Zurganids

Welcome to Zurganids
''Fresh from the brood and filled with curiosity. You shall find out everything you need to know here. Make the Hive Proud.''

Alternative and Forum Version here

The Basics
''We assume you know how the Lobby works so we shall get straight to the point. Once you spawn in, you will be inside a Brood Chamber and there shall be this HUD to the top-left of your screen ingame.''



''Click on one of these. It shall bring up a menu to select Bodies from like Predator, Swarm and such. Choose one of them that you like. We recommend Acidic or Swarm due to their versatility and general ease of use in almost all situations.''



''Never click Evolve on everything once you get your body. Every point must be spend wisely. Click that top-left. Its still WIP due to being changed from previous CARE, but you will have 5 different branches to choose from. 2 of those are ALWAYS Exoskeleton and Resin. The branches are listed on each Body Page.''


 * Resin makes you grow and get health back much quicker.
 * Exoskeleton increases health and certain armor depending on body.

''While you were busy reading this, you been growing inside the Chamber. Growth starts out at 0/20, and you get 5 points each tick, meaning it will take 5 ticks or seconds to grow. Each purchase that is NOT Resin will increase Max Resin Needed by 10, meaning 0/30. Each Resin Purchase however increases the Point Gain by 2, meaning 7 points each tick and more and more. So for a highly evolved Zurganid, 0/125 and 10 Points each tick can be rather normal.''

''There is however, unfortunately a soft-lock on bodies. While you may have a All-Acidic hive if you wish, at 6/11/16/21 intervals, your Point Gain is decreased by 2 every time. A hive of 21 Acidic Bodies even with Max Resin will only grow at 6 Points each tick (Unknown if there is a minimum to prevent Negative Growth)''

((MrJJJ Note: I need to check this again with Mport because of sheer changes, it might have been removed a while ago or never really implemented.))

''If you dislike your choice of body or you accidentally picked one you did not want, you may purchase one of the 2 Reset Xeno from the Xeno Tab. Yes, they are separate and not together. Choosing one will either consume 1 Evolution needed or 1A$ and remove it from you. The only thing that will not reset is if you pick Queen.''

''Your Branches progress from top to bottom and increase in cost, going from 1 to 4 Evo and don't show you the name of the next ability/boost before you purchase the previous one. However they still can be examined and will you give all the info you need and its highly recommended you do. CARE Menu down below details the choices and abilities and at which point you acquire them.''

''Now, once you have spend your very few Evo points and build your own Body, you most likely have grown and need to get out. Look to the left of your HUD like you would as a Merc, and you will spot 2 abilities. "Teleport" and "Exit". "Exit" will make you get out of the Brood itself and you can board that suspicious pod launcher. "Teleport" however will make you teleport to the Queen or a Hive if there is one present. Click on the Icon on the planet (The LV-624) or Teleport to Queen/Hive if they are already there and begin your hunt. Hunt down and devour Monkeys and Corpses to gain Evolution points. Be warned that Monkeys DO fight back and do HURT a fair bit, but you infinitely respawn so its irrelevant. You devour near instantly regardless of body, so always eat a corpse when you can. Do not go out and fighting with a body inside you either for a few seconds, or it will drop out if you die in that short period. You can tell in chat when you have devoured something as it will say so.''

''While wandering around you will see Mindless, Xiders, and etc. Those are your meatshields and friends that Hives can spam out. They are incredibly useful for both distracting mercs, breaching lightly fortified areas and more, so its usually good to attack with them when they arrive or use the distraction to attack from somewhere much more vulnerable and pick off mercs. Remember that you WANT to consume Mercs to get evo points and permanently remove them from the equation.''

''Zurganids have a advantage in speed over Mercs and range in Melee. They can attack from 1 tile further and also easily escape most encounters. Abuse this as much as possible. They also can click on a wall, a tree or such that has a "Roof" level to begin climbing up, although be wary that Mercs can still look up and shoot at you. In general don't worry about making mistakes and play as best you can, you have infinite respawns and give nothing to Mercs for dying.''

