Choosing between Locust and Guilt is one of the most important decisions a Lurking Giants player makes. Locust is free and accessible from the start, while Guilt costs 7,000 coins and requires a significant time investment to unlock. This guide provides a comprehensive, side-by-side comparison of both Giants across every meaningful category — abilities, map performance, kill potential, skill floor and ceiling, and overall value — to help you make an informed decision about which Giant fits your playstyle and whether the 7,000-coin investment in Guilt is justified.
At a Glance — Locust vs Guilt
| Category | Locust | Guilt |
|---|---|---|
| Cost | Free | 7,000 coins |
| Tier Rating | B | S |
| Chase Style | Direct pursuit | Area denial + vertical chase |
| Haunt Range | ~15m, line of sight only | ~20m, penetrates walls |
| Best Map | Forest | City |
| Weaker Map | City | Forest (still decent) |
| Kill Potential (skilled) | 4–6 per round | 6–8 per round |
| Kill Potential (beginner) | 2–3 per round | 3–4 per round |
| Skill Floor | Low (easy to learn) | Medium (requires Haunt timing) |
| Skill Ceiling | Medium | High |
| Learning Curve | ~5 rounds to competent | ~10–15 rounds to competent |
Ability Comparison — Attack and Haunt
Both Giants share the same two ability keys — Q for Attack and G for Haunt — but their Haunt mechanics differ significantly, which is the primary source of their tier difference.
Q Attack — Identical Mechanics
The Attack ability is functionally identical on both Giants. Press Q to eliminate a survivor within 3–5 meters. Cooldown is approximately 3 seconds. The Attack does not differ between Locust and Guilt — the difference in kill rate comes entirely from how each Giant uses Haunt to set up Attack opportunities.
| Attack Attribute | Locust | Guilt |
|---|---|---|
| Range | 3–5 meters | 3–5 meters |
| Cooldown | ~3 seconds | ~3 seconds |
| Damage | Elimination | Elimination |
| Setup effectiveness | Moderate (Haunt is limited) | High (Haunt through walls creates guaranteed Q windows) |
G Haunt — The Defining Difference
This is where the Giants diverge dramatically. Locust's Haunt creates a disorientation zone within line of sight only. Guilt's Haunt creates a disorientation zone that works through walls, floors, and ceilings. This single property makes Guilt S-tier and Locust B-tier.
| Haunt Property | Locust | Guilt |
|---|---|---|
| Radius | ~15 meters | ~20 meters |
| Through walls | No | Yes |
| Through floors/ceilings | No | Yes |
| Through cave walls | No | Yes |
| Through tunnel ceilings | No | Reduced effect |
| Outdoor effectiveness | Good (clear line of sight) | Good (larger radius) |
| Indoor effectiveness | Poor (walls block Haunt) | Excellent (Haunt penetrates) |
Tactical implication: On City map, where most gameplay occurs indoors, Guilt's Haunt affects survivors hiding in buildings, behind walls, and on different floors. Locust's Haunt is blocked by the first wall it encounters, making it nearly useless indoors.
Map Performance — Forest vs City
Each Giant performs differently on each map. Understanding these differences helps you vote for the right map during intermission.
Forest Map Performance
| Metric | Locust | Guilt |
|---|---|---|
| Overall effectiveness | High | Medium-High |
| Geyser field dominance | Excellent (direct chase) | Good (direct chase) |
| Cave checking | Moderate (Haunt at entrance) | High (Haunt through walls) |
| Tree cluster navigation | Good (direct paths) | Moderate (larger model harder to navigate) |
| Kill rate (skilled) | 5–6/round | 5–6/round |
On Forest, the performance gap between Locust and Guilt narrows significantly because the open terrain reduces the value of Guilt's wall-penetrating Haunt. Both Giants can chase effectively through geyser fields and check caves. Locust has a slight edge due to its simpler chase style fitting the horizontal Forest layout.
City Map Performance
| Metric | Locust | Guilt |
|---|---|---|
| Overall effectiveness | Low-Medium | Excellent |
| Rooftop pursuit | Very poor | Excellent (Haunt through floors) |
| Stairwell combat | Poor (survivors escape) | Excellent (Haunt multi-floor) |
| Tunnel detection | Poor | Moderate (Haunt through ceiling) |
| Building clearing | Poor (Haunt blocked by walls) | Excellent (Haunt through walls) |
| Kill rate (skilled) | 3–4/round | 6–8/round |
On City, Guilt's advantage is enormous. The multi-floor building layout provides abundant wall surfaces for Haunt penetration, creating situations where survivors are disoriented through floors and walls with no escape. Locust on City struggles because buildings block its Haunt, and stairwells create escape paths that Locust cannot cut off.
