Evolving from a Stage 2 Player to a Legacy Player- a Guide



News of the server shutdown made me very sad, because although I’d love to return to Legacy Evolve, I knew that even fewer people would play the game, and that’d make finding matches impossible. I don’t blame them, though- Legacy is not as relaxing or user-friendly as Stage 2, and it can be intimidating. So I decided to do my part to help players adapt to the transition by creating a short (hah, it’s not short) guide on the changes from S2 to Legacy and, more importantly, how they will affect the game. Note that this isn’t the word of God- I’m no pro player, but I had over a thousand hours logged in Legacy before S2 launched and I’m a huge fan of the game. I’m experienced with it and familiar with how it works, and I’ve played monster and hunters in equal parts over that time.

For an extensive list of changes, visit this thread: Evolve: Stage 2 Release Notes 2.00 (PC Only)

Note that I may well have made mistakes in this guide or missed things- feel free to let me know what these are.
I wanted to do my best to make this guide for players who joined in Stage 2 and have bought Founders’ Keys to play Legacy, or to those players who perhaps bought Legacy but didn’t play it all that much until S2, or even for the many devoted players who’ve played both Legacy and S2 to death, as a way to refresh your memory. Hopefully this guide eases you into the transition. Happy Hunting!
P.S- If you’re looking for an Oceania based player, shoot me a message, I need to find buddies for customs.


  • Characters: Several characters were introduced after Stage 2 launched and as such will not be available in Legacy. These include:
    o Glacial Behemoth: Glacial Behemoth isn’t a Legacy monster. Hunters will probably love this- he lacked the, err, finer points of balance- but it’ll be sad to see the beautiful bastard go. Rest in peace, you magnificent ice cube.
    o Paladin Parnell: Medic adaptation of Parnell the assault, not in Legacy.
    o Electro-Griffin: Trapper adaptation of Griffin with a sick guitar harpoon. Removed in Legacy.
    o Renegade Abe: Assault adaptation of the Trapper Abe. Not in Legacy.
    o Quantum Caira: Medic adaptation of Caira. Fantastically fun and unique character, truly a tragedy to see her go…
    o Battle Cabot: Support adaptation of Cabot with an orbital cloak and high damage kit. One of the more underplayed characters, released once the game had, sadly, lost momentum, but he’ll be missed. The Captain is going down with his ship.

  • Maps: Actually the map roster is something that will increase hugely. Legacy boasts a wide range of maps not available in Stage 2 in a range of different biomes, including:
    o Snow: Aviary, Medlab, Distillery, and King’s Fort (Defend map, see below for details)
    o Forest: Fusion Plant (best map ever <3), Refuelling Tower, Weather Control, and New Callico (Defend map)
    o Desert: Armory, Wraith Trap, Dam, Salveron Industries (Defend map)
    o Acid: Rendering Plant, Barracks, Orbital Drill, Colonial Water and Power (Defend map)
    o There are also the two DLC maps- Broken Hill Refinery and Broken Hill Mine. Additionally, there is an arena-mode exclusive map called the Murder Pits which is set in Broken Hill. It’s pretty lit.
  • The new maps do not benefit from the overhaul. This means that they are smaller, with less routes for players to take, and have inclement weather effects and generally lower visibility. This gives the game a different feel- almost horror-like- but does impact play and, to an extent, performance. On the whole, though the Maps is one area in which Legacy is superior.
  • Note, however, that Legacy doesn’t have map variants. Cataclysm, Overpowered, and Deepest Dark (remember that?) will therefore not be playable any longer. These maps were largely unpopular, it seems, but it’s still sad to see them go, especially after all the hard work poured into them.

  • Modes: Again, this area is somewhat positive, actually. Stage 2 axed a lot of modes because they couldn’t be overhauled for the new game, so Legacy’s bringing them back. These include:
    o Nest: Hunters must locate and destroy six monster eggs scattered around the map. The Monster (which spawns in a different location to the Hunters) must prevent them from doing so. The Monster can hatch one of the eggs to gain a mini-Goliath minion who will seek out and brutally destroy the Hunter team, but be careful- in doing so, you are essentially delivering their prey to them. The Monster wins by killing the hunter team or defending the eggs till the timer runs dry. The Hunters win by killing the Alpha (player-controlled) Monster, or by destroying all six eggs before time runs out.
    o Rescue: The inverse of Nest, in a way- the Hunters must revive survivors and escort them to Evac points, where they will be beamed up. Survivors have jetpacks and SMGs, and have the same health system as Hunters (1600 health, two strikes and you’re out, etc.) but aren’t strong combatants. Survivors come in three waves- wave 1 has two survivors at one point in the map, wave 2 also has two survivors, and wave 3 has FIVE survivors. The Hunters win by safely escorting five survivors to safety. The Monster wins by killing five. Note that Lazarus can bring survivors back without strikes.
    o Defend: This mode is played exclusively on Defend mode maps made specifically for it. These are outlined above and include Colonial Water and Power, Salveron Industries, King’s Fort, and New Callico. The map is split into three sectors, each sealed away by a forcefield preventing hunters and monsters from progressing. A generator stands in front of each field, protected by two turrets (on the first two generators) or five (on the last, which is actually the fuel tank of a colony ship and not a generator). The Hunters must defend this generator from the Monster, who needs to bring down all three in time to win.
    The monster will spawn at stage three, supported by waves of minions (two per wave) who will target the generators first and the hunters second. Defend the minions by smashing turrets and keeping the hunters on the back foot, but be careful- with no way to evolve, health damage is permanent. To win, the Monster has to destroy all three generators within the time limit.
    The Hunters respawn within thirty seconds and lose all strikes once dropped in. To win, Hunters must either outlast the monster by defending the generators, or bring it down.
    Defend is a high-stakes game of carefully balancing offence with defence, keeping an eye on the timer, and fighting to the very end.
    o Evacuation: The mode to end all modes, Evacuation is an epic campaign of destruction which will take you across five modes and maps all over Shear in a quest to save the colony and eradicate the monster hordes. Evacuation is played in five parts. Monsters and Hunters will get into a lobby and vote for a map and mode (e.g., “Hunt on Medlab”, or “Defend on New Callico”). The first match is always Hunt while the second, third, and fourth can be either Hunt, Rescue, or Nest. The fifth and final map is always Defend. Note that Evacuation doesn’t care about your score- the winner is decided by Defend. Win that, and you win Evac. Lose that, and you lose it all.