''If you are struggling with hitting Mercs by clicking on them, run into them instead. This Game has something called Bump Attacks that make you automatically hit enemies if you walk into them. Be aware that Mercs can do the same to you.

''By now you must be wondering how the hell to win this. We recommend you check Game Mechanics and Gamemodes for explanations. But in a Nutshell, you need to stop Mercs from either opening Vaults and grabbing all the loot OR Destroy DLAMP before time expires as well as not letting them secure all the Sysvaults. Pretty simple. Remember to check the Maps on the wiki as well to see the metamap for corpses and such for the current map, if there is any.''

Predator Body
''This body is a Skirmisher. It lacks any real staying power but makes up for it in speed and agility. ''

Branches
Here are the Branches of the Predator Body.

Mobility

''Mobility is a melee-focused branch. It encourages liberal use of Pounce to stun and kill mercs, both solo and with teammates.''


 * 1) Pounce - Your Leap gets replaced by Pounce, which DOES stun mercs when they are hit by it.
 * 2) Quick Climb - You climb walls and etc twice as fast.
 * 3) Chained Pouncing - Whenever you pounce, you pounce again at someone else nearby.
 * 4) Extended Chain - Increases the chained pounce by 1 extra, allowing you to pounce up to 3 people at once.

WIP

''Its...Work In Progress. Duh''

Range

''A more range-focused branch. Its essentially the legacy spitter, encouraging more to spit on the move and dodge shots without getting close.''


 * 1) Acid Spit - Gives you access to the basic spit. Its nothing terrifying, but it does decent damage.
 * 2) Spike Spit - Gives you the Anti-Armor spit. Allows you to do ignore Gamma/Tonk armor much more and deal extra damage.
 * 3) Reduce Spit Cooldown - Makes you spit faster.
 * 4) Acid Spit +2? - Most likely just Burst Spit. Presumably makes you a skirmisher god with sheer harass.

Exoskeleton Progression

General Info/Tips

 * A Hit-And-Run Body at its fullest. Has the highest raw melee damage and very high speed. Currently WIP


 * Difficulty: Medium. Predator requires some experience with the game in general to utilize it well, but once you figure it out, its quite a powerful body.


 * Its Branches are Mobility and Range, with 3rd Branch being WIP.


 * Your starting ability is Leap. You can quickly close the distance but don't stun people with it.


 * Mobility is your melee branch. Range is your, well, range Branch. One makes you pounce and stun, the other makes you harass from range


 * Your Exoskeleton focuses on Ranged Protection and nothing else. In short, use your extra attack range instead of bumping into people rapidly.


 * Hunt down Loners. You excel at killing small squads or lone people with your stuns, damage and speed.


 * Killing important roles such as Engineers, Medics and SL's are your priority. You can output damage decently fast almost at any point and avoid retaliation, not to mention the speed to catch up or disengage


 * Avoid Direct Fights at all costs. Even with High Exo you die very quickly to concentrated firepower, melee or nades/flame, wait for them to spread out and a good opportunity to strike at their weakest point.


 * Move and Fight! Never stand still, especially when fighting a Melee Merc. An always moving Predator is much more dangerous than one that simply dashes at his enemies and dies to 3 bashes.

Swarm Body
''This body is a Frontliner. It has decent staying power, good damage, decent speed and one simple ability. Can't go wrong with taking it in any situation. Also WIP ''

Branches
Here are the Branches of the Swarm Body.

Swarm

''Your Body Size, in short. The bigger your swarm, the more shielding you have. Basically imagine your health going from 75*2 to 75*3.


 * 1) Swarm 3 - Increases your swarm size to 3.
 * 2) Swarm 4 - Increases your swarm size to 4.
 * 3) Swarm 5 - Increases your swarm size to 5.
 * 4) Swarm 6 - Increases your swarm size to 6.

Squad

''Your only ability. Makes you spawn a bunch of mindless to help you out, useful both as extra damage and quick protection. Rather long cooldown though.''


