET
Write a short description of Emet here.
Emet
Skins
Primary
Primary
Replay Cannon
Your notes here.
Secondary
Secondary
Healing Buoy
Your notes here.
Special Ability
Special Ability
Boost Buoy
Your notes here.
Class Ability
Class Ability
Healing Burst
Your notes here.
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.
Hank
Skins
Primary
Primary
Laser Cutter
MASTERY +10% Damage

A fast-firing, accurate laser gun. Battery recharges after use.
  • Damage of 25 every 0.2 seconds
  • Reload time of 2.0 seconds + (1.0 second reload delay whether the gun is fully emptied or not)
  • Ammo capacity of 100
  • 1 Ammo is consumed every 0.05 seconds
  • Range of 100 meters
Secondary
Secondary
Shield Projector
MASTERY +10% Capacity

Projects a shield on the targeted ally, blocking all damage. Damage consumes the shield projector's energy. Battery recharges after use.
  • Reload time of 10 seconds + (1.5 second reload delay whether the projector is fully emptied or not)
  • Ammo capacity of 730
  • Range of 60 meters
Special Ability
Special Ability
Orbital Barrage
MASTERY +10% Damage

Call down a barrage of missiles. Deals massive damage to enemies caught within the missiles' blast.
  • Cooldown of 60 seconds

Warning Phase

  • Time before landing of 1.5 seconds
  • Damage of 200 per rocket
  • Rocket count of 3

Barrage Phase

  • Time before landing of 1.5 seconds
  • Damage of 360 per rocket
  • Rocket count of 8
  • Spread radius of 10 meters
Class Ability
Class Ability
Cloaking Field
Cloak yourself and nearby allies, becoming invisible for a short time. Taking damage or firing a weapon temporarily reveals cloaked targets. Jetpack trails and footprints are still visible while cloaked.
  • Duration of 20 seconds
  • Cooldown of 30 seconds
  • Radius of 10 meters
Support
TECH SGT HANK
Write a short description of Tech Sergeant Hank here.
Tech Sergeant Hank
Skins
Primary
Primary
Laser Cannon
MASTERY +10% Damage

Projects a solid laser beam at your enemy. Battery recharges after use.
  • Damage of 31 every 0.2 seconds
  • Reload time of 3 seconds + (0.07 second reload delay if gun is not fully emptied) or (1.0 second reload delay if gun is fully emptied)
  • Ammo capacity of 125
  • 1 Ammo is consumed every 0.03 seconds
  • Range of 100 meters
Secondary
Secondary
Shield Charger
MASTERY +10% Capacity

Grants a teammate a temporary shield. The longer you fire the charger, the stronger the shield. Once you've shielded one teammate, shield another!
  • Reload time of 15 seconds + (1.5 second reload delay whether the gun is fully emptied or not)
  • Ammo capacity of 191
  • Range of 60 meters
  • Maximum shield amount of 550 per hunter
Special Ability
Special Ability
Orbital Laser
MASTERY +10% Damage

Summons a powerful laser that tracks nearby enemies. Prioritizes Monsters over wildlife.
  • Cooldown of 70 seconds
  • Direct damage of 250 per second
  • Lifetime of 10 seconds
  • Damage radius of 4 meters
  • Tracking speed of 6
  • Detection range of 30 meters

Also creates a Burn DOT on hit.

Burn TechSGT DOT

  • Damage of 20 per second
  • Duration of 6 seconds
Class Ability
Class Ability
Cloaking Field
Cloak yourself and nearby allies, becoming invisible for a short time. Taking damage or firing a weapon temporarily reveals cloaked targets. Jetpack trails and footprints are still visible while cloaked.
  • Duration of 20 seconds
  • Cooldown of 30 seconds
  • Radius of 10 meters
Support
BUCKET
Bucket keeps the team safe with superior firepower. Guided Missiles are his primary weapon while deployable Sentry Guns are great for mounting a defense. In between battles, his head can be flown around as a UAV to scout for the Monster!
Bucket
Skins
Primary
Primary
Guided Missile Launcher
MASTERY +10% Damage

