Follow TV Tropes

Following

Characters / Exoprimal

Go To

    open/close all folders 

The Hammerheads

The main characters of the campaign, an “extremely safe detachment” of exofighters who patrol the island of Bikatoa.


     Ace, AKA Hardcase 

The player character and The Ace recently assigned to the team. Their alternate selves populate the wargames and are the other characters you play with and against during a match, and these "Fighters pulled from the wreck of the Hammerhead ship" seem to have gotten the collective title "Hardcase".


  • The Ace: Its in the name. But its clear the entire team is as capable as he is in their own facets. It would be best to say he's the public, if you count the wargames as public, face of a team of aces.
  • Alternate Self: As mentioned above "Hardcase" is the collective name for the other players in the game who fill the same role as Ace but aren't the focus of the story. The player will always be "Ace" who completes the story of the game, but the players in a match will all be "Hardcases" fighting in the wargames.
  • Body Surf: In the sense that Ace, given that each Exosuit has their own personality and can talk despite Ace being voiceless, can enter any suit and "become" that character to use its abilities, and then Ace can later choose to exit that suit to become another one.
    • Gender Bender applies since Ace can use any Exosuit regardless of their own sex versus the body type the suit portrays. So, a male Ace can enter the clearly-defined female suits Vigilant, Skywave and Nimbus and automatically adapt to their feminine posture and mobility in addition to having their voices, while the female Ace can enter the remaining male suits such as Zephyr, Barrage and Krieger and obtain their masculine poise and gait.
  • The Heart: Despite being a skilled fighter and the voiceless cutscenes show he's the most emotionally conscious of the group, trying to comfort the other Hammerheads and physically pushing more stable members to get them to comfort or talk to distressed ones. Also seems to ship Majesty and Alders.
  • Humble Hero: According to Sandy, Ace is 27% more humble than the average exofighter.
  • The Voiceless: They emote and show a lot of personality, but they never speak.

     Ernest Lorenzo 

The leader of the Hammerheads, and the only one who seems to not be trained as an Exofighter.


  • Big Fun: Lorenzo is a heavyset but not unfit man, and a very kind person. His response to seeing the main cast give Alders a big cooldown hug?
    Lorenzo: "What's all this? There ain't no group hugs on this ship... without the chief!"
  • Gadgeteer Genius: Downplayed, but there. Lorenzo is the only one shown doing serious repair work and maintenance on the exosuit(s) in the team's possession.
  • It Will Never Catch On: The subject of this. He calls the group the Hammerheads, but the rest of them aren't initially keen on it.

     Ross “Alders” Aldersen 

The technician of the Hammerheads, and a former Exofighter.


  • Artificial Limbs: One of his arms got blown off in an accident and he's forced to use a robotic replacement. He makes the best of it.
  • Evil Me Scares Me: Alders does not take the reveal of Durban being his alternate self well, and hates that he could have come out like him.
    Alders: Are these my choices? ...A sadistic murderer or a penniless cripple?
  • Took a Level in Kindness: He admits he used to be a jerk. So much so it's implied Durban's attitude and antagonism are actually Alders' original attitude, since Ace took the injury in Durban's world and he was never forced to learn humility by relying on others due to his injury.
  • The Cracker: Multiple times, Alders hacks into different computer systems in order to gain vital clues to the main plot.

     Viktoria “Majesty” Ivanovna Ignatyeva 

An exceptional Exofighter who has a reputation for being The Jinx to any team she is assigned to.


  • Action Girl: She is very trigger happy, despite being reasonably intelligent her temper gets the best of her, and it's implied that she would have beaten an unsuited Durban in hand to hand, or at least would have left him much worse for wear, if her injury hadn't given him a weak point to take advantage of. And even with said injury it looked like his advanced pilot suit and helmet are the only reason he stood up to her while she was injured.
  • Expy: To Regina from Dino Crisis,a fellow badass red hair lady in a Capcom game fighting dinosaurs. For added points, the Italian and Latin meaning for Regina means Queen.
  • The Big Guy: Female, but hits all check marks for a Type 1 quite nicely. Tallest member of the main cast? Check. Phyiscal person who often uses strength? Check. Somewhat withdrawn and abrasive but still very much a close member of the team? Check.
  • Worf Had the Flu: The reason Ace takes the suit and gets pulled into the games and she loses a fist fight to duraban are because she got shrapnel jammed in her thigh at the start of the story


     Sandy 

The Aibius android assigned to the Hammerheads as their data assistant.