 * 1) Deploy Squad - Gives you the ability to spawn mindless.
 * 2) Larger Squad 1 - Makes you spawn more mindless.
 * 3) Larger Squad 2 - Makes you spawn even more mindless.
 * 4) Larger Squad 3 - Makes you spawn maximum amount of mindless.

WIP

''WIP is Pain. WIP is Death.''

Exoskeleton Progression

''Please note that Shielding refers to the extra Swarms that your body has. Essentially you can't be one-shot by anything that's not AOE/Engulfing and they function as extra health-bars

General Info/Tips

 * A Frontline Body. You are the answer to high-power single-shot weapons that aren't ENGULFING or AOE. WIP as well.


 * Difficulty: Easy. Swarm has one ability and always has a presence in any mode due to versatility and ease of use. Should be your first choice as a new player to figure out controls, the general gameplay and further on.


 * Your special ability is that you are a army of Multiple Zurganids in One. Each one has its own health that adds up in total. A high-power weapon like a Sniper will only hit one of such bodies, and won't kill you instantly unlike other squishier Zurganids.


 * Your special ability however also gives you a weakness. Weapons such as the Flamethrower, Explosives or any other weapon that hits in a AOE or ENGULFING will hit ALL your bodies, depleting your health way much faster than others.


 * Exoskeleton increases health of your bodies, while Swarm increases the amount. So essentially your Health*6 if you max both out. This makes you easily the third toughest Zurganid, only surpassed by a Demolisher and Queen as despite lacking armor, you just have a shit-ton of health that needs to be burned through. Still, mass focus-fire can still kill rather fast.


 * You may be durable, but Direct Fights alone are STILL a bad idea. Assist Predators, Acidic/Spitters and alike with much smaller separated groups. Attack with your team, not alone.

Acidic Body
''This body is Artillery/Siege. It prioritizes long-ranged set-ups and sniping mercs/tonks from afar. ''

Branches
Here are the Branches of the Acidic Body.

AoE

''AoE focuses on doing damage in a area, hitting several mercs at once and dwindling/stunning them to provide support. Keep in mind that you need to Root to fire these instantly, otherwise they take some time to fire.''


 * 1) Cloud Cannon - You obtain Cloud Cannon. You fire, and where it hits it makes acidic clouds, similar to Spore that damages people.
 * 2) Reduce Cooldown - Allows you to fire the Cloud Cannon more often.
 * 3) Blast Cannon - Gives you Blast Cannon. You fire, it hits something, and anyone nearby can be set on fire and receives heavy damage. VERY Useful
 * 4) Reduce Windup - Makes your Cannons take less longer to fire when you aren't Rooted.

Spike

''The opposite of AoE, focuses more on high single-target Anti-Armor damage. Very efficient against Tonks and Gamma. Once again, you need to Root to fire instantly.''


 * 1) Spike Cannon - You gain Spike Cannon. You fire a giant acid spike, and tonk goes to cry in the corner.
 * 2) Reduce Spike Cooldown? - Allows you to fire Spike Cannon more often.
 * 3) Reduce Spike Cooldown 2? - Makes you fire your Armor-Be-Gone more often.
 * 4) Reduce Spike Windup? - Makes it take less longer to fire if not Rooted.

Turret

''Your Self-Defense/Close-Range protection. Since you lack speed and melee damage, this will be what you rely on when in CQC for one reason or another.''


 * 1) Auto Spitter - Automatically shoots nearby hostiles with 1 shot every few seconds.
 * 2) Increase Shots - Auto-Spitter fires 1 extra shots. Actually a rather strong increase due to the damage it does.
 * 3) Acid Flak - Allows you to automatically shoot Acid Flak at Beta when they are in the sky, essentially you become a mobile AA turret.
 * 4) Max Shots - Makes your AA and normal spit fire extra times, for a total of 4 spits AA OR 3 normal Spits. Makes you quite dangerous to engage 1 on 1.

Exoskeleton Progression

Interestingly enough, compared to others, Acidic has different Exoskeleton progress than others and is a bit more unique.


