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==Aliens== Needless to say, in this game, there are many different types of aliens that your teams are going to have to fight. ===Original Continuity=== ====X-COM: UFO Defence==== '''Sectoid''': Doesn't matter what game, these guys are always the first things you face. They're not tough, but they are annoying, and the higher ranked ones (yes aliens have ranks, just like your guys in the old games) can and will successfully mind-control your guys all the fucking time. '''Cyberdisk''': The original flying, metal pancake, these guys only show up supporting Sectoids. They can take an abusive amount of punishment, and deal it out just as much, before exploding when they are finally disabled. Expect to see your bullets passing over or under it all the fucking time. '''Floater''': Changed significantly in the remake. Here they're a still mostly intact torso and abdomen mounted on a giant, floaty antigravity ball. They can't fly as freely as the ones in future versions, but they're far less suicidal, and prone to setting up ambushes. '''Reaper''': Big, spiky dogs that appear alongside Floaters on terror missions. They're dumb as shit and only attack in melee making it easy enough to lure them out and turn your entire fire team against them. Now if that would actually kill them. '''Snakeman''': Another basic type, these guys are easy pickings on any mission other than Terror Missions. Their autopsy states that they are stuffed full of fertilised eggs so take that "men" part with a grain of salt. '''Chryssalid''': And these are the reason you'll hate Snakemen on terror missions. They bring Chryssalids with them. Twelve foot tall murder bugs that kill people, plant their eggs into them, turn them into shuffling zombie, which hatch into new Chryssalids unless killed, ''quickly''. Unlike the remake these guys can take a beating, and it's entirely possible to have an entire squad with laser weapons and repeating grenade launchers hit one of these bastards with every shot, and it'll still be standing at the end. You see one of these things, you do not let your squad break apart or approach blind corners. '''Muton''': As always the aliens' equivalent to your guys, except they're better armoured (despite wearing goofy green jumpsuits), better armed, and just better being as they're not the best janitors all the world's militaries have to offer. Mutons don't have Psionics on their side, so if you want to play with them bringing along your Psi Specialist is a good idea, otherwise they're going to take an absurd amount of punishment to put down. A superhuman grade Muton can take a block of High Explosive to the chest and come out shooting, so bring the plasma, and bring enough it of for a small city block. '''Celatid''': One of the two terror units found alongside Mutons, it looks like nothing more than a floating kidney bean. It's small, it's fast, and it has the most damaging non-High Explosive attack in the game, which becomes even more destructive against non-armoured targets like your rookies, or civilians. Thankfully this attack works on a lobbed arc so its range is severely nerfed down to 7 tiles, but out in the open that goes up to 16 tiles, and it can attack up to three times in a turn if it doesn't have to move. '''Silacoid''': The second terror unit that is deployed alongside Mutons, and the most useless alien unit in the game. It crawls along at a speed of 8 tiles a turn, has no ranged attacks, and triggers reaction fire from even the worst of your guys allowing you to use it as a reaction fire training sponge, especially if you use Incendiary rounds as it will not take any damage from fire or incendiary rounds, but your guys will still gain experience. High Explosives work well against it. '''Ethereal''': Far different from the remake game, Ethereals are packing heat in conjunction with their insane Psi abilities. These cloaked bastards can fly, will rain plasma fire down on your squad, spot for their allies to make their job easier, and at the end of it all, they'll mind control or panic the ragged remains of your squad. Kill them as quickly as you can, preferably from long distance with a Blaster Launcher. '''Sectopod''': Giant metal murder toads. These guys aren't actually robots, although they come close, they are intact Remote Control murder mechs for the ethereals so that they don't have to get close to you while they turned you into plasma fried Kentucky X-COM rookie. The scary thing about these guys is just how much punishment they seem to take, even from late game weapons; however if you can target their rear armour, and bring laser weapons (which deal x1.5 damage against these guys) you'll be laughing all the way to the ICU. Of course this is going to make your prospects against their Ethereal controllers far, far worse, but hey-ho, win some, lose some. ====Terror From The Deep==== IA, IA, CTHULHU FATAGN '''Aquatoid''': Genetically, and surgically slap gills and flippers onto a Sectoid, et Voila! You have an Aquatoid. Their commanders still have the Psionic abilities of their land locked cousins, but they call it Molecular Control, because they're fancy like that. '''Gillman''': Apparently an earth creature, these creatures from the black lagoon were around when DINOSAURS ROAMED THE EARTH!, and submitted to the aliens when they arrived the first time round. They make for 'poor' soldiers (although this being TFTD that just means their only better than your guys by a factor of 1 or so, and not 3) and can take a bit of punishment from basic weaponry, although by the time you get Sonic weaponry, they start dropping like wheat before the scythe. Taking one of these guys in alive, and dead is critical to researching melee weapons (???), and accessing the final mission. So get catching. '''Lobsterman''': An organic Sectopod, these guys will walk off whatever you throw at them, and then strike back with extreme prejudice. Ironically though they're mostly weak to stunning weapons, making tasers, and stun grenades the best weapon to use against them if you've got them. If you don't, well you can always use drills to pierce their hides, or hope that the tiny plinking of your harpoons cause them to laugh themselves to death. '''Tasoth''': A clone vat species based off of humanoid velociraptors, these guys would be awesome, if they were on your side. As they are not, they are assholes. In combat they function as Ethereal lite's, unable to fly, and not quite as psionically potent, they make up for this by having much more physical strength, health, and durability. '''Bio-Drone''': A brain-in-a-jar mounted on a super speaker. Electrical impulses torture the brain and use its screams (without vocal chords, don't ask me) to project a wave of hyper-condensed sound which will melt the victim's brain inside their head. Noise Marines might have stolen this idea for their Doom Siren. Grimdark as fuck because often the brains are made of kidnapped