Warhammer 40K: Space Marine 2

Zoanthrope Enemy Guide and How to Beat

Warhammer 40K: Space Marine 2 - Zoanthrope Enemy Guide and How to Beat
The Zoanthrope is one of the enemies you face in Warhammer 40K: Space Marine 2 and belongs to the Tyranids faction. Check out this guide for more tactics and information on how to beat it!

Zoanthrope Enemy Information

Characteristics

Faction Tyranids
Threat Level Extremis
Durability Armored

The Zoanthrope is a flying Extremis threat Tyranid enemy that you will occasionally face in the Campaign and Operations game modes.

The Zoanthrope empowers Hormagaunts and Termagants that are in range, causing them to Frenzy. Frenzied units are more aggresive and do more damage.

Attacks and Abilities

Zoanthrope Abilities
Psychic Bolt
Fires a semi-homing energy ball.
Psychic Beam
Fires a linear beam that sweeps upward (Delay).

The Zoanthrope is more of an offensive-support unit. It does not have a 'regular' attack, but instead continously cycles through its set of abilities.

Zoanthropes will always remain airborne and only hit the ground when staggered or vulnerable to an execution.

How to Beat Zoanthrope

Use High-Power Weaponry

You can more easily stagger a Zoanthrope using high-powered Primary Weapons.

Use Ranged Attacks

Avoid its abilities while continously wittling it down from range.

Prioritize Taking Out Reinforcements

If with a group of swarm Tyranids, keep your eye out for when it attacks, but prioritize getting rid of the weaker enemies first as they can quickly overwhelm you while under Frenzy.

Have Your Squad Focus Their Attack

Unless you are using a melee Class in Operations, have your squad prioritize taking it out.

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Warhammer 40K: Space Marine 2 - Zoanthrope Zoanthrope Warhammer 40K: Space Marine 2 - Tyranid Warrior Tyranid Warrior Warhammer 40K: Space Marine 2 - Hormagaunt Hormagaunt
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