Gaming

Elder Kraken in Evolve: Full Ability and Stat Breakdown

How the close-range Kraken adaptation fights, what its four abilities do, and where its traversal falls short.

How the close-range Kraken adaptation fights, what its four abilities do, and where its traversal falls short.

Image: ClanAtlas Indie Games

Elder Kraken is the adaptation that took Evolve’s flying artillery monster and forced it to brawl. Released on February 23, 2016, it keeps the silhouette of the original Kraken — tentacles, wings, electricity — but swaps the space-control kit for area damage zones and short-range burst. It is rated Moderate on the character select screen, and it plays nothing like the monster it is based on.

Quick answer: Elder Kraken is a close-quarters Kraken variant. Lightning Strike locks in place once cast, Banshee Missile is a fast unguided projectile, and the monster cannot use basic attacks while gliding.


Elder Kraken vs Kraken: What actually changed

Every ability slot has a direct counterpart on the original Kraken, but the behaviour is different enough that muscle memory from one does not transfer to the other. The trade is consistent — Elder Kraken gives up mines, knockback control and aerial pressure in exchange for damage it can only deliver up close.

SlotKrakenElder Kraken
Ability 1Lightning Strike, reticle movable while chargingLightning Strike, fixed once cast
Ability 2Banshee Mine, homing, destructibleBanshee Missile, straight, indestructible
Ability 3Aftershock, wide pulseChain Lightning, small radius, chains between hunters
Ability 4Vortex, knockback waveDeath Spiral, damage-over-time zone
Air attacksRanged basic attacks while glidingNone while gliding

That last row is the one that reshapes the whole character. Kraken can float above a fight and plink away at hunters with ranged melee. Elder Kraken has to land on top of them.


Elder Kraken stats by evolution stage

StageHealthArmorHeavy melee
Stage 18,0003,000225
Stage 212,3504,000235
Stage 316,2005,000250

Ground speed sits at 7.5 meters per second, the same as the base Kraken, while gliding is slightly quicker at 10 meters per second. Light attacks scale from 90 to 100 across the stages, air heavies land between 200 and 230, and attacks against an incapacitated hunter deal a flat 112.


Elder Kraken abilities and damage values

Each evolution hands you three points to spend across the four abilities, and the ability menu is where the monster’s identity gets decided. Ranks change radius, speed and cooldown more than raw damage on most of the kit.

Evolution to Stage 201:59Evolution to Stage 2
The evolve screen splits three points between Lightning Strike, Banshee Missile, Chain Lightning and Death Spiral. Shown at 01:59 in Professional Outcast’s video. Image: ClanAtlas Indie Games
AbilityDamage (1/2/3)CooldownReach
Lightning Strike400 / 412 / 44011 / 9 / 7 sec40 m range
Banshee Missile500 / 500 / 5508 sec37–55 m/sec travel
Chain Lightning200–500 per chained target10 sec7–11.2 m, links to 19 m
Death Spiral200 / 206 / 220 per sec8 sec30 / 38 / 48 m length

Lightning Strike

Lightning Strike channels for roughly a second and a quarter before the bolt lands. The critical difference from Kraken is that the targeting reticle cannot be dragged around mid-cast, so you are committing to a spot before hunters react. Hunters can see the marker and run, which makes it a punish tool rather than an opener. You can still melee while the cast is running.

Banshee Missile

Banshee Missile is a single plasma sphere that travels in a straight line until it hits something, then detonates for heavy damage and knockback. It does not home and it cannot be shot down, which is the reverse of Kraken’s Banshee Mines. At higher ranks the projectile speed climbs sharply, so the practical way to land it is to fire at a surface near a hunter instead of leading a moving target.

Chain Lightning

Chain Lightning charges an electric field and then discharges, jumping from hunter to hunter. Each additional link hits harder than the last, so a clustered hunter team takes escalating damage across the chain. The initial radius is far smaller than Kraken’s Aftershock — you need to be standing in the team to start the chain at all.

Death Spiral

Death Spiral spits a rotating storm that persists for four seconds and damages anything inside it. It is a zoning tool first and a damage tool second, useful for cutting off a corridor or punishing hunters who were knocked into it by another ability. It also carries through walls, which matters on the tight interiors where this monster wants to fight.

