|"It hovars without flapping!"|
20 (+3 per Evolution)
125 (+2 per Biomass)
45 (50 / 55 / 60)
100 (110 / 120 / 130)
|Spawns From:||Lerk Egg|
|Air Speed:||13 (13.5 / 14 / 14.5)|
|Abilities and Upgrades|
Alien Vision, Evolve Menu, Hive Sight, Flight (Glide), Roost, Poison Bite, Spikes, Umbra, Spores
Carapace, Regeneration, Aura, Phantom, Adrenaline, Celerity
Umbra at biomass 4, Spores at biomass 6
|Buy From:||Evolve Menu|
|Gestation Time:||15 seconds|
The Lerk is a fierce, agile, and avian-like Kharaa lifeform; it has massive wings which allow it to glide through the air and quickly reach high velocities, often appearing to Marines as an orange blur. As speedy as it is deadly, the Lerk can deliver quick-acting poison through its bite, and shoot razor-sharp spikes in rapid succession from its tubular organs. As the Kharaa grow more Hives, the Lerk can evolve the abilities to exhale thick clouds of toxic spores, and even bullet-disintegrating clouds. With its sharp claws, it can roost onto walls and ceilings to lay in wait for potential prey.
Wiry, fast and fierce, Lerks excel at attacking from a distance. They are small and light - making them difficult targets, but less resistant to damage. If Skulks are hit and run artists, then Lerks are guerrilla fighters without peer, using their speed, mobility, and range to harass marine squads with impunity.
Lerks' relatively low health means that they must avoid making a target of themselves, often hiding in niches and attacking marine bases with their spikes. They often wait, lurking on some shadowed perch, until a target presents itself. The strange spelling of their name can be attributed to the unique and colorful vocabulary of one Commander Ty Sumnish, who brought back from the field a treasure trove of data on the Lerk very early on in the Kharaa/human conflict.
|Lerk Player Controls|
|S||Backward||1||Poison Bite||B||Evolve Menu|
|Space||Flight (tap), Glide (hold)||3||Spores||X||Voice Overs Menu|
All Kharaa lifeforms possess hypersensitive retinas that allow Alien Vision (or Dark Vision), which changes the lifeform's perspective in order to distinguish between organisms, structures, and the terrain.
|Toggle Alien Vision mode to highlight all units and structures in white, and the terrain in orange.
|Targets||Players, Units, Structures, Terrain|
The Evolve Menu allows Kharaa players to select different lifeforms and unlocked Traits to evolve using Personal Resources. It contains information about each lifeform, such as name, cost, Health, Armor, abilities, effects of each Trait, and more.
|Opens the Evolve Menu to purchase different Kharaa lifeforms and available Traits using Personal Resources.|
|Requires||Valid ground to spawn player Egg|
Hive Sight is an innate passive ability for all Kharaa lifeforms. All nearby visible players, units and structures will be highlighted in an orange glow at all times. Friendly players will also be visible through walls, allowing players to coordinate and position themselves against incoming Frontiersmen forces.
|Hive Sight highlights all players and structures in an orange glow. When nearby, Kharaa players can see each other through walls.
|Targets||Players, Units, Structures|
Flight is the Lerk's unique movement mechanic that grants it the freedom of omnidirectional movement. Although flapping the wings costs energy and creates lots of noise, gliding is both free and silences the Lerk's movement. As an avian creature, the Lerk moves at its fastest when in the air, but awkwardly slow when crawling on the ground. Stay aloft and move unpredictably to confuse Marines and make yourself difficult to target!
Roost allows the Lerk to anchor to a nearby surface. It is an excellent ability for ambush tactics or just resting your wings while waiting for energy to regenerate. However, since the Lerk is extremely fragile, staying stationary for any extended period of time is ill-advised.
|Digs the Lerk's talons onto a nearby surface to stay in place.|
|Targets||Walls, Props, Structures|
Poison Bite is the Lerk's primary melee attack that deals moderate damage to Frontiersmen units and structures, with the added effect of poisoning Marines on hit. While non-lethal, the poison will slowly deplete the Marine's health, allowing you or other Kharaa lifeforms to deal the finishing blow. Health restoration from the Med Pack will not remove poison, but only prolong the Marine's life expectancy.
|Bites a target and injects poison to deal damage over time to Marines.|
|Hotkey||1 (slot), Mouse1 (attack)|
|Damage||60 + 6 per second|
|Fire Rate||0.3 seconds|
|Targets||Marines, Robots, Structures|
Spikes is the Lerk's secondary ranged attack that shoots sharp spikes over long distances. Spikes allow the Lerk to chip away at Frontiersmen units and structures from a safe distance, ideally while weaving and dodging against retaliation from the opposition.
|Rapidly shoots spikes over long distances. Spikes deal extra damage to players.
|Fire Rate||0.07 seconds|
|Targets||Marines, Robots, Structures|
Umbra is the Lerk's ranged area support ability that creates a cloud to shield Kharaa lifeforms and structures inside from incoming bullets. A partial number of bullets from the Assault Rifle, Pistol, Shotgun, as well as Exosuit's Minigun and Railgun, will disintegrate on touching the Umbra cloud, effectively negating the projectiles' damage. Lifeforms moving through the cloud will gain a small puff of Umbra around them for a short time.
Spores is the Lerk's area denial ability that creates clouds which cause Marines to choke while inside them. Along with damage over time to health, Spore clouds can act as smokescreens that reduces Marines' visibility and provide cover for other Kharaa lifeforms to close the gap.
Lerks destroyed a Power Node