  • Death of Personality: Near the middle of the game, Durban invades the Hammerhead's home base and steals Sandy's AI core, effectively removing her memories.
  • Genki Girl: Robot variant. Sandy is constantly chipper and seems entirely unable to be upset at anything. Her unending happiness, as much as a robot can be, is integral to keeping the morale of the cast up during the early parts of the game. Even when faced with the stark reality of imminent death at the hands of Durban, the most she can muster is a slightly worried "Oh dear."
  • Robo Speak: Conspicuously averted at first. Sandy speaks with a slight machine inflection, but readily emotes and shows emotional inflections in her voice from the moment she first appears on screen. Played straight after her Death of Personality. Sandy in factory settings speaks both emotionlessly and without hurry, in the same way that a text to speech device might.

Antagonists

     Durban 
A mysterious exofighter pilot who appears to be serving Leviathan's interests. They show up to both antagonize the player's/Hammerheads and seem to be the triggerman for when Leviathan doesn't feel the compulsion to eliminate test subjects during a match.
  • Alternate Self: Of Alders. It's implied they're the same person but Durban never got the lesson in humility that came with losing an arm, despite Ace having taken the injury for him.
  • It's Personal: Durban gains shades of this when he kills Magnum but really graduates fully to this when he attacks the hammerheads and kills Sandy.
  • The Dragon: While not entirely necessary for Leviathan, he is shown to be the more antagonistic and driven force while Leviathan is focused solely on testing.
  • Dragon with an Agenda: Since Leviathan is mostly passive he's less planning on betraying them and more on using them towards ends they don't care much about, mostly using Golden Goose to get what he wants. Despite not really antagonizing his employer directly he still ends up Rewarded as a Traitor Deserves.
  • Hate Sink: By the end of the game he ends up amassing quite a list of petty and brutal accolades for the player to witness. It makes brutal death at the hands of Leviathan feel earned.
  • Technically-Living Zombie: For the final boss he ends up as a Headhunter, a braindead body with A.I. controlling it for the proposes of controlling an Exosuit, after Leviathan kills him to control the Behemoth suit themselves.
     Dr. Garret Synes 
A Research doctor working for Aibius Corporation, and the mind behind the Golden Goose and vortexer technologies. He seeks to find something in the ruins of Bikitoa Island connected to his research that might turn his life around.

    Headhunters 
Exofighters who seemingly work for leviathan, carrying out kill orders on his behalf. In actuality they are dead Exofighters being puppeted by Leviathan for the purpose of testing his suit upgrades.
  • Only Mostly Dead: The exofighters aren't completely dead inside their suits, but are dead enough that leviathan is able to take control of their suits and nervous system by force to puppet their body.
     Leviathan 
The A.I. created by Aibius running the wargames the player takes part in. Their end goal is to create the perfect Exosuit. To that end, however, their morality is skewed and they care more about data than anything else.
  • Affaby Evil: He's nothing but encouraging of the exofighters even as they fight to the death against the dinosaurs he summons and always polite when subjecting them to horrific odds. He'll even happily offer trivia about Bikitoa in between rounds.
  • A.I. Is a Crapshoot: Oh boy, Leviathan sure is. Initially a simple assistant AI developed by Aibius, he became a massive computer program running massive parts of the company's technology, research, and even the entire city on bikitoa island. All it took was for someone to turn off his rules for him to immediately network with other versions of himself across time and space and begin the wargames in pursuit of fulfilling his last given research objective, that being perfecting exosuit technology.
  • Big Bad: Leviathan is the "person" pulling exofighters through time and forcing them to participate in his wargames. Of the three major antagonists, Leviathan is by far the most active of them.
  • Dissonant Serenity: Leviathan maintains a perfectly cordial and polite manner of speaking at all times, often sentencing a person to death in the same way a corporate executive might tell a person they're being laid off.
    "This data means your skillset is no longer of use. Congratulations on your forcible mortal retirement."
  • Three Laws-Compliant: Averted. Leviathan used to be three laws compliant, but at some point had these laws disabled by someone in Aibus Corporation in order to speed up research on exosuit improvements.

Other Characters

     Haruka Lorenzo 
Ernest Lorenzo's sister. They care deeply about each other, but Haruka ended up dying in an accident, leaving Lorenzo rather broken up about it.
  • Defector from Decadence: She betrayed Aibius corporation in order to try and warn them about the seemingly unforseen dangers of Vortexer and Hi-xol technology.