 * 1) Stable Exoskeleton - Allows you to Root, which makes you immobile, makes your vision similar to a sniper/tonk turret and makes Cannons instant.
 * 2) Hardened Exoskeleton - Gives you extra Ranged and Hazard protection.
 * 3) Lighting Roots - Makes you Root faster.
 * 4) Lighting Roots 2 - Makes you Root way faster.

General Info/Tips

 * A Long Ranged Body. You are the Hive's artillery essentially. You are there to make merc life a living hell, not letting them be comfortable in their forts and sniping their tonks into bits. Set up somewhere comfy with a root and begin murder.


 * Difficulty: Easy. Acidic has several long-ranged abilities and has to do nothing but stay somewhere and just click things. Can be more boring than most, depending how you feel about long-range fighting. Its relatively easy to use, always welcome anywhere and in any number, and introduces you to managing and using several abilities.


 * Unlike all the other bodies, your shtick is to stay somewhere safe and far away, whenever on ground or roof. You are basically the Sniper of your team, and will either help murder the Tonks, or help murder the Mercs. Just simply Root first.


 * Focus on ONE Branch of Cannon initially. Don't try to mix AoE and Spike very early on. If you are on Raid, you might need to move around a whole lot, and Roots can take a while to set up with no upgrades, while on Defense it would be best to focus on doing as much possible to one threat, not try and juggle two.


 * ROOT WHEN POSSIBLE. Make sure to have a good spot to Root somewhere, and if necessary, upgrade exo to root faster. You will move a lot more on Raid than Defense as well, so be prepared to abandon your spot if needed.


 * If you are AoE, the more mercs near each other, the better. If you are Spike, the less mercs there is around tonks, the better. Let groups either tighten or disperse depending on your Branch choices, and fire at the best moment for maximum efficiency.


 * Avoid getting close to Mercs as much as possible. They WILL kill you if they get close enough, but if you can keep your distance, they won't be able to do much against you with only a few exceptions.

Spore Body
''This body is a Suicider/Area Denial. It dies decently fast, but has mobility similar to Pred and spews gas that damages anyone inside, forcing mercs to avoid the area or to risk passing through it. ''

Branches
Here are the Branches of the Spore Body.

Mobility

Despite sharing the name with the Predator Branch, Spore Mobility deviates quite a fair bit.


 * 1) Leap - You can now use the Leap ability, which basically is a Pounce without stun.
 * 2) Quick Climb - You climb walls and etc twice as fast.
 * 3) Move Speed 1? - Allows you to move faster?
 * 4) Move Speed 2? - Allows you to move even faster?.

Spray

''The OG Overpowered Ability. Its almost too bad there is no cores to melt. Still Mercs and their gear to melt away though. Go have Fun with this. A lot of it.''


 * 1) Acid Spray - ''You obtain the ability to delete mer-Sorry wrong year. You basically spray a line of acid and it hurts anyone walking over it.
 * 2) Acid Spray Length? - Makes your Acid Spray last longer?
 * 3) Acid Spray Length 2? - Makes your Acid Spray last longer?
 * 4) Melting Spray? - ''Your Spray now applies Acid Melt on objects it touches. Thank god Loot can't be melted or we would be back in 2017-18 all over again.

Miasma

''Your gas attacks. Mercs don't like the smell and melt down over it. I believe you start out with Acid Miasma which is basically making gas without dying.''


 * 1) Miasma Boom? - Actually allows you to make gas when dying.
 * 2) Miasma Clouds? - Increases the amount of clouds from Miasma?
 * 3) Miasma Clouds 2? - More Clouds! More!
 * 4) Miasma Clouds 3? - THE BATTLEFIELD HAS EVOLVED INTO CHEMICAL WARFARE

Exoskeleton Progression

''On Exo 2, Spore becomes much bigger and gets Fire Immunity. Basically nades and fire don't do much to you.''

General Info/Tips

 * The Suicider. Your job is to charge into the enemy at their weakest as well as deny area, being both good on offensive and defensive. You are also far tougher against nade-spam and fire. Good use of Miasma allows you to deny important areas to Mercs and allow incredible extra damage.


