What enemy factions are in Aliens: Fireteam Elite 2?
Three: Xenomorphs, Pathogen-mutated organisms, and Weyland-Yutani combat Synths. Horde can rotate those pools. Exact wave tables stay TBA.
Aliens: Fireteam Elite 2 enemies sit in three factions: Xenomorphs, Pathogen-mutated organisms, and Weyland-Yutani combat Synths. Cold Iron Studios / Daybreak Game Company added new Xenomorph types — Siren (calls and flees) and Warden (melee + acid zone) — on top of returning drones, crushers, and facehuggers. Kill order beats HP trivia. Full health tables stay TBA. Verified August 26, 2026 · Steam.
| Fact | Detail |
|---|---|
| Factions | Xenomorph · Pathogen · Weyland-Yutani Synth |
| Priority (Xeno) | Siren first — summon + escape. Threat “Low,” cost of miss is High |
| Warden | Frontline brawler / zone controller — burst speed, melee knockdown, acid range |
| Exploder | Volatile runner — detonates near Marines; acid puddle; can be aimed at other Xenos |
| Harbinger | Pathogen — multi-arm grab / pin. Delete before it locks a Marine |
| Bulwark Automaton | Synth — plated legs as a shield, melee displace |
| Crusher | Armored runner — frontal carapace; flank or pierce |
| Drone | Classic Xenomorph — vents, speed, committed fire to pin |
| HP / spawn tables | Not listed. Do not invent them |
| Platform | Steam · Epic · PS5 · Xbox Series X|S · Switch 2 (Autumn 2026) |
| Mode | 1–4 co-op · AI fill · crossplay |
| Horde maps | Blacksite · Crash Landed · Crusher — pools can rotate |
| Steam | App 3448650 |
| Last verified | August 26, 2026 |
Three pools, not one “alien” blob. Xenomorphs are the film language: vents, acid, swarms, plus new types. Pathogen is the mutated organic line that ties the sequel’s story to the first game. Weyland-Yutani combat Synths take cover and shoot back with guns in the same weight class as yours. Campaign briefings preview which mix you get. Horde can rotate all three on the same map.
| Faction | How they fight | First counter | Typical named bodies |
|---|---|---|---|
| Xenomorphs | Melee, vents, acid, calls, charges | Incendiary; Cryo to hold; Siren first | Siren, Drone, Runner, Spitter, Crawler, Exploder, Facehugger, Warden, Crusher, Queen (series copy) |
| Pathogen | Grapple, leap, knockdown, brute arms | Cryo / Electric on the pin, then delete | Harbinger, Striker, Prowler / Popper / gas bag (patch-named, kits TBA) |
| Synths | Ranged, cover, angles, armor | Electric + Piercing | Combat synthetics, Bulwark Automaton |
You do not need a 40-row bestiary to drop. You need the faction on the card and the three names that wipe a Fireteam when ignored: Siren, Warden, Harbinger. Everything else is a modifier on that rule. Full mission index: missions.
P1 can grow `/enemies/siren` style pages later. This run does not upload entity portraits. If a name is here, it is from official dossiers, showcases, GamingBolt / Steam community writeups, or Day-1 patch enemy strings — not a fan wiki HP dump.
The next section is the Xenomorph types people actually search: Siren, Warden, and the rest of the corridor.
Learn jobs, not a Pokédex. Siren prints more aliens. Warden owns the space in front of you. Exploder deletes a stacked gunline. Drone leaves through a vent if you do not commit fire. Crusher punishes head-on. The rest are density. HP stays TBA.