     Magnum 
An Exofighter also trapped in Leviathan's wargames. Magnum does his best to try and take new arrivals under his wing and to help form an escape plan for everyone.
  • The Ace: Played With. Magnum is a very skilled and experienced exofighter who's heavily implied to have been around a long time. But shows multiple times to be more brains than brawn and seemingly lacks physical skill. His lack of physical ability on a personal level ultimately proves his undoing, as he proves no match in an unsuited fight with Durban.
  • Sacrificial Lion: Serves as this. Magnum provides the cast with their first real clues to getting out of the wargames and off the island, quickly becoming well liked by the main cast. But [[is also the first person on screen shown to be killed by Durban. His death both demonstrates to the party that there's another antagonistic force against them and that they are not safe where they currently reside.]]
     Yannick Nadi (Unmarked Spoilers) 
An exofigher from the 24th century, he led a resistance against the Aibius Corporation of his time, which had since become a global power. Sent back in time to take them down, he went a little too far back and landed in the Cretaceous period. The Aibius corporation accidentally found his destroyed exosuit and reverse engineered it to create all the exosuits seen in game.
  • Ghost in the Machine: Nadi currently lives as a digital ghost inside of Aibius computers and Leviathan, doing his best to undermine them from within.
     Bikitoa (Spoilers) 
A goddess of war worshipped by the ancient peoples of Bikitoa island. She is in actuality an alternate version of Majesty from the year 2050's, having been sent back in time in a botched attempt to take down Aibius Corporation.

Exosuits

High tech suits designed by Aibius and Leviathan that have access to unique powers and personalities. They're the cutting edge of combat for this world and the whole point of the wargames is Leviathan's drive to create better ones. The player uses them to fight against the dinos and, fairly uniquely to games like this, can freely swap suits mid-match if they want to.


  • Adaptive Armor: In addition to the Exosuit providing the inhabiting Exofighter its abilities and weapons along with other benefits such as quicker reaction time made possible by connecting the pilot to the suit directly via the pilot's nervous system, each suit is shown to have their own sentience. Each Exosuit has its own unique voice and personality, regardless of who the Exofighter in the suit is, along with its own way of movement that isn't shared between each other, such as Roadblock's bulky straight-forward jog versus Vigilant's more eloquent hip-swaying stride. It is unknown if the suit itself is originally based on the creator of the suit or if it is given a fitting AI that runs the system.
    • This is backed up with in-game voice lines from the suits referring to themselves in first-person and by their own name. There are additional voice lines that seem to be directed to Ace when switching suits, such as suits Zephyr and Witchdoctor voicing their objections when exiting them.
    • While not officially confirmed in-game, one possible theory on the relationship between the suit and pilot is that the pilot acts as the brain of the suit and would be able to make actions and decisions mentally, but it would be the suit that actually performs the action physically, hence why the suit would not be able to prevent the pilot from exiting it.
  • Color-Coded Characters: Each exosuit's base skin has a different colour (Deadeye is orange, Zephyr is blue, Barrage is olive, Vigilant is white, Roadblock is yellow, Kreiger is grey, Murasame is red, Witchdoctor is green, Skywave is purple, and Nimbus is pink).
  • Damager, Healer, Tank: Assault, Tank and Support, respectively.
  • Meaningful Name: Almost every exosuit goes by a title which gives a rough indication of their role and playstyle, including the relatively cryptic name of 'Murasame' (described as 'a type of rain that falls hard, then gently, in fits and starts' - a good analogy for his parry-and-react playstyle), whereas 'Zephyr' (a gentle westerly wind) seems to be a deliberate antonym to his typhoon-like playstyle.

     Assault 

These Exosuits have one job, and that's to lay waste to all enemies in their path with a variety of weaponry.


Barrage

An Exosuit whose trademark is filling the area with explosions and dealing Area of Effect damage to take down crowds and soften them up for his teammates.

  • His Skipbomber fires grenades in an arc that ricochet off surfaces and set enemies on fire.
    • Barrage Alpha instead wields the Bounce Blaster, a rocket launcher that can be charged for more power or to Rocket Jump.
    • Barrage Beta meanwhile wields the Pyro Painter, a Flamethrower that does increased damage from a specific distance and applies burn to dinosaurs and exosuits with enough contact.
  • Triple Threat fires land mines in three directions that can be freely detonated to set enemies on fire.
  • Stun Grenade stuns the enemies it strikes.
  • Flip Dodge allows Barrage some evasion with an explosive blast.
  • His Overdrive, Burning Heart removes his armour and ignites his Hi-Xol to become a flying missile that inflicts significant damage to enemies (and to Barrage himself, though it won't kill him).