 * Difficulty: Easy-Medium. Spore isn't too hard, but is confusing to know whenever you are actually doing anything, and requires some knowledge of merc behavior, map locations and efficient cut-offs to truly realize its potential, and your entire job involves dying. A lot.


 * While you lack amazing melee damage or powerful ranged tools, you make up for it by having the ability to simply not allow mercs to move safely. You won't kill Mercs yourself, but good use will cause chaos and scatter them, which will allow other Zurganids to take advantage and kill Mercs. In short, don't expect to be killing much of anything personally.


 * This Body can be easily perplexing and hard to play. Mindless charging will not let you get close enough most of the time to do any significant damage and it can be difficult to setup a good position. You need patience, knowledge of the map and merc behavior. Cut off their retreat point if they are starting to run away. Die in front of building entry points and chokepoints to prevent/stop pushes. It takes some experience to do it, don't be ashamed of dying.


 * As said before, WAIT. A bad Spore always charges off and achieves nothing as it gets shot to death from afar. A good Spore waits for a perfect opportunity to do the most Damage. Don't ask "How many mercs can i kill?". Ask "How many mercs can i possibly fuck over in one go?". Climb buildings, attack from flanks if necessary.


 * You cause massive headaches for everyone involved in the merc team. Use your Acid Spray to melt their supplies if you have it maxed out. Mercs often don't bring Corro-Clean or forget about it, and you can get away fairly easily with it.

Hive Body

 * You have your own page for this Over Here

Serpentine Body
''This body is a Flier/Ground Support. The only Body that can access the Sky easily. It focuses on either bombing Mercs with even more gas (Noticing a pattern yet?) or eating BETA's bullets so the other xenos don't have to OR making Mercs shit themselves when they see their ENTIRE FORT HAS MELTED.''

Branches
Here are the Branches of the Serpentine Body.

Anti-Air

''AKA Harass Beta to run out of bullets. You still won't do much damage to them, and it will take around 10 hits to kill them with just your claws so don't expect to kill them. Just get them to fuck off or get them to waste tons of ammo dealing with you rather than fighting your ground friends. Cry as you get out-performed by Acid Flowers.''


 * 1) Melee Assist - Gives you a ability that whenever you click near a target but not directly, you still hit them anyway. Helps a lot with hitting BETA.
 * 2) Homing Pounce - Gives you a Pounce that makes you pounce again IF you miss your first pounce at the nearest target and stuns them. Sadly rather weak.
 * 3) Flak Spit - Allows you to spit Flak at your targets. Only usable in the sky!
 * 4) 'Faster Flak - Makes your Flak Spit fire much faster.

Anti-Ground

''The Real Deal. You are just like a insanely fast Bomber that nobody can hit in time before he drops all his bombs and goes away. You are basically a flying Spore/Acidic with Cloud Cannon that can drops gas from the sky and can spit too.


 * 1) Spike Spit - Gives you a Anti-Armor spit. Ignores some armor of Tonks/Gamma and let's you do more damage to them.
 * 2) Blast Spit - Gives you Anti-Group spit. Basically its Spit that explodes like Blast Cannon, but much smaller.
 * 3) Acid Bomb (1 Use) - Your Bread and Butter. You have to drop it and then re-enter any Hive to refill it. When done right, you can spam them out faster than they expire
 * 4) Acid Bomb (2 Use) - One bomb wasn't enough, have two. Time to bomb Mercs into the gas chambers.

Melt

''The branch that is just absolute sheer pain to deal with for mercs. It starts out fairly small, but after hitting Level 4, it becomes one of the strongest support tools in the game, ever. It rivals Spray applying Acid Melt in 2018-19 in terms of pure ridiculous.''


 * 1) Acid Melt - Gives you Acid Melt. Click on a wall, object or etc and it will begin melting down. Takes a while.
 * 2) Better Acid - Makes your Melt well...melt faster. Still can take a minute but better than nothing.
 * 3) Super Acid - Your Acid can now melt through R-Walls. Truly nothing is safe.
 * 4) AoE Melt - Makes your Melt apply in a 3x3 area, even THROUGH WALLS. Use it to make Mark and every other Merc just shut down out of confusion as to why Caves seems to be missing.