civilians. '''Calcinite''': A Gelatinous green goop inside an old school diving suit, it might be possible to mistake this thing for one of your guys while you're underwater, but they remain fully suited up while on land, so the helmet is a good indicator. They lack any ranged attacks, and will instead try to run up and claw your agents face off, to add to this, their antique diving suits are tougher than your guys starting body armour (WHY? Well, to be fair, once you puncture the suit you are shooting into...Well...Goop so maybe that's factured in.), nonetheless any weapon will put them down. '''Deep One''': You'd think this would be the perfect place for some Cthulhu monstrosity, but sadly no. These guys are more "The Fly" than anything else. Humans that have been captured, tortured, and then surgically and genetically altered to become alien shock troops, the only original bit of their humanity left is their eyes. Their primary ranged attack is an arcing electrical burst (which is treated as a Gauss weapon for damage types) which allows them to fire over walls and other obstacles so nowhere is safe. '''Hallucinoid''': Giant electrical jellyfish. The aliens keep on taking earth creatures and turning them into weapons of war. Although choosing jellyfish may have been a... poor decision. These things aren't particularly aggressive, preferring to just gently float into range when they can be bothered, rather than hunting your agents down. Unfortunately they're still tough enough to weather the storm of fire that their slow approach allows you to unleash on them, and their melee attack is devastating. '''Tentaculat''': BECAUSE IT WOULDN'T BE A X-COM GAME WITHOUT CHRYSSALIDS, NO MATTER WHAT YOU CALL THEM. THEY CAN FLY NOW SO HAVE FUN! '''Triscene''': A mother-fucking T-REX! The aliens brought back a T-Rex, slung two sonic cannons onto its sides, and let it loose in battle. These guys are the sectopods of TFTD, without the sectopod's weaknesses. However they have one glaring flaw, which is they have no under armour, and one well placed grenade will severely hurt them, or outright kill them if powerful enough. '''Xarquid''': An overgrown Nautilus that swims in reverse, the things act like sniper tanks, preferring to sit in one corner of the map, usually several levels up, and snipe your squad from a safe distance. Other than the reaction fire you'll inevitably take when hunting these things down, they're not particularly dangerous, just use cover and explosives if they're on the ground, or get underneath them and take out their weak underbelly. ====X-COM: Apocalypse==== '''Brainsucker''': Because Facehugger was already taken. Why is the first alien you encounter in this game another GOD-DAMNED CHRYSSALID? FOR FUCK'S SAKE! These guys are fairly weak, and can be dealt with simply in RT mode, in TB however, their movement speeds enough to take them from outside your field of vision and into attack range, considering that their melee attack is a one hit kill keep enough time units back for reaction fire. '''Multiworm''': One big ugly green fat worm the size of a human that shoots acid like a machinegun. Kill it with piercing weapons for a surprise burst of FOUR land equivalent of piranha, the Hyperworm. Use fire and nades for a pentakill in one shot. '''Hyperworm''': Doglike rapid moving worms with a vicious bite. Toss fire and grenades to kill quickly. '''Chrysalis''': In 72 hours, the Hyperworm turns into that to produce new aliens. Harmless meat bag. '''Anthropod''': Ugly blue humanoid alien with decent stats. The first gun using alien. Helpless on its own but Alien equipment becomes TPK bait afterwards complete with personal shield and fuckhuge bazookas. '''Psimorph''': Huge flying blob [[Psyker]] with fuckton of HP. Kill on sight as it will mindrape every agent. Luckily stays in the Alien Dimension... Mostly. '''Spitter''': Misunderstood Pink Guy from Uganda who looks for de way, spitting on Heretics. Weak. '''Megaspawn''': Imagine an Imperial Knight but alien scum and wholly organic. Its' rapid firing, replenishing rocket launcher arm and ORGANIC LASER CANNON ARM says it all. Huge and powerful. '''Popper''': It's all in the name really. An alien who's here for a good time, not a long time, and he's taking your soldiers with him. '''Skeletoid''': Anthropod V2.0 with flying. Fast reacting, agile and smart. Dangerous with endgame equipments. '''Micronoid Aggregate''': Actual alien rulers. Hive mind of single cells running across all Alien veins and buildings. '''Queenspawn''': Breederphile land kraken that slings slow instakill projectiles. If you stun her, you get the best Alien toxin gun... AND IN GAS FORM! Now you can start a race war and gas all xeno scum, like humanity should. '''Overspawn''': Kaiju alien dropped from top 2 biggest UFO's. When aliens get mad, it will rampage across town, and can destroy the xcom base underfoot if it hits its building. Scramble all crafts and shoot it down, try hitting it with rubble for instakill. ===Reboot Continuity=== The reboot continuity has its own array of different monsters, with some changes in variety between the first and second game. ====X-COM Enemy Unknown / Enemy Within==== '''Sectoid''': Tiny little grey men in the first game, these are the first Psionic enemy you'll meet, with the ability to boost each other in combat. This can be rather nasty giving them an extra hit point and a +10 to hit and dodge, although if you kill the booster, you'll kill whatever Sectoid they're boosting as well thanks to Psychic feedback. '''Sectoid Commander''': Only in the first game, these guys are Sectoids on psychic steroids. You'll see one on the tutorial mission and get a taste of what they can do, even if you don't fight it. They're stronger, tougher, and more psionically powerful than the basic sectoid, and are the first unit that can possess your guys mid-firefight. '''Thin Man''': Apparently an "Infiltrator Unit" nobody would mistake these guys for human at close distance as they have snake scales running up their necks, and are skinny enough to make a supermodel jealous. They make no appearance in the sequel, having been scrapped for far more convincing Faceless (though its heavily implied that the ADVENT spokesman is a Thin Man, and Thin Men are seen in the prologue acting as diplomats, so they may have simply been reassigned to non-military duties). Apparently they were made from genetically modifying Snake-women as they can spit clouds of poison at great distance, and will explode into one when they're killed. Otherwise they're real flimsy. Do not underestimate them, however, as their choice of weaponry and habit of frequently spawning on high ground means that they will often one-shot soldiers through full cover if not dealt with quickly. '''Muton''': How you know the aliens are stepping up their game. Everything up till now has been child's play (for a particularly psychotic child), then these guys come along. Big, tough, cunning, brutal, and