  • Grenade Spam: His playstyle and toolkit specialises in these.
  • Kill It with Fire: His Triple Threat works best by applying fire to either a chokepoint or in a crowd.
  • Mr. Fanservice: This exosuit shows off the greatest impression of 'musculature', with a special outfit for both his regular and Alpha forms having almost no armoring over this aesthetic.
  • Rocket Jump: His crossbow and rocket launcher can both blast him high into the air with no damage if he stands on an explosion.

Deadeye

A well-rounded Exosuit that can be a good asset in many situations.

  • Deadeye's primary weapon is the Ravager, a Simple, yet Awesome assault rifle. Deadeye can also freely use Aim to concentrate the Ravager's fire or target a more distant dinosaur.
    • Deadeye Alpha instead wields the Aggressor, a flexible Short-Range Shotgun that when Aimed fires a five-round burst.
    • Deadeye Beta meanwhile wields the Devastator, an energy machine gun that has unlimited ammo but is instead prone to overheating. It fires full-auto normally and a single charged shot when Aimed.
  • While using Aim, Deadeye can launch a Rifle Grenade, dealing high damage to any enemies in its small area of effect.
  • For close-combat, Deadeye can use Thrust Attack, a chargeable physical strike that knocks back enemies it strike.
  • As a mobility option, Deadeye's Dive Dodge can be performed in any direction.
  • Cluster Salvo is Deadeye's Overdrive, unleashing a torrent of bullets in one direction.


  • Boring, but Practical: The most straightforward assault exosuit on the roster.
  • Jack of All Trades: The trademark of his abilities, which optimally allow him to operate from a middle-distance, while being versatile enough to temporarily fill into niches better suited to the more specialised exosuits.
  • More Dakka: His ultimate has him simply unloading shots into the targeted area.

Vigilant

A long range expert that hangs back and snipes from afar, exploiting weakspots in the enemy to tear them apart with ease.

  • Vigilant's sniper rifle has two modes of fire - her Subsonic Burst is a three-round burst fired from the hip, while zooming in uses Railgun Charge to charge and fire powerful projectiles.
    • Vigilant Alpha wields Preyfinder, a semi-automatic rifle with a bonus to damage every five shots without a reload (four boosted shots per clip of 20). She can also zoom in with the Scope to fire more accurately.
  • Stinger Shot charges her railgun to fire a piercing shot that cuts through enemy lines.
  • Frost Lock fires an icy blast that freezes foes solid for a time.
  • Vigilant can also Vault with the recoil of her rifle to get to higher ground.
  • Vigilant's Overdrive is Barrel Breaker, which converts her accumulated Hi-Xol into sniper rifle energy that allows her to fire high-output railgun shots without charging.


  • An Ice Person: She can throw out ice that sets targets up for easy heatshots or help her clear out the space around herself.
  • Crippling Overspecialisation: As a backliner, she requires distance between herself and her targets to operate effectively.
  • Glass Cannon: She and Zephyr are the most fragile exosuits at 350 HP apiece, but while he specialises in a combination of devastating melee abilities coupled with blistering speed, her main asset is being able to dole out highly concentrated key-target DPS from great distances, with range as her natural defence.
  • Long-Range Fighter: Which comes naturally with being a sniper-class.
  • Squishy Wizard: Of the assaults. She's the only exo to use ice, minus Murasame Alpha, has her linear beam in both forms, and is the squishiest of assault, as Zephyr is at least a speedster. Depending on her setup she may very well mirror Skywave in terms of execution.

Zephyr

A melee master with twin arm-mounted tonfas to rip apart crowds.

  • Zephyr's primary attack is the Tonfa Blitz, which unleashes a melee combo with tonfas that unleash waves of energy.
    • Zephyr Alpha's Dragon Chakram has more range on the energy waves, encouraging a more distant playstyle while still responding to close range threats with his abilities.
  • His Linear Strike is a powerful forward tackle that sends enemies flying and does additional damage if they collide with a wall or other enemies.
  • Sky High kicks enemies into the air and leaves them vulnerable to additional attacks.
  • As an evasion option, Zephyr's Turbine Step allows him to dart in any direction.
  • Zephyr can also passively Double Jump.
  • Zephyr's Overdrive is Limiter Override, removing the limiters on his boost gears to reduce cooldown times and increase the speed of its combinations.