That doesn’t mean that winning rounds 1-4 is pointless, however. Winning a game will give the winning team a map effect for the next round to help them out. This effect is map-specific, ranging from a ship in low orbit pointing out the monster on the map time to time (hunter win) to a baby Goliath following the monster around and punching faces with him (monster win). A map effect applies only to the round directly after- e.g., if I, as Monster, win round 1 on Medlab, then whatever map I play on in round 2 will include a map bonus. Winning on Medlab gives the monster mutated plants to eat to restore health, or medbays for hunters. Note that winning round 4 will always give one of two Defend-mode map effects- Armoured Minions, or Armoured Turrets- and never anything else.

To prevent this from turning into a one-sided stomp, the game has an auto-balance system. Essentially, if you lose a round, you gain a point of auto-balance, which grants a general buff to your team. This stacks up to four times (if you really suck), but winning a game will remove one auto-balance check. Not sure on how it works exactly, but I think it improves stats. Who cares, it’s not as cool as map effects- that’s all you need to know. Note that this feature can be disabled in a custom game menu- pretty sure on that.

Now the really interesting part of Defend is the story element! Evolve has a beautiful story, courtesy of Matthew Colville, and Defend shows this off. The mode begins with a gorgeous cinematic of the Hunters arriving to Shear to start working. There is an additional (shorter) cinematic before and after each game, specific to map and mode. The pre-game cinematic explains a little bit about why the Hunters are being called in- maybe there are survivors in danger, or an infestation to be cleared, or an Alpha-Monster prowling the area and preventing vital infrastructure like the Fusion Plant from running. After the match, the cinematic depends on who won and will depict the aftermath of the game. If the monster wins on Distillery, for instance, silos containing scent-masking agents flow into the water and mutate all the wildlife into hyper-aggressive, lethal versions of themselves. If the Hunters win on Distillery, though, the locals give them the same agent, aiding them in their fight.
Defend is the final round and has two similar cutscenes. The first opens with a briefing- the Colonists are evacuating, Shear is a total loss. Defend the colony ship while it refuels so that they can bail and leave you to die! Do it, and “all of humanity will owe your team a drink.” Whether the ship explodes or escapes, the cinematic culminates in the hunters standing their ground against a horde of monsters, from Goliaths to Krakens to Wraiths. Whether they get overwhelmed and killed or hold their own for a while depends on the victor of Evac.

Evacuation is, all around, an amazing mode. Sadly it was never played much- the cinematics only last so long once you have six million hours in game, and Nest and Rescue have balancing issues since they’re not full modes. That said, it’s still a blast, and definitely worth experiencing in Legacy. Maybe it’ll soothe the pain of losing Stage 2?

  • Skins:

o Hunter Skins: Legacy does not include full-body hunter skins, only weapon skins and monster skins. That sick blue-gold-armoured suit you unlocked on Lennox? Kiss it goodbye. Caira’s cute little star cap? Write its eulogy. And all those glorious bright pink Man-Eater outfits…Well, you get the idea.
o Other: Some weapon skins and monster skins will be unavailable, I believe, because they were introduced in Stage 2 and not Legacy. I’m not sure on the specific ones so I don’t have a list- skins were never a huge thing for me- but be aware that while most of your skins should carry over, some may fall through the cracks.

  • Gameplay:

