Difference between revisions of "Chosen (LWOTC)"
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====Immunities==== | ====Immunities==== | ||
− | The chosen are immune to any negative mental effects, frost, lose 50% of mobility instead of immobolized | + | The chosen are immune to any negative mental effects, frost, critical attacks, and lose 50% of mobility instead of immobolized. |
====Weaknesses==== | ====Weaknesses==== |
Revision as of 22:03, 21 December 2021
The Chosen
The chosen are unique enemies granted powers by the elders and are a serioues threat against XCOM. They are not to be taken lightly and can cause serious set backs. Compared to WotC, they now act more like raid bosses so expect a tough fight and to not always be able to take them out quickly before they can cause problems.
Basic Mechanics
Appearances
The chosen first appear at Force Level 3 and can be discovered upon meeting them in a mission or contacting a region under their control. The chosen upgrades to T2 at FL9, T3 at FL14, and T4 at FL20. Due to their increased strength and increased focus on having tough engagements, their appearance decreases the amount of enemies present and is limited to the following missions:
- Intel Raids
- Supply Convoy Retaliation
- Recruit Raids
- Haven attacks/defense (Full Retaliations)
- Haven invasions
- Chosen Avenger Assaults
- Chosen Citadel Assaults
Keen
Chosen are much tougher and it is expected to take some wounds and you may even lose some soldiers. With that, when they are present in the field, no soldiers can die and will always bleedout allowing you a chance to save them. But if you don't get the soldier back up, the chosen can capture them from any range (they do not leave the field afterwards) but it requires their full turn allowing you additional time to eliminate them.
Reactions
The chosen now gain a "prime reaction" granting them an additional action when damaged but is limited to only select abilities. They are allowed to move or Combat Readiness which grants 10 aim and 10 defense while in cover and can remove the maim effect. This option can be disabled through the second wave.
Immunities
The chosen are immune to any negative mental effects, frost, critical attacks, and lose 50% of mobility instead of immobolized.
Weaknesses
The chosen no longer have any general weaknesses but take 25% additional damage from their respective advesary hero faction.
Strategy Layer
In the strategy layer, the chosen can perform various activites for the month which can be viewed in the chosen screen acessible in the geoscape. Their available activities is based on their current knowledge level, ranging from 0-100. The chosen passively gains 9 knowledge at every supply drop and an additional 4 whenever they successfully kidnap a soldier. The following is a list of available activities chosen can accomplish:
- Training : At the end of the month, they gain a new strength empowering them
- Retribution : Requires at least 25 knowledge. Attack a region reducing the haven's effectiveness by 20% and gain 5 knowledge. Can be performed up to two times from a given chosen but only three can be performed all together.
- Dark Event : Requires at least 50 knowledge. The chosen activates another dark event.
- Sabotage : Requires at least 75 knowledge. The chosen can perform various activites disrupting xcom:
- Delay research by 12 days
- Can steal 8-10 weapon upgrades but requires at least 8 upgrades to activate.
- Can steal 5-10 elerium cores but requires at least 5 cores to activate.
- Can steal 5-10 datapads but requires at least 5 datapads to activate.
- Can inflict "fear of chosen" to 10 random soldiers
- Increase current wound times by 10 days
- Assault the avenger : Requires at least 100 knowledge. Launch an assault against the avenger that occurs in 2-10 days.
The Assassin
Basic Abilities
List of the chosen's basic abilities
Attack an adjacent target with your sword. Uses one action. |
Gain 40 dodge against attacks within four tiles. |
Template:Bending Reed (LWOTC) |
The assassin will enter concealment and gain 50% mobility bonus. |
Send a psionic wave that deals guaranteed damage. This attack is boosted by Blood Thirst. 3-turn cooldown. |
|
After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks. |
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters. |
This unit's mobility cannot go below 7. |
Template:Blind Grenade (LWOTC) |
Strengths
Possible Chosen strengths they can train.