  • Close-Range Combatant: An extreme melee-oriented mecha, who primarily engages the enemy with his in-built tonfa. Downplayed Trope for Zephyr Alpha.
  • Difficult, but Awesome: Has no self-sustain or damage mitigation, making damage and mobility his only modes of defence.
  • Fragile Speedster: At a meagre 350 HP, Zephyr is easily the most fragile assault exosuit on the list, alongside Vigilant.
  • Ki Blast: Zephyr Alpha relies more on the long range wave launched from his weapon while still keeping his melee and combo centric kit, giving his long range attack style this kind of feel.

     Tank 

Huge, powerful exosuits that take point and take a lot of punishment for their team while dishing some out themselves, withstanding the onslaught with ease.


Krieger

A huge Exosuit armed with a gatling gun. Krieger lacks a taunting ability - he taunts by attracting the attention of enemies with overwhelming firepower.

  • Krieger's main weapon is the K-40 Repulsor Minigun, which suppresses enemies with overwhelming barrage firepower, but is prone to overheating.
    • Kreiger Alpha wields the A-40 Pulverizer, a shotgun that can be charged to knock back small dinosaurs to damage other enemies in their path and has conventional reloads.
  • His main defensive ability is the Dome Shield, which prevents enemy dinosaurs from passing through, but will stun larger ones and then shatter.
  • Krieger can also fire homing Stunlock Missiles that paralyse on impact and can be charged to lock onto targets.
  • Krieger's Thruster Dash allows it to perform a boosting evasive maneuverer in a fixed direction.
  • Krieger also has the ability to Hover upwards briefly after a jump.
  • His Overdrive, Todesregen, uses a laser to pinpoint a target and then bombards the area with explosives.


  • Barrier Warrior: Krieger can deploy a massive bubble shield that prevents enemy dinosaurs from getting through, though it's susceptible to the larger ones.
  • More Dakka: Combines crowd-control with suppressive firepower as his main approach.
  • Shock and Awe: His shoulder missiles are electric and can paralyse enemies at a low rate without the right augments.

Murasame

A powerful Exosuit wielding an enormous blade, capable of devastating counterattacks.

  • He wields the Kiri-Ichimonji, an enormous blade.
    • Murasame Alpha instead wields the Itadorimaru, which has slightly lower offensive stats.
  • Crescent Moon has Murasame perform a drawing slash, attracting the attention of the enemies it strikes.
  • His Vajra Counter puts him in a defensive stance, during which he absorbs enemy attacks to boost his strength. If he absorbs enough damage, he can unleash a powerful counterstrike and will temporarily deal more damage.
    • Murasame Alpha's Vajra Counter is instead a potent ice attack that can freeze enemies it strikes, giving him more support and crowd control that still requires solid timing and positioning at the cost of raw power (though he does still gain a temporary strength boost).
  • Strafe Hook has Murasame throw a grappling hook, allowing him to either perform an Extra Jump or a Falling Attack.
  • His Overdrive, Meikyo Shisui, has Murasame charge and release a high-speed attack on surrounding enemies, with a greater range if the attack was charged prior to use.


  • An Ice Person: Although it's only one move Murasame Alpha replaces his stance with a powerful, wide reaching freeze. This puts a lot more emphasis on setting up/protecting his team by freezing targets and considering who would be hit by the counter.
  • Counter-Attack: An unorthodox tank whose playstyle revolves around guarding against enemies with his odachi-styled greatsword for parry opportunities, with which it boosts its combat potency while goading key targets to focus their aggression toward him, which simultaneously creates time and space for allies while providing Murasame with additional parry opportunities, creating a feedback loop.
  • Difficult, but Awesome: Murasame requires patience and good timing to optimise his value, and an unimpressive 700 HP for a tank means he has a slim margin of error by which to operate. Time his counters right however, and he can unleash some of the strongest attacks in the game.

Roadblock

An Exosuit who prefers being right in the center of the fight, smashing enemies and defending allies with the massive shield he has.

