ADVENT Priest (LWOTC)

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LWOTC AdventPriest.jpg

The Advent Priest is a unique trooper type that specializes in the use of psionic energy as their focus.

The Advent Priest is a unique trooper type boasting psionic powers to counter XCOM instead of traditional weaponry. While the Priests may not be offensively powerful, they utilize special abilities to cause chaos in the field. The Priest can greatly disrupt our soldiers with Stasis, completely disabling them for a turn and can leave them vulnerable if we can't take control of the situation or they can use Mind Control to force our soldiers to fight their allies. Priests also have the unique ability Holy Warrior to link with an ally and provide powerful bonuses to them which lasts until one of them dies. Priests are also capable of sustaining themselves, preventing lethal damage and staying alive for one more turn.

With all these special abilities, the Priest themselves may not be incredibly dangerous but can pose a great threat along with allies by causing chaos in the field. As ADVENT progresses, Priests become more powerful and allowing them to become immune to any negative mental effects in addition to providing this trait to nearby allies.

Advent Priest (Rank 1)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Psi Offense
Psi Offense
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 5 0 65 15 0 33 0 0 12 65 125 8
Veteran 6 0 70 20 0 33 0 0 12 70 125 8
Commander 8 0 70 20 10 40 0 5 12 70 125 8
Legend 8 0 75 25 10 40 0 10 12 70 125 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Advent Mag Rifle 3 1 3 -
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 1 2 3 3 3 2 1 0 0 0 0 0 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 1 2 2 3 3 2 1 0 0 0 0 0 0 0 0 0
Abilities and Tactical Upgrades
Stasis
Completely stuns the target for 1 turn, but renders them immune to any damage or attack.
Holy Warrior
Perform a mind merge with another unit to grant bonus aim, crit chance, mobility and shield HP. This effect remains as long as either of the unit lives.
Mind Control
Seize control of the target's mind, forcing them to attack their own allies that lasts for 3 turns. 5-turn cooldown.
Priest Sustain
Enter stasis when you would receive lethal damage and prevents HP from going below 1 HP. The chance to enter stasis is reduced based on overkill damage taken.
Center Mass
You do one additional point of base damage when using guns.

16% chance of applying after completion


Advanced Priest (Rank 2)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Psi Offense
Psi Offense
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 0 70 30 0 33 0 10 12 95 125 8
Veteran 12 0 75 35 0 33 0 0 12 100 125 8
Commander 12 0 75 35 10 40 0 5 12 100 125 8
Legend 13 0 80 40 10 40 5 5 12 100 125 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Advent Mag Rifle 5 2 3 -
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 1 2 3 3 3 3 2 2 1 1 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 0 0 1 1 2 3 3 3 3 2 2 2 2 2
Abilities and Tactical Upgrades
Stasis
Completely stuns the target for 1 turn, but renders them immune to any damage or attack.
Holy Warrior
Perform a mind merge with another unit to grant bonus aim, crit chance, mobility and shield HP. This effect remains as long as either of the unit lives.
Mind Control
Seize control of the target's mind, forcing them to attack their own allies that lasts for 3 turns. 5-turn cooldown.
Priest Sustain
Enter stasis when you would receive lethal damage and prevents HP from going below 1 HP. The chance to enter stasis is reduced based on overkill damage taken.
Mindshield
Become immune to all negative mental effects
Center Mass
You do one additional point of base damage when using guns.

16% chance of applying after completion


Elite Priest (Rank 3)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Psi Offense
Psi Offense
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 13 0 75 35 0 33 0 0 12 100 125 8
Veteran 16 0 80 40 0 33 5 5 12 105 125 8
Commander 18 0 80 40 10 40 5 5 12 105 125 8
Legend 20 0 85 45 10 40 10 10 12 105 125 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Advent Mag Rifle 7 3 3 -
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 0 1 2 2 3 4 4 4
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 3 4 5 6 6
Abilities and Tactical Upgrades
Stasis
Completely stuns the target for 1 turn, but renders them immune to any damage or attack.
Holy Warrior
Perform a mind merge with another unit to grant bonus aim, crit chance, mobility and shield HP. This effect remains as long as either of the unit lives.
Mind Control
Seize control of the target's mind, forcing them to attack their own allies that lasts for 3 turns. 5-turn cooldown.
Priest Sustain
Enter stasis when you would receive lethal damage and prevents HP from going below 1 HP. The chance to enter stasis is reduced based on overkill damage taken.
Priest Solace
Grants self and allies within 4 tiles immunity to negative mental effects.
Center Mass
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.
  • Priests sustain is unique in that it is guaranteed to trigger which can make them really stick onto the field and gain another turn to act. To get around this you must inflict overkill damage, excess damage dealt beyond their remaining HP, to reduce the chance it triggers by 25%/17%/10% based on the tier. Thus it is ideal to weaken them before dealing a final blow. Disabling the priests ability such as stunning them can prevent sustain from triggering but this is not viable against higher tiers as they become immune to mental effects.
  • Holy Warrior can be incredibly dangerous as it provides powerful bonuses to the ally they link to and it lasts until one of them dies. To beat this it is best to focus the priest or to rid of its allies making them lose targets. As the Priest themselves aren't highly dangerous, it may be best to go for their allies first if possible.
  • The Priest's stasis ability is like our own, costing 1 action and not ending the turn. This can make them very effective in slowing us down. This effect can be mitigated by initially taking control of the fight before the enemy's turn which can minimize the effect of losing one soldier to respond in the next turn.