ADVENT Grenadier (LWOTC)

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Advent engineer.png

The Advent Grenadier is a special trooper variant that brings indirect fire support to ADVENT squads thanks to their special grenades.

The Advent Grenadier is a special trooper variant that carries grenade launchers. While their capabilities are similar to that of the standard troopers, the unique grenade launcher they carry creates a different threat to XCOM. Starting off they carry flashbangs which can render our troops disoriented and making it difficult to fight back. The next level they now instead carry inceindiary grenades which can burn our troopers, disabling them in addition to dealing a fair amount of damage. The final level are now equipped with acid grenades , which while they may not disable our troopers it will make them more vulnerable by removing armor in addition to rupturing them. With each level of grenadier, they can pose different threats that each are dangerous. Unlike most units in the game, the Advent Engineer is unique in that they are present throughout the entire game and do not get entirely replaced.

Advent Engineer (Rank 1)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 4 0 65 0 33 0 0 11 45 125 8
Veteran 5 0 65 10 33 0 0 11 50 125 8
Commander 5 0 65 10 40 0 0 11 50 125 8
Legend 6 0 65 10 40 0 0 11 50 125 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Mag Rifle 3 1 3 -
Flashbang - - 2 Range: 14
Radius: 5
Max Units in Pod = 1
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Follower Spawn Weight 1 2 2 3 3 4 4 5 5 5 4 4 3 3 3 3 3 3 3 3
Abilities and Tactical Upgrades
Advent Flashbang
XCOM2 infoIcon custom 1.png
Launch a flashbang grenade that disorients enemies for 1 turn.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion


Advent Grenadier (Rank 2)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 6 0 65 0 33 0 0 12 65 125 8
Veteran 7 0 65 10 33 0 0 12 70 125 8
Commander 7 0 70 10 40 0 0 12 70 125 8
Legend 8 0 70 10 40 0 0 12 70 125 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Mag Rifle 4 - 5 2 3 -
Incendiary Grenade 2 - 4 0 2 Range: 15
Radius: 4
Cover 50% of area with fire
Max Units in Pod = 1
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 1 1 1 1 1 1 0 0 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 0 1 2 3 4 4 4 4 4 4 4 4 3 3
Abilities and Tactical Upgrades
Advent Incendiary Grenade
XCOM2 infoIcon custom 1.png
Launches an incendiary grenade dealing fire damage and burning the target.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion


Advent Heavy Grenadier (Rank 3)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Hack Defense
Hack Defense
Detection Radius
Detection Radius (tiles)
Rookie 10 1 70 10 33 10 0 12 85 175 8
Veteran 13 1 70 10 33 10 0 12 90 175 8
Commander 14 1 75 10 40 10 0 12 90 175 8
Legend 16 1 75 10 40 10 0 12 90 175 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Mag Rifle 6 3 3 -
Acid Grenade 4 - 5 0 2 Range: 15
Radius: 4
Shred:3
Rupture: 1
Cover 67% of area with acid
Max Units in Pod = 1
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 4 4 4 5 5
Abilities and Tactical Upgrades
Advent Acid Grenade
XCOM2 infoIcon custom 1.png
Launch an acid grenade that deals acid damage, inflicts acid, inflicts rupture and leaves a pool of acid that lasts 2 turns.
Salvo
*Soldiers with the Salvo ability are prime candidates for heavy armor.
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Biggest Booms
*Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +3 damage). *50% chance for critical damage is not affected by other critical chance modifiers. *Does not apply to non-damaging grenades or the concussion rocket or Bunker Buster abilities. *Grenade crits will grant +1 damage to ongoing damaging effects such as fire.
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage).
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion


Tips

  • Like most flankable units, they will ideally try to find reasonable cover whenever flanked. This can be taken advantage of if you want to force enemies to move.
  • Like most units with AOE moves, you ideally want to spread your soldiers out in order to greatly disssuade them from ever using them.