| Type | Role (public dossier) | Threat (dossier) | What you do |
|---|---|---|---|
| Siren | Support / caller | Low — cost of miss is High | Shoot it before it flees. It summons; kick melee if you are already in its face |
| Warden | Frontline brawler / zone control | High | Do not eat the melee knockdown. Respect acid range. Survive, then delete |
| Exploder | Volatile runner | Medium / situational | Detonate it off the stack. Acid puddle stays. Can splash other Xenos |
| Drone | Mobile ambusher | High | Commit fire. It uses vents to leave and re-enter |
| Crusher | Armored runner | High | Flank. Frontal carapace is a losing head-on |
| Facehugger | Floor crawler | Low | Flame recommended. Do not shoot the Marine who is already latched without a call |
| Runner / Spitter / Crawler | Trash density | Varies | Cryo hold, then hose. Spitter is range annoyance, not a Siren |
| Praetorian | Grappler (returning talk) | High | Named in dossiers; confirm live kit. Do not confuse with Warden |
| Queen | Series / campaign copy | Boss-class | Mentioned; no wiki phase table this run |
Official-style field notes: the Siren screams for reinforcements and is a priority target even when its personal threat is listed Low. Previews also say it tries to escape. That combination is why every launch-window “what to shoot” list starts here. If you only remember one Aliens: Fireteam Elite 2 enemies rule, remember this: a live Siren is a worse problem than a dead Warden you have not started yet — unless the Warden is already in melee.
Dossier language: stockier than a Praetorian, sudden speed, melee that knocks Marines over, acid spit to lock a lane. Community breakdowns asked whether it is an “armored Spitter.” Until the live tell is captured, treat it as a zone bosslet: do not stand in the acid, do not let it break the crouch gunline, and do not chase it into a vent while a Siren is still calling.
Exploder is the other new hallway tax. The next section is the kill order when two of these spawn together.
This is the mid-page click. Situation → target. It does not repeat the roster — it picks the body that is allowed to live for one more second. If two rows conflict, survive the melee in your face, then return to the Siren.

| What you see | Shoot first | Then | Do not |
|---|---|---|---|
| Siren screaming / peeling to flee | Siren | The adds it already called | Chase a Warden into a vent |
| Exploder closing on the crouched stack | Exploder (off the gunline) | Siren if it is still up | Detonate it at your Medic’s feet |
| Warden in melee / acid across the lane | Break the knockdown / step off acid | Warden, then any live Siren | Trade your downed Marine to finish a Spitter |
| Harbinger on a Marine | Harbinger (interrupt the grab) | The Siren if one is also up | Empty piercing into trash while they are pinned |
| Bulwark walking the shield in | Piercing / stagger, back up | The ranged Synths behind it | Stand in melee “to DPS the legs” |
| Crusher leading with the skull | Flank player shoots the side/back | The Siren on the same wave | Hold W on the carapace |
| Facehugger on the floor / eggs | Flame the floor crawler | Check teammates for a latch | Blind-fire a latched Marine on Insane |
| Drone that just left a vent | Hold the exit and commit | Do not split the stack to hunt it | Spray the ceiling while a Siren leaves |
The Siren dossier lists threat Low because the body is not a Warden. The danger is the call. Inverse: a Facehugger is also Low, and you still respect it because a latch takes a gun out of the Fireteam. Read role, not the color of the word “Low.”
On Extreme / Insane, the thermal mag that would delete the Siren also deletes the crouched Duelist. Crouch the gunline, call the lane, then shoot. Difficulty owns the rule set; this page only cares that a friendly-fire down is a Siren that lived.
Xenos are not the only pool. Pathogen and Synths rewrite the same priority list.
Matched by build plan, shared topics, and guide progression — not random related links.
Pathogen bodies want you on the floor. Synth bodies want you in a duel you did not bring a cover shooter to play. Both show up in Campaign and can rotate into Horde. Match elements before you treat them like Drones.