Fires a missile you can guide to your target after it's launched.
  • Damage of 85 per rocket
  • Reload time of 2.8 seconds
  • Ammo capacity of 6
  • Fire rate of 80
  • Minimum explosion radius of 4 meters
  • Maximum explosion radius of 8 meters
  • Turn speed of 8
Secondary
Secondary
Sentry Guns
MASTERY +10% Range

Places a sentry gun that automatically attacks nearby enemies.
  • Maximum of 3 sentry guns placed in the world
  • Reload time of 0.98 seconds before another sentry gun can be thrown

Sentry Gun

  • Health of 130
  • Engage range of 38 meters
  • Disengage range of 40 meters
  • Damage of 8 per bullet
  • Fire rate of 7
  • Horizontal spread of 10
  • Vertical spread of 11
Special Ability
Special Ability
UAV
MASTERY +10% Duration

Remove your head and fly around the map to locate the Monster. Your body stays where you left it. Keeping the Monster in your sights marks it for your teammates.
  • Cooldown of 20 seconds
  • UAV health of 25
  • Flight duration of 54 seconds
  • Tracking duration of 30 seconds
  • Impact damage of 250

UAV Movement

  • Horizontal speed of 15
  • Horizontal acceleration of 20
  • Horizontal deceleration of 15
  • Vertical speed of 10
  • Vertical acceleration of 32
  • Vertical deceleration of 12
Class Ability
Class Ability
Cloaking Field
Cloak yourself and nearby allies, becoming invisible for a short time. Taking damage or firing a weapon temporarily reveals cloaked targets. Jetpack trails and footprints are still visible while cloaked.
  • Duration of 20 seconds
  • Cooldown of 30 seconds
  • Radius of 10 meters
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!
Cabot
Skins
Primary
Primary
Rail Cannon
MASTERY +10% Damage

Launches a high velocity round that penetrates walls. Shots fired through walls deal reduced damage.
  • Reload time of 1.25 seconds
  • Ammo capacity of 1

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

Bullet

  • Damage of 100
  • Can be amplified by weakspots
  • Affected by headshot and limb modifiers

Explosion

  • Damage of 100
  • Cannot be amplified by weakspots
  • Not affected by headshot and limb modifiers

Once the bullet reaches a wall, the explosion passes through it for a distance of 40 meters.

Secondary
Secondary
Damage Amplifier
MASTERY +10% Capacity

A beam of energy that increases the damage dealt by your allies, consuming the amp's energy.
  • Damage per energy of 2
  • Maximum bonus damage of 700
  • Reload time of 19 seconds + (1.5 second reload delay whether the gun is fully emptied or not)
  • Ammo capacity of 350
  • 1 Ammo is consumed every 0.134 seconds
  • Range of 35 meters

While the beam is connected to the Monster, all damage dealt to it is increased by 100%.

Special Ability
Special Ability
Dust Tagging
MASTERY +10% Radius

Drops a radioactive cloud that coats an area, highlighting wildlife and Monsters.
  • Cooldown of 70 seconds
  • Impact damage of 200
  • Highlight duration of 20 seconds

Dust Tag Cloud

  • Radius of 45 meters
  • Duration of 9 seconds
Class Ability
Class Ability
Cloaking Field
Cloak yourself and nearby allies, becoming invisible for a short time. Taking damage or firing a weapon temporarily reveals cloaked targets. Jetpack trails and footprints are still visible while cloaked.
  • Duration of 20 seconds
  • Cooldown of 30 seconds
  • Radius of 10 meters
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.
Sunny
Skins
Primary
Primary
Mininuke Grenade Launcher
MASTERY +10% Damage

Fires a large explosive grenade that does moderate damage.
  • Damage of 120
  • Reload time of 1.5 seconds
  • Ammo capacity of 1
  • Minimum explosion radius of 4 meters
  • Maximum explosion radius of 8 meters
Secondary
Secondary
Jetpack Booster
MASTERY +10% Capacity

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.
  • Reload time of 20 seconds + (2 second reload delay if gun is fully emptied) or (1 second reload delay if gun is not fully emptied)
  • Ammo capacity of 100
  • Range of 45 meters
  • +15% Thrust in all directions except upwards
  • +5% Thrust upwards

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

Special Ability
Special Ability
Shield Drone
MASTERY +10% Capacity

Places a drone that shields a nearby ally when they're attacked. The drone's battery begins charging once placed.
  • Maximum of 1 drone placed in the world
  • Shield drone health of 180
  • Reload time of 4.5 seconds before placing another
  • Charge time of 8 seconds to reach full capacity
  • Range of 45 meters
  • Maximum shield energy of 840
  • Minimum shield energy before shielding of 365

The drone will not begin shielding a hunter until it has charged at least 365 shield energy.

