Xenomorph is a specialized Trapper and Ambusher anomaly in Eternity, the fast-paced asymmetrical Roblox survival game developed by Rampage_Works. Operating in a 1-versus-11 format, Xenomorph controls map routes by dropping expanding traps, striking groups with directional ground spikes, and executing global teleports that reveal survivor locations.

While Xenomorph hits hard and commands space effectively, the killer cannot scale obstacles or leap across walls. Succeeding with this anomaly requires understanding trap coverage, timing area-of-effect spikes, and tracking survivor routes across maps like Roblox HQ and Teapot.

Xenomorph Overview and Base Stats

In Eternity lore, Xenomorph is an anomaly taking the visual appearance of Recteg's deceased friend, Az—manifesting as an elongated yellow Robloxian wrapped in an inky substance with embedded eyes, a crown, a knife in the back, and mismatched limbs.

Xenomorph trades vertical agility for raw bulk and crowd control. According to community wiki documentation, Xenomorph operates with the following foundational attributes:

  • Health: 1304 HP.
  • Passive Mobility Restriction: Xenomorph cannot ledge grab or wall hop, making tall structures natural dead zones if approached on foot.
  • Passive Knockback Reduction: Xenomorph takes substantially less knockback from survivor hits compared to standard killers.
  • Lore Affiliation: Xenomorph shares an exclusive Last Man Standing (LMS) encounter and unique themes with Recteg.

Xenomorph Moveset and Ability Breakdown

Xenomorph relies on a kit designed to shut down survivor looping zones. Recent community documentation and gameplay archives track two variations of Xenomorph's secondary mobility move: the legacy grab attack (Giant's Grasp) and the updated stealth repositioning tool (Submerge).

AbilityDefault KeybindCooldownIn-Game Damage / EffectPrimary Utility
Swing (M1)Left Click (M1)2.0s – 3.0s26 damage (documented as 28 in player tests)Basic melee attack with a large forward hitbox.
SpikesE33s15 to 35 damage per rowSlams the ground to send 4 radiating rows of spikes.
Hollow Fern / PuddleR21sVariable damage, slow, and aura revealDrops an expanding floor trap that blocks narrow corridors.
Encased DelusionT4s (plant) / 30s (teleport)10 contact damage + full aura revealPlaces a recall puddle; activating again teleports and exposes all players.
Giant's Grasp (Legacy)Q28s – 30s15 damage (direct and splash)Short lunge that grabs and throws a survivor, causing ragdoll.
Submerge (Updated)Unassigned / Varies25s8 contact damage + slowDives underground for up to 10s to bypass terrain and ambush targets.

Swing (M1)

Xenomorph swings forward with heavy fists. While its cooldown sits between 2 and 3 seconds, the primary advantage is its wide physical hitbox. Survivors attempting close-range jukes can still easily be clipped by the edge of the swing animation.

Spikes

Xenomorph slams the floor to send four successive rows of spikes forward in a quarter-circle formation. Damage is highest at point-blank range and scales down across outward tiers:

  1. Front Row: 2 spikes, dealing 35 damage per hit.
  2. Second Row: 10 spikes, dealing 24 damage per hit.
  3. Third Row: 15 spikes, dealing 20 damage per hit.
  4. Fourth Row: 19 spikes, dealing 15 damage per hit.

Spikes feature a tall vertical hitbox, allowing Xenomorph to strike survivors standing on elevated platforms or hidden behind thin walls. As of beta 3, a couple of dots appear and show the spikes' location.

Hollow Fern and Hollow Puddle

This trap ability places a dark growth on the ground with a 21-second cooldown. Xenomorph does not need to stand still to cast it. Over time, the trap expands, covering wider surface areas. When survivors walk across it, they take damage, suffer a movement speed slow, and are highlighted through walls.

Encased Delusion

Xenomorph places a dark puddle on the floor. After a short priming window (3 to 4 seconds), activating the skill a second time instantly teleports Xenomorph to that puddle from anywhere on the map. The teleport triggers two bonus effects: it deals 10 damage to anyone standing near the exit point and provides an immediate global aura reveal (ESP) of all living players.