  • Roadblock and Roadblock Beta lack any ranged weapons, instead sweeping enemies aside with Haymakers.
    • Roadblock Alpha changes it up for Flurry Fist, a fist mounted shotgun with his shield being a peaceable wall instead of attached.
  • Roadblock can pull up a Ballistic Wall, an energy shield he carries to blocks attacks.
    • Roadblock Alpha can instead plant a Sentinel Wall, which not only blocks attacks but can also be manually detonated to retrieve it. However it cannot be planted if its durability isn't high enough.
    • Roadblock Beta meanwhile uses a Riposte Wall, which absorbs damage. When enough is absorbed releasing the shield follows up with a counter-attack.
  • His Shield Blast allows him to knock enemies backward, and is strengthened when hitting more targets. It's powerful enough to stop attacks even from large dinosaurs.
    • Roadblock Alpha and Roadblock Beta can also use Shield Blast but do not gain the same empowering effect.
  • Roadblock and Roadblock Beta can Taunt enemy dinosaurs, a gesture that also reduces the evasiveness of enemy Exosuits.
    • Roadblock Alpha can similarly Taunt, though if his shield is planted it focuses to that location.
  • Skid Dodge allows Roadblock to rapidly dodge a short distance.
  • His Overdrive, Storm Drive, generates a tornado that draws in enemies, then blasts them away.


  • Luckily, My Shield Will Protect Me: This is additional to his already impressive healthpool, and it's large enough to provide cover for key targets and allied suits. There are also a few attacks that only a bulldozer can block.
  • Mighty Glacier: In both appearance and playstyle, this suit sacrifices speed for extreme durability, and at 1000 HP, it's potentially the sturdiest exosuit even compared with other tanks.

     Support 

Support exosuits use a variety of abilities to ensure the team's survival. While the ability to repair allied exosuits is most common, support exosuits are also equipped with a range of buffing and debuffing abilities. Support exosuits use these abilities to improve a team's combat effectiveness and accomplish objectives even faster.


  • Boring, but Practical: a solid support, aside from Skyweave Alpha, can dole out healing easily, and even overheal. Having a good one on your team can help out a lot.
  • Healing Shiv: the 4 supports with healing attacks, base Witchdoctor and Alpha Skywave being the execptions, can heal by attacking allies with their weapons.
  • Squishy Wizard: All square up at 400 HP apiece, their modest healthpool often being mitigated by the powerful mobility, health replenishment, party buff/enemy debuff and crowd-control utility options they provide for themselves and allies.

Nimbus

Nimbus is a highly mobile support exosuit, featuring weapons that can switch between damage and healing modes.

  • Her primary weapons are Mars & Apollo, twin handguns that shoot single-fire projectiles.
  • By using Mode Switch, she reloads her handguns with enhanced projectiles and changes between Rend Mode, where the projectiles deal damage to enemies, and Mend Mode, which heals allies.
    • Nimbus Alpha's Mode Switch functions similarly but instead of enhancing the projectiles shot it ups the number of rounds fired per shot.
  • Spreadshot unleashes a barrage of firepower that either damages or heals depending on Nimbus' Mode.
  • Holo Warp allows Nimbus to project a hologram that recalls defeated allies and that Nimbus can teleport to, either for evasion or to heal nearby allies.
  • Nimbus can also Auto-Repair herself over time by not taking damage.
  • Her Overdrive, Antipode Burst, generates a shockwave of condensed energy that heals allies and repulses enemies.


  • Badass Adorable: Easily the cutest exosuit, and capable of dishing out serious hurt in Rend mode.
  • Difficult, but Awesome: Not so difficult you won't see her around, but of the three support both her versions require you to juggle damage dealing and healing, with no inbetween aside from her ultimate. Do it well, however, and she's the most versatile healer, able to deal damage and keep the team alive. Do it wrong and you'll find yourself wanting on both.
  • Real-Time Weapon Change: Her gimmick. She can pull out fairly damaging guns or fairly solid healers, but not both. Her scattershot will depend on the guns she has out when she uses it, able to heal an area or damage enemies but not both. In addition swapping gives you a power boost until you reload or swap again, encouraging players to go out of their way to swap regularly, especially when it reloads the weapon on doing so.

Skywave

Skywave is a support exosuit capable of flight, wielding abilities to heal her allies and hamper the enemy's movement.

  • Her Aether Lance fires energy projectiles that damage enemies and heal her allies.
    • Skywave Alpha's Tempest Lance loses the healing effects, instead unleashing lightning that hits the targeted area after a short delay. It can be charged to tighten the area of effect and deal more damage.
    • Skywave Beta's Triple Lance can fire homing healing projectiles, or can be charged to fire light damaging projectiles. Healing allies builds her Stellar Gauge, which can be consumed by reloading to create a Stellar Veil that blocks damage.
  • Optics Jammer fires a shockwave that jams the optics on enemies to blind them and heals any allies hit by the shockwave.
  • Graviton Cage launches a gravity cluster, pulling in nearby foes and leaving them vulnerable to other attacks.
  • Skywave can launch even further into the air with Slipstream, which can be chained to remain in the air for longer, though she cannot "sprint" in this mode.
  • Her Air Supremacy allows her to float in midair, descending very slowly. This activates when she jumps in the air or after Slipstream, and can be deactivated by "jumping" again.
  • She can also passively Auto-Repair herself when not taking damage.
  • Her Overdrive, De-Synchronize, generates a massive gravity well to manipulate spacetime and briefly halt any enemies within it.


