The Glacial Behemoth is the ice variant of Evolve’s largest Monster, built around zone control rather than burst damage. The “Max Slow” setup pushes that identity to its extreme, pairing every slowing ability the Monster has with melee perks that punish movement. The result is a match where hunters lose their jumps, their jetpacks, and their dodges the moment they get close, and on a tight map like The Dam that lockdown can carry a match from Stage 1 to a team wipe.
Quick answer: The build stacks Killing Frost, Frozen Monolith, and Deep Freeze with the Leg Breaker, Fly Swatter, and Grounder perks, so hunters caught in melee range face sharply reduced jump height and jetpack flight, with weakened dodges that make it hard to get clear of the ice zones.
Living Fortress and the Behemoth foundation
Glacial Behemoth keeps the core traits of the standard Behemoth. It is a slow, heavily armored juggernaut with the highest bulk in the game and a passive called Living Fortress. That passive starts at maximum stacks and grants up to 60 percent damage reduction, losing stacks as the Monster takes hits and regenerating them after four seconds. It does not stack with damage-reduction perks, so only the higher value applies.
The base Behemoth fights with Lava Bomb, Tongue Grab, Fissure, and Rock Wall. The Glacial version trades that kit for a set of ice abilities, keeping the same tanky, cave-loving playstyle while swapping burst for slows and damage over time. Speed sits at six meters per second across every stage, so the Monster relies on freezing hunters in place rather than chasing them.
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Three of the four abilities apply slows, and three are area-of-effect tools. Killing Frost slows hunter reload and weapon swap speed inside its zone, while Frozen Monolith and Deep Freeze slow raw movement. Ice Spear is a single-target control tool that knocks hunters back or pins them, and the build leaves it unused so every point flows into the slowing kit.
| Ability | Effect | Slows |
|---|---|---|
| Killing Frost | Ice ball with an AoE zone on impact | Reload and weapon swap |
| Frozen Monolith | Ice pillar with a damaging whirlwind | Movement |
| Deep Freeze | Ice line released on melee attacks | Movement |
| Ice Spear | Impales and knocks hunters into terrain | Omitted from this build |
Deep Freeze is unusual because it is Glacial Behemoth’s investable passive, the only one of its kind among Evolve Monsters. Every basic melee attack drops a thin ice line that damages and slows whatever it touches, so the more the Monster brawls, the more constant the slow becomes.
Melee perks that ground hunters
The perks are what make the setup feel oppressive. All three trigger on melee attacks, adding damage over time and stripping away the movement options hunters rely on to escape a Behemoth. Stacked on top of the ice slows, they leave a hunter with sharply reduced jump height and jetpack flight, and weakened dodges that cover little real distance.
| Perk | Tier | Effect on melee hit |
|---|---|---|
| Leg Breaker | Minor | 8 damage/sec, cuts jump height 70% for 2s |
| Fly Swatter | Major | 7 damage/sec, cuts jetpack flight strength 70% for 4s |
| Grounder | Superior | 12 damage/sec, cuts jetpack dodge thrust 18% for 1.5s |

Because Living Fortress already caps damage reduction and does not combine with perk-based reduction, spending perk slots on mobility debuffs rather than defense is what gives this build its identity.
Ability points across Stages 1, 2 and 3
The point spread front-loads the two strongest area slows and saves the passive line for last. Ice Spear never receives a single point, which keeps the entire kit focused on slowing and damaging grouped hunters.
| Stage | Killing Frost | Frozen Monolith | Deep Freeze |
|---|---|---|---|
| Stage 1 | 2 | 2 | 0 |
| Stage 2 | 3 | 3 | 1 |
| Stage 3 | 3 | 3 | 3 |

By Stage 2 the two primary area abilities are maxed and Deep Freeze is unlocked, and the final evolution pours the remaining points into Deep Freeze to reach 3. That order means the Monster has its heaviest zone control online well before the final relay fight.
How the lockdown plays out on The Dam
The Dam match is played on Hunt mode, and the whole approach revolves around tight spaces. Narrow tunnels, caves, and canyon chokepoints force the hunters to bunch together inside overlapping ice zones instead of spreading out in the open. That bunching is where the area abilities and the movement perks compound, since a slowed, grounded hunter cannot rotate out of a whirlwind or reposition off a Killing Frost patch.
Between fights, the build sustains itself. Feeding on an elite wildlife creature early in Stage 2 grants the Armor regenerates 75% faster buff, which keeps armor topped up during the drawn-out attrition this Monster prefers. When the mobile arena dome drops or the priority target is down, rolling away to reset armor is the standard reaction before the next engagement.

The pattern repeats across each dome. The Monster downs the Medic and Assault at a cave choke in the first encounter, weathers the second dome while preserving armor, and then engages near the Power Relay once it becomes vulnerable, isolating the Medic, Support, and Trapper. The match closes with the last hunter run down in the tunnels and a full team wipe. It is a clear demonstration of what stacking every slow effect looks like against a hunter squad that can never gain enough distance to reset the fight on its own terms.






