FAQ/Walkthrough by Tommy Dean

https://www.youtube.com/user/VideoGameGriefers/

Damage stats are accurate as of patch 1.3

All Hunters have 1600 health

Author's forward

Hey guys, welcome to my Evolve guide. I had noticed this game was lacking detailed FAQs, so I felt that as one of the highest ranked players in the game, I could make a half decent tutorial. This being my first ever text only tutorial, I expect there to be some flaws in the formatting, but I'll try my best. I want to thank everyone who sent me suggestions and input, including the gamefaqs staff.

Game Modes

Hunt

The bread and butter of Evolve, Hunt is a game of hide and seek. Four hunters attempt to defeat one monster before he reaches maximum power and destroys the power relay. In order to do this, teamwork is required, and a microphone is almost required for this game. Knowledge of each map is very important to being successful at this game mode, which is why you should reference the buff chart at the end of this tutorial to know how to tackle each map. As the hunter, you want a game of Hunt to end as soon as possible, and as the monster, you want to draw it out as close to the 20 minute time limit as you can. Given that this is the primary mode of the game, the majority of this guide will be about hunt.

Nest

In Nest, the hunters must destroy six eggs on the map within the 18 minute time limit. In order to do this, it is advised to use very high dps abilities, such as sentries, orbital strikes, and Parnell's super Soldier. This is a VERY monster sided game mode, and all the monster has to do is kill you, or run out the clock. In order to do this I suggest using the Kraken for this game mode, since his ability to set traps at an egg and attack from a safe spot makes winning this game mode almost guaranteed, so long as you can rush tier 2 fast enough. It can also be helpful to sacrifice one egg for a minion, since you won't have enough time to hit tier 3.

Rescue

In Rescue, hunters must locate stranded colonists on the map, revive them, and protect them. The hunters must save five colonists to win, and the monster must kill five. That being said, it's also possible to just kill the monster, or for the monster to kill the hunters. This is another game mode where I highly recommend the Kraken, as you can easily snipe the hunters and colonists with lightning strike.

Defend

In Defend, the hunters must protect power generators against an automatically Tier 3'd monster. At each generator are a pair of turrets to assist you. As the hunters, your goal is to lower the monster's overall health enough by the last generator that you can dome him in with the turrets, and easily dispose of him. For defend Maggie, Bucket, and Markov are incredible choices, since the monster is forced to come to you and you have time to set up the traps each character provides. As a monster player, Goliath tends to be the best choice, as he has the most health, and can retreat quickly to regain armor. Pick off the turrets with rock throw before you get within close range of the generators.

NOTE: There are only a couple hunters in the game which require differing strategies from the others, so I'm going to go over them now.

Credit note: The monster damage breakdown was provided to me by user bluegender4ever for this tutorial. Thanks a ton.

Lazarus: When going against Lazarus, it's much more difficult to employ the tactic I suggest of striking hunters and then fleeing. That being said, there's one big crutch to a team using Lazarus, which is that you know exactly who is going to revive a hunter. After downing a hunter, bait Lazarus into reviving him, and then kill Laz. Eat hunter corpses to get that permanent strike against them in this situation.

Hank: When going against Hank, killing him is of a high priority given his abilities of damage mitigation. Also, be sure to only evolve in a cave, to prevent orbitals

Maggie: Daisy will always tell the hunters where you are, so stealth is out of the question. Utilize your traversal abilities to constantly move forward, occasionally eating on the way.

Against any other combination of teams, your strategy remains the same. Gradually level up while using your armor as a buffer to build up strikes on the trapper and medic.

Summary

While there are multiple game modes, I'm mostly going to be speaking about Hunt, as that's the staple game mode of the game, and the only one that can be chosen directly through matchmaking. In Hunt, your goal as the monster is to survive and control the map. Acquiring buffs and knowing the buff locations on the map is absolute key to being a successful monster, given that they're game changers and you are given ubostructed free time in the beginning of a match to acquire the buff of your choosing. I'll be going into buffs in the map breakdown section of the tutorial. I'm also going to put up some tables which show each attack with dps stats, and I'll do my best to update it through patches.