dangerous, these guys will mulch a squad equipped with regular weapons and armour without breaking a sweat, and capturing one of these guys alive brings one of the better upgrades. Have fun. '''Muton Berserker''': Ha, ha, ha. These girls are melee monsters, capable of soaking up bullets by the magazine, and slowly getting angrier and angrier as they do. If they can get in close they'll unleash the melee hurt, but thankfully they're not amazingly fast. Thankfully, their instinctive charge of the last person who shot them means you can set them up to run a gauntlet of Overwatch fire, with a bit of luck. '''Muton Elite''': As much health as the Berserkers, plus armor, and lacking the berserk charges. Instead, they carry heavy plasma cannons. '''Floater''': Apparently reject Mutons, stripped down to an upper torso and fitted up with cybernetic implants, mainly a jetpack. They're your first hint that the aliens may not be one big happy family, as they have an idle animation consisting of them ripping at their flesh and bionics until blood spurts. They're basically the fastest unit in the game, great Overwatchers, and pack about as much punch as a standard Muton. They have a special ability that sacrifices all their actions for the turn to instead fly to any single spot on the map, which they love to use to get the drop on your team and/or commit suicide via reaction fire. '''Heavy Floater''': A tougher, armored version of the standard Floater, with a bigger gun. Basically just replace floaters in the late game to keep them competitive, but they've got no new tricks up their sleeves. '''Outsider''': Strange "energy" lifeforms that serve as the technicians of the UFOs. You need to capture one of these in order to advance the game. They're wimpy, but their light plasma rifles are deadly accurate, so they can gun down whole teams if you're careless. For some unexplained reason, they just up and completely vanish from the game as soon as sectoid commanders turn up, never even being mentioned again. The most popular fan explanation is that they are actually not so much ''crew'' of the UFOs as ''hardware''. '''Sectopod''': The aliens' equivalent of a tank; an enormous, heavily armored killer robot that walks around the battlefield in a perpetual squat, it has insanely high health, high armor, a 50% damage reduction ability with the Enemy Within expansion, and the ability to blaze away with both a fuck-off huge fire-laser-beam-thing and to launch showers of cluster bombs. They also blow up when you kill them. Your most hated enemy. '''Cyberdisk''': A ridiculously fast flying robot that can shapeshift between a flying saucer-like flight-mode (in which it's harder to hit) and its unfurled combat mode. Not quite as killy as the sectopod, but still really adept at ruining your day. '''Drone''': Small flying robots that basically zip around like laser-spitting wasps. They don't do much damage, but they can repair mechanical aliens and they explode like a grenade when killed. And they're extra-hard to hit, for added nuisance factor. '''Chryssalid''': An absolute fucking nightmare, just like the original series. These bugs are lightning fast, vicious, and if they kill anyone they'll automatically plant an egg in the corpse, which will turn into a zombie before hatching a new chryssalid three turns later. And these zombies are tough enough to weather several turns of shooting. One of the standout points of Enemy Within is a pre-baked mission where you get to investigate a whaling ship that crashed ashore in Newfoundland after being infested by Chryssalids who turned the catch into their personal hive. Your job is to first investigate the area, and then light the place up for your bombers so they can carpet bomb the place into fire and rubble, running your squad away the whole time. '''Ethereal''': The leaders of the alien forces, physically frail but masters of [[psionics]], which they can use to ''really'' fuck up your day. '''Seeker''': A relatively weak squid-like robot that uses camouflage to sneak up on its prey and then tries to crush it to death with its tendrils. They like to go after isolated members of your squad, which can be used to bait them into going after Assault troopers with Close Combat Tactics for hilarious effects. '''Mechtoid''': An armored exoskeleton piloted by a sectoid, carrying twin plasma mini-cannons. Sectoids can use their mind merge ability to give a layer of shielding to mechtoids; killing the sectoid removes the shield and causes some damage to the mechtoid. '''EXALT''': Not really aliens but modified humans who use [[Emperor's Children|genetic tempering to lengths that even Dr. Vahlen isn't willing to go]]. Their skin tones are inhuman & sickly because of this. They wish to use alien tech to seize power and take over the planet using alien technology. They also get their own weapons and equivalents to XCOM's agents but not Plasma weapons, Psionic agents, SHIVs or MECs. Surprisingly absent from XCOM 2, so they either joined ADVENT or got crushed with everybody else. ====X-COM 2 / War of the Chosen==== '''ADVENT''' The end results of what the Ethereals want to do with humanity. Puppet soldiers controlled by a series of psionically linked chips that feed back to command nodes. It's stated that the Commander's brain was a central "tactical command" processing node for these, providing the ADVENT officers and troops with advanced stratagems. The fact that XCOM rescued him in the tutorial mission serves to explain why the Resistance has such an easy time with ADVENT during the game itself, forcing the aliens to send in the more advanced otherwordly brawn. *'''Trooper''': The grunts come in three flavours, with increasing HP, Dodge, and Accuracy as they tier up. [[Imperial Guard|Challenging only in high numbers primarily by way of sheer volume of shots and by overrunning soldiers pinned down by said firepower]]. *'''Officer''': These guys aren't a threat on their own, however they can Holo-Target one of your guys, granting their ADVENT and alien allies a +10 to hit against that soldier. Killing the officer removes this mark from your soldier and as such, you should prioritize taking down the officer should you become afflicted by it. *'''Shield-Bearer''': The most annoying ADVENT type in the base game, these guys can pop a shield that gives every ADVENT and Alien soldier in range +3 or +5 temporary HP. Combined with their armour these guys can take a licking and keep on ticking. Taking them out will drop the shield on everybody else, so they should be a target priority otherwise each affected enemy will require significantly more effort to drop. They also kinda look like Robocop so they have that going for them. *'''Stun-Lancer''': Melee focused, these guys are noticeable by the fact they were far less armour than any other ADVENT soldier. They're addicted to melee and will almost exclusively favor charging in to taze your guys with their electric Melee