o Timer: In Legacy, the timer on Hunt mode works differently. The timer doesn’t show up until about fifteen minutes in. as opposed to Stage 2’s much shorter games, and will count down the remaining five. Combat pauses the timer, but unlike Stage 2, the timer wont’ resume once the hunters and monster exit combat range, making it easier to pause the game for longer. The major difference here is that the timer can be paused for much longer- games do not end altogether until the 40 minute mark. That’s right- you can prolong games to last a whopping forty minutes. It happens sometimes. All in all this allows for longer, more tactical games, and more annoying cheese towards the end.
o Relay: The Relay has flat health and there is no relay shield. So whether you’re 4m from the Relay or 400, the Monster takes the same amount of time to wreck it. This means that he can’t lure you away and then bumrush it for a win. There’s still no point in attacking it to win- it’s pretty solid without the shield- and it’s still just to prevent cheese and force a fight, but it’s something to consider.
o Mobile Arena (Dome): Stage 2 made the Arena into an all-class ability. Legacy will revert this- the Mobile Arena becomes the Trapper’s 4th ability, replacing the Planet Scanner. The dome is not accessible by other classes.
Pressing four will bring out a gadget which will be primed (this takes a moment). You must then “fire” once more to throw it up a short distance in front of you. The dome will come up in a second or two, but unlike in Stage 2, it will appear centred on the location where you are when you activate it. Additionally, the dome is considerably smaller in Legacy. This means that trapping monsters, in addition to being a role exclusively allocated to the Trapper, is much more difficult. Trapping the monster will require skill and timing.
The dome itself lasts one minute. The dome will only come down prematurely if either the Trapper is incapacitated, or all Hunters manage to get out of the dome and stay out for ten seconds (e.g., through Kala’s portals).
While this may sound like a massive nerf to the dome, this is not entirely true- Legacy’s dome is much smaller, making it harder for the monster to run and hide, and is precisely controlled by the Trapper- you can place the dome in very specific locations, allowing for greater tactical freedom and planning. Crucially, the dome will not go down once health damage is dealt to the monster. This means that a strong hunter team can dome a monster in an open, hunter-favoured arena and do massive amounts of health damage without losing the arena. Monsters can even be killed off entirely, from 100% health to 0%, in a single dome. Planning, teamwork, and skill become more important, but the result can be deadly.
o Carrion Birds: Legacy Evolve has Carrion Birds, the worst enemy of a stealthy monster player. Carrion Birds are 100% RNG based and cannot be manually triggered or completely avoided- every time a monster eats, there is a chance of spawning birds. This chance increases incrementally for every time you eat something within a short span of time- so you’re more likely to get Carrion Birds on the fourth or fifth snack than you are on the first. The only surefire way to avoid these bastards is to feed indoors- within caves or buildings- but note that they sometimes show up anyway because they’re assholes. Personally, I hate them- Evolve is a game of chess and they’re just a pain in the ass- but they will make it easier to track down the monster and lessen the blow of losing the Planet Scanner.
o Map Changes: As mentioned above, Legacy’s maps aren’t overhauled. What does this mean? Maps are smaller, and do not have several of the alternative routes and passageways that Stage 2 features. For example, those caves in Distillery that form a semicircle ring on the North end? They don’t exist. The map ends with a pool there. In practice, this means that it is significantly easier for the hunters to trap, choke, and cut off the monster. Split into two and come up on either side of it, chase it to a dead end, box it in, force it down a certain pathway- this opens up numerous tactical options. This isn’t totally overpowering because in Legacy only the Trapper can dome, which means that teamwork and communication are vital in catching the monster, no matter how small the maps get. Map knowledge becomes more important- there are only so many places your enemy can go and only a few ways they can get there.
Cliffs are taller. In conjunction with Legacy’s jetpacks (see below), this can be brutal at first, but if you learn the maps, the taller cliffs make for good traversing.
Be conscious of water- pools of water in Legacy are deep. If you get into deep water as a hunter, you’ll start swimming. No jetpack, no weapons- you need to swim to shore to get out of it. Monsters are slowed by deeper water, too.
The final part of the overhaul was the atmospheric and lighting changes- stage 2’s maps are very bright, very clear, and almost exclusively sunny. You can see the monster moving from 300m away if you’ve got sharp eyes. This is not always the case in Legacy- the world is foggier, darker, and moodier. Lighting is not as clear or as vibrant, and many maps are set at night and as such are darker. Additionally, the maps all have a random, RNG inclement weather system- you could get rain, fog, or clear skies. And of course, brush- vegetation is much thicker and more abundant in Legacy. Monsters can virtually disappear into the foliage if you’re not sharp enough. Look closely at that bush the next time you pass it- it might not really be a bush. What does this mean? As a monster, you can use the shadows and the environment, weather effects and all, to your advantage, evading the hunters and sneaking away from them. As a hunter, good tracking skills and communication become even more important. It also makes it easier to stumble into the jaws of a deadly predator lying in wait. Or, if you’re dumb, a plant.
This also has a marked impact on the atmosphere and tone of the game- it’s no longer an arena shooter or a MOBA. It has an alien, horror-esque atmosphere. You won’t always be sitting back and relaxing, hunting down some poor alien schmuck. No, you will be treading cautiously on a deadly alien world populated with ferocious wildlife, hunting a demonic eldritch horror apex predator hell-beast skulking in the shadows somewhere in this dead world. Or maybe it’s hunting you.
There’s also no in game announcer and if your team isn’t particularly vocal, there are times where you will feel genuinely alone, isolated. There is a distinct sense of fear, tension. It permeates through the game and gives it a dark tone and atmosphere. Personally, I loved it. I know a lot of others did too. It’s just something to be aware of- Legacy, in many ways, feels different to stage 2.
o Feeding: Stage 2 added a lot of changes here, we’ll go through them one by one. First, Stage 2 has a damage threshold for shooting monsters off of food- if you want to stop a monster from eating something, a set amount of damage has to be done. It’s not much, but it means that you can’t harass him from halfway across the map with a pistol. In Legacy, this is removed- any sort of damage immediately halts feeding. This makes it much easier to harass monsters, keep them off of buffs, and prevent them from eating bodies (yay Laz!). Feeding is no longer something you can just do whenever you like- secure your kills before you dine, and make sure there’s no one around.
Wildlife will also give you different amounts of energy for evolution. Evolution itself requires different levels of energy (not sure on the specifics here, sorry).
o Wildlife: Stage 2 really changed the wildlife. The first component of this was the spawning system- Legacy uses a random spawning system for wildlife, and wildlife do not respawn as often. This means that you can’t go straight for those two specific steamadons and three reavers near the caves on Distillery- they may not be there. Certain feeding routes are still superior to others, but this is honestly more attributed to the terrain and the type of wildlife spawning there rather than the specific animals which spawn in. Unfortunately, the Legacy system also results in a marked scarcity of food at later levels in the game- at late Stage 2 and early Stage 3, you’ll notice that it’s hard to find food. Probably because you’ve gone and eaten it all, you glutton. Hunters will sometimes kill things hoping they’ll decay before you can get to them. Having a feeding route and being able to move quickly and eat efficiently becomes crucial- don’t screw around.
Additionally, Stage 2 lowered the health of all wildlife by a massive 50%. As a result, even dangerous critters are an annoyance at best, or free food for monsterboi at worst. Don’t get used to it- if you’re complacent, stupid, or make a mistake, Legacy’s wildlife will fucking kill you. They are literally two times stronger. Mammoth birds will aggressively charge you and electrocute you for considerable damage (passive herbivores my left foot), reaver strikes will apply a movement debuff to hunters, slowing you down and generally ruining your day, and the bigger wildlife will take much more damage and dish out much more punishment. Hunters cannot afford to run afoul of wildlife- they’ll whittle you down, make you an easy target, and can easily kill you if you slip up. Even the monster cannot afford to go toe-to-toe with the apex predators- Crowbill Sloths, Armadons, Dune Beetles, and Nomads will stand their ground, take everything you put out, and deal some serious damage. If you’re stage one, on low armour/health, or just on the run, don’t mess with them. This also means that killing things too close to large predators is a bad idea- they’ll chase you off your food before you finish and force you to run. Additionally, Trapjaw packs aren’t pushovers anymore; they still spawn based on RNG when you feed, but they’ll take absurd amounts of damage and will attack you constantly to force you off that food. And, of course, the biggest boi of the big bois is back- the Tyrant.