Getting strikes on the trapper is the single most important thing you can do as the monster in hunt. Once the trapper has strikes, it's very difficult for him/her to dome you, which means you control the map, and the game.

Goliath

Maximum armor: 10 bars (5,000): Maximum Health: 16,600 (10 bars)

Attacks:

Attack Damage (T1) Damage (T2) Damage(T3) Cooldown Summary Advantages

Disadvantages Fire Breath 297 387 504 8 seconds The Goliath spews fire, providing moderate damage at close range. Clearing mines, finishing off low health enemies Low damage, low range, and slow movement during the attack. Leap Smash 355 460 600 20 The Goliath leaps forward, smashing the ground with an AOE attack. This is your most consistent damage dealing attack. If you have fire, you can use it and follow up with fire, or can be used after a successful rock throw for an instant kill. Long cool down. Rock Throw 473 607 792 8 The Goliath throws a rock which also has an AOE. Highest damage dealing attack in the game. Can be used to punish aggressive hunters who refuse to stop following you. Try to get behind a wall and hold the attack for when they reach you. Rock Throw is great for making sure hunters can't revive a friend, hitting them from afar as they make the attempt. Also great against Griffin. When you're harpooned to him, he won't have enough time to both disengage the harpoon and dodge the throw. Long buildup and no movement during the attack. You will take a lot of damage every time you use this attack in the open. Charge 297 385 500 22 The Goliath charges forward, damaging anything in the way. Running away, traversal. The animation is easily broken, and using it offensively is risky as it opens you up to counterattack.

Suggested leveling path:

Fire Breath Leap Smash Rock Throw Charge Tier 1 II I Tier 2 (1 point If team has Markov for Mines) II III I Tier 3 II III III I

Summary

The staple monster of Evolve. As the Goliath you have the most health, the most armor, and the best traversal distance. Because the Goliath has both armor and traversal distance, you can use him to constantly pressure hunters, aiming to get a strike or two every confrontation. So long as you leave the area prior to your armor getting too low, you'll essentially get a free confrontation. As the Goliath, securing health regeneration or damage resistance on the map early is vital. With these, you can initiate battles as low as tier 2, and have very little risk of permanent punishment for doing so. It's important for your overall traversal ability to go with Charge and Leap Smash off the bat, as both help with forward movement. If you pick the traversal stamina buff, you can clear half of any map with very limited traversal punishment if you use your three traversals, charge, and then leap smash.

Attacks

The Goliath has four attacks, as demonstrated in the table above. It's important to note that leap smash and rock throw are your primary damage dealers, fire breath is for finishing enemies and clearing mines, and charge is essentially an additional traversal boost. During combat it's important to always know that the hunters will be the aggressive, so finding beneficial angles is your primary concern. Attempt to force the hunters to round a turn to reach you, and punish them with a rock throw. If you hit them, you'll have done enough damage to finish that hunter with a leap smash, which has a very small buildup time and high accuracy. The most important thing to know as a monster in combat is to not over commit. If you strike a hunter and see your armor is getting low, run away. They'll be permanently punished, and as long as you don't take damage to your health, you'll walk into the next confrontation with a direct advantage. Remember that charge is primarily an ability used to distance yourselves from the hunters, and not offensively.

Kraken



Maximum Armor: 4,000 (8 bars) Maximum Health: 16,600

Attacks

Attack Damage(T1) Damage(T2) Damage (T3) Cooldown Summary Advantages

Disadvantages Lightning Strike 415 534 693 10.5 seconds The Kraken shoots lightning from above High damage, unlimited range. Really good for punishing hunters who try to revive a comrade, especially Lazarus. Single target/long buildup means a good Hank can consistently shield your target in time, negating any damage from the attack. Also makes a large audio queue, letting the other team know your location. Banshee Mines 265 341 445 5 seconds per mine Proximity mines Banshee mines are a staple of the Kraken. They provide moderate damage and are low effort, which makes them great for just spamming them as you run. Can be used both offensively and defensively. Great against Griffin, since he can't actually destroy the mines when spamming his harpoon. Putting points into them takes away from more consistent attacks that inflict higher damage. Destroyed easily by hunter shots, especially by Parnell. Aftershock 370 475 619 10.5 seconds An attack where the Kraken generates a field around him, with the subsequent explosion doing massive AOE damage. High damage, high AOE Long buildup which requires you to be close to the hunters, meaning, you'll take a lot of damage every time you use this attack. Never recommended against Parnell, as he'll have a field day with your big head, which results in double damage being done. Vortex 222 285 371 7 seconds A long range attack which does damage as well as pushes hunters. Can be used to keep hunters away from you, as you always want a fight to be at range with the Kraken. Can also be used to push a hunter into a corner, so that you can pounce/finish him off. AWESOME against Parnell, since you can push him away when he attempts Super Soldier. Can also be used to disrupt Hank's shield. Low damage

