Archon (LWOTC)
Back To Main Page | Back To Units Page
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)
Weapon | Damage |
Crit Damage |
Clip Size |
Other |
---|---|---|---|---|
Archon Staff | 6 - 10 | 4 | 3 | - |
Staff Melee | 5 - 10 | 3 | - | - |
Blazing Pinions | 4 - 7 | - | - | Radius: 2.5 Env Dmg: 10 |
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 |
When damaged, chance to enter frenzy granting an additional action at the start of the turn and lasts 2 turns. |
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. |
Strike at an adjacent target |
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 |
You do one additional point of base damage when using guns. 16% chance of applying after completion |
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 |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. 20% chance of applying after completion |
Gain 5 dodge per enemy you can see, up to a maximum of +30. 25% chance of applying after completion |
Great Archon (Rank 2)
Weapon | Damage |
Crit Damage |
Clip Size |
Other |
---|---|---|---|---|
Archon Staff | 6 - 10 | 4 | 3 | - |
Staff Melee | 5 - 10 | 3 | - | - |
Blazing Pinions | 4 - 7 | - | - | Radius: 2.5 Env Dmg: 10 |
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 |
When damaged, chance to enter frenzy granting an additional action at the start of the turn and lasts 2 turns. |
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. |
Strike at an adjacent target |
Have a chance to resist the effects of flashbangs. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
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 |
You do one additional point of base damage when using guns. 16% chance of applying after completion |
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 |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. 20% chance of applying after completion |
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.