Kill Rate Analysis — By Player Skill Level
Your Giant skill level significantly impacts which Giant is more effective. A beginner Locust player actually outperforms a beginner Guilt player because Guilt requires understanding of wall-penetration timing.
| Skill Level | Locust Kills/Round | Guilt Kills/Round | Difference |
|---|---|---|---|
| Beginner (0–5 Giant rounds) | 2–3 | 2–3 | None (Guilt is wasted on beginners) |
| Intermediate (5–20 rounds) | 3–5 | 4–6 | +1–2 for Guilt |
| Skilled (20–50 rounds) | 5–6 | 6–8 | +2 for Guilt |
| Expert (50+ rounds) | 5–7 | 8–10 | +3 for Guilt |
Key insight: Guilt's advantage scales with skill level. If you are a beginner Giant player, both Giants perform similarly. The 7,000-coin investment in Guilt only pays off once you have mastered the basic Giant mechanics (chase patterns, pulse hunting, Attack timing) and can leverage Guilt's unique Haunt-through-walls ability effectively.
Skill Floor and Ceiling
| Attribute | Locust | Guilt |
|---|---|---|
| Skill Floor (minimum skill to be effective) | Low | Medium |
| Skill Ceiling (maximum potential) | Medium | High |
| Time to Competence | ~5 rounds | ~10–15 rounds |
| Biggest Mistake | Chasing into dense cover | Wasting Haunt on open areas |
| Most Common Error | Missing Q Attack | Haunting without a wall target |
| Optimal Learning Path | Master Locust first, then buy Guilt | — |
Recommendation: Start with Locust. Master the basic Giant skills — pulse hunting, chase patterns, Q timing, and survivor psychology — using the free Locust Giant. Once you consistently eliminate 4–6 survivors per Locust round on Forest, you have the fundamental skills to transition to Guilt. Buying Guilt before mastering Giant basics wastes the 7,000-coin investment.
Economic Analysis — Is Guilt Worth 7,000 Coins?
The 7,000-coin cost is significant. Here is the return-on-investment calculation:
| Metric | Locust | Guilt |
|---|---|---|
| Cost | 0 | 7,000 coins |
| Avg coins/round (skilled) | 150–175 | 200–300 |
| Additional coins/round vs Locust | — | +50–125 |
| Rounds to pay back 7,000 cost | — | 56–140 rounds |
ROI timeline: At an average of +75 coins per round compared to Locust, Guilt pays back its 7,000-coin cost in approximately 93 rounds of Giant play. This sounds like a lot, but the improved kill rate and the enjoyment of playing a more powerful Giant make it worthwhile for players who regularly play the Giant role.
Alternative perspective: If you do not enjoy playing as the Giant and prefer survival, the 7,000 coins may be better saved for future content. The VERITY rework is expected to introduce new coin-purchasable items like survivor perks and potentially new Giants. Saving coins for future content is a valid strategy.
Upcoming Giants — Verity and Doctor Nowhere
The VERITY rework will introduce two new Giants: Verity and Doctor Nowhere. Their abilities and tier ratings are not yet confirmed, but they may shift the Giant meta. Current community speculation suggests:
| Upcoming Giant | Expected Role | Potential Impact |
|---|---|---|
| Verity | Unknown (rework namesake) | Could be A-tier or S-tier |
| Doctor Nowhere | Unknown (announced) | Could introduce new mechanics |
If new Giants are purchased with coins, having a coin reserve is valuable. Consider whether unlocking Guilt now or saving for future Giants better fits your priorities.
Decision Flowchart — Which Giant Should You Play?
- Are you new to the Giant role? → Play Locust (free, learn basics)
- Can you consistently get 4+ kills with Locust? → Consider buying Guilt
- Do you prefer Forest map? → Locust is sufficient
- Do you prefer City map? → Guilt is strongly recommended
- Are you saving for future content? → Keep Locust, save coins
- Do you play Giant every chance you get? → Guilt maximizes your value
- Do you play Giant occasionally? → Locust is fine for casual play
Post-Pulse Hunting Efficiency — A Deeper Look
One of the most overlooked aspects of Giant comparison is how efficiently each Giant can hunt during the window between pulses. The visibility pulse reveals all survivor locations for roughly 10 seconds, but the subsequent 50-55 seconds until the next pulse is where Giants differentiate themselves in hunting efficiency.