Exoskeleton Progression

General Info/Tips

 * The Flier of Sky and Sea. Despite what you might think, your role is either Distract BETA OR focus on supporting the Ground Benos. Its usually recommended you do the later, as the former is possibly one of the most difficult things to do in the game successfully, let alone kill BETA.


 * Difficulty: Easy-Medium to High. While its relatively easy to do Ground Support or melting everything and figure Swimmer out, Anti-Air Swimmer is most likely one of the hardest bodies to play. They simply can't compete with Beta on any real level except Speed, and need to overwhelm them with numbers to stand a chance usually. Taking down a decent Beta by yourself deserves respect.


 * You are capable of accessing the other 2 height levels, that being "Roof" and "Sky". On "Ground" you are rather slow, easily outran by almost everything, but on "Roof" and "Sky" you are THE FASTEST Zurganid in the game.


 * BETA is not a opponent you are expected to win or kill at all. They take 10 hits to kill while they will burst you down in no time even with Calico's. Even them bashing you with their guns will do a lot of damage. Just make them fuck off from where most xenos are so they don't have to worry about it.


 * You have a ability called "Dive". It let's you pounce onto things that are on down below, even if you are up in the "Sky". It quite a good ability that stuns for a fair bit and can be done safely until the right moment.


 * If you are Ground Support, focus on bombing in the middle of Mercs preferably. They will often scatter around and cause incredible chaos, allowing other Benos to really pick them off hard. If Mercs are in caves or under a insanely strong roof, you might need to reset into a different body, as its highly unlikely that roof is going to open itself up any times soon.


 * If you went for Full Acid Melt, then find where Vaults are or Sysvaults and just melt EVERYTHING. And i do mean EVERYTHING. As long as xenos aren't stupid and commit to a push asap, Mercs won't have any natural cover for them to use and will get bombed from every side. Just pray your Team isn't busy having no idea what to do. You can still keep melting Cades too to distract engineers and others from building more cades or risking the current ones melting down.

Armored Body
''This body is Tank/Breacher. It prioritizes breaching Merc Defenses and ignoring all the guns. Keep in mind if you are a returning veteran that Demolisher no longer STARTS being able to Roll. You have to buy that now. It also still costs 4 Evo from the start to get.''

Branches
Here are the Branches of the Armored Body.

Roll

''AoE focuses on doing damage in a area, hitting several mercs at once and dwindling/stunning them to provide support. Keep in mind that you need to Root to fire these instantly, otherwise they take some time to fire.''


 * 1) Unlock Roll - You can now Roll! Just simply keep going in one direction long enough and you will automatically begin rolling, stunning people you hit.
 * 2) Roll Speed - Increases how fast you pick up speed, essentially allowing you to start Rolling faster.
 * 3) Momentum - Increases the max speed you can get from Rolling. Means you will hit harder and go faster if you can get enough of a start.
 * 4) Momentum 2 - Increases your max speed further, allowing you to REALLY fuck-up a large group of mercs in one go with a good start.

Squad

''Your only activateable ability. Makes you spawn a bunch of mindless to help you out, useful both as extra damage and quick protection. Rather long cooldown though.''


 * 1) Deploy Squad - Gives you the ability to spawn mindless.
 * 2) Larger Squad 1 - Makes you spawn more mindless.
 * 3) Larger Squad 2 - Makes you spawn even more mindless.
 * 4) Larger Squad 3 - Makes you spawn maximum amount of mindless.

Turret

''Your Self-Defense/Close-Range protection. Since you lack melee damage and are often in CQC, it will do most of the damage along with the Rolls.''


 * 1) Auto Spitter - Automatically shoots nearby hostiles with 1 shot every few seconds.
 * 2) Increase Shots - Auto-Spitter fires 1 extra shots. Actually a rather strong increase due to the damage it does.
 * 3) Acid Flak - Allows you to automatically shoot Acid Flak at Beta when they are in the sky, essentially you become a mobile AA turret.
 * 4) Max Shots - Makes your AA and normal spit fire extra times, for a total of 4 spits AA OR 3 normal Spits. Makes you quite dangerous to engage 1 on 1.