Class Ability
Class Ability
Cloaking Field
Cloak yourself and nearby allies, becoming invisible for a short time. Taking damage or firing a weapon temporarily reveals cloaked targets. Jetpack trails and footprints are still visible while cloaked.
  • Duration of 20 seconds
  • Cooldown of 30 seconds
  • Radius of 10 meters
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.
Kala
Skins
Primary
Primary
Siren Missiles
MASTERY +10% Duration

Homing missiles that become more powerful homing mines if they fail to find a target.
  • Maximum of 5 missiles in the world
  • Reload time of 1.61 seconds
  • Ammo capacity of 5

Siren Missiles have two states: unarmed and armed.

Unarmed & Armed

  • Minimum explosion radius of 1 meter
  • Maximum explosion radius of 3 meters
  • Health of 1
  • Flight duration of 8 seconds before despawning
  • Arm time of 0.5 seconds
  • Detonation distance of 2 meters

Unarmed

  • Damage of 75
  • Homing range of 2 meters
  • Homing speed of 20

Armed

  • Damage of 95
  • Homing range of 6 meters
  • Homing speed of 10

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

Secondary
Secondary
Armor Reducer
MASTERY +10% Range

Beam weapon that temporarily reduces the Monster's armor. The armor quickly regenerates once the beam connection breaks.
  • Reload time of 20 seconds + (2 second reload delay whether the gun is fully emptied or not)
  • Ammo capacity of 100
  • 1 Ammo is consumed every 0.055 seconds
  • Range of 35 meters
  • Damage of 50 per second
  • Reduces armor by 3000 per second
Special Ability
Special Ability
Teleporter Pads
MASTERY +10% Duration

Allies can teleport from one pad to the other. Pads can be destroyed by the Monster.
  • Maximum of 2 pads in the world. 1 orange and 1 purple
  • Reload time of 2.3 seconds before placing another pad
  • Arm time of 5 seconds
  • Cooldown of 10 seconds before the pad that was used comes back online
  • Teleportation trigger radius of 1.3 meters
  • Teleport pad health of 90
Class Ability
Class Ability
Cloaking Field
Cloak yourself and nearby allies, becoming invisible for a short time. Taking damage or firing a weapon temporarily reveals cloaked targets. Jetpack trails and footprints are still visible while cloaked.
  • Duration of 20 seconds
  • Cooldown of 30 seconds
  • Radius of 10 meters
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.
Maggie
Skins
Primary
Primary
Machine Pistol
MASTERY +10% Damage

A fast-firing machine gun with low accuracy. Deals moderate damage.
  • Damage of 22 per bullet
  • Reload time of 1.75 seconds
  • Ammo capacity of 30
  • Fire rate of 615
Secondary
Secondary
Harpoon Traps
MASTERY +10% Range

Places a trap on the ground that harpoons nearby Monsters, restricting their movement. Harpooned Monsters must destroy the harpoon beam to free themselves.
  • Maximum of 3 harpoon traps placed in the world
  • Ammo capacity of 1
  • Reload time of 3 seconds
  • Harpoon trap health of 25
  • Trigger distance of 20 meters
  • Release distance of 25 meters
  • Arm time of 6 seconds
Special Ability
Special Ability
Pet Trapjaw
MASTERY +10% Health

Daisy follows the Monster's trail, even when the Monster is stealthed. She also revives incapacitated teammates.
  • Health of 1450

Daisy will bring her head low to the ground and begin sniffing if the Monster is near her.

Daisy will howl if Maggie is heading in the direction away from the Monster.