Suggested leveling path:

Lightning Strike Banshee Mines Aftershock Vortex Tier 1 I II Tier 2 III III Tier 3 III III III

Summary:

The Kraken is my preferred monster, and an absolute powerhouse. What he lacks in mobility, he makes up for in raw damage, attack accuracy, and attack range. It's important to know that the Kraken is the slowest monster in the game, and it's very important to grab a buff as well as hitting Tier 2 as fast as you possibly can, because once the hunters find you, it's unlikely they'll ever lose sight of you. For that reason, I suggest going as far away from the drop zone as you can at the start of the map, and then using vortex to kill your food. I also suggest using ability cooldown 20% with the Kraken, since being able to consistently vortex enemies away from you is important to mitigating damage.

Attacks:

While the Kraken may not be mobile, it's very easy to kill hunters with him. Lightning strike has unlimited range and incredibly high damage, and can be used to snipe hunters when they're far away and a dome is inevitable. It's not advised to use vortex offensively, unless it's to finish an enemy. It's much more useful for separating hunters and keeping the assault off of you than it is for raw damage. Banshee mines are very situational, but if placed correctly can result in good damage. They're also very good for camping a downed hunter, placing them just far enough away from the downed hunters that they don't attack the downed hunter, but will target anyone who attempts to revive them. While aftershock has great damage and can be great, it's not recommended to use because it requires you to sacrifice distance and take damage. If you do choose to use it, however, try to lure hunters into areas they can't escape from easily, such as a cave. If you place mines next to you and combine it with aftershock, you'll instantly down a hunter assuming both connect.

Wraith



Maximum Armor: 2,500 (5 bars) Maximum Health: 13,300(8 bars)

Attacks

Attack Damage(T1) Damage(T2) Damage(T3) Cooldown Summary Advantages Disadvantages Abduct 220 310 405 8 seconds The Wraith warps forward grabs a hunter, and brings it back with him Can be used to pull hunters away from a heavily turreted/mined area without taking damage Great for pulling medics/hank away from an area that would normally be tough for you to access. Situational. Don't use this one against Parnell or Hyde unless everyone else is dead, the last thing you want is for them to be an inch away from your face. Decoy 69 damage light attack, 198 damage heavy attack. 200 damage per light attack under effect of Supernova lvl 1, 252 damage Supernova lvl 2, 324 damage Supernova lvl 3 117 damage light attack, 333 damage heavy attack. 336 damage per light attack under effect of Supernova lvl 1, 388 damage Supernova lvl 2, 460 damage Supernova lvl 3 164 damage light attack, 468 damage heavy attack. 468 damage per light attack under effect of Supernova lvl 1, 524 damage Supernova lvl 2, 596 damage Supernova lvl 3 20 seconds Summon a decoy which does ridiculous damage while you are rendered invisible temporarily. Everything Nothing Supernova 180 damage per light attack made, 200 heavy attack 236 damage per light attack made, 260 heavy attack 308 per light attack made, 340 heavy attack 10 seconds Super fancy melee attacks while you flash/blink. High damage Opens you up to damage, easily dodged. Most hunters will preserve jetpack just so that they can fly away from this attack. Pair with abduction for maximum benefit. Warp Blast 326 419 544 10 seconds Wraith warps forward and blows up. AOE Only real Wraith AOE damage. Reasonable damage, and a good way for you to clear mines/turrets/etc Putting points into Warp Blast means you'll do less damage with supernova/abduction combo, since T3 decoy is essentially required.