The Tyrant is a massive, four-meat alien crocodile predator. They reside in the lakes, rivers and seas of Shear. Walk into a body with one of those and it will slowly swim over to you before clamping you in its jaws and doing a death roll- this traps a hunter and will rapidly decrease their health until their team shoots them free. However, it takes a significant amount of damage to force a Tyrant to drop a hunter- he’s not letting go without a fight. This means that, to avoid a strike, your entire team MUST stop and shoot it off. If a tyrant kills a hunter in this manner, they’ll be immediately eaten. No revives- it’s straight to the dropship. The Elite Tyrant buff is a health regeneration effect- Hunters will regen health very quickly, almost like a second form of healing, and the Monster will regenerate its actual red health bar, erasing permanent damage slowly over the course of five minutes. This is a VERY strong buff- hunters are advised to take it out early so that the monster can’t undo your hard work late game, and monsters are advised to make use of it if they can find it. Be aware, though- the tyrant is strong, but the Elite Tyrant is basically a sixth monster class. It’ll take one hell of a beating, and if it grabs someone, they’re in trouble. It can hold its ground against a stage one or even two monster for a bit.
This leads perfectly into our next point-
o Wildlife Buffs: Stage 2 radically overhauled Wildlife Buffs. Legacy will remove that large beacon of light above their heads- a wildlife buff is indicated solely by two things. One- a small, star icon hovering over the animal after you’ve looked at it for a second or two, and Two- the animal is an albino variant, and is pale white in colour. This will be how you identify Elite Wildlife, usually.
Elite Wildlife spawns are no longer static- for instance, on Distillery, the damage buff Crowbill will not always spawn on the East Beach. It might spawn ahead of the bridge. It might not spawn at all. You can’t rely on it being there, and if you want it, you’ll need to hunt it down. Elite Wildlife will no longer spawn in tiers (T1 at 3, T2 at 6, T3 at 10, etc.) This means that buff spawns are more luck based and can’t be relied on in strategy- take that for what it is.
o Dropship: The Dropship saw some huge changes. The Dropship timer no longer changes or scales- it is a flat two minutes, no matter when, where, or who dies. Revival becomes imperative- Stage 2 lets you sort of neglect reviving early on, as they’ll just come back in about fifteen seconds anyway, but in Legacy? A death is two minutes of a crippled team. That’s basically free reign for the monster. Losing hunters is brutal- look after your own, watch each other’s backs, and don’t slip up. In addition, hunters will no longer receive a damage resistance buff for a short period after dropping in. This means that the good old (stupid) monster strategy of ambushing you right out of the dropship will technically, theoretically be possible. It’s stupid, but that’s never stopped anyone before.
o Auto-Suicide: Stage 2 changed the game such that Hunters would automatically die within five seconds of Dropship so that they could respawn with it. This was a bit annoying as it screwed with revives and more or less killed Lazarus in the early game. Legacy will revert this change- if you’re incapped and want to spawn on the Dropship, you must press B to do so. You’ll usually get a prompt. Otherwise, you’ll miss the ship and either be revived or be forced to make the next one.
o Jetpacks and Movement: Jetpacks in Stage 2 are very user-friendly. Double-tapping will always yield four boosts from a full tank- this is not the case in Legacy. It’s possible to get four boosts from a full tank, but it’s a bit tricky- usually you’ll end up boosting three times, but you’ll have wasted a tiny bit of fuel from the taps in between and so you’ll be left with under one cell of fuel, preventing a boost. Additionally, Stage 2 lets you climb walls without fuel. Legacy isn’t so kind- if you don’t have the fuel to make it up a wall, you will fall all the way to the bottom and have to wait for it to regen before you try again. This gets brutal when traversing- Jetpack Management is very, very important. Use your jetpack wisely, and you’ll keep pace even with the monster, dodging every attack and keeping the high ground. Waste your fuel, and you’ll lag behind, never catching up. In fights, you’ll be caught on the ground, unable to dodge consistently, unable to keep the high ground and kite effectively, and you will die. Legacy’s jetpacks will be one of the tougher things to get used to.
On the plus side, Hunters have a base movement speed which is 0.3m/s faster, so there’s that?
o Health Regeneration: One of the biggest provisions for new players in S2 was the addition of a flat passive 15 p/s health regeneration effect for Hunters. Legacy laughs at this provision, and promptly disposes of it.
In Legacy, there are only three ways to get health back. One- take the health regeneration perk before the game. Two- get the health regeneration perk from a randomly spawning Albino Tyrant. Three- get healed by the Medic. What does this mean in practice? Two things.
First, the Medic becomes much more important. If your team mates take a hit here or there in between fights, you must heal them up- small bits of damage accumulate to large portions of health before long, and if you’re not prepared, a monster will savage your wounded team mates. Topping up health is important- you should be doing this all the time. This also means there’s less damage time and more healing time- if there’s no one being actively focused, heal up team mates who’ve taken a hit here or there.
Second, splitting up becomes more dangerous. Legacy makes teamwork vital- if you’re a hunter, being alone in the dark is a death trap. Wildlife are aggressive, strong, and much more dangerous. The monster is skulking about nearby. And if you get hit, that damage is permanent until your Medic happens along. Stick together, stay away from wildlife, and have a good Medic- Legacy Evolve does not suffer fools.
o Perks: Stage 2’s perk system is a wondrous invention which promotes flexibility and experimentation with play styles by presenting three options of versatile perks which can be combined with similar perks for a stronger effect or different perks for a more general-purpose build. Legacy considers this system, laughs at it, and presents you with a set of perks of which you can choose one. You want Capacity? Go ahead and take it- that perk gives you 35% extra capacity, but you get nothing else. This perk system is all or nothing- you will choose one effect that you want and that’s all you get. Perks are considerably stronger to compensate, but they’re no stronger than they would be with all three tiers of the perk combined in S2. A lot of character builds will be nullified by this.
Also, many perks were introduced after S2 launched and as such will not be in Legacy. Perks like Afterburners (increased jetpack dodge) and jetpack flight efficiency will be unavailable to hunters, will perks like Leg-Breaker and Grave-Robber will be unavailable to the Monster.
o Limb Damage: In Stage 2, shooting a monster anywhere on the body grants 100% damage. Shooting it in the critical spot grants 200%. In Legacy, however, you’ll need to be precise- hitting a monster’s limbs with a bullet-damage weapon will do 50% damage! (Markov’s Assault Rifle is one, for instance, but note that bullet-damage weapons include non-bullet weapons such as Hank’s laser cutter or Cabot’s railcannon). This means that using a bullet gun against a monster like Wraith could effectively cut your damage in half- hitting center mass or the head is very important. This is compensated for, somewhat, by the fact that bullet-based weapons have somewhat higher base DPS in Legacy, but limb damage is a very important factor for hunters- particularly Assaults like Parnell or Torvald- to consider.
o Character Masteries: Evolve: Legacy has a different system for ranking up characters. Rather than gaining XP for each character, specific characters will have sets of challenges for you to complete. These come in three tiers- Tier 1 challenges are easy and intuitive, and you will complete them around the same time as you start to feel confident with a certain character. E.g., deal 11,500 points of damage with Goliath’s Rock Throw or 24,000 with Markov’s Lightning Gun. Tier 2 challenges are a bit tougher and take longer, but you’ll usually complete them in the course of usual play- example, damage multiple targets with Rock Throw 20 times, or do 52,000 damage with the Lightning Gun. Tier 3 challenges range from tough but reasonable (do 9000 headshot damage to the monster with Markov’s Assault Rifle) to absurd, insane, tedious, and frustrating (revive two team mates in a single match nine times with Daisy…). Completing each tier will yield a mastery bonus- this confers minor stat increases to your equipment. Tier 1 gives +2% damage on the Lightning Gun, for instance; Tier 2 gives +5%, and Tier 3 gives +10%. A master Caira will therefore be slightly more effective than a novice Caira, etc. Completing Tier 3 mastery also rewards the Elite weapon skin.
o Floating Numbers: One of Stage 2’s most welcome features was the floating damage and healing numbers. Legacy doesn’t give you these. There’s a whole slew of other, minor visual touches which Legacy doesn’t have- first and third person damage reduction, healing and shielding effects, etc. You’ll miss ‘em once they’re gone.
o VFX of abilities: Stage 2 overhauled the visual effects of several abilities to make it more clearly telegraphed whether or not you’ll be hit by it- e.g., Lightning Strike or Warp Blast. Legacy does not benefit from these, and so you’ll need to get familiar with monster attacks and how to dodge them- it might look like you’re out of range of that Kraken’s Aftershock power, but are you really?
o UI: Not going to spend long here, but be aware that Legacy’s menus are not as streamlined as S2’s. They have some benefits- the pre-game character selection lobbies come with character animations and look way cooler, and the load-up screen for the game will always show your last-played character instead of just Glacial Behemoth all the time (RIP) but in general, they’re clunkier, a little more annoying to use, and- most unfortunately- getting into a game will require more loading screens. There is at least one extra loading screen before you’ll get into a match. Keep that in mind. On the whole, though, I actually slightly prefer the Legacy aesthetic to Stage 2.