Submerge and Giant's Grasp

In earlier builds, Xenomorph utilized Giant's Grasp to grab survivors during a short lunge and hurl them, which players frequently used to throw opponents into the void. Due to developer reworks noted on the official Miraheze wiki, Giant's Grasp was marked for removal and replaced by Submerge. Submerge allows Xenomorph to melt into a puddle, traveling quickly beneath standard pathing blocks for roughly 10 seconds before surfacing with an 8-damage slowing burst.

Killer Strategy and Trap Placement

Playing Xenomorph requires anticipating where survivors will run before chases even start. Because Xenomorph cannot wall hop, brute-forcing chases around parkour gym sections will drain your time and allow survivors to reset stamina.

Deny Looping Choke Points Early

At the start of the round, rotate through narrow corridors, staircase bases, and doorways. Drop Hollow Fern traps directly in front of tight bottlenecks. Because the trap expands the longer it sits on the surface, traps placed during early-game rotations become massive hazard zones by mid-round chases.

Maximize Burst Damage with Spikes

Spikes should not be thrown out randomly at maximum distance where survivors can simply sidestep between rows. Instead, deploy Spikes in two specific scenarios:

  • Punishing endlag: When a survivor finishes a dash or vault, cast Spikes directly in front of them so multiple spike hitboxes connect simultaneously.
  • Elevational catches: If a survivor is perched on a ledge or platform just out of M1 reach, angle your character toward the wall and slam Spikes; the vertical hit registration will hit targets above you.

Teleport Usage and Last Man Standing

Do not save Encased Delusion solely as an escape button. Set the marker in high-traffic center zones, such as the central bridge on the Teapot map or the main lobby hub of Roblox HQ. If a chase stalls or the survivor leads you toward high vertical terrain, trigger the recall. The teleport instantly grants vision on every survivor, letting you immediately pivot toward a vulnerable target. In Last Man Standing (LMS), this global aura reveal eliminates any hiding strategies.

How Survivors Counter Xenomorph

Surviving against Xenomorph revolves around exploiting the anomaly's lack of advanced mobility mechanics.

  • Exploit Wall Hopping: Xenomorph cannot perform wall hops or ledge grabs. Moving chases into multi-tiered structures forces Xenomorph to take stairs or ramps, buying valuable time to recover stamina.
  • Ranged Stuns and Sniperz: Because of Xenomorph's massive character model, ranged survivors like Domin0z (Sniper) can land shots reliably from over 200 studs away without risk.
  • Defensive Melee Trades: Survivors equipped with high-priority self-defense moves—such as Recteg's untouchable Charge, Doombringer's Banhammer/sword parry, or Sleepless's Roundhouse Kick—can interrupt Xenomorph's swing momentum.
  • Avoid Dark Teleport Puddles: Never linger near unanchored black puddles left on the floor. If Xenomorph decides to reactivate Encased Delusion, players caught in the vicinity take instant splash damage and grant the killer free follow-up hits.

Frequently Asked Questions

Can Xenomorph wall hop or climb ledges in Eternity?

No. Xenomorph possesses a passive restriction (designated in community documentation as Underground) that prevents wall hopping and ledge grabbing entirely.

How much damage does Xenomorph's M1 deal?

Xenomorph deals 26 damage per swing according to the official community wiki files, though certain player tests and earlier patch guides recorded 28 damage per hit.

Does Xenomorph still have the throwing grab move?

Xenomorph originally used Giant's Grasp to grab and throw survivors into the void. According to the official Eternity wiki documentation, character creator Aubree phased out Giant's Grasp in favor of the Submerge ability, which grants rapid underground repositioning.

How do survivors avoid Xenomorph's Spikes?

As of Beta 3, indicator dots appear briefly on the ground where the spikes will emerge. Players can avoid damage by stepping between the indicator zones or maintaining distance, as the outer spike rows deal significantly less damage (15 to 20 HP) than the center rows (24 to 35 HP).