Chosen (LWOTC)

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Chosen

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.

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% for 21 days 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

The Assassin
Now a close-combat menace, the Assassin is a juggernaut that will run towards you and slash you whenever possible. Her initially-low, but ever-increasing damage cannot be underestimated.

Basic Abilities

List of the chosen's basic abilities

Slash
*Attack an adjacent target with your sword. *Uses one action and doesn't automatically end your turn, so two attacks a turn are possible.
Attack an adjacent target with your sword. Uses one action.
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.
Template:Bending Reed (LWOTC)
Vanishing Wind
*This ability is a free action and has a 1-turn cooldown.
The assassin will enter concealment and gain 50% mobility bonus.
Harbor Wave
* This ability costs 1 action, is non-turn ending and has a 3-turn cooldown. * This ability fires in a cone up to 15 tiles which expands up to 6 tiles wide.
Send a psionic wave that deals guaranteed damage. This attack is boosted by Blood Thirst. 3-turn cooldown.
Impact Compensation
*After taking damage, gain a stacking 20% Damage reduction until the end of your turn up to a maximum of three stacks.
After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks.
Hit and Run
*Cannot be used on the same turn as Run and Gun. *Bonus full actions from Serial and Death from Above will be awarded first.
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.
Unstoppable
XCOM2 infoIcon custom 1.png
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
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Anticipation
XCOM2 infoIcon custom 1.png
Damage taken by melee attacks is reduced by 50%.
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.
Toxic Nightmare
XCOM2 infoIcon custom 1.png
Primary Weapon attacks now inflict poison.
Return Fire
*Return Fire will only trigger once per turn. *Return Fire can be triggered by melee attacks and area of effect attacks. *Return Fire will not trigger when targeted by overwatch fire.
When targeted by enemy fire, automatically fire back with your primary weapon once per turn.
Avenger
*Avenger will not activate if this unit is shot at. *Can only activate during the enemy's turn. *Can only trigger 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.
Kinetic Plating
XCOM2 infoIcon custom 1.png
Missed attacks against this unit will generate 3 Shield points that can hold up to 12 points at once.
Toxic Nightmare
XCOM2 infoIcon custom 1.png
Primary Weapon attacks now inflict poison.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Blast Shield
XCOM2 infoIcon custom 1.png
Damage taken by explosive attacks is reduced by 50%.
Template:Hit it where it Hurts (LWOTC)
Fatality
Template:Fatality (LWOTC)/Info
Gain +100 aim and crit against units at 50% hp or lower with your weapon
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Psychotic Rage
XCOM2 infoIcon custom 1.png
Deal 35% additional damage when below 50% HP.
Mark
XCOM2 infoIcon custom 1.png
Primary weapon attacks mark the target and reduces their defense by 10.
Concentration
*Attacks that would normally graze their target are automatically upgraded to normal hits. *Applies to primary weapons, secondary weapons, and pistols.
Your grazing attacks are automatically upgraded to normal hits.
Template:You cannot Hide (LWOTC)
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 shots with your primary weapon have an additional roll to become a graze.
Damage Control
*Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.
After taking damage, gain 2 armor through the end of the turn.
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range. *Bladestorm does not trigger on your own turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
Moving Target
XCOM2 infoIcon custom 1.png
Gain 15 defense and 50 dodge against reaction attacks.
Precise Strike
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Melee attacks now pierce 3 armor.
Apex Predator
*Critical hits with your primary weapon have a chance to panic the target and nearby (within 4 tiles) enemies.
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
Watchful
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Enter overwatch at the end of the turn.
Moving Target
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Gain 15 defense and 50 dodge against reaction attacks.
Moving Target
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Gain 15 defense and 50 dodge against reaction attacks.

Tips

  • She takes further and further reduced damage with each successive attack, so try to cram as much damage as possible into as few attacks as possible as early as possible.
  • If she is standing next to a soldier or rebel at the time, she will use her turn or Chosen reaction to slash. Thus it is recommended to mainly bring soldiers decently capable of attacking her from outside her movement range.
    • If, however, she is not adjacent to a valid slash target during her turn or action, she will use it to move towards the closest such target; thus it is advisable to dust off the "Berserker pong" strategies you used in the first game.
  • She has both Bladestorm and Close Combat Specialist (which will trigger even when she is targeted by someone else's CCS), so Assaults an Shinobis are not recommended.

The Hunter

The Hunter
The Hunter is the master of long range combat, constantly keeping distance from your troops while taking them down with highly accurate fire. Weak at close combat, but is not to be underestimated..

Basic Abilities

List of the chosen's basic abilities

Disabler
*Pistol attacks remove all remaining ammo, meaning that the affected unit will have to reload before being able to fire again.
Pistol attacks disables the target's primary weapon, removing all remaining ammo.
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.
Ready For Anything
*Enter overwatch after firing a standard shot with your primary weapon.
Enter overwatch after firing a turn ending standard shot with your primary weapon.
Flashbang
XCOM2 infoIcon custom 1.png
Throw a flashbang grenade that disorients organic targets within the blast radius for 1 turn as a free action. 2-turn cooldown.
Quickdraw
* Quickdraw allows the soldier to spread their fire around to different targets in the