Wraith is the third playable monster in Evolve, and she plays nothing like the two that came before her. Goliath brawls, Kraken snipes from the air, and Wraith sneaks. She floats just above the ground almost silently, warps in short omni-directional bursts, and exists to pull one hunter away from the group and kill them before the rest of the team can close the gap.
Quick answer: Wraith has the lowest health pool of any monster and wins by isolating targets. Abduct a hunter, land a melee, then Warp Blast — that combo is her fastest route to a down.
Wraith stats by evolution stage
Wraith stands about 6m tall, weighs 3,600kg, and moves at 7.5 meters per second on the ground. Her blades reach up to 4.75m and her spikes up to 3m. She costs 9,500 keys to unlock.
| Stage | Armor | Health | Melee (heavy) |
|---|---|---|---|
| Stage 1 | 3,000 | 6,000–6,500 | 90 (225) |
| Stage 2 | 4,000 | 9,500 | 105 (240) |
| Stage 3 | 5,000 | 11,000–13,000 | 120 (255) |
Health totals differ between versions of the game, which is why the Stage 1 and Stage 3 figures land in a range. Armor is consistent at six, eight, and ten bars. Either way, Wraith carries the second smallest armor pool and the smallest health pool of the roster, so every fight is a trade she can lose quickly.
Armor comes back by feeding. Wraith liquifies wildlife and drinks the energy, which both refills armor bars and pushes the evolution meter toward the next stage. That makes uninterrupted feeding time the single most valuable resource in the early game.

You start at Stage 1 with four ability points to spend across the four skills. The first evolution hands you three more points, and the second gives you two. Each skill has three levels, so you can never max everything — pick the two abilities you actually intend to kill with.

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Add to Google Preferences →Wraith’s four abilities and how they work
Every one of Wraith’s abilities involves closing distance or controlling where a hunter is standing. None of them are true ranged attacks, which is why positioning matters more for her than for any other monster.
| Ability | Range / radius | Duration | Cooldown |
|---|---|---|---|
| Warp Blast | 24–36m range, 6–9m radius | 0.6s channel | ~20s out of combat |
| Abduction | 64–96m range | Instant | 9s → 7s by rank |
| Decoy (Phantom) | Follows your facing | 4.7 / 5.85 / 7s | Starts when clone fades |
| Supernova | ~17–28m radius | 5.7 / 7.1 / 8.5s | 10–20s |

Warp Blast
Hold the button to aim, release to travel, and Wraith dashes to the target point before detonating an area-of-effect explosion that knocks hunters back. Tapping the button again mid-dash stops the travel early and lets you choose exactly where the blast lands. Knockback force scales from 15 to 19 across ranks, which is enough to shove hunters off ledges or break up a group standing over a downed teammate.
Wraith is immune to mines and traps during the dash itself, though she can still be hurt by mines after the explosion goes off. The dash also doubles as an escape tool when your traversal meter is empty.
Abduction
When Abduction hits, Wraith launches toward the target, grabs them, then teleports to her starting spot and smashes them down. The grab stuns the target for its full duration and inflicts single-target damage. On a miss, Wraith still covers Abduction’s entire range before teleporting back, leaving you badly out of position.
It is the best separation tool in her kit. Pulling the Medic away forces them to burn their Healing Field, and grabbing a hunter mid-revive resets the whole rescue. It works on wildlife too, which is useful for dragging food into cover.

Decoy (Phantom)
Decoy spawns an invulnerable copy of Wraith while cloaking the real one. The clone deals genuine damage, attacks the nearest hunter or animal, and leaves a faint trail of blue energy that observant hunters can spot. If nothing is nearby, it drops into a sneak state and waits. Killing wildlife with the clone reduces the cooldown, but the clone vanishes the moment it does.
Use it two ways. Send the clone one direction and run the other to break a chase, or cloak first and open with a pounce or an abduct while the hunters shoot at nothing. Warping will cancel the clone, so commit to one or the other.
Supernova
Supernova is not an explosion, despite the name. Wraith glows white and projects a bubble that slows movement inside it while massively raising her own melee speed and damage. Attack speed goes up tenfold, so holding the melee button turns her into a blender. The buff only applies while you stay inside the field.
The critical interaction: the Decoy is affected by Supernova too, and it gets the same buffs. Two supercharged Wraiths swinging at the same hunter is the fastest damage output in her kit.
Isolation passive
Isolation rewards you for splitting the team up. Any hunter within 60m of Wraith who is not within 20m of a teammate picks up a stack every five seconds, to a maximum of five stacks. Each stack adds 60 damage to Wraith’s first melee attack on that target. Stacks never expire on their own — they sit there until you cash them in with a hit.
Warp traversal and staying hidden
Wraith’s traversal is a short burst in the direction of your reticle, usable in any direction including upward. She holds up to three charges, moves at speed 27 during the dash, and recharges in roughly 3.66 seconds in combat or 9 seconds out of it. Individually the dashes do not cover much ground, but the fast recharge makes her arguably the quickest monster on the map.

Her stealth is structural rather than an ability. She moves in a serpentine glide just above the ground, makes very little noise, and only touches down when crouched. Her small frame hides in bushes better than any other monster, and her scythes let her scale walls fast.
Warping leaves a trail of white particles, and her tracks look like long white cuts in the ground. A trapper paying attention can follow a warp chain straight to you, so break line of sight and change direction rather than dashing in a straight line.
For damage mitigation inside a dome, there is sky wraithing. Dash into the air and hold an ability down while aiming, which reduces her gravity. Timed correctly, she can hover near the top of the dome almost indefinitely. It cuts a lot of incoming fire, but not all of it.
Wraith combos that down hunters fast
Wraith does not have the health to grind out a long fight. When you need a strike, you need it immediately, which means committing to a full combo rather than trading melee hits and hoping.
- Abduct, melee, Warp Blast. Her bread-and-butter burst, and easy to land thanks to Abduction’s generous hitbox.
- Supernova, then Decoy. The clone out-damages the real Wraith in melee, so buffing it turns the bubble into a two-on-one.
- Supernova, then Abduct the runner. Anyone stepping out of the field gets yanked back in.
- Abduct to move bodies. Grab whoever tries to reach a downed teammate and drop them somewhere useless.
- Decoy as a bluff. On the chase, send the clone one way to hide your real direction — but vary it, because good hunters learn the pattern.
Her melees also knock hunters back at Stages 2 and 3, which is what lets her stay glued to a target instead of being kited. Constant meleeing has a second benefit: it reduces how effective harpoons are against her.
Wraith weaknesses hunters exploit
She is not recommended for new players, and the reasons are specific rather than vague. Stasis destroys her, since everything she does depends on speed. She has no good answers to deployables. Her pounce hitbox is small. Her traversal, for all its recharge speed, does not cover much distance per dash.
- Struggles badly at power relay fights, where there is nowhere to isolate anyone.
- Melts against offense-heavy teams — Hyde and Cabot in particular.
- Cannot reach hovering hunters, which makes Sunny a persistent problem.
- Abduction is telegraphed and can be body-blocked, typically by Daisy stepping in front of the target.
All of which explains the split in how Wraith feels to play against. Caught out in the open at a relay with four hunters staring at her, she folds faster than any other monster. Catch a lone hunter in a corridor with five Isolation stacks banked, a Decoy up, and Supernova ready, and the fight is over before their team hears it happen.