Class Ability
Class Ability
Mobile Arena
Throws a device that projects a shield barrier to trap the Monster. Lasts until depleted, or until the Trapper is incapacitated.
  • Duration of 60 seconds
  • Reload time of 60 seconds
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.
Wasteland Maggie
Skins
Primary
Primary
Burst Pistol
MASTERY +10% Damage

Fire molten bullets from your Burst Pistol! Lights enemies on fire, dealing damage over time.
  • Damage of 8 per bullet
  • Reload time of 1.75 seconds
  • Ammo capacity of 20
  • Fire rate of 900

Bullets apply a Burn DOT.

Burn DOT

  • Damage of 27 per second
  • Duration of 2 seconds

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

Secondary
Secondary
Flame Snare
Places a single snare that burns Monsters it attaches to.
  • Maximum of 1 flame snare placed in the world
  • Ammo capacity of 1
  • Reload time of 3.25 seconds
  • Harpoon trap health of 25
  • Trigger distance of 22 meters
  • Release distance of 30 meters
  • Arm time of 3.5 seconds

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

Burn DOT

  • Damage of 30 per second
  • Duration of 1 second

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

Special Ability
Special Ability
Combat Trapjaw
MASTERY +10% Health

Daisy is battle-ready! Her flamethrower backpack roasts nearby Monsters.
  • Health of 1000

Daisy's flamethrower inflicts a Burn DOT.

Burn DOT

  • Damage of 40 per second
  • Duration of 1 second

Daisy will bring her head low to the ground and begin sniffing if the Monster is near her.

Daisy will howl if Maggie is heading in the direction away from the Monster.

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

Class Ability
Class Ability
Mobile Arena
Throws a device that projects a shield barrier to trap the Monster. Lasts until depleted, or until the Trapper is incapacitated.
  • Duration of 60 seconds
  • Reload time of 60 seconds
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.
Griffin
Skins
Primary
Primary
Gauss SMG
MASTERY +10% Damage

An accurate, low-damage machine gun.
  • Damage of 25 per bullet
  • Reload time of 1.78 seconds
  • Ammo capacity of 36
  • Fire rate of 450
Secondary
Secondary
Harpoon Gun
MASTERY +10% Range

Fires a harpoon at the Monster, hindering its movement. Monsters must destroy the harpoon beam to free themselves.
  • Damage of 150 per shot
  • Reload time of 3.5 seconds
  • Ammo capacity of 1
  • Fire rate of 300
  • Tether range of 41 meters
Special Ability
Special Ability
Sound Spikes
MASTERY +10% Range

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.
  • Pings the Monster's location if it is running within a radius of 70 meters
  • Pings the Monster's location if it is sneaking within a radius of 27 meters

Griffin's Sound Spike will always ping the Monster's location when it evolves, regardless of whether it is inside or outside the radius.

Class Ability
Class Ability
Mobile Arena
Throws a device that projects a shield barrier to trap the Monster. Lasts until depleted, or until the Trapper is incapacitated.
  • Duration of 60 seconds
  • Reload time of 60 seconds
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!
Abe
Skins
Primary
Primary
Custom Shotgun
MASTERY +10% Damage

A medium-damage weapon that loses accuracy the faster you fire it.
  • Pellet count of 8 per shot
  • Damage of 12 per pellet
  • Reload time of 2.25 seconds
  • Ammo capacity of 6
  • Fire rate of 400
Secondary
Secondary
Stasis Grenades
MASTERY +10% Radius

Sticks to any surface and projects a field that slows down Monsters and wildlife.
  • Maximum of 3 stasis grenades placed in the world
  • Lifetime of 15 seconds
  • Ammo capacity of 1
  • Radius of 17 meters
  • -47% Movement Speed
  • Increased gravity on Kraken and Elder Kraken which brings them down at a rate of 100%
Special Ability
Special Ability
Tracking Dart Pistol
MASTERY +10% Duration

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!
  • Tracking duration of 35 seconds
  • Reload time of 1.61 seconds
  • Ammo capacity of 6
  • Fire rate of 200
Class Ability
Class Ability
Mobile Arena
Throws a device that projects a shield barrier to trap the Monster. Lasts until depleted, or until the Trapper is incapacitated.
  • Duration of 60 seconds
  • Reload time of 60 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.
Crow
Skins
Primary
Primary
Kinetic Long Rifle
MASTERY +10% Damage

Fast-firing sniper rifle that can be charged to pierce the Monster's armor, dealing direct health damage through the Monster's armor.