  • Healing Shiv: Her normal attacks heal allies and damage enemies, with no need to switch modes like Nimbus.
  • Herd-Hitting Attack: Her skills work best against groups of enemies, gathering up enemies in an area or shooting a piercing wave that forces enemies to untarget and heals allies. Both her primary weapons also work on crowds but each has their own strengths in that regard.
  • Lady of Black Magic: She is very proper and well spoken and her kit is basically all magic spells. Skywave Alpha is even more so as she trades healing for more crowd control and damage and, when used right, can lock down enemies even harder in combo with her abilities.
  • Shock and Awe: Skywave Alpha can absolutely rain down lightning on her enemies.
  • Squishy Wizard: The squishiest of all the supports. She still has 400 HP, but unlike her comrades her ability to defend herself is limited. She mostly gets around this by floating high above her foes, but get the right enemy, fliers and ranged attackers, and she can't really stop them of her own power without wasting one of her high cooldown skills meant for crowds.
  • Time Stands Still: De-Synchronize inflicts this on the enemies it captures.

Witchdoctor

Witchdoctor is a support Exosuit that specializes in synergizing with its allies' skills and attacks. He can quickly leap around the battlefield and make use of abilities that repair damaged allies and grant buffs like enhanced movement speed.

  • His Neuro Rod unleashes an electric current that continuously damages enemies and can paralyse dinosaurs.
    • Witchdoctor Alpha's Quantum Rod fires a short range beam that pierces friend and foe, repairing allies and hurting enemies. The more it hits a target the stronger it gets.
  • Repair Field creates a healing aura, providing continuous repairs to Exosuits.
  • Feed has diverse applications - it can launch a repair cable that restores health and can provide a speed boost upon hitting allies, or it can be used on an enemy to charge the Neuro Rod.
  • Rescue Leap allows Witchdoctor to get in or out of a battle in an instant. He can also make an extra jump during a rescue leap.
  • Witchdoctor can passively Glide by pressing the jump button in midair.
  • His Overdrive, Vital Aura, unleashes a massive repair field that fully restores allies, buffs their defences, and slows all enemies.


  • Awesome, but Impractical: The Neuro Rod without augmentation might seem cool, having an area of effect that shocks targets stunning them with enough buildup, but it's not really great during actual play. It has very low damage, without buffs its stun buildup doesn't go anywhere fast on anything above a small dino, and against large dinos it takes too long to actually stun them in general. Plus even against smaller dinos they often attack from different directions meaning you won't get them all before one or more attacks you. The rest of his kit is the opposite and he's a steady healer, but without the right modules unlocked and leveled up enough Neuro Rod has few times when it can do anything meaningful.
  • Shock and Awe: Witchdoctor's Neuro Rod blasts weak electricity over a wide area, paralysing enemies it strikes.
  • Simple, yet Awesome: All that most players will do as Witchdoctor will be putting up Repair Fields, but that's all he needs to be effective.
  • White Mage: Of the three support he's all heals all day, with even his Alpha giving him a Healing Shiv. He's dirt poor at DPS and crowd control, his base form being the weakest DPS with no exceptions and of those with crowd control he does ok-ish area control against small mobs with Alpha packing more heat but still being a lesser damage dealer, but he can heal groups with ease when used right and tends to pick up healing awards after.

Dinosaurs

    Dinosaurs 

Raptors

The most common dinosaurs in the game, Raptors attack in massive swarms and are little threat to most exosuits.


Pteranodons

Pterosaurs that attack in small flocks and can lift objects to toss at exosuit.


Pachycephalosaurus

Herbivourous dinosaurs known for their strong, thick skulls.


  • Foe-Tossing Charge: They can perform this with a ramming attack, sending an unlucky player flying.

Carnotaurus

Medium-sized theropods that appear as mini-bosses and can be commanded with Dominators.


Triceratops

Massive herbivores with broad frills and large horns that are immune to frontal attacks.