beatsticks. While this normally just runs a good chance of disorienting or stunning your soldier, it can straight up knock your dudes unconscious if RNG fates it so. In the event some affliction prevents them from slapping your dudes with their tasers, they do carry a standard ADVENT Rifle. They however can be easily dealt with if you have a Ranger with Blademaster, Bladestorm and upgraded blades. They'll run towards your Ranger only to be swiftly cut down like chumps. *'''Priest''': Introduced in WotC, these guys are the ADVENT Psions. Primarily a supportive unit, they can boost another ADVENT soldier much like Sectoids could in Enemy Unknown (and like that game if you kill the priest the soldier will suffer psionic feedback and die), or they can put one of your guys in Stasis for a turn, preventing them from doing anything. Advanced and Elite priests have additional tricks that allow them to Mind-Control your guys, and place themselves in Stasis if they would be killed, instead staying around with 1 HP for another turn. *'''Purifier''': Flamethrower wielding ADVENT troops that only appear in WotC. The guys are kept "secret" from the public (despite that fact they can appear in any mission if the RNG says so) as they are supposed to hunt down and kill the lost in the old, abandoned cities. As stated they use flamethrowers, alongside incendiary grenades, and when you kill them there's a good chance they will explode, so don't kill them with melee unless you want to lose your eyebrows. Although that can lead to some hilarious chain reactions if you're lucky. *'''General''': Only appears in assassination missions in WotC. Essentially just a beefed up Officer with a shit ton of HP, and the ability to throw Flash-Bangs. *'''MEC / Heavy MEC''': The first truly heavy ADVENT Unit. These things come with an absurd amount of HP and armor for the early game. They're not particularly smart however and cannot use cover at all, instead relying on their durability to weather your shooting so take advantage of this. Remember not to bunch your guys up as they have a shoulder mounted missile launcher that they will use on your guys if they're clustered together. MECs can also use suppression at the end of their turn if they can't target a group. The Heavy MEC is just tougher and more accurate, you can think your way through this fight. The best way to deal with them is hacking or anti-machine equipment such as EMP rounds and grenades. *'''Turrets / Heavy / Superheavy''': It's a turret. What more do you want? They have some armour and a decent amount of HP as well as the ability to fire up to twice per turn (more often than not, they'll shoot once then enter overwatch). As can be expected, turrets don't move and are usually positioned up on building rooftops or on trains for that high-ground advantage. Like most mechanical enemies, you can hack it with a Specialist or simply destroy it by using Bluescreen rounds. If the turret is on a rooftop, you can also utilize conventional explosives (like grenades or rockets) to blow out the floor from underneath it, destroying the turret instantly. *'''Sectopod''': The final and toughest ADVENT unit. It's just as much of a nightmare as it was in the first game. Sectopods have three actions per turn as opposed to the nearly universal two, can extend their legs to give themselves a height advantage over your soldiers and walk through nearly all buildings and terrain (destroying cover or even blowing out the floor from underneath your soldiers as it does so) in their path. The basic shots they fire do devastating damage and shred armor, potentially killing even highly ranked soldiers if caught even slightly off-guard. They explode rather violently when they are finally defeated, likely killing or severely injuring any units caught in the blast. So don't be stupid by making your melee units deliver the finishing blow. As with any robotic unit they can be hacked by a properly specced specialist, although their rather high hacking defense makes taking control of them extremely difficult. Bluescreen Rounds, EMP Grenades and/or acid grenades are all highly recommended when fighting it. '''Aliens''' *'''Sectoid''': Tougher than you remember due to the infusion of human DNA. Now have the ability to resurrect dead troopers - yours and ADVENT - as zombies, and all sectoids from the get-go can lay a mind whammy on your troops, randomly panicking, disorientating or controlling them. That said, they're vulnerable to melee attacks so a halfway decent Ranger should chop them up without much trouble. *'''Chryssalid''': Because why the fuck wouldn't the Ethereals keep their most effective terror weapon. These guys have changed from scuttling horrors to burrowing, venomous, scuttling horrors, capable of turning anyone they kill, either with their venom or their claws into a slowly metamorphosing cocoon that, if it reaches maturity, will spit out '''THREE''' new chryssalids, because Firaxis hates you. They are rendered mostly harmless by being set on fire, so if you think you're going to run into them bring incendiary rounds, fire bombs, and hell weave vests. The previous sentence is no longer the case in War of the Chosen, so prepare your anus. *'''Viper''': The most famous of the new aliens because they look like [[serpentfolk|humanoid snake-women]] with [[furry|nice tits and a sweet pair of hips]]. Appear pretty early in the game; not much tougher than sectoids, but quite annoying. They can drag you out of cover with their tongue whip attack, spew toxic clouds like the Thin Men, and strangle you in melee like a Seeker. These gals represent the true form of the Thin Man alien from the last game. (And yes, the thin ''men'' were actually disguised snake ''women'' the whole time.) *'''Andromedon''': One of the cooler new alien designs, it could almost have been ripped out of the old X-COM series. It looks like a combination of an old diving suit and an iron lung, filled with green acidic sludge, and a single pickled alien who apparently needs that sludge to live and dies if exposed to Earth's atmosphere. When you kill it the first time the glass torso-visor shatters, exposing the pilot's corpse, and the suit reboots and come to life by itself, dropping its heavy plasma cannon and charging into melee. In its first form, an Andromedon is a tough customer, with more armour & health than a Muton while packing the same firepower. In its second form it will only ever try to hit you with its fists, but it leaves behind trail of acidic and poisonous sludge that hurts your guys if they try to move through it (because jumping isn't a thing, despite the ability to haul yourself up drainpipes) which makes navigating the battlefield a hassle, especially in densely packed urban missions. Thankfully their second form will be easier to deal with. Due to the immense control of the battlefield these guys possess (being able to simply destroy cover by running through it and leaving acid trails that