Avatar (LWOTC)

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Avatar.jpg

The Avatar is the pinnacle of the Elder's research, a physical body strong enough to withstand their immense psionic capabilities

The Avatar is the culmination of the Elder's research and they have new reappeared in a new body that is capable of handling their immense psionic powers. This new body is capable of continuously Regenerating and allows them to heal off damage they have taken over time.

The Avatar wields many unique abilities that makes them difficulty to defeat and a dangerous threat. Their Mental Fortitude makes them completely immune to any negative mental effects making it incredibly difficult to control and mitigate their actions. Whenever they receive damage, they can Teleport Escape to move to a new safe location. They are capable of launching a Null Lance, a powerful psionic beam dealing immense damage. With their immense psionic powers, they can Mind Control our soldiers and forcing them to attack their allies. Their most powerful ability, Dimensional Rift, allows them to open a very large rift dealing great damage to all targets within and will deal another instance of damage after a turn to any targets that remain in the rift and potentially stunning or disorienting them.

Avatar (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
Detection Radius
Detection Radius (tiles)
Rookie 30 1 90 200 10 33 20 10 15 150 12
Veteran 50 2 90 200 20 33 25 10 15 200 12
Commander 70 4 90 200 20 40 25 10 16 200 12
Legend 80 5 90 200 20 40 25 10 16 200 12
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Psionic Repeater 6 - 13 4 3 Shred: 1
Pierce: 1
Dimensional Rift 5 - 7 - - Pierce: 4
Phase 2 Dmg: 6 - 10
Phase 2 Pierce: 4
Null Lance 6 - 9 - - Pierce: 1
Abilities and Tactical Upgrades
Teleport Escape
* This ability has no cooldown and will trigger whenever damaged * The avatar will teleport between 10-20 tiles from their original location * This ability triggers only after an attack is complete, this means that they will not teleport away when performing attacks such as rapid fire until after it is complete
Teleport to a random location whenever damaged
Mental Fortress
* This ability can't be disabled.
Become immune to negative mental effects
Mind Control
XCOM2 infoIcon custom 1.png
Seize control of the target's mind, forcing them to attack their own allies that lasts for 3 turns. 5-turn cooldown.
Avatar Regeneration
* This ability has no limit and will regenerate as long as they are alive.
Regenerate up to 5 HP at the start of the turn.
Null Lance
*Null Lance has a 4 turn cooldown. *Null Lance ignores armor. *Null Lance damage can be increased by improving the Psi Operative's Psi Amp.
Project a beam of terrible power that damages every target it passes through. This attack can penetrate multiple enemies and obstacles.
Dimensional Rift
* This ability has a 6 tile radius, can cast up to 16 tiles away and deals 30 environmental damage * This ability costs 1-action, is non-turn ending and has a 4-turn cooldown. * This ability ignores armor.
Open a large rift that deals psionic damage to all units within the area and deals another instance of damage to all units that remain in the area with a chance to stun or disorient them in the next 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
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
Infighter
*Gain 40 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 40 dodge against attacks within four tiles.

50% chance of applying after completion
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.

20% chance of applying after completion
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.

33% chance of applying after completion
Grazing Fire
* Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze. * This effect occurs after normal hit-miss-graze processing. * Targets with a dodge score subtract that score from the ability's success chance.
Missed attacks have an additional roll to become a graze.

25% chance of applying after completion
Shredder
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.

16% chance of applying after completion


Tips

  • Teleport Escape makes it very difficult to catch the Avatar but it will only trigger after they have taken damage and after the soldier's turn completes. It is best to deal as much damage in a single action as possible before the Avatar can possibly slip into a better position. One example is the Assault's Rapid Fire combined with the shotgun's high crit damage will allow them to deal incredibly high damage with a single action. The Avatar also does not have immunity to environmental effects making them vulnerable to Frost Bombs and stopping them from teleporting.
  • Mental Fortress making them immune to any negative mental effects makes it so they are incredibly difficult to control. The only way is to inflict other debuffs to make them easier to defeat such as Holotarget or to use some effects such as poison to limit their capabilities.
  • Mind Control is near impossible to resist thus having counters such as Mind Shields to become immune or moves such as Solace is helpful to cleanse the effect. Worse case there are still options such as Stock Strike to help stall for a turn as you aim to defeat the Avatar.
  • Like most units with AOE moves, you ideally want to spread your soldiers out in order to greatly dissuade them from ever using them although they may still do so against single targets. Spreading out is still beneficial as it helps mitigate the amount of damage they can deal.