Crow's Kinetic Rifle can build up into a charged shot, or be fired rapidly.

  • Reload time of 1.65 seconds
  • Ammo capacity of 6
  • Fire rate of 380

Rapid Fire

  • Damage of 67 per bullet

Charged Shot

  • Damage of 120 per bullet
  • Pierces through Monster armor
  • Charge up time of 1.1 seconds
Secondary
Secondary
Stasis Gun
MASTERY +10% Duration

Shots slow down the Monster. Charging a shot increases the slow duration.

Crow's Stasis Gun can build up into a charged shot, or be fired rapidly.

  • Reload time of 2.45 seconds
  • Ammo capacity of 10
  • Fire rate of 340

Rapid Fire

  • Radius of 1 meter
  • Duration of 1 second
  • -47% Movement Speed
  • Pulls Kraken and Elder Kraken down at a rate of 100%

Charged Shot

  • Radius of 2.5 meters
  • Duration of 6 seconds
  • -37% Movement Speed
  • Pulls Kraken and Elder Kraken down at a rate of 75%
  • Charge up time of 1 second
Special Ability
Special Ability
Pet Bat Ray
MASTERY +10% Range

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 200 meters
  • Minimum respawn delay of 9 seconds
  • Detection radius of 35 meters

Monster Detection

  • Applies yellow outline
  • Duration of outline of 5 seconds
Class Ability
Class Ability
Mobile Arena
Throws a device that projects a shield barrier to trap the Monster. Lasts until depleted, or until the Trapper is incapacitated.
  • Duration of 60 seconds
  • Reload time of 60 seconds
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.
Jack
Skins
Primary
Primary
Dual Pistols
MASTERY +10% Accuracy

Twin quick-firing laser pistols.
  • Damage of 34 per bullet
  • Reload time of 1.5 seconds
  • Ammo capacity of 12
  • Fire rate of 400
Secondary
Secondary
Repulsor
MASTERY +10% Range

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. If the beam is red, it's not working!
  • Range of 50 meters
  • Reload time of 6.5 seconds + (1 second reload delay whether the Repulsor is fully emptied or not)
  • Ammo capacity of 100
  • 1 Ammo is consumed every 0.1 seconds
  • Requires full ammo capacity before use

Jack must be within a 90 degree angle relative to the Monster for the Repulsor to connect.

Monster movement consumes 4 ammo when the beam is green. Monster movement consumes 2 ammo when the beam is red.

All Monster traversals consume 50% of the Repulsor's current ammo.

Special Ability
Special Ability
Survey Satellite
MASTERY +10% Damage

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
  • Cooldown of 40 seconds
  • Health of 10
  • Maximum scan duration of 14 seconds
  • Minimum scan radius of 0 meters
  • Maximum scan radius of 100 meters
  • Beam detect radius of 10 meters
  • Beam damage radius of 4 meters
  • Number of beams spawned of 2
  • Direct damage of 250
  • Marker duration of 10 seconds
  • Deploy time of 1 second

Applies a Burn DOT on hit for visual effect only — deals no damage.

Class Ability
Class Ability
Mobile Arena
Throws a device that projects a shield barrier to trap the Monster. Lasts until depleted, or until the Trapper is incapacitated.
  • Duration of 60 seconds
  • Reload time of 60 seconds

Download

Always use the latest version for the best experience.

Modded Evolve v0.3 — Latest

Most current version. Recommended for all players.

Version 0.3 Released Month DD, YYYY Size XX MB Base game Evolve Stage 2
Download v0.3

Older Versions

Only needed if matching a specific game version.

Version Date Link
v0.2 Month DD, YYYY Download
v0.1 Month DD, YYYY Download

How to Install

  1. Make sure you have Evolve Stage 2 installed.
  2. Download the patch file above.
  3. Extract the archive into your game's root folder.
  4. Run the included installer or merge files when prompted.
  5. Launch the game and verify the mod is active.

Requirements

Base Game
Evolve Stage 2
Min. Game Version
X.X.X
Platform
PC
Other Mods Required
None

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 WinsLossesWin Rate
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