can cut off avenues of approach) in addition to their rather devastating firepower, it's highly recommended you fully focus these things down if no other priority targets (like Sectopods) are immediately present. *'''Faceless''': A new enemy that should only appear in Terror Attack missions, but they can be seeded in regular missions if you pull the Dark Event that allows them to mingle with the regular citizens. Isn't that lovely. Shapeshifters that look like ordinary humans until your troops get too close (or all other aliens are killed), then they turn into ''fucking huge'' moaning melted-wax men with claws the length of shotguns. With the Ethereals now having these under their command, it's no surprise that the Thin Men from the previous game are no longer in use. In the early game they can be a hard target to drop due to their fairly high HP and ability to regenerate lost health every turn. That said, as exclusively melee units that rely more on ambushing unsuspecting XCOM operatives, they can easily be kited and picked off at range. In a pinch, your Scanner Grenades and Specialists can reveal concealed Faceless by scanning the area, so there's a touch of counterplay against them. *'''Muton''': Remaining as the ethereal's shock infantry, these Mutons have apparently been crossbred with humanity, making them slightly smaller and faster, but also slightly smarter. But considering just how badly the A.I. can flub up sometimes, you have to wonder about that last one. They aren't packing any more HP, but they now have a point of armor, which means that the first point of damage from every attack gets ignored, so they'll soak up more damage unless you can shred their armor with heavy weapons and explosives. They'll still be a threat until you get Plasma weapons, and 3rd tier armour, but once you're there, they pretty much become chaff beneath the scythe. They also like tossing grenades if they don't have a direct line of sight on your troops. Along with the ability to use suppression if a Muton can't get into melee. Making them an annoyance well into the late game. They're also the only Alien that has countermeasures against melee, being able to parry and riposte. Worse, they can instantly kill stunned soldiers, including the ones that their counter stunned. *'''Berserker''': Now visually more distinct from the regular Muton instead of just having a fancy costume, being entirely naked and seemingly skinless, looking like the musculature section of a human anatomy book. While mostly the same extremely tough melee combatants with the same instinctive berserker charge, [[Derp|the Ethereals have gotten worse at making these instead of better.]] While Enemy Unknown's Berserkers could distinguish between friend and foe no matter how angry they got, with these Berserkers, it's possible to make them attack their allies by hurting them to piss them off and then keeping your units out of punching range. This game also reveals that Berzerkers are actually the Muton ''women''. Gives a whole new meaning to the term [[Amazon]], huh? *'''Codex''': A replacement for the Outsider, but far more annoying. The Codex first appears when you Skulljack an ADVENT officer, and it looks like a weirdly sexy woman made of pure yellow, but with a cybernetic brain & spinal column. They can teleport around the battlefield, and when struck by an attack that fails to kill them, they split into two Codexes with half of their remaining health. They can also create temporary [[Matt Ward|zones of energy that suck all the ammo out of your guns]], and then close with deadly force. Naturally you want Snipers or Magnetic/Plasma Weapon chain attacks to kill them quickly. Which you should have by the time of encountering them. Unless of course you rush the skull-jack out in your first run, and get one of these while you still have conventional weapons, in which case... have ''fun''. Or just toss a flashbang at them and turn them into slightly more dangerous ADVENT Troopers. *'''Specter''': Another WotC specific enemy. These guys look like the Codex if they were men and made out of Necron Scarabs rather than pure energy. It's fitting too as they are a collection of Psionic nanobots that can grab your guys, stun them, and create a shadowy doppelgänger with all of your guy's skills and gear, and none of their bad luck. Thankfully killing the Specter will also kill this doppelganger and bring your guy back into the fight, but if you can't take it down immediately, expect the tide to turn against you. In a pinch, you can revive a soldier possessed this way with a medically inclined Specialist, though you'll still have to fight the doppelganger. Oddly, attacks that harm biological targets without requiring a will test can harm the Specter. *'''Gatekeeper''': A giant, floating, psionic ball that might be the replacement/upgrade to the cyberdisks. No, we're not joking. For all the goofiness of trying to summarise this thing, it's a shockingly vicious threat. That big metal sphere contains a psionic powerhouse in the shape of a fleshy mass with tentacles which will unfurl to bitchslap your soldiers into the ground if they get too close. When moving or firing its eye-beam (a very strong, if semi-inaccurate laser), it remains enclosed in its heavily armored sphere (We're talking 4-6 pips of armor, difficulty dependent). In order to use its most powerful attacks, however, it must unfurl out of its armor in order to cast them. These include the ability to create a ''massive'' explosion that deals heavy damage to everything within it and reanimates ''all'' humanoid bodies within its radius as zombies that it controls (this includes any humans killed ''by'' said explosion) and the ability to grab your soldiers and siphon their life to heal itself. Additionally, it'll try to use cover despite being a 2x2 giant, floating, metal, psychic ball of doom. As a final FU, when killed they explode with a blast that will reach all tiles around them, heavily wounding or outright killing any of your squad next to them. Melee units such as Templars should be kept far away if they don't have Fortress. One of them is always encountered during the Psi Gate mission and will likely be the first time seeing them. Hilariously these tiny Eldritch Abominations can be mind controlled by Psi Operatives, if their will stat is good enough. Another way of dealing with them is using explosives and heavy weapons that shreds their armor. These would be the first targets to use Frost Grenades on if you encounter them early in the maps. You should have Magnetic or Plasma Weapons by the time Gatekeepers start showing up or they will be nearly impossible to defeat. *'''Archon''': So someone in the Aliens' side realized that having a heavily mutilated torso mounted on jetpacks, which actively tore at its implants and constantly mounted suicide charges so it could be put out of its misery was bad for PR, so they replaced the Floaters with these guys. They look almost angelic