Tier 1 | Tier 2 | Tier 3 |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Damage taken by melee attacks is reduced by 50%. |
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. |
Primary Weapon attacks now inflict poison. |
When targeted by enemy fire, automatically fire back with your primary weapon once per turn. |
Once per turn, take a reaction shot with your primary weapon at a visible enemy that has fired upon a visible ally. |
Missed attacks against this unit will generate 3 Shield points that can hold up to 12 points at once. |
Primary Weapon attacks now inflict poison. |
Template:Hunters Instincts (LWOTC) |
Damage taken by explosive attacks is reduced by 50%. |
Template:Hit it where it Hurts (LWOTC) | Gain +100 aim and crit against units at 50% hp or lower with your weapon |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. |
Deal 35% additional damage when below 50% HP. |
Primary weapon attacks mark the target and reduces their defense by 10. |
Your grazing attacks are automatically upgraded to normal hits. |
Template:You cannot Hide (LWOTC) |
Missed shots with your primary weapon have an additional roll to become a graze. |
After taking damage, gain 2 armor through the end of the turn. |
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns. |
Gain 15 defense and 50 dodge against reaction attacks. |
Melee attacks now pierce 3 armor. |
Critical hits with your primary weapon have a chance to panic the target and nearby enemies. |
Shots fired with your primary weapon pierce 3 armor. |
Enter overwatch at the end of the turn. |
Gain 15 defense and 50 dodge against reaction attacks. |
Gain 15 defense and 50 dodge against reaction attacks. |
||
Tips
The Hunter
Basic Abilities
Strengths
Possible Chosen strengths they can train.
Tier 1 | Tier 2 | Tier 3 |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Template:Lightning Hands (LWOTC) | Primary weapon attacks now inflict burning. |
Template:Hit it where it Hurts (LWOTC) | Template:Hunters Instinct (LWOTC) | Template:Faceoff (LWOTC) |
Damage taken by explosive attacks is reduced by 50%. |
Primary Weapon attacks now inflict poison. |
Once per turn, take a reaction shot with your primary weapon at a visible enemy that has fired upon a visible ally. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. |
After taking damage, gain 2 armor through the end of the turn. |
Template:You cannot Hide (LWOTC) |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. |
Critical hits with your primary weapon have a chance to panic the target and nearby enemies. |
Deal 35% additional damage when below 50% HP. |
Gain 2 dodge per tile from the attacker. |
Gain 15 defense and 50 dodge against reaction attacks. |
Become immune to environmental effects. |
Primary weapon attacks mark the target and reduces their defense by 10. |
||
Gain 15 defense and 50 dodge against reaction attacks. |
||
Tips
The Warlock
Basic Abilities
Strengths
Possible Chosen strengths they can train.
Tier 1 | Tier 2 | Tier 3 |
Missed attacks against this unit will generate 3 Shield points that can hold up to 12 points at once. |
Damage taken by melee attacks is reduced by 50%. |
Once per turn, take a reaction shot with your primary weapon at a visible enemy that has fired upon a visible ally. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Gain 1-tile bonus radius for Mind Scorch. Also reduce Mind Scorch cooldown by 1. |
Adds a chance to panic enemies hit by Volt. Volt radius is increased by 1. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Standard shots with your primary weapon are not turn-ending. |
When targeted by enemy fire, automatically fire back with your primary weapon once per turn. |
Damage taken by explosive attacks is reduced by 50%. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
Whenever you get a critical hit with your primary weapon, your actions are refunded. Also grants +20 crit chance. |
Gain 40 dodge against attacks within four tiles. |
Your grazing attacks are automatically upgraded to normal hits. |
Shots fired with your primary weapon pierce 3 armor. |
Primary weapon attacks mark the target and reduces their defense by 10. |
After taking damage, gain 2 armor through the end of the turn. |
Deal 35% additional damage when below 50% HP. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. |
Critical hits with your primary weapon have a chance to panic the target and nearby enemies. |
Template:You cannot Hide (LWOTC) |
Gain 15 defense and 50 dodge against reaction attacks. |
Gain 2 dodge per tile from the attacker. |
Become immune to environmental effects. |
Gain +100 aim and crit against units at 50% hp or lower with your weapon |
Gain 15 defense and 50 dodge against reaction attacks. | |
Enter overwatch at the end of the turn. |
||
Gain 15 defense and 50 dodge against reaction attacks. |