Suggested leveling path:

Abduct Decoy Supernova Warp Blast Tier 1 III Tier 2

I III II Tier 3 I III II III

Summary:

Squish, squish, squish. As the wraith, every encounter is dangerous. With the Goliath and Kraken you can use your armor as a buffer to attempt to snag free strikes, but with the wraith, every encounter is likely to result on you taking permanent health loss. For this reason, I recommend the cool down perk, so that you can use your best move, decoy, more often. It's also absolutely required for you to go for either the health regeneration or damage mitigation buff on a map off the bat.

Attacks:

The wraith is a character that relies heavily on hit and run tactics. Decoy is the staple of the wraith, not only providing damage, but a means for escape, as it renders you invisible for a period of time. If the hunters shoot you while you're invisible, however, you'll become visible for half of a second. Using decoy is a great way to eat wildlife or a hunter's corpse while inside of an arena. For maximum damage, pounce a hunter that has taken a lot of damage from the decoy. If the other team has Hank and you don't want to risk an orbital during a pounce, pair it up with abduction and supernova. Given your low health, constant mobility is always your goal. Don't over commit to attacks, and only attempt an attack when you have enough abilities cooled down to guarantee the kill.

Wraith Flight Tutorial.

As the Wraith, you can fly. Not only can you fly, but you can do it way better than the Kraken. You make no tracks, and you have a higher maximum height. To do so, use your traversal burst vertically, and then immediately pop abduction or warp blast. You'll descend very slowly, and when receiving damage, will have enough stamina to maintain maximum vertical distance for the entirety of a fight. If you can't escape a team, this is your best option for damage mitigation. It's also a great way to score abductions.

Assault

Summary: A straightforward class, your goal is to pressure the monster, inflict damage, and occasionally force territory denial. Your personal shield will mitigate damage, lasts for 10 seconds, and has a 30 second cool down. Suggested perks across the board for this class would be reload speed or capacity.

Attacks:

DPS Duration Summary Advantages Disadvantages Lightning Gun 147 7 A gun which when fires releases lightning, which will automatically hit anything in the immediate area. Great for spot checking bushes, 100% accuracy so long as you're within range. Also does 100% of the potential damage no matter where you hit on the monster. Always does 100% potential damage on the monster. Meaning, no extra head shot damage, and doesn't benefit from laz/Val's additional sniper damage. Low DPS, which can make killing the already hard to hit Kraken difficult. Should be supplemented with another damage dealer when facing the Goliath. Arc Mine 504 damage ~ Proximity mines. 5 can be placed concurrently. High damage, best territory denial ability in the game. Great against the Wraith, as most of his attacks require him to be directly on top of the hunter he's pursuing. Occasionally useful against the Goliath, primarily when used at elevation so he's hit with them if he climbs a wall. Long prep time takes away from potential DPS which you need, since your DPS is already the worst of the assaults. Terrible against the Kraken, who can just fly over them. Assault Rifle 168 6 It's just a gun. Extra head shot damage. Accurate. Extra damage from Laz/Val. 50% damage if you hit limbs

Summary:

Markov, in my opinion, is the most well rounded of the assault characters. While his theoretical max damage may be the lowest in his class, the method in which his attacks register means that his theoretical damage output is very close to what you'll actually be outputting. The lightning gun is great for checking for monsters hiding in bushes, since it'll automatically target and attack. Utilize arc mines on vertical spaces so that your medic and trapper have a place to hide, and if the monster seeks them out, they'll be punished for it. That being said, the mines are not particularly good against the Kraken, as it can use flight to hit a hunter utilizing vertical space as opposed to having to climb. The assault rifle is great for ranged attacks, and can be used to gain bonus damage on monsters weak spots. The downside to this is you're also vulnerable to hitting a monster's limbs, which is a damage reduction. Being able to simultaneously deny territory while putting out dps is essential to success at Markov. You'll obviously want to focus more on the DPS the weaker the monster is, with territory denial becoming more of a priority the more the monster evolves.