or like something out of a high-tech ancient egypt, and their design incorporates a lot more white and gold with much less obviously chop-shop cybernetics. The nigh-constant pain going away has made them far smarter too. They still like to jump around the battlefield, but now they can also use a new ability called Blazing Pinions to rain rockets down on your guys after a turn's delay and will actually take advantage of cover. They also happen to have the Adonis-like musculature of a Chip-n-dale dancer. No seriously, ask any fa/tg/irl who isn't asexual or a lesbian to look up these, and she'll tell you they're one of the sexiest videogame monsters she's ever seen. Snaketits, meet mechpecs. *'''Avatar''': The Ethereals' plans are revealed when you discover these creatures. Avatars are genetically engineered lifeforms created from the genes of the most psi-capable humans, crafted to house the essence of the Ethereals, whose own bodies are breaking down irrevocably. Extremely tough and powerful psionics, these guys are arguably your highest priority on the battlefield. The Commander gets one of his own at the end of the game. This is because they plugged him/her into their psionic network and never bothered to remove or change anything after XCOM recovered them. [[Fail|As the Ethereals are really quite stupid despite claiming to be the superior race.]] While lacking the full skill set of the Psi Operative, they have useful abilities that can still perform near their level. Avatars also come an awesome gun that they hardly ever use; [[Cheese|it ignores armor values, uses only one action point that allows him to fire twice in one turn, and can knock a Sectopod down to half health in a single volley.]] It can be acquired through workshop mods should you want it outside the final mission, though most such mods restrict the weapon to Psi-Operatives. It wouldn't make much sense otherwise. '''The Alien Rulers''': If you played the previous game, you may have been wondering: "what happened to Dr. Valen?" Well, the first DLC for XCOM 2, "Alien Hunters" reveals that she went off and set up her own base in an abandoned alien genetics lab, where her experiments in undoing the genetic suppressants on three cryogenically suspended subjects created three amped-up alien variants so powerful that the Ethereals couldn't control them. Great work, doc! Alien Rulers have a huge health bar and many unique abilities, but one of their more bullshit traits is that they have, no shit, Lair actions from D&D 5e. If you don't play D&D, this means they get a free turn in reaction to ''every'' action your troops take. This is nerfed somewhat in the WotC expansion to only reacting to anybody taking an action in its immediate line of sight (so dudes hiding behind walls or who are too far away won't trigger them). The best way to deal with them is heavy use of Incendiary, Acid and Venom Bombs. Not only do all these grenades stack damage over time effects (such that they take damage on every one of their own turns), but the burn limits the number of things they can do on their turn, the acid shreds almost all their armor while the poison severely hampers their accuracy, if it doesn't just gimp them of their reaction entirely. Free actions (like the Lightning Hands perk) and reloading don't trigger reactions, while abilities that allow your troops to make multiple attacks (like Rapid Fire or Chain Shot) count as one action. In WotC, Sharpshooters abusing the Squadsight mechanic can attack them without triggering a reaction if they are doing so from outside conventional range. Something you should have before facing them in mid to late game. Because fuck these guys. War of the Chosen also allows you to "integrate" this expansion, eliminating the special story mission in lieu of just shoving the Rulers around various facilities and just giving you the special guns. Doing this means missing out on a couple minor cutscenes, controlling Bradford for a mission and missing out on the opportunity to take his fancy gun kitted out with [[cheese|every possible upgrade]] for a spin. *'''The Viper King:''' The only male Viper in existence, this creature shows why the Ethereals removed the male gender from the viper species with how rampantly he set about fertilizing every female viper he could encounter, filling an entire base with a huge array of hatchling vipers you have to fight through. His unique abilities allow him to spit a freezing gas instead of the normal venom. The weakest of the Alien Rulers, the Viper King is usually the first one you encounter. He's ironically also the most vulnerable to the Frost grenade, so slap it in a Grenadier with the Heavy Ordinance perk and hit him with it from out of sight to maximize your attacking opportunities. If you manage to tag 'n' bag Subject Gamma, you can turn his carcass into a unique Spider Suit, the Serpent Suit, that can scare the scales off of normal vipers and lash out with freezing whips. *'''The Berserker Queen:''' Just as much bigger and scarier compared to normal berzerkers as they are compared to male mutons, Subject Beta can not only unleash a howl that can panic your whole squad, but is equipped with cybernetically integrated wrist-mounted hammers she can use to create earthquakes. Because fists the size of the average adult human weren't enough apparently. From her carcass, you can build the R.A.G.E Suit, which not only terrifies mutons and berserkers, but lets your trooper make a berserker-style charge attack themselves. *'''The Archon King''': Subject Alpha is the nastiest Alien Ruler in the game, and has the most health. His special attack "Devastate" is a version of Blazing Pinons (the Archon's "shower an area with rockets" ability) that does less damage, but which can also disorient, stun and knock unconscious. Worse, it hits on the next Ruler Reaction, meaning you have no chance to get away from it the way you do from Blazing Pinions. He also has a unique attack where he grabs a trooper, hauls them into the air, and then power dives them into the floor. If you can take down this asshole, his corpse can be refashioned into the Icarus Armor, a superior Warden Armor suit that grants the Vault ability and the ability to pull off the Archon's "move to any point on the map you wish" twice per mission. Give it to your best Sniper, as this allows them to keep up with the rest of the squad and find the nearest vantage point. '''The Chosen''': The new Dragons aka Second in Command below the Ethereals. These three alien hybrids were once human before being abducted by the aliens (indeed, the Hunter was once one of the Reapers before his capture) and molded into the Ethereals' ideal elite agents. Each of them acts as an antagonist to one of the three resistance factions XCOM allies with and usually come equipped with a bunch of BS abilities that can wreck your troops at lower levels. You also want to find their base ASAP as they gain upgrades through the game like you