  • Assault:
    o Characters: The Legacy Assault roster includes Markov, Blitz Markov, Hyde, Parnell, Torvald, and Lennox. Renegade Abe is unfortunately not in the game. Note that Parnell’s adaptation, while not present, is a Medic class.
    o Defence Matrix: Legacy Assaults do not have the Defence Matrix. Rather, they’re equipped with the Personal Shield. Instead of granting a 65-75% damage resistance buff for the duration of the ability, the Personal Shield will create a flat shield which soaks up ALL damage dealt to the Assault, but can be brought down faster by attacking. Assault will thus play differently- hold off on the Shield until you’re on very low health; you’ll be effectively invulnerable while it’s up and by the time the monster brings it down, your Medic should’ve been able to heal you back up to near full health.
    o Hyde: Hyde’s toxic grenade is slightly stronger in Legacy because the Damage over Time effect it gives to the monster within the cloud will destroy Banshee Mines and carnivorous plants, and will also break stealth pounces.

  • Trapper:

o Characters: Legacy Trappers include Maggie, Wasteland Maggie, Griffin, Abe, Crow, and Jack. Electro Griffin is removed. Note that Abe’s adaptation, Renegade Abe, will also be removed, but this character was an Assault and not a Trapper.
o Mobile Arena (Dome): Stage 2 made the Arena into an all-class ability. Legacy will revert this- the Mobile Arena becomes the Trapper’s 4th ability, replacing the Planet Scanner. The dome is not accessible by other classes. For more details on the Legacy style dome, see the “Gameplay” section above.
o Planet Scanner: Removed entirely, replaced by the Mobile Arena. In effect, this makes it somewhat harder to track the monster. Emphasis is shifted to teamwork, good map knowledge, and using other signs of tracking- wildlife calls, footprints, and animal cries. Carrion birds will make tracking easier, as will smaller maps. The removal of this ability places the focus onto your skills as hunters and your coordination as a team. Map knowledge and communication are crucial. Work together, know your enemy, and know your maps- you can’t rely on that easy scan anymore.
o Maggie: Maggie’s base abilities remain unchanged, but Daisy was changed extensively by Stage 2. Stage 2 Daisy follows the monster directly and grants a 15% movement speed bonus to Hunters within 15m of her. Legacy’s Daisy does not have this movement speed bonus, and, more crucially, she will not home in on the monster itself- rather, she will follow its tracks. This means that she won’t always be going in the right way- she’s a good indicator of what to do when you’re lost, but don’t follow her all the time. Be aware that a skilled monster can and will juke Daisy by manipulating her mechanics, by leaving fresh tracks and then covering huge distances without leaving tracks with smart traversals. If memory serves, it’s even possible to “lose” Daisy in this manner, and she’ll be useless (question mark symbol above her head) until she picks up on new tracks. However, Legacy’s Daisy has an entirely different strength which Hunters benefit from- she’s counted as a fifth hunter in terms of Dropship mechanics. This means that Daisy will start the dropship timer when killed. Additionally, if your team wipes but Daisy is left standing, the game continues- the monster must kill all four hunters AND Daisy herself before the timer runs dry in order to win. This, combined with her ability to revive hunters, can make for some serious clutch moments.
o Jack: Jack’s Repulsor was revised in Stage 2. In Legacy, the red beam (applied, but not positioned to actually stop the monster) will drain significant amounts of energy without doing anything. The yellow beam will also consume more energy, the Repulsor reloads/recharges significantly slower. However, the Repulsor can now be used without being on 100% capacity, and the monster’s traversals will not consume as much battery. On the whole, the Repulsor- while not necessarily weaker- is different, and Trapper players should be aware of this.