Attacks:

DPS Duration Summary Advantages Disadvantages Flamethrower 151 11 A gun that shoots fire in front of you. Short range. Moderate DPS, high duration. Good for spot checking bushes and finding a hiding Wraith. Consistent damage when combined with Cabot's damage amp. Low range. No extra damage from Laz/Val, Wraith can just vortex you out of range. Minigun 150 12 A gun that shoots bullets in front of you. Moderate range, low accuracy. Extra damage from Laz/Val, high duration Inaccurate Gas 105 7.65 A grenade which turns into poisonous gas. Damages and slows monsters within the AOE. Short setup time, acceptable DPS. Not as good as Markov's mines, but the shorter setup time means you'll output more dps overall. Slows hunters caught in the gas.

Summary:

What used to be one of the worst characters in the game is now one of the best. While his DPS isn't theoretically as high as Parnell's, it's much more consistent. His gas grenade may not be as good at territory denial as Markov's, but it doesn't require as much time commitment to do. Your goal as Hyde is to constantly smother the monster, using the flamethrower as much as possible. Given the fast reload speed and high duration, you should only need to switch to the mini gun if the monster is out of range. To help smother the monster, you can throw gas grenades behind the monster, making it so that he'll be punished if he tries to escape your range.

Attacks:

DPS Duration Summary Advantages Disadvantages Combat Shotgun 289 4 A short range weapon. Damage is separated between pellets, so it's very short range. Best DPS in game. Does a ridiculous amount of damage against the Kraken, who has a large double damage zone on him. Short range, requires consistent headshots to be useful. TERRIBLE against the Wraith. Rocket Launcher 150 3 A launcher that fires rockets. Long range, moderate DPS. Good supplemental damage against a Goliath. Much lower dps than the combat shotgun, doesn't benefit as much from super soldier. Hard to hit the Kraken with, and easily dodged by the Wraith. Super Soldier Shotgun: 560 Rocket Launcher: 225 14 Allows you to move and fire faster at the expense of health. Higher DPS and movement speed. Great when paired with Val's tranq darts, which slow a monster down. Health loss upon activation. If you have a Laz on your team, pairing Parnell with health regen is a must.

Summary:

If you struggle with accurately and consistently scoring headshots, don't pick Parnell. Parnell is the highest risk/reward character in the game, offering additional damage at the expense of health, His rocket launcher is nothing special, but at close range, the shotgun is the best DPS weapon in the game. You must smother a monster at all times to find any success. If paired with Cabot, be sure to coordinate your super soldier with his damage amp. Parnell is great when paired with Val/Griffin/Cabot, with details found in the team combination section of this guide. It's really tough to be successful as Parnell against the Wraith, so if you know your opponent is a Wraith player, it's advised to pick a different assault. The wraith's weak zones are far too small, and it's much more likely you'll end up hitting its limbs for half damage.

Support

Summary:

Of the four classes in the game, the support is the most diverse. Hank is a character who focuses on added survivability, Bucket is essentially a trapper, and Cabot is essentially an assault character. Your goal as the support depends entirely on which character you're playing. The support's class ability, clock, lasts for 20 seconds and has a 30 second cool down period. Using the cloak properly is important to success as a team. If you're trying to capture the monster, cloaking your entire team so you can get within arena range of the monster without spooking it is a game changer. Besides that, reserve it for defensive purposes, getting away from the monster if your team is going to lose a fight, or if the monster is heavily targeting you.

Attacks:

DPS Duration Summary Advantages Disadvantages Laser Cutter 163 7 Kinda a gun, but not really, but pretty much a gun. Most accurate automatic weapon in the game. High DPS, super accurate. Pairs well with Markov, who doesn't output a lot of damage. Also pairs well with Val, as the tranq darts allow you to consistently get head shots. Best gun in the game against the Kraken, given its range and accuracy. Committing to the laser cutter means taking away potential damage mitigated with your shield. Percentage of time spent using the laser cutter should go down the stronger the monster gets. Orbital Barrage 4500 theoretical damage 6 AOE missile strike that will drop down on a location you determine. High damage, low effort. Pair this with a support's invisibility for a surprise orbital, inflicting maximum damage. Can push hunters out of essential areas. Use carefully. slow cool down. Shield protector absorbs 800 damage NOT BASED ON TIME DEPLOYED A beam of protection that mitigates damage. Used to keep your comrades alive. Can't be used on yourself. Best damage mitigation in the game. Pairing this with Caira's healing grenades results in the best combination of abilities in the game defensively. Leads the monster directly to you, damage mitigation comes at the expense of additional DPS. Great against high damage, high tell attacks like the Kraken's lightning, Goliath's rock throw, and the Wraith's supernova.