do and can hurt your income. Getting their OP shit is also a nice bonus. When first encountered they'll attempt to stun and either siphon the knowledge from or capture one of your troops for intel. If they succeed in doing so, it gives them a massive boost to their progress against you and will ultimately lead to a potentially game-ending assault on the Avenger. Additionally, soldiers that they choose to capture will go off the grid for quite some time before you can get the chance to rescue them. If they appear during a Blacksite mission, The Chosen AI will just straight up murder a squad member instead. [[Rage|The game doesn't give any hints to this change in behavior.]] So if you're counting on manipulating their AI into kidnapping a soldier who is near death during those missions. The Chosen will just slaughter your squad like the rest of ADVENT. Because all bets when are off when your trying to kill mommy? and/or err daddy? Shklee? Maybe? Thankfully, the game rolls to give them permanent weakness, along with an arch enemy who will deal extra damage to a Chosen among the new Hero classes. They will also roll for one immunity and a special ability, though the immunities are things that many players will hardly ever use against a boss regardless. The special power can either be meh, or fuck you right over. Good thing for the player the summoning powers are mutually exclusive and can't gain strengths that counter most of their weaknesses. They can also be countered by researching Mindshields, your own (fully upgraded) Psi operatives and the buffed Sparks. When you have the latter two the Mindshields are redundant as the last two are right out immune to being stunned and mind controlled. Too bad there aren't new lines for a Spark with Julian's voice. As hearing a GlaDOS expy with the attitude of Bender snark back at The Chosen would have been hilarious. *'''The Assassin''': The first of the Chosen you'll meet if you're playing the "Lost and Damned" mission to introduce yourself to the new mechanics introduced in WotC, the Assassin is a dark reflection of the Ranger class. The biggest [[Weeaboo|weeb]] in all of Advent. She attacks mostly with her Katana (although she does have a rarely used shotgun called Arashi, and you'll thank the programmers she rarely uses it), striking out of concealment to stun one of your guys (Who you'll then have to revive or risk them getting kidnapped), before running away. In the same turn. Because the Bad Guys get to move, shoot, move, but the player doesn't get nice things. To top this all off she's immune to overwatch so you either have to try and escape from the current mission, or take the fight back to her just as hard. Oh yeah, and avoid bunching your guys up, or she will stun half the squad at a time with an area of effect special attack, but don't get too spread out or you won't be able to revive stunned soldiers before she kidnaps them. Thankfully, her concealment works by the same rules as yours, and it'll break if one of your guys flanks her, so if you've got a good idea of where she is, you can move someone in to reveal her, and then light her up with the rest of the squad. To make her easier to deal with make sure to take a Specialist with Scanning Protocol. After killing The Assassin you can build Arashi and her Katana. Though many will find her Katana redundant after they have tier 3 Axes and late game Templars. *'''The Hunter''': While you would expect a roided up [[Space Wolves|Craven the Hunter cosplaying furfag]] by name alone, he is instead a more or less a [[Vindicare|hit man armed with a pistol and sniper rifle]] with an Affably Evil personality.[[Ork_Snipers| He's also known to have team killed some of the weaker Advent aliens when he got bored]]. Unlike his siblings he outright admits that he is a psychopath who likes killing things. The Hunter's abilities are a bit mundane compared to the other Chosen. While still being effective none the less. His Tracking Shot can aim at your troops from the other side of the map, and if they don't move he will kill them the next. This makes mind controlling Advent and hacking MECs for recon useful for once. He also come with a grappling hook with no cool-down, stun grenades and pistol tranq shots that never miss. So don't be stupid and send in a lone Reaper without Banish. Even if he rolls them as a weakness. As they don't put out enough damage to out snipe him and will end up killed or captured instead. His Sniper rifle Darklance and pistol Darkclaw are obviously weapons that are meant for your Snipers. So Reapers can't use it without modding the game. Not a good idea regardless as it can't be modified with extended magazines and mods that can do this might cause conflicts. The Hunter is by far the most popular of The Chosen among players. While all three of them are edgelords, he adds a huge load of snark to his. He even mouths off to the Ethereals. This shouldn't be surprising as he's voiced by the very talented Nolan North. *'''The Warlock''': Probably the most dangerous of The Chosen, if you don't have Mindshields. If you do he's about as dangerous as the final boss of the game. If you don't he's damned near impossible as he'll mind control your entire squad at once. In the event his mind-wiping powers are ineffective/on cooldown, he'll summon waves of exploding spectral zombies or psionic copies of Stun Lancers to swarm after you. On his direct offense he has a buffed up plasma rifle that will do extra damage to psionics (i.e. your Psi Operative and Templar), a mind bullet that will split off to affect up to two additional targets, and the ability to teleport his own allies into flanking positions. Sometimes his AI does some stupid shit such as teleporting an Advent next to him. Bonus points if said Advent is the target your supposed to kill during the mission. Once you get his Disruptor rifle, it has every possible upgrade in the game. Though only Rangers, Psi-Operatives and Specialist can take it in an unmodded game. A waste on the latter two as by the time you get it. Their late game abilities and equipment make giving them a 3.5 tier weapon redundant. '''The Lost''' Also know as the laggers, as the game starts slowing down if there are too many of them on screen. Introduced in WotC, the Lost were created when survivors of the initial invasion decided that returning to the desolated ruins of their former cities still infested with radioactive alien drop-pods and trying to live off the scraps [[derp|was a good idea]]. The Lost serve as a sort of third enemy faction and will attack XCOM, ADVENT and Alien forces alike (though with a very high preference for [[your dudes]], go figure). Any explosives, be they from grenades, gas tanks or cars will summon hordes of them in the missions they can appear in and can potentially overwhelm both your soldiers and your computer's RAM in high enough swarms. They have a notable weakness to fire and if ignited, will run away panicking before