  • Medic:
    o Characters: Legacy Medics include Val, Rogue Val, Lazarus, Caira, Slim, and EMET. Paladin Parnell and Quantum Caira are not in Legacy. Really going to miss Quantum Caira, she was a fun ride. Medic class gets hit pretty hard by the shift from S2 to Legacy.
    o Lazarus: Lazarus actually gets MUCH stronger in Legacy! Two of the things which crippled him in S2- the 15 second dropship timer and the strikes after death- are gone. Legacy Laz can revive a Hunter at any time after death and they will return without a strike- this increases the amount of time a monster has to guard bodies by 35-35 seconds (can’t remember, sorry) before the body decays. Note also that the new Feeding Threshold changes mean that it’s almost impossible to eat corpses if a Hunter team is on the ball, making it harder to circumvent Lazarus’ revive.
    Lazarus is a strong combatant in Legacy- play smart, and you’ll force the monster to burn his health for a single strike. Note, however, that since passive health reg is removed in Legacy, it’s very hard to top Hunters off between fights and on the hunt as Laz- all you have is the Healing Burst. Some Hunters like to take the HR perk as a result, but this does limit their combat effectiveness. Something to keep in mind.
    o Slim: Stage 2 gives Slim the Adrenal Gland ability. In Legacy, this is replaced by the Spore Cloud Launcher- it’s a single-shot projectile weapon which fires a canister that explodes on impact to create a cloud of spores which will prevent the monster from smelling you as long as it (the monster) is physically within the cloud. This ability is effective, but varies wildly depending on the specific player- players with good monitors will be able to see hunters visually, while anyone with a small screen or poor graphics will, essentially, be blind.

  • Support:
    o Characters: Legacy Supports include Hank, Tech Sgt. Hank, Bucket, Cabot, Sunny, and Kala. Unfortunately, Battle Cabot doesn’t exist in Legacy. No other support got an adaptation, funnily enough.
    o Team Cloak: Legacy does away with the Shield Burst and replaces it with the original Support ability- the Team Cloak. This ability will render all hunters within a certain radius around the Support almost completely invisible. While it does require coordination to use, it can be extremely effective for surprise domes with Trapper or for defence, whether that’s hiding the Medic or running away as the last man standing. The Team Cloak is harder to use than the Shield Burst and requires a stronger team, but it’s a much more powerful ability and lets even assault-oriented supports like Cabot bring some good defence to the team.
    o Bucket: Bucket’s 3rd ability, the Mechanized Recharge, is glorious. It’s been praised for making Bucket a strong, versatile, valuable character who can stand alongside the insane burst damage of Cabot and the phalanx-like defence of Hank. Legacy, however, understands that this is unnecessary- why have a Mechanized Recharge when you can rip off your head and use it as a drone?! Legacy Bucket’s 3rd ability is now the UAV. Essentially, players will park Bucket’s body in a safe spot, pop off their head, turn it into a flying UAV drone and remote control it. Looking at the monster places a tag on it and allows you to track it, and it’s a great way to scout out the monster from long distances or stay on his tail. Unfortunately, as well as leaving Bucket isolated and alone, this ability also replaces the Mechanized Recharge, which means that Bucket’s overall strength in combat will definitely take a hit.


