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Alien skulk normal front.png
Kharaa.png Skulk
Personal Resources
Icon personal resource neutral.png 0
75 (+3 per Biomass)
10 (17 / 23 / 30)
Icon resources energy neutral.gif 100 (110 / 120 / 130)
Respawns In: 10 seconds
Respawns From: Egg
Air Speed: 11 (Leap)
Ground Speed: 7.0 (7.5 / 8.0 / 8.5)
Crouch Speed: 3.5
Wall Speed: 7.25 (run), 8.0 to 11 (jump)
Abilities and Upgrades
Alien Vision, Evolve Menu, Hive Sight, Sneak, Wall Walking (Wall Jumping), Bite, Parasite, Leap, Xenocide
Carapace, Regeneration, Vampirism,
Adrenaline, Celerity, Crush,
Camouflage, Aura, Focus
Leap at biomass 4, Xenocide at biomass 9
Buy From: Evolve Menu
Purchase By: Player
Gestation Time: 3 seconds
Can attack with bite and track enemies with parasite. Can ambush enemies by climbing on walls and ceilings. Can evolve leap and xenocide.

In-game description.


The Skulk is the default Alien lifeform that all Alien players will initially spawn as and respawn as after each death.


The Skulk is a very agile yet delicate quadruped. It has the unique ability to walk on walls and ceilings, making it very effective for ambushing lone/unaware Marines.


Though Skulks are considered expendable, they are a very versatile lifeform and can perform a myriad of roles.

An Early-game skulk should focus on tagging Marines with its Parasite ability and killing them wherever possible. Skulks should generally work as a pack of 2 or more and should always favour stealthy attacks over direct engagements.

Due to its speed and low-profile, the Skulk is able to traverse the map very quickly and should use this to its advantage to harass the Marine economy, by constantly destroying Extractors and this becomes its primary objective in the mid-to-late game, though a Skulk is more than capable of killing Marines throughout the full length of the game, even being able to engage a Marine with a Jetpack with Leap and being able to kill or damage large groups of Marines with Xenocide.

Tactical Summary - Skulk

  • Parasite Everything
  • Ambush Marines, don't fight them head-on.
  • Move erratically, use the walls and ceilings and avoid the floor!
  • If you struggle to kill Marines, kill Extractors instead.


Wall Walk & Sneak

All Alien units have a movement mechanic that is unique to that class. The Skulk possessed the unique ability to Wall Walk.


The Skulk's powerful Bite can rip through both flesh and metal with frightening speed.

Icon bite.png
Hotkey 1 (slot), Mouse1 (attack)
Energy Icon resources energy neutral.gif 5.85
Damage 75
Type Normal
Range Melee
Fire Rate 0.45 seconds
Targets Marines, Robots, Structures


Leaps toward the Skulk's current direction while on the ground or in mid-air. While leaping, the Skulk gains a move speed bonus.

Icon leap.png
Hotkey Mouse2
Energy Icon resources energy neutral.gif 45
Speed Base speed + 4
Requires Biomass level 4, Research Leap (Hive)


Infects an enemy target with small Parasites, allowing all Kharaa players to track the target's position through walls using Hive Sight.

Tip: You should try and Parasite every enemy you see, to give your teammates better awareness of the enemy forces!

Icon parasite.png
  • Parasite projectile travels in a straight line.
  • Parasited targets will also appear on the Mini-Map as icons.
Hotkey 2 (slot), Mouse1 (attack)
Energy Icon resources energy neutral.gif 30
Damage 10
Type Normal
Range 1000
Fire Rate 0.5 seconds
Duration 44 seconds
Targets Marines, Robots, Structures


Explodes the Skulk after a short delay to damage all nearby Frontiersmen units and structures. Xenocide cannot be cancelled once activated, unless the player hits the "Evolve Last Upgrade" button.

Icon xenocide.png
  • Changes to Bite attack after activation.
  • Player will respawn in 6 seconds instead of default spawn time.
Hotkey 3 (slot), Mouse1 (attack)
Energy Icon resources energy neutral.gif 30
Damage 200
Type Normal
Radius 14
Delay 2 seconds
Uses 1
Targets Marines, Robots, Structures
Requires Biomass level 9
Research Xenocide


The following images show all the variations of Skulk camouflage (skins) that you may see in the game.

Please note:

  • Not all variants are available for purchase.
  • Skins are purely cosmetic and offer no augmented or additional stats in-game.
Camouflage variants & availability
Variant Description Acquisition Notes
Normal Default Camouflage. Provided with game. N/A
Shadow Red eyes, Dark blue/purple skin, Extrusions on exo-skeletal features. May be found on the Steam Community Market. Originally part of the Reinforcement Program for Shadow Tier & above.
Kodiak Green eyes, Jungle effect skin. Requires Kodiak DLC. Released with the Kodiak update.
Reaper Red eyes, White skin, Black exo-skeletal features. Requires Reaper DLC. Released with the Reaper update.
Abyss Blue eyes, Blue skin. May be found on the Steam Community Market. Originally awarded for playing on Caged at its release.