First Combat Engagement00:42First Combat Engagement
Death Spiral drops a rotating storm on hunters defending Generator 1. Shown at 00:42 in Kira_Vas_Normandy’s video. Image: ClanAtlas Indie Games

Lightning Strike and Banshee Missile both apply knockback, which pops hunters into the air and sets up follow-up hits before they land.


Air Burst traversal and its limits

Air Burst pushes the monster in the direction of the reticle and grants temporary flight. Out of combat it drifts back toward the ground on its own; in combat it only loses altitude when slowed, tranquilized or harpooned. It cannot burst upward when the monster is already more than 10 meters off the ground.

  • Maximum stored traversals: 3
  • Recharge delay before refilling: 1 second
  • Recharge in combat: 4.66 seconds per charge
  • Recharge out of combat: 6.66 seconds per charge
  • No basic attacks of any kind while gliding

Side by side, Kraken arcs high and covers ground; Elder Kraken’s burst is flatter and hugs the terrain. All four abilities remain usable in the air, along with melee, but the low arc is the main reason this monster struggles to close distance on a team that keeps moving. Chasing is the weakest part of the kit, and coordinated hunters can exploit it.

Aerial Combat and Movement Speed02:37Aerial Combat and Movement Speed
Fighting from the air still works, but only with abilities and melee — there is no ranged basic attack. Shown at 02:37 in Kira_Vas_Normandy’s video. Image: ClanAtlas Indie Games

How an Elder Kraken match plays out

Stage 1: feed on wildlife to build armor and fill the evolution meter while staying out of contact. Canyons, rock corridors and crevices give you cover to eat uninterrupted, and armor is the resource that decides whether a first dome is survivable.

Early monster gameplay00:10Early monster gameplay
Early game is spent feeding through rocky terrain to build armor before the first dome. Shown at 00:10 in Professional Outcast’s video. Image: ClanAtlas Indie Games

Dome fights: when the trapper deploys the mobile arena, the close-range kit finally works in your favour. Stacking Chain Lightning into a grouped team and dropping Death Spiral on the Medic is the fastest route to a down. If the fight goes badly, waiting out the dome timer and leaving is a legitimate result.

First Hunter Skirmish03:36First Hunter Skirmish
Inside the mobile arena, the hunters cannot retreat and the close-range kit connects. Shown at 03:36 in BloodThirstyLord’s video. Image: ClanAtlas Indie Games

Elite wildlife: eating elite creatures grants buffs that matter more than the meat itself. The two worth hunting are the armor regeneration bonus, which speeds up how quickly armor comes back, and a 15% damage output increase.

Stage 3 and the Power Relay: once the monster reaches Stage 3, the Power Relay becomes vulnerable and the objective flips. The relay sits inside tight interior spaces, which is exactly the geometry Elder Kraken wants. Pulling hunters into choke points around the relay core turns Chain Lightning and Death Spiral into team-wide damage that is hard to spread out of.


Elder Kraken progression rewards

Character progression runs to level 40 and mixes badges, keys and perk unlocks. Perks arrive in tiers — Savage Nature, Enhanced Senses and Brawler at the minor level, then Insatiable Hunger, Mutated Senses and Endurance as majors, with Ferocious Bloodlust and Deadly Brawler as the superior versions. Any perk already sitting at rank 3 is swapped for a 200 key payout instead.

  • Level 35 — Elite Skin
  • Level 40 — Prime Skin
  • Key drops of 50 or 125 across most other levels

Why Elder Kraken has a reputation

Adaptations in Evolve are usually sidegrades or slight downgrades from the monster they are based on. Elder Kraken is the exception. The combination of a large health and armor pool, short cast times, an indestructible high-speed projectile, chained damage that scales with each target and a damage-over-time cone that ignores walls produces kill speeds the rest of the roster does not match.

The consequence is that it became the only character in the game to be banned at every level of play. Its one structural weakness — the flat traversal and the resulting trouble chasing a mobile team — is the reason some players still rate it as merely fun rather than dominant. Everything else about the kit is built to end fights in seconds, and if you are learning the monster role, Elder Kraken will teach you bad habits before it teaches you good ones.

Elder Kraken Overview00:05Elder Kraken Overview
The character select screen lists Elder Kraken at Moderate difficulty alongside its ability set. Shown at 00:05 in BloodThirstyLord’s video. Image: ClanAtlas Indie Games