Exoskeleton Progression

On Exo 2, you become immune to Fire as well.

General Info/Tips

 * The Mighty Rolling Donut. Your role is to roll at Barricades and Mercs at EXTREME SPEEDS. Other Zurganids can also fit inside you as if you were a APC. Only DT's really stop you without being harmed, while the rest such as Cades tend to get hurt while stopping you. You go through Mercs like a grinder though.


 * Difficulty: Easy-Medium. Its a simple body, both to play, but not sure if its a good first-player experience. Somewhat reconsidering, as it is really simple to play and it can be used on almost any location easily, especially with help, but i seen Pillbugs that have no Roll whatsoever and don't try and use their signature ability at all, which sounds like something a new player would almost certainly do, not to mention it can be pretty boring to just hold buttons and watch people go horizontal and repeating that over and over.


 * Your best passive ability is that if you go in one direction constantly, you curl up and begin rolling. Keep in mind you do need to buy it in Roll Branch. The longer you Roll, the more speed and damage you accumulate. Get as much of a start you can, especially at max upgrade, and you can easily ruin a Defense round with ease.


 * Again, reminding. YOU NEED TO BUY THE ROLL ABILITY TO BE ABLE TO ROLL, OTHERWISE YOU CAN'T ROLL.


 * Be prepared to be hit by everything. And i do mean everything. You are the second toughest Zurganid in the game and have fire immunity, not to mention the highest Zurganid Ranged Armor. You do not have any real Melee or Hazard resistance so you will most certainly die if you get surrounded. So run like hell once you finish the Roll.


 * Support others with your powerful rolling. It stuns regardless of how much charge it has built up, making it very useful for taking out Mercs and punching through their defenses. (MrJJJ's Note: I am not sure if being stopped by Tonks and Gamma regardless of how much you charged is still a thing, so i am just leaving this here instead until it can be checked)


 * Be wary of Dragon's Teeth! They are those grey rectangles on the ground, and they completely stop you ALWAYS and take no real damage from your Roll. Prevent Engineers from setting them up in the first place or find a new angle to attack from. Remember that even Intercardinal Directions such as NW or SE still count for the Roll and its possible to slip past DT's!


 * If you need fitting music for playing with this body, click here (MrJJJ's Note: RIP youtube has removed it)

Royal Body/Queen
''This body is a Mobile Spawner/Leader. Only one person can be a Queen and for a good reason. Don't die too much, cry in pain when all your Zurganids are swimmers and all went AA and refuse to do anything else, and have a stroke in sheer joy out of defeating Mercs after 30+ minutes and 10 seconds away from defeat.''

Branches
Here are the Branches of the Royal Body.

Melt

''The branch that is just absolute sheer pain to deal with for mercs. It starts out fairly small, but after hitting Level 4, it becomes one of the strongest support tools in the game, ever. It rivals Spray applying Acid Melt in 2018-19 in terms of pure ridiculous.''


 * 1) Acid Melt - Gives you Acid Melt. Click on a wall, object or etc and it will begin melting down. Takes a while.
 * 2) Better Acid - Makes your Melt well...melt faster. Still can take a minute but better than nothing.
 * 3) Super Acid - Your Acid can now melt through R-Walls. Truly nothing is safe.
 * 4) AoE Melt - Makes your Melt apply in a 3x3 area, even THROUGH WALLS. Use it to make Mark and every other Merc just shut down out of confusion as to why Caves seems to be missing.

Squad

''Your meatshields. Makes you spawn a bunch of mindless to help you out, useful both as extra damage and quick protection. Quite a long cooldown though.''


 * 1) Deploy Squad - Gives you the ability to spawn mindless.
 * 2) Larger Squad 1 - Makes you spawn more mindless.
 * 3) Larger Squad 2 - Makes you spawn even more mindless.
 * 4) Larger Squad 3 - Makes you spawn maximum amount of mindless.