  • Armour and Health:
    o Stage 2 gave all monsters faster base armour regeneration outside of combat, as well as higher armour and health and more stamina. All of these gains have been lost.
    o The Armour-Channelling power inside domes has also been removed.
  • Combat:
    o Sneak-pouncing can now be done whether or not a target is in range. A lot of monsters use this for a quick bust of speed when slowed.
    o General tweaks to the melee system which made melee more consistent and less buggy have been rolled back- monster players need to get used to this again.
  • Stealth:
    o Footprints- Goliath was given “air trails” in S2. Legacy removes these, so as Goliath, be aware that leaping will NOT leave any tracks on the distance you’ve leaped over, whereas it did in S2, though they were subtle. This means that you can lay false trails, then leap 100m into a pool of water and sneak away.
    o Carrion Bids are back. Just when we thought we’d seen the last of them. These birds are RNG-triggered- every time the monster eats, there’s a chance they’ll appear. This chance increases for each additional meat consumed. Essentially this means that monster stealth isn’t 100% watertight if done properly, but it also introduces a clumsy RNG element. Eating under a roof should stop Carrion Birds from appearing. Emphasis on should. My advice- if you still want to adhere to a stealthy playstyle, be ready for Carrion at any time. You should always have a plan for laying a false trail and bailing to slip back into stealth. Stick to caves if you can, but smart Hunters will predict that and be waiting for you. On the whole, however, in spite of these flying dickheads, stealth in Legacy is more tactical and possible, more skill-based. Hunters will have to work to track you down.
  • Evolution:
    o Stage 2 introduced a nice incentive to stage one fights in the form of 4 ability points at Stage 1, 3 at stage 2, and 2 at stage 3. This meant that Stage 1 monsters had a chance of holding their own (especially with the armour, health, melee, and traversal buffs) and the power creep was lessened to make S1 stronger while the jump from S2 to S3 was no longer as dramatic. Additionally, Stage 2’s ability system was reworked to make even tier 1 abilities dangerous. In Legacy, though, tier 1 abilities will not do as much damage as they do in Stage 2 Evolve.
    This means that Stage 1 monsters will be generally weaker- most monsters will specialize for hunting rather than fighting and will evade the hunters in domes until stage 2. Monsters probably won’t be too keen on fighting early.
  • Goliath:
    o No longer leaves air tracks, see “Stealth” section above.
  • Kraken:
    o Banshee Mines were reworked in Stage 2. Legacy’s version while work differently and Kraken players will have to learn this- I’m not too sure on the specifics of it; if someone could fill us in, that’d be appreciated. However I do know that Mines will be considerably easier to clear in Legacy since they won’t have an invulnerability time.
    o Limb damage makes it somewhat more difficult to land consistent bullet damage on the Kraken, but then his headshot zone is large and easily targeted. Consider it, anyway.
  • Wraith:
    o Wraith will lose her Decoy rework. This means that Decoy won’t go after the nearest target and fight alongside the monster- instead, using it will grant the Wraith invisibility (this is broken if you warp, melee, or use abilities) and the Decoy will…probably do nothing useful. Its AI got a lot better in S2, so expect that to change. It’s only really used for the invisibility in Legacy, which isn’t fantastic itself.
    o Wraith loses the Isolation passive.
    o Wraith will also be significantly impacted by the armour and health nerfs- she’ll be much squishier. However, the limb damage introduced by Legacy (see above) will make it harder to do consistent damage to her with bullets.
  • Behemoth:
    o Behemoth gets hit the hardest by the rollback to Legacy. First and foremost, he loses his adaptation, but second- and arguably more devastating- he loses his overhaul. I’ll break down how this changes him bit by bit.
    o Passive: Behemoth’s Passive ability, Living Fortress, is now dust and echoes. This passive was designed to make him tankier by blocking large bursts of damage- he has a lot of health, but he’s also a slow, giant bullet sponge, making him prone to high burst, and he was getting melted insanely quickly. With Living Fortress gone, that will become a reality- especially combined with the armour and health adjustments being rolled back. High damage Assaults like Parnell and Torvald will rip him to shreds, especially with a Cabot, since they physically cannot miss. Limb damage will mitigate this somewhat- especially when rolling- but Behemoth is just so damn huge that it really have that much of an effect. In short, be mindful that Behemoth is no longer as tanky as he is in Stage 2.
    o Traversal: Behemoth’s rolling traversal was redone to give him more manoeuvrability. S2 Behemoth’s roll has higher gravity (he’ll fall faster), is more easily steered and cannot be blocked by wildlife. All of these changes are reverted in Legacy- expect his roll to be harder to use and more clumsy. You’ll need to learn the best routes to roll down because almost any obstruction ruins his momentum. Map knowledge becomes key here. On the plus side, being inside the roll grants a flat 50% DR buff because he’s, essentially, 100% limb when he’s in a ball.
    o Rock Wall: Rock Wall was recoded to be consistent and to have a closer minimum cast range. With these removed, Behemoth’s Rock Wall cannot be casted as near to him, and will also be much more likely to bug out- reports of slabs not forming due to Hunters standing in the way or beam weapons like Val’s medgun were frequent, as were complaints that the wall did not form fully or properly. Be aware of this- don’t expect the wall to be consistent and reliable as it is now.
    o Lava Bomb: Lava Bomb was buffed hugely simply by allowing the monster to aim it until casted. This made it a much stronger ability as it could be used on the fly with greater flexibility and aim.
    o Tongue Grab and Fissure: Both of these abilities were reworked for consistency in S2, and this will be reverted to Legacy conditions. Tongue Grab especially was quite flaky- don’t expect it to do its job 100% of the time- but all in all these two abilities won’t change as dramatically.
  • Gorgon:
    o Gorgon’s Web Snare has a different function in Legacy. It will not impact jetpacks at all- rather, it reduces the Hunters’ movement speed. Still useful, arguably, but in a different way.

Tl;dr- That’s a very large wall of text written and I apologize, so I figured I’d include a short summary down here of what these changes, in effect, will mean.

Stage 2 is a very forgiving game, designed to attract new players and revive a dying playerbase. As such, it’s user-friendly and less reliant on teamwork. Mistakes aren’t the end of the world- you can come back from them, they aren’t so punishing, and they can be worked around. It’s a good atmosphere- anyone can have jump in and have a good time.

Legacy is not that game.

Legacy is not forgiving. It is not friendly to new players- part of the reason Evolve was never that popular; it’s a niche game. It is high-stakes, it is punishing, and it is brutal. Teamwork is everything- a single hunter cannot play like a single hunter and expect to have fun. Anything and everything can kill you. If you slip up, even once, the consequences can be dire, and it’s hard to come back from early losses- losing large amounts of health in stage 1 as monster will punish you hard later on, as will taking strikes earlier as a hunter team. Legacy rewards communication, teamwork, thorough knowledge of the game, and skill. Legacy is tactical, Legacy is challenging. Evolve: Stage 2 is a game.

Legacy is a hunt.

If you’re not all that familiar with Legacy, and most of your time (or recent time) was spent in Stage 2, don’t worry- you’ll learn. Just be aware that, although fundamentally the same, Legacy games shouldn’t be treated the same way Stage 2 games are. It’s a different beast altogether. Respect, it learn it, and I promise it’ll be more fun than Stage 2 ever was.

I hope you enjoyed the guide, and sorry again for the wall of text. Hopefully someone out there finds this helpful.

Thank you community, and thank you devs for creating this beautiful game.



Thanks Sledge for the pin, this might help players discover what Legacy is.
Evolve Legacy and Evolve Stage 2 have more or less content, Legacy being on the amount of maps and gamemodes and Stage 2 on the amount of characters and the flexibility of the playstyle.


I approve this comment!


Wow bravo, ice them fingers down man.