The "Pulse-to-Kill" Window
| Phase | Locust Efficiency | Guilt Efficiency | Explanation |
|---|---|---|---|
| During highlight (0-10s) | Both equal — see all survivors | Both equal | No advantage either way |
| Immediate post-pulse (10-25s) | Medium — must physically reach survivors | High — Haunt can disorient at range before arriving | Guilt can Haunt from distance before the chase |
| Mid-pulse (25-45s) | Low — survivors have settled in new cover | High — Haunt through walls finds hidden survivors | Guilt probes buildings; Locust must physically enter |
| Late-pulse (45-55s) | Low — most survivors are hidden | Medium — second Haunt opportunity | Guilt gets a second Haunt before next pulse |
Tactical takeaway: Locust is most effective during the first 15 seconds after a pulse when survivors are still relocating and exposed. After survivors settle into cover, Locust's hunting efficiency drops sharply because it cannot penetrate walls. Guilt remains effective throughout the entire between-pulse period because Haunt-through-walls provides continuous detection capability.
The "Two-Hunt" Cycle
Guilt players can execute a devastating two-Hunt cycle between pulses:
- First Haunt (0-10s after pulse): Haunt the area where survivors were highlighted. This disorients relocating survivors, making them easier to chase down during their relocation sprint.
- Chase and eliminate (10-25s): Use Q Attack on disoriented survivors you can reach. The Haunt effect slows their escape, giving you extra seconds to close the gap.
- Second Haunt (30-45s after pulse): Haunt a different area where survivors likely relocated. This probes their new positions and may catch survivors who thought they were safe.
- Final chase (45-55s): Pursue any survivors revealed by the second Haunt before the next pulse arrives.
Locust cannot execute this cycle because its Haunt does not penetrate walls. A single Locust Haunt at a cave entrance reveals at most one hidden survivor, while Guilt's Haunt through a building can reveal survivors on multiple floors simultaneously.
Verity and Doctor Nowhere — How They Might Compare
While Verity and Doctor Nowhere have not been officially detailed, community speculation provides some comparison points worth considering for long-term planning:
| Speculated Feature | Verity | Doctor Nowhere | Impact on Current Meta |
|---|---|---|---|
| Possible theme | Minecraft horror (block-based) | Unknown (shop teaser) | New mechanics could redefine tier rankings |
| speculated cost | Unknown (likely premium) | Unknown | May require saving coins now |
| Possible Haunt type | Environment manipulation? | Unknown | Could create new cover counter-strategies |
| Release timeline | Part of VERITY rework | Part of VERITY rework | No confirmed date for either |
Strategic implication: If you are deciding whether to invest 7,000 coins in Guilt now or save for future Giants, consider that Guilt provides immediate S-tier value for the next several months (or longer, depending on the rework timeline). The return on 7,000 coins invested in Guilt today is measurable and immediate. Waiting for unknown future Giants means forgoing that value indefinitely.
Frequently Asked Questions
Is Guilt really better than Locust? Yes, Guilt is objectively stronger due to its wall-penetrating Haunt ability. On City map, Guilt's kill rate is approximately double Locust's. On Forest, the gap narrows significantly. The tier difference (S vs B) reflects this power disparity.
Should I buy Guilt as a new player? No — master Locust first. A beginner Guilt player performs no better than a beginner Locust player because the wall-penetrating Haunt requires game sense and timing that new players have not developed. Save the 7,000 coins until you are skilled enough to leverage Guilt's advantage.
Which Giant should I use on Forest? Locust is slightly better on Forest due to the open terrain favoring direct chases. Guilt still performs well on Forest (B+ performance) but does not have the overwhelming advantage it has on City. If you only play Forest, Locust is sufficient.
Which Giant should I use on City? Guilt, without question. City's building layout provides abundant wall surfaces for Guilt's Haunt-through-walls ability. Locust on City is at a significant disadvantage because buildings block its Haunt entirely.
Will Verity or Doctor Nowhere replace Guilt as the best Giant? Unknown. The abilities of Verity and Doctor Nowhere have not been revealed. Guilt may remain top-tier after the rework, or the new Giants may introduce even stronger mechanics. Monitor the ULTRA works Discord for updates.