Summary:

In the hands of a skilled player, Hank can make it almost impossible for the monster to win. YOU NEED TO UNDERSTAND THAT THE SHIELD PROTECTOR IS BASED ON DAMAGE, NOT TIME. That means that if you're using it and it isn't taking damage, it isn't running out, and it isn't cooling down. Your goal as Hank is to predict who the monster is going to attack, and to only use the shield protector immediately before a big attack happens. The laser cutter has both incredible accuracy and dps, so it's very useful to use when you aren't shielding. The orbital strike can be used on an evolving monster,a monster pounce attacking a teammate, a monster being held by harpoons, and for territory denial. Just because it's available doesn't mean you should use it, try to save it for when you know you're going to output real damage. Try to utilize vertical space as a good hank is going to be a monster's primary target.

Bucket

Attacks:

DPS Duration Summary Advantages Disadvantages Missile Launcher 111 damage per rocket ~ Another launcher that shoots missiles. This one actually has course correction, as the missile will follow wherever your cursor is. Nothing. One of the worst attacks in the game, if not the current worst. Sentry Gun 85 per sentry 100 seconds Sentries that are placed on the ground. Will attack anything within range automatically. Maximum of five can be placed at a time. High DPS, territory denial. Make sure that your essential teammates (Medic/trapper) stays within the attack range of the sentries, so that the monster is punished for pursuing them. GREAT for the Wraith, as he's squishy and doesn't have many ranged attacks. Setup time, easy to kill, and it's only high dps if the monster is actually in range of them. UAV ~



55 second, 5 second lock on, 30 second target lock, 20 second cooldown An ability where you decapitate yourself, throw your head up into the air, and then fly it around the map to lock onto the monster's location. Fastest way to find a monster T1 in the game. Immobile while using means you're probably going to be separated from the rest of your team by the time you find the monster. For this reason, movement speed is a must. Also, a smart monster will pounce you while you use this. Drop a turret next to you to help mitigate this. TERRIBLE controls.

Summary:

As Bucket, you're essentially an additional trapper. What you lack in damage, you make up for in map coverage. Movement speed is almost required for bucket, as using your UAV will put you far behind the rest of your team. You also want to make sure to use your UAV in a vertical space with a turret dropped next to you, to prevent both wildlife and monster pounces. When the battle begins, focus on setting up your sentries over using your missile launcher, as it does poor damage. Sentries should be in places that will hit the monster, but be enough of a time investment to take out that the monster isn't going to bother. Sentries struggle against the Kraken, given their limited range and his ability of flight.

Cabot

Attacks:

DPS Duration Summary Advantages Disadvantages Rail Gun 147 damage per shot ~ Sniper rifle that can shoot through walls. Has unlimited range. Can shoot through walls. Great for getting in an additional bar or two of damage after a monster flees an arena, and for preventing the monster from eating/attacking the relay. Great in conjunction with Dust tag and Val's tranq dart, as they'll both allow you to accurate and consistently hit a monster that's behind a wall. Great way to punish a monster hiding in a dome, or a monster trying to bait hunters around a corner. Lower damage then just spamming the damage amp if you have a clear line of sight on the monster. Dust Tag ~ 20 seconds, 70 second cooldown Shoots down a cloud of dust on a predetermined location which tracks everything caught in the AOE. Low effort, high reward. Nothing Damage Amp ~ Lasts for 1075 damage NOT BASED ON TIME A beam that when held on the monster, allows your team to do double damage with any weapon in the game, including mines. Incredible DPS. works with both Markov's lightning gun and Hyde's flamethrower, something that most damage modifiers fail to do. Lets the monster know exactly where you are. Almost always less damage than just using Hank's Laser cutter in conjunction with one of the assault's guns.