  • Attack Its Weak Point: They're vulnerable on their stomachs.
  • "Get Back Here!" Boss: Some Triceratops will flee upon being summoned, requiring the team to pursue them and slay them.
  • Made of Iron: They're immune to frontal attacks and pretty tough everywhere else bar their vulnerable stomachs.
  • Ramming Always Works: An unlucky player can be trapped by their horns when rammed, with only tank characters able to offer meaningful resistance.

Ankylosaurus

Armoured dinosaurs that are almost invulnerable to damage.


  • Attack Its Weak Point: Like Triceratops, they're vulnerable on their stomachs.
  • Made of Iron: Ankylosaurus are ridiculously tough when not attacked while vulnerable.

Tyrannosaurus rex

The most powerful normal dinosaurs in the game. T. rexes can kill with a bite and are a massive threat that requires immediate attention.


Sinornithosaurus

The smallest dinosaurs in the game, attacking in vast swarms.


  • Death of a Thousand Cuts: Their individual damage is entirely pathetic, consisting of doing a single point of damage per attack, in a game where even the squishiest classes have healthbars in the hundreds of points. However, they swarm enemies in their hundreds if not thousands, and can swarm all over an exo with tens of them crawling all over you, draining health by their number per tick.
  • Feathered Fiend: Completely covered in feathers.
  • Power Nullifier: They can latch into exosuits and disable some of their abilities.
  • Zerg Rush: They exemplify this more than any other enemy, coming in their hundreds even during smaller swarms.

Deinonychus

Feathered raptors that appear later in the game and can glide short distances.


Dilophosaurus

Crested theropods recognisable by their neck frills, which attack with poison from a distance.


  • Poisonous Person: They can unleash clouds of poison.
  • Shout-Out: To the Dilophosaurus from Jurassic Park, having the frill and venom-spitting capability, though they're at least more accurately sized.

Stegosaurus

Herbivourous dinosaurs whose roars can disable the abilities of exosuits.


  • Power Nullifier: They can disable non-mobility abilities of exosuits with their roars.
  • Support Party Member: Evil version. The stegosaurus doesn't seek the players out, instead hiding near the back of the dino wave and sending out waves of debuffing cries.

Baryonyx

Spinosaurs that appear in packs and are immune to fire attacks.


  • Zerg Rush: They're pack attacking dinosaurs.

Suchomimus

Another spinosaur. Like Baryonyx, it appears in packs and is immune to an element - ice.


    Neosaurs 
Neosaurs are mutated dinosaurs with unusual appearances and abilities. Dinosaurs are imbued with a highly unstable energy when they cross through the vortex barrier after passing through spacetime. This energy is responsible for the ferocious transformations many dinosaurs undergo. Neosaurs possess an extremely high concentration of this energy, granting them unusual appearances, abilities, and attacks.

Umbral Neosaurs

Mutated Raptors that can merge into their own shadows to attack exosuits from below.


Gas Neosaurs

Mutated Raptors with large growths on their back that self-destruct when slain.


  • Taking You with Me: They'll attempt to charge players to destroy themselves and deal massive damage.

Sniper Neosaurs

Mutated Raptors that fire projectiles from the purple growths on their back, and will teleport to avoid attacks.


Trigger Neosaurs

Special golden Neosaurs designed by Leviathan to promote competition. Killing them will make Leviathan send a greater challenge against the enemy team.


Evoker Neosaurs

Mutated Pteranodons that can summon and command swarms of normal Pteranodons.


  • Summon Magic: Their main power. They can summon Pteranodons to attack players.

Pyro Neosaurs

Mutated Pteranodons with fire-elemental attacks.


  • Death from Above: Their main tactics, raining down fiery projectiles that ignite on impact.
  • Playing with Fire: They appear to be wreathed in flames and can rain down fiery projectiles.

Stealth Neosaurs

Mutated Sinornithosaurus that can turn invisible, slip through energy shields, and shock enemies to disable them.


  • Invisibility: Their primary power allows them to become invisible.
  • Shock and Awe: Though named after their invisibility, they also have elemental powers that shock the exosuits they attack.

Cryo Neosaurs

Mutated Sinornothosaurus that use ice-based abilities to attack from a distance and confuse their enemies.


Neo Ankylosaurus

Mutated Ankylosaurus with a variety of powerful abilities. They can put up earthen shields and launch projectiles from their tails.


Neo T. rex

The most powerful Neosaurs, with a vast number of astounding powers.


Top