LURKER FRONTLINE GUIDE

Most people think Lurkers are not built for the frontline. They’re wrong. Lurker can absolutely be a frontline caste, you just need to understand the tactics.

First off, understand what Lurkers bring to the table. One of the biggest mistakes Lurkers make on the frontline is trying to tank damage like Warriors or Praetorians. You simply don’t have the health or armor to survive focused marine fire. Lurkers have a paper-thin health pool and ZERO armor. One good burst of M41A fire will force you off the field for a while.

So what is your job? You’re the opportunist. Your speed lets you punish that stupid marine who tried to push too far ahead of their squad, or that one who got tunnel vision staring down the crusher or warrior. Don’t waste time trying to bring down a full squad. Pick off the weak links.

Lurker has one of the best mobility kits in the entire game. You don’t stand with Crushers and Warriors at the spearhead, you exploit the openings they create, but you need to be fast and decisive. If you hesitate, you’ll get lit up. And don’t be afraid to retreat after one or two hits if the situation looks risky, Lurkers who greed for kills tend to end up dead. Your real strength is that you can do damage with no warning and be gone before marines can concentrate fire and you

Of course, this requires finesse. To do this right, you need more thinking and positioning than a tanky caste. Warriors can take a few hits while they charge in. You can’t. You need to know where marines are watching, and where they’re not. You need to get in and out before they react, and that means choosing your timing down to the second. When played right, marines won’t even know what hit them until you’re gone.

Here are my tactics:

Before doing anything, watch the front. Marines will push in waves, often slowly creeping behind cover, pausing for reloads, or advancing aggressively after a gas or xeno retreat. Don’t waste energy blindly skirmishing. Wait until they move forward, not when they’re stationery and alert.

You want to be just off-screen, behind a corner or wall, while the main fight is happening. Your job is to look for the first marine to step out of sync, too far from their squad, or tunnel-visioning a bigger target like a Warrior or Crusher.

How to properly pounce

Lurker’s pounce is your initiation, escape, and damage all in one. Do not pounce in a straight line from visible open ground. Marines will see you coming and light you up. Instead, set up at a 90° or 45° angle from the line of combat, ideally behind partial cover. Then wait.

When you see a marine overextend or expose themselves:

  • Move one or two tiles into pounce range
  • Aim not for the middle of the marine blob, but the edge or the isolated one
  • Land the pounce, claw them, then pounce out again, or run if the cooldown isn’t read yet.

Even a single pounce and claw is often enough to send them into paincrit or force a retreat. Never stick around unless the marine is fully isolated and their squad is out of vision range.


Retreat Paths

Before you pounce, have a retreat path planned. If you’re diving into a tight space with no route back or cover to break vision, you’re dead. Lurkers don’t survive sustained contact. Your retreats should lead to:

  • A turn in the tunnel or corridor (to break LOS)
  • A Boiler gas cloud
  • A nearby Warrior or Drone cover
  • A Resin wall or hallway

If none of these are available, you shouldn’t be frontline in that moment. Wait.


Pair With Other Xenos

Frontline Lurker excels when other castes are creating pressure. Boilers force marines to scatter or reposition, and that chaos is your cue. If a marine turns to dodge gas or gets caught in neuro smoke, you dive.

Same with Warriors. If a Warrior eats a shotgun blast, one of those marines always steps forward to try and finish the job. That’s your opening. You pounce them and tear them apart for overextending. You will also save your friends live with this move.


Don’t Greed

The worst thing a Lurker can do is get kill-hungry. Your job isn’t to farm kills. You should be racking up assists.

If you want to finish a kill, do it only if:

  • The marine is fully isolated
  • You have a confirmed escape route
  • No other marines are watching or have LoS
  • You’ve baited their reaction already and are sure of their reload timers

One of my favorite tactics as a frontline Lurker is pouncing a marine purely to stun them, not to claw them. This works best when a marine overextends, pushes alone, or tries to retreat. Instead of diving in for a greedy kill, I pounce to knock them down and immediately disengage.

Why? Because that knockdown is more than enough time for a Warrior, Crusher, or Praetorian to tear them apart. You don’t take any damage, you don’t risk overcommitting, and you force the marine into a lethal mistake. You’re not there to be the top fragger. Don’t be afraid to let others finish the job. Your pounce is often more valuable as a setup tool than a kill shot.

2 Likes

Explaining the what and the why is great, but this guide is sorely missing the ‘how’.
Good guide :+1:

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You’re right. I’ll include that soon :slight_smile:

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There you go! :slight_smile:

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The golden rule for frontline combat is you should only pounce on a target that is at least 3 or more tiles away from any other Marine, as this gives you (usually) sufficient time to retreat after you have dealt your damage. You should also be observant of the marines and single out the more hyper aggressive players, such as those wielding MOUs or Shotguns, and being mindful of their placement before pouncing.

You may also be somewhat capable of doing frontline tail-stabs and general hit and run tactics, your speed helps with this.

Its a shame the PR that let Lurkers do a runner-style pounce out of cloak was closed for being stale, I found this gave you far more options for frontline combat.

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If you want to be a real frontline gremlin find a good runner, ask them to grab your pounces and then drag em off to brazil.

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Hit-and-run is awesome but i feel you kinda understated how important utilizing its stun is - THAT is the biggest thing that you bring to a “frontline” (or any group really) imo, altho the speed for opportunity is gr8 for any caste. Also you didn’t mention cripple slashes superslow which is also super powerful.

With teamwork of any sort, lurker is like 5 times more powerful, genuinely because it can not only followup on setups, but setup too. It works especially well with Acid runner (Acid runner does the followup/hit-and-run playstyle better bcus of better dps, speed, and staying power mostly resulting from speed, but should generally help and rely on other teammates), other lurkers, and base runners.

The slow and stun are two unique -1s for any groupfight and their potential expands greatly with teamwork. It’s often some of the most powerful abilities to have in many situations.

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remove this inmediatly

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Another xenomain guide.
Unironically, I suck at frontline (especially vamp) lurker. So that’s gonna be useful.

(Alternatively, you can disclose tactic for a vampire lurker aswell, if there’s anything you can add about that from yourself.)

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