Summary:

Cabot is a glorified assault character. His rail gun is the best weapon in the game, being able to shoot through walls. Combined with his dust tag and Val's tranq darts, you can constantly damage a fleeing monster, with a good Cabot being able to take off multiple health bars on a fleeing monster by himself. At the beginning of any successful arena, drop down your dust tag so that you can always see the monster's location in the arena, and punish it whenever it tries to hide or strafe. Your damage amp works based on time, so coordinate with a teammate so that you can exhaust it as fast as possible, so you can go back to damaging the monster with your rail gun. Once the arena drops, have your team hold the monster long enough for you to throw down another dust tag, and then wall bang the monster as much as you can during the 20 second duration. The reload speed perk is highly recommended, as his rail gun and dust tag both have a slow cool down period.

Trapper

Summary:

As the trapper, you have two jobs. Trapping the monster, and surviving. If you fail to do either, you will not win. After you've trapped a monster, there is nothing more important than your survival. A trapper with multiple strikes on him is worthless, and your team will never be able to hold a monster, meaning you'll be facing a T3, and most likely losing. The mobile arena lasts for 60 seconds and has a 60 second cooldown. Be sure that the monster is within arena range before you drop it, don't ever guess or take a chance.

Attacks:

DPS Duration Summary Advantages Disadvantages Machine Pistol 200 3 seconds Typical SMG Nothing Using the machine pistol takes away time you could spend dropping harpoons. Harpoon Mine Launcher ~ ~ Harpoon traps that can be placed on the map. Will automatically hit the monster if it comes within range of one. Maximum of 5 at any time. Proximity launcher makes Maggie's harpoon launcher better for territory denial than Griffon's harpoon, which is better for restricting movement. Great against the Wraith. Easily broken, limited control, high setup time. Daisy ~ ~ Your companion. A pet trapjaw that will automatically follow the monster so long as you follow her. She'll also revive downed comrades. Will always tell you the general location of the monster. Can revive hunters, and provides your team with one additional character that needs to be killed before the game is lost. Will not revive when Lazarus is on your team, will wander away from the relay if you're attempting a T3 relay camp.

Summary:

In choosing Maggie, you're sacrificing any type of combat usefulness for a greater chance of catching the monster before it evolves. Playing as Maggie is very simple, in that you follow Daisy, have your team spread out once you know where the monster is, and then contain it. Daisy will always move towards the freshest marks on the monster, and will only get lost if it goes in water. If daisy has a red marker over her head it means the monster is next to her, and if you don't see it, it's hiding. During combat it's better to continually spam drop harpoons than it is to use your machine pistol, since it's close range and your overall goal as Maggie is to not die. The harpoons can be very useful when placed near your medic on vertical spaces so that the monster is punished if it tries to engage in a harpooned zone.

Attacks:

DPS Duration Summary Advantages Disadvantages SMG 200 4 Typical SMG Better damage than Maggie Abe's shotgun does better damage, and it's almost always better for you to spam harpoon guns. Harpoon Gun ~ Broken by monster A gun which fires a harpoon that attaches you to the monster. If you walk backwards while it's locked onto the monster's back, the monster can't move. Best form of movement restriction in the game. Paired with Val's Tranq dart, you can effectively prevent a monster from escaping long enough to pull off multiple arena drops. Paired with reload speed, the harpoon gun can be spammed. Requires you, the most important class in the game, to be trapped to a giant monster. Use carefully, and try not to die. Inconsistent against the Wraith. Sound Spikes ~ ~ Spikes that are placed into the ground. Emit a giant aura which will notify you of a monster that makes noise within the AOE. If the monster is close enough to the spike, it will even tell you if he's nearby even if he isn't making noise. 5 maximum. Low effort. dropping a sound spike in an arena is an easy way to constantly track the monster Easily destroyed by the monster.

