Archon (LWOTC)

From UFOpaedia
Jump to navigation Jump to search

Back To Main Page | Back To Units Page

Archon.jpg

The Archon seem to be evolved floaters that now boast greater offensive and defensive capabilities equipped with a new arsenal.

The Archon is a biomechanical lifeform that used to be floaters from the original invasions but now further improved. With jetpacks built in as part of their body, they can move around any elevation with ease. Whenever they get damaged, they enter a Battle Frenzy which will allow them to start the turn with an extra action. With their new arsenal, they are now capable of performing Blazing Pinions which launches small missiles and locks onto all soldier's current position in a small area and rain down after a turn of preparation dealing great damage and environmental damage. Equipped with a special staff, utilizing their strength they can strike at our soldiers with a Melee Attack dealing great damage.

Archon (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
Detection Radius
Detection Radius (tiles)
Rookie 14 0 75 0 33 25 10 14 55 8
Veteran 18 0 75 10 33 25 15 15 60 8
Commander 20 0 75 10 40 25 15 15 60 8
Legend 30 0 75 10 40 25 25 15 60 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Archon Staff 6 - 10 4 3 -
Staff Melee 5 - 10 3 - -
Blazing Pinions 4 - 7 - - Radius: 2.5
Env Dmg: 10
Max Units in Pod = 3
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 1 1 2 2 3 3 4 4 4 4
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 3 4 5 6
Abilities and Tactical Upgrades
Battle Frenzy
* This ability has a 75% chance to trigger whenever damaged
When damaged, chance to enter frenzy granting an additional action at the start of the turn and lasts 2 turns.
Blazing Pinions
* This ability has a 3-turn cooldown. * The targeting area is a 5-tile radius circle that can target up to 16 tiles away, can target up to 4 enemies and the impact area of the explosives is a 2.5 tile radius
Fly in the air and mark all enemies within an area where explosive shells will land dealing damage and high environmental damage in the next turn.
Melee Attack
XCOM2 infoIcon custom 1.png
Strike at an adjacent target
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.

100% chance of applying after completion
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
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

8% chance of applying after completion
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.

20% chance of applying after completion
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.

25% chance of applying after completion


Great Archon (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
Detection Radius
Detection Radius (tiles)
Rookie 20 0 80 0 33 20 10 14 65 8
Veteran 25 0 85 10 33 25 15 14 70 8
Commander 35 0 85 10 40 30 15 14 70 8
Legend 40 0 85 10 40 30 25 14 70 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Archon Staff 6 - 10 4 3 -
Staff Melee 5 - 10 3 - -
Blazing Pinions 4 - 7 - - Radius: 2.5
Env Dmg: 10
Max Units in Pod = 2
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 0 0 1 2 3 4 5 6
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 4
Abilities and Tactical Upgrades
Battle Frenzy
* This ability has a 75% chance to trigger whenever damaged
When damaged, chance to enter frenzy granting an additional action at the start of the turn and lasts 2 turns.
Blazing Pinions
* This ability has a 3-turn cooldown. * The targeting area is a 5-tile radius circle that can target up to 16 tiles away, can target up to 4 enemies and the impact area of the explosives is a 2.5 tile radius
Fly in the air and mark all enemies within an area where explosive shells will land dealing damage and high environmental damage in the next turn.
Melee Attack
XCOM2 infoIcon custom 1.png
Strike at an adjacent target
Flashbang Resistance
* This does not allow the unit to resist sting grenade's effect * Muton Centurion has 20% resist, Sectoid Commanders/Great Archon has 33% resist, General (T1) has 50% resist, Muton elite has 67% resist, Gatekeeper/General (T2) has 75% resist. Rulers guaranteed resist
Have a chance to resist the effects of flashbangs.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.

100% chance of applying after completion
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
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

8% chance of applying after completion
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.

20% chance of applying after completion
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.

25% chance of applying after completion


Tips

  • Archons are likely to melee if they have an opportunity to and especially if they are Frenzied. This can be manipulated to melee a soldier with Combatives to effectively waste their turn but also receive a counterattack.
  • The Archon may tend to blazing pinions if there is a group they can target and is more likely to if they aren't frenzied. This can be helpful to buy a turn as they won't directly attack you as they set up the pinions and it is easily avoided by moving away from the impact points. Be careful though as the Archon is now on top of your soldiers so make sure you have a plan for the next turn to deal with them.
  • The Archons are very durable, boasting decent defense, dodge and HP. It is best to have solutions to mitigate or prevent their actions in order to focus on other targets as they will need multiple actions to take care of. It is also helpful to have things to boost hit chance such as Holotarget or those that have innate high hit chance like shotguns.