burning to death. Any successful killshot (be they from you or the aliens/ADVENT) will refund the action point spent to kill it, which helps significantly when dealing with swarms of them. Like both the aliens and ADVENT, all variants will start appearing with more base health as time passes, but as long as you're on top of your research game, they shouldn't be a problem. *'''Regular''': Standard Lost behave exactly like any prototypical zombie; they beeline it towards whichever enemy suits their fancy and try to peg them in the head with their rotting limbs. In most cases, they can easily be killed in a single shot with most guns, bar the unlucky miss/damage roll. *'''Dasher''': Faster and with slightly more initial HP (4-5, as opposed to 2-3) these guys aren't much more of a threat compared to regular Lost. They do have a surprising threat range and can easily surround isolated soldiers if not picked off immediately, however. *'''Brute''': These guys have a lot of HP for a Lost, can actually deal some melee punishment. Early on they do require a little bit of focus fire to down them and they become more and more common by endgame. Then again, by endgame you'll have the best weapons and armour, so once again... only really a threat if you're unlucky, and there's a lot of them. Recommended soldier classes for missions involving lost are Reapers with Banish and Annihilate, Skirmishers, Rangers and Templars with Bladestorm and Templars/Sharpshooters with Faceoff for room clearing. Dragonfire rounds also ensure that even if by some miracle the Lost shot by them survives, they'll be rendered harmless and die shortly after. There is also a mod that makes their targeting more realistic, as by default they target XCOM(70%) over Advent(30%). Which doesn't make sense as Advent would have no reason to deploy Purifiers. They become even more annoying if the game rolls to deploy a Chosen at the same time. Be wary of your RAM and don't rely on autosaves.(16GB+ is the bare minimum you want to have! If it still lags use lower settings. High settings look about as good as maximum and still run at a decent FPS.) :If you're a glutton for [[Slaanesh|punishment]], there's a mod that overhauls the Lost and turns them into a fully fleshed out faction of [[Ork|Orks]]. The main mechanics of the Lost remain, namely their vulnerability to fire, deaths refunding spent actions and explosions causing new hordes to spawn (which... is very appropriate, all things considered). That's about where the similarities end, however. This mod adds everything from fast and weak Grots to dead 'ard an killy Deff Dreads and pretty much everything (on two legs) in-between. Though the Orks ''prefer'' melee, most of them carry some flavor of Slugga so that they can Dakka when the mood hits. Speaking of, you'll want to watch out for Burna Boyz and Warbosses. Burna Boyz, much like ADVENT Purifiers, will occasionally explode on death, summoning yet more Orks (often times, more Burna Boyz). Warbosses carry rockets, with all the explosions they can put out. Note, if you download this mod, you're going to want to make sure you have ''plenty'' of RAM to spare. ====XCOM Chimera Squad==== '''Gangs/Terrorists''': Chimera Squad doesn't really bring in new aliens due to being an asset flip built on top of XCOM 2 code. Instead they introduce new subtypes (which should be covered in their sections instead) of all but the least humanoid aliens, even humans but not robots. In fact only one actual new unit is introduced in this game, Androids. Which only three factions including XCOM have. While yours need to be upgraded to be useful. However unless they get really bad roles or just have shitty luck in general. Players won't need them. Enemy Human npcs are mostly reskinned ADVENT Troopers. The enemies, missions and route depends on player choices along with some RNG. As each final mission, except for the two endgame levels after all other factions are defeated, have their own variants. This makes the "canon route" hard to figure out. [[GrimDark| Chimera Squad makes all those gross genetic and cybernetic enhancements the Ethereals did to the aliens canon as well.]] While also explaining why they look different in XCOM 2 from EU/EW. *'''Gray Phoenix''': Made up of mostly of the technically inclined Mutons (they were apparently [[Jokaero]] style reptile giant space dwarfs before the Elders got to them). Grey Phoenix is composed of aliens who want to find a new home. Even if it means that launching their hijacked vessels will damage City 31 itself. They're the only faction who deserves any sympathy at all. The only gang that deploys a Sectopod and multiple ones (one per turn) during their final raid if they're the last faction chosen. If not there is only one of them. *'''The Progeny''': Psionic human supremacists (what /pol/-tards wish they were) who abduct hybrids. Have the most annoying human npcs due to their abilities ignoring armor of the Player's agents. Their leader is a psychotic Karen who is the product of ADVENT experimentation. *'''Sacred Coil''': The remnants of ADVENT in City 31 who worship the Ethereal. As such they use most of the enemy NPCs from XCOM 2. Still not very bright though as their schemes get uncovered out by a Sectoid J. Jonah Jameson/Fox Mulder expy long before XCOM figures it out. The only the only faction to deploy Androids and MECS during missions(besides the last one). They also have the hardest boss in the game, a pissed off insane Gatekeeper whose has been stuck in ADVENT's portal network since the end of XCOM 2. *'''Shrike''': The main villains. Mercenaries who used to be the police of City 31 when ADVENT was in control now made up of former Resistance and XCOM soldiers. Their alien forces must be made up of former Skirmishers because they employ Hybrid, Sectoid, Viper and Muton variants (the sentient aliens who are closest to humans in shape if not size, requiring the least amount of work. Yeah, Firaxis's laziness almost rivals [[Games Workshop|a certain other company]]). Their agents appear infrequently in missions of every other gang as additional muscle. Their goal is to cause enough chaos in City 31 to force the main XCOM forces to step in. Despite the fact that they themselves would be utterly curbstomped due to being defeated by a division as poorly armed as Chimera Squad was. It's easy to see why they're former XCOM because their leader is a piss weak standard hitman (basic soldier with a pistol) who has some annoying upgrades. Some players think their backers are the newly risen EXALT. Which only makes sense if they either had [[Fallout]] style underground bunkers or defected to ADVENT before the events of XCOM 2. As despite being an alcoholic, Central isn't dumb enough to ally with or employ guys who will stab XCOM in the back as soon as the main bad guys are defeated. Nor would the Commander want to keep them around, maybe except as cannon fodder.
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