Summary:

While Griffin may be the worst at finding the monster initially, he's the best at restraining the monster when you know where it is. Another character whose primary weapon you should stay away from, his harpoon gun should always be your focus. Always attempt to hit the monster's backside with the harpoon, and then walk backwards to keep it immobile. Griffin is great with bucket since bucket's UAV is great for finding a monster, and griffin's harpoon can keep a monster within range of the turrets. When dropping an arena on the monster, be sure to harpoon the monster immediately after using the arena, to prevent it from escaping. When the dome is removed, continually harpoon the monster until you have another dome to drop. For Griffin, I suggest the reload speed perk, and the class cool down buff. With the two, you can prevent the monster from ever escaping after the initial sighting. Also, be sure to drop a sound spike INSIDE the arena, as soon as you get a successful one. Your goal with the sound spikes is always to split the map in half, so you always know which half of the map the monster is on.

Abe

Attacks:

DPS Duration Summary Advantages Disadvantages Shotgun 390 Slow reload A shotgun. Range is dictated on how fast you fire the gun. High burst damage limited range. Track Dart ~ 45 seconds A dart that is shot into both wildlife and the monster. If the monster eats wildlife that you've hit with the dart, he'll be tracked for a period of time. The same effect can be generated by shooting it directly with the dart. 45 second tracking, low effort. Requires a line of sight to be truly effective. Without this, having the monster eat a tracking dart comes down to pure luck. Stasis Grenade ~ 15 seconds Grenades that will slowdown anything that runs through them. Can be thrown directly at the monster, or in areas you predict the monster will pass through. 5 maximum. Can be used for both movement restriction and territory denial. Not as effective at restricting movement as Griffin's harpoons, and not as Maggie's harpoon turret for territory denial. Doesn't stack with Val's Tranq darts, which makes them a poor combination.

Summary:

Abe is the most well rounded character in the group. His tracking is great, but not as good as Maggie's. His slowdown is good, but not as effective as Griffin. The benefit to Abe's slowdown, however, is that he doesn't need to link himself to the monster. When playing as Abe, you want to track dart as much wildlife as you can. Be sure your teammates don't kill the wildlife, as they won't de spawn, and you have unlimited darts. Once you have the monster tracker, your goal is to continually hit him with darts while coordinating a way to surround the monster with your team. Once in the arena, hit the monster with a track dart, and be sure to hit him again immediately before the dome falls. You should focus on using your stasis grenades to protect your medic and potentially Hank, given the team's load out. Movement speed is a great perk to pick, since you're trying to cover as much of the map with tracking darts as you can.

Medic

Summary:

As the medic, you have two primary goals. Keep your team in the fight, and stay alive. You should always utilize enough vertical space that a monster has to commit to attacking you, and always have a second vertical space planned to retreat to for when it does. AS THE MEDIC, YOU SHOULD NEVER BE ON THE SAME VERTICAL LEVEL AS THE MONSTER.

Val

Attacks:

DPS Cooldown Summary Advantages Disadvantages Sniper Rifle Abysmal ~ Garbage Nothing. Worst weapon in the game. A good Val player is a Val who has never used this weapon. Tranq dart ~ 10 Seconds A dart that will slow a monster down for a period of time when hit by it. Spammable, allows you to see the monster's location, damage mitigation through movement restriction. Great when paired with Cabot's wall banging rifle as well as Griffin's harpoons. Nothing. You pick Val because you want to limit monster mobility at the expense of healing ability. Healing Gun ~ ~ A gun which fires a beam of heals. High range Worse than Caira's healing grenades in every conceivable way. Make sure to use this in hard to reach places so that the monster has to commit to killing you. CAN'T SELF HEAL Healing Burst ~ 22 Seconds A free set of heals for anyone within the AOE. ~ ~

Summary:

Disregard your sniper rifle, right now. Seriously, never use it. If you're picking Val, it's because you want to spam the tranq dart. Her healing has recently been improved to be acceptable, but it's still far worse than Caira's. That being said her tranq dart is the most useful utility out of the medic class, and is incredible when paired with Griffin/Parnell/Cabot. When you aren't in an arena, focus on keeping your team's health topped off, as well as trying to hit the monster with tranq darts. When in the arena, focus on healing whenever tranq dart is in effect, and then switch to tranq dart when you believe the duration to be near expiration. You also need to know that you' are very easy to hunt down and kill, so keeping distance from the monster is an absolute must. Try to utilize spaces which would require the monster to have to commit solely to hunting you down, to give your team time to punish him while he does. Always have a backup location as well that you can further retreat to.