Is Kelder a broken POS in legacy PC like as seen on console versions?


there gonna be more balance? when the game first came out i could win matches as both the human and monster at least 50% of the time. now i cant win as either. so unbalanced it’s not even funny. i quit playing this game due to it wasn’t fun anymore due to cheaters and unbalanced. i like to win at least sometimes, geez! :slight_smile:

also will there be lan? this game is pretty dead but i have friends that come over that id like to play with, i spent enough money on this game, cant afford to buy a dead game for everyone and playing sp sucks as it’s bots…bots aren’t fun either.


There will be no more balance. 2K is pulling the plug on Stage 2 in September and it will no longer exist. The only thing people can do is return back to Legacy Edition. You can find Founder keys on the cheap here: https://www.g2a.com/en-us/evolve-stage-2-founders-edition-steam-key-global-i10000001662011


First and foremost, let me correct a few things:
Monsters cannot turn mid-air with a heavy melee in Legacy.
Traversal feels a hell of a lot more clunky.

As far as specific changes:
Goliath: A +25% climb speed buff and the tracks are no longer left while mid-air.

Visuals for AS/LS are changed. Banshee mines may work differently. I believe they arm faster, but I could be wrong. Its been a while since I read the last set of patch notes.
LS is much more accurate with hitting as Stage 2’s graphic bug does not exist.

Functions largely the same, just heavily buffed in favor of the monster. He’s the overpowered monster of the bunch. Avoid using this monster unless you want to single-handedly piss off the group you’re with.

Phantom is replaced with Decoy; invisibility is granted, the decoy itself is immortal and can do heavy melee as well as stack with Supernova. The range of Abduction is significantly longer. Supernova has been neutered. It does 60 damage per hit with a flurry and has a “dome” on it. Hunters can escape pretty easily. If you are a Wraith main, expect it to be painful to play. You will be better off playing a different monster, I’m telling you this as a Wraith main myself.

He has limb damage over roughly 70% of his body, but his abilities are vastly different. LB does not leave a single globule, it leaves 5-6 and it covers a far smaller area. Tongue Grab is finnicky and can bug out from time to time, it also does not have a limited time, the hunter will land at your feet regardless of range, unless something obstructs them. Everything else pointed out is accurate. He is far less maneuverable. Playing him with the environment in mind is key.

She’s more or less the same as she is in Stage 2; however she has two crippling bugs that locks 2/5 things in her kit:
Wall Pounce: it can bug out and you’re unable to get off a hunter.
Mimic: It can bug out and make you freeze in place with the mimic skin on you, you’re unable to do anything except attack. You can’t move or traversal.

Her web snare does reduce jetpack dodge range.

Your strategies should shift to feeding and fighting only when necessary, your smell range is far larger in Legacy, so make good use of it. If the Trapper comes onto your radar, don’t be afraid to fight, just don’t expect it to go too easily, and Strikes only give energy, not the amount of damage you dish out. The dome works as described. If the trapper goes down, so does the dome. Keep that in mind.

TL;DR: Be aggressive only when it suits you (a lone hunter). Certain monsters work better on certain maps. A good example is Gorgon is good on BHM, Armory, Rendering Plant, and a few others. I can’t remember the maps, its been a while. Kraken is good on maps that have a lot of flat ground; Aviary, Wraith Trap, Weather Control to name a few. Bob works very well on Barracks, Armory, BHM/BHF, and a few others (enclosed spaces are his friend). Experiment and see what works. Finally, this also applies to Stage 2, but more so in Legacy use the environment. Know how to fight with the monster. A Wraith’s best tool is her speed, find a wide open area you can dart around in consistently. Gorgon can spew from walls, and pounce, find good stick spots and just spew from there, then pounce. Bob’s best in enclosed spaces, fight in very claustrophobic areas. The area to the north in Barracks comes to mind.


Can confirm. Had pants browning moment of being tongue punched from like 200 meters. Flew across the map almost all the way back to him. Will edit clip in when I re-find it.

Sorry for bad quality. Had to upload through Twitter since it wasn’t showing up in Xbox clips.com


Also, Laz’s cloak does not only make him invisible but the whole team as well (like the support), except that it does not grant any speed boost or any health regeneration. He can be used in a way to increase the length of the support’s cloak, allowing the team to take a longer break out of the monster’s visibility.

E.M.E.T’s bouys also take some time to activate themselves before healing (around 2-3 seconds after landing), the HB however isn’t affected by the bouys’ cooldown. The HB is also slower but stronger, probably as strong as Laz’s HB.

Sunny’s drone has a faster cooldown in Legacy.

The DoTs does not stack for each hunter as well, Hyde’s flamethrower doesn’t add to Caira’s napalm launcher for example.

Tech Sergeant Hank has double capacity on his Shield Projector as well, the downside is that without shield burst, he cannot give himself a permanent shield at all nor even increase the shield rate on his teammates.

Capacity does not affect reload time on energy based weapons such as Val’s Medgun, Markov’s Lightning Gun or Hank’s Laser Cutter, etc…compared to Stage 2.


Laz’s cloak only makes him invis. The rest applies. Support Cloaks affect everyone within the radius.

'Sically that, except you can’t move while you’re floating in the air like that.


No, Laz’s cloak work just like the support’s cloak, for him and the team. It makes him the only hunter with two abilities in the game.


The advanced training video; which IS inside of Legacy says otherwise.


But that is an old tutorial, it’s old and could be outdated. I do remember that his cloak worked on his teammates, right @SledgePainter?


It doesn’t. It never did. Load up Legacy and prove your point, I would, but I haven’t been bothered to download it.


I still have memories of Laz cloaking his teammates.


Lazarus’ cloak only ever affected himself. The only way for other players to be cloaked was with Support’s teamcloak. It can sometimes be difficult to tell exactly whose cloak is applying in the heat of battle, but I’m 100% certain that Lazarus has never been able to cloak team mates.

Hence why his is called the “Personal Cloak” while Support’s is labelled the “Team Cloak.”


Fixed that for you


I’m kinda lost then…I was sure that his cloak worked on his teammates.