| Name | Faction | Job | Counter (confirmed / community) |
|---|---|---|---|
| Harbinger | Pathogen | Multi-arm grab, chase, pin a Marine | Interrupt the grapple. Cryo / Electric to freeze the lock. Day-1 patch mentions Harbinger spawn fixes — kit still TBA |
| Striker | Pathogen (returning) | Heavy brute, chase, sweeping arms, knockdown | Rockets / grenades / heavy guns in dossier talk. Do not 1v1 in a hallway |
| Prowler / Popper / gas bag / Crawler Turret | Patch-named | Stun lock, explode, turret, Pathogen bag | Named in Day-1 notes. Full tells TBA — do not invent HP |
| Combat Synth | Weyland-Yutani | Ranged, cover, player-like guns | Electric first (community). Take angles. This is not a rush faction |
| Bulwark Automaton | Synth / automaton | Plated crawler, shield-legs, melee displace | Piercing. Do not stand in melee. Thermal is the wrong tax |
Not because it calls — because the cost of ignoring it is a Marine who cannot shoot. Multi-arm, more mouth than body, relentless chase in the public field analysis. If a Harbinger and a Siren spawn together, interrupt the grab if someone is already pinned; otherwise delete the Siren so the room does not double. There is no verified “always Harbinger first” on this wiki.
They think in cover. A thermal-only Fireteam that just cleared a hive will bounce off plates and lose the angle fight. Swap to Electric / Piercing, stop standing in the open, and treat the Bulwark as a moving door in front of the gun Synths. Returning-player salt about hitscan chip is noted in community breakdowns — live projectile behavior stays TBA.
Horde is where those three pools share a map.
Launch Horde maps are Blacksite, Crash Landed, and Crusher. Public materials: escalating waves, Challenge Cards that all apply, and faction pools that can rotate Xenomorph / Pathogen / Synth. Wave-by-wave spawn tables stay TBA. The priority list does not reset — Sirens still call, Harbingers still pin, Bulwarks still shield — but your first mag has to follow the pool, not the last wave.
| If this wave is… | Priority | Ammo | Hold habit |
|---|---|---|---|
| Xenomorph | Siren → Exploder in the lane → Warden / Crusher | Incendiary + Cryo hold | Watch vents. Do not chase a Drone off the crate |
| Pathogen | Harbinger on a Marine → Striker in the hole | Cryo / Electric, then delete | Keep a rescue angle. Medic kit matters |
| Synth | Bulwark door → gun Synths in cover | Electric + Piercing | Stop rushing. Crouch the lane; friendly fire still applies |
| Mixed / unclear | Whatever is calling or pinning | Do not empty the last mag “to finish the box” | Call the faction out loud when you see the first body |
The Horde map named Crusher and the armored-runner Xenomorph share a word. Do not assume the map is a Crusher-only pool. Read the wave. Horde owns cards and hold points.
You now have a kill order. The mag that makes it cheap is elemental ammo. The drop that previews the mix is missions.
Three: Xenomorphs, Pathogen-mutated organisms, and Weyland-Yutani combat Synths. Horde can rotate those pools. Exact wave tables stay TBA.
Yes when the Siren is free to call and flee — that is the default. If a Warden or Harbinger is already in melee / pinning a Marine, survive or interrupt first, then return to the Siren.
Public dossier: frontline brawler and zone controller. Stockier than a Praetorian, burst speed, melee knockdown, acid ranged attacks to lock a lane. Threat High. HP TBA.
Named in dossiers / previews: Siren, Drone, Runner, Spitter, Crawler, Exploder, Facehugger, Warden, Crusher, plus Queen in series copy. Day-1 patch also names bodies like Prowler and Xeno Warrior — full kits TBA.
A Pathogen enemy: multi-arm, oversized mouth, chases and grapples / pins Marines. Treat it as a high-priority interrupt, not trash. Pair with Cryo or Electric if you need the lock broken.
Dossier: armored runner, plated skull, bash / immobilize. Frontal armor makes head-on a losing plan. Flank. Piercing helps; Incendiary into the carapace is the wrong tax.
A heavy Synth / automaton: plated legs used as a mobile shield, closes distance, knocks Marines in melee. Bring Piercing. Do not stand in its melee range.
Yes in public materials — they detonate near players and leave a puddle. You can also detonate them into other Xenomorphs. Do not pop one on a crouched stack.
Blacksite, Crash Landed, and Crusher maps can mix Xenomorph, Pathogen, and Synth pools. Spawn tables stay TBA. See horde.
August 26, 2026
Matched by build plan, shared topics, and guide progression — not random related links.