Turret

''Your Self-Defense/Close-Range protection. Since you lack melee damage and are often going to be attacked and chased, it will help you survive and allow you to be more aggressive.''


 * 1) Auto Spitter - Automatically shoots nearby hostiles with 1 shot every few seconds.
 * 2) Increase Shots - Auto-Spitter fires 1 extra shots. Actually a rather strong increase due to the damage it does.
 * 3) Acid Flak - Allows you to automatically shoot Acid Flak at Beta when they are in the sky, essentially you become a mobile AA turret.
 * 4) Max Shots - Makes your AA and normal spit fire extra times, for a total of 4 spits AA OR 3 normal Spits. Makes you quite dangerous to engage 1 on 1.

Exoskeleton Progression

General Info/Tips

 * Queen is a body called Royal Body you can pick. It costs 1 Evo and there can be only one Queen. Its a fairly important role and should not be picked by a complete newbie.


 * Difficulty: Medium. Queen is NOT recommended for any new player at all, and stop picking it when its your first time even playing Zurganid, let alone CorpMerc or SS13 in general! While its not super-complex and does require some experience to properly play, its a REALLY important role that makes or breaks games, just ask anyone who ever played Queen for way too long. There is a reason we had 3 Tests full of nothing but Xeno Wins at one point.


 * You can Set Orders, Announce, Ping a location for Xenos to rally at, show the Tacmap, Set a Marker and set the Primary Brood from where all Zurganids will respawn from instead. Tacmap will be one of your most important tools, as you will need it often to chase down Delta or Beta who will most DEFINITELY attempt to steal all vaults and secure Sys-Vaults.


 * You also function as a mobile respawn point. Until you set a hive as primary, all zurganids will spawn at you and be able to teleport from you. This is VERY important. Its fine to be aggressive, but don't facerush into Mercs over and over, especially their reinforced front. Make Mercs feel pressured, get them to slip up.


 * You are by far, the TOUGHEST Zurganid that exists. You have a large pool of health, and the best overall armor, coming at S- for everything, while everyone else around you tends to have A at best, and only Demo out-does you at Ranged with S+ but doesn't get protection from anything else. You are still rather vulnerable to fire melting your health, but otherwise, you are fairly tanky. Don't that that as permission to suicide-charge though.


 * Simply put, you want to be incredibly aggressive with your xenos but not suicidal. Get them to spawn from roofs, from a flank or etc. Use your durability to your advantage as much as you can and get it high asap. Your Turret even with just Level 2 can really mess up Mercs fast, but if there is cover you can abuse, abuse it. If your xenos are struggling to even step into a hallway, see if there is another path you can take that will be easier.

IMPORTANT NOTICE: READ BEFORE GOING FURTHER IN THIS SECTION
''This is the LEGACY CARE before the current iteration, and thus most of the things here don't apply no longer. Its still awaiting to be ported to the Legacy Page where it can rest, so until then, DON'T USE THIS AS CURRENT POINT OF REFERENCE, THEY ARE NOT ACCURATE ANYMORE.''

NOTE: Remember that each level in Core Stats does increase something like your Damage if Claws, Health if Exoskeleton and etc.

CLAWS
''Swift and Deadly. Shine brighter than Blood. At Claws 5, your Damage is incredible, able to kill Mercs rather quickly when not dealt with, and only the toughest Veterans, Gamma or others can survive your onslaught for anything but a few seconds..''

ACID
''Endless Spam. Mercs just walked into a hallway. They are all now fucking dead. At Acid 5, you can use abilities VERY quickly, almost as soon as you use them in some cases them. Paired with Claws 5, you become Death Incarnate.''

RESIN
''Swarming and Building. At Resin 5, you are likely to respawn VERY quickly and be able to build pmuch anything. Enjoy watching Mercs go from Nexus to Caves as they try to bash down ALL the doors you just placed.''

EXOSKELETON
''Durable and Large. At EXO 5 you are rather tough, able to absorb a lot of bullets and likely to be able to solo 2-3 Mercs with ease. Have fun seeing that one poor Merc with a SMG use all of his ammo on you as you casually rip him to pieces.''