Greater in strength, resilience and intelligence than its more common counterpart the Ravener, and engineered for fast surprise assaults, it's main purpose is tunneling under enemy lines to open up strategic tunnels for other elements of the swarm to use.
Melee Resistance Aura
This unit takes 40% less damage from melee weapons. Passive ability.
Create a persistent tunnel which allied infantry can travel through. Range 90, 120 second cooldown.
A defensive Hive Node capable of expelling Spore Clouds. Clouds protect allies and slow enemies within a radius of 20.
Increases the Ravener Alpha's damage to vehicles by 250% for 15 seconds. 40 second cooldown.
Burrows underground. Burrowed units can bypass terrain obstacles, are immune to knockback, and count as being infiltrated. When the Ravener unburrows, it does weapon knockback in radius 10. 10 second cooldown.
Plants an infiltrated burrow trap at the target location. When triggered, burrow traps do up to 150 explosive damage and weapon knockback in radius 7, as well as stunning any enemy unit caught in the blast for 10 seconds. 5 second cooldown.
The Ravener Alpha emits a synapse in radius 25 that increases the damage of allied Tyranid infantry by 25%.
10 and then 3 per second
Emits a toxic cloud that follows the Ravener Alpha, inflicting 10 piercing damage per second to enemy infantry in radius 7.
Crippling Talon | T1
100 20 15
Any enemy struck by these melee claws have their speed and damage reduced by 40% for 5 seconds. Increases melee skill by 10 and increases the Ravener's maximum health by 100 while equipped. 55.55 melee DPS.
Hardened Carapace | T1
120 25 20
Grants the Burrow ability, allowing the Ravener Alpha to bypass terrain and gain the effects of infiltration. Deals knockback to surrounding enemies when unburrowed. Also increases health by 100, energy by 50, and energy regen. by 1 e/s.
Burrow Trap | T1
100 20 15
Grants the Ravener Alpha the ability to plant Burrow Traps that stun, knockback and deal up to 150 explosive damage to enemy units who walk over them.
Acid Splatter | T2
110 30 15
Greatly improves the Ravener's melee attacks. 55.55 power melee DPS with splash damage (15 piercing in a 180 degree circle of radius 5).
Reinforced Chitin | T1
100 20 20
Slows units in radius 6 around the Ravener by 50% for 3 seconds when the Ravener is hit by melee attacks. Also increases health by 200 and grants immunity to weapon and domino knockback.
Strengthened Sinew | T1
110 20 15
Increase the Ravener Alpha's speed by 1.5.
Corrosive Devourer | T2
150 50 15
An improved ranged weapon particularly effective against heavy infantry. Passively increases damage against vehicles by 50%. Also grants the Corrosive Shots ability, which temporarily increases damage against vehicles by 250%. 43.45 plasma DPS.
Regenerate | T2
150 30 20
Increases health of the Ravener Alpha by 200 and health regeneration by 5 hp/s.
Toxic Miasma | T1
100 25 15
Grants the Toxic Miasma ability which emits a toxic cloud that does 10 piercing damage per second in a radius 7 around the Ravener Alpha. Also increases the Ravener Alpha's health by 100.
Synapse Aura (Damage) | T2
120 35 15
Improves the damage of allied Tyranid units in a radius of 25 by 25%.
Infestation | T2
Spawns an Infestation Tower that provides the Capillary Synapse, and can spawn squads of Spore Mines and Rippers. Cooldown 45 seconds.
Catalyst | T1
Spur a Tyranid unit into a maniacal frenzy, doubling its damage but dealing 2.5% of the unit's maximum health in damage every .5 seconds for 10 seconds.
Mycetic Spores | T2
Calls down mycetic spores which do 50 explosive damage and weapon knockback in radius 9, then spawn a Ravener Brood and allow allied infantry in radius 30 to reinforce. 300 second cooldown.
Without Number | T3
Calls down mycetic spores which do 25 explosive damage and weapon knockback in radius 9, then spawn a Hormagaunt Brood with Adrenal Glands and a Termagant Brood with Crippling Poison. Tyranid squads within a radius of 35 are reinforced. Reinforcement does not affect allied squads. 240 second cooldown.
Tyranoformation | T3
After a 3 second delay, 7 Capillary Towers begin to erupt from the ground. The center tower emerges first, doing 175 explosive damage in radius 7. The second, fourth and sixth towers deal 175 explosive damage in a radius 10, while the third and fifth towers deal 50 explosive damage in a radius 7. The final tower deals 50 explosive damage in a radius 10. All towers do ability knockback on emerging and emit a Capillary synapse in radius 45, affecting non-Warrior and non-hero allied Tyranids (increasing ranged damage by 15% and reducing received damage by 15%). Also increases speed of Tyranid commanders and infantry by 50% in a radius 100 for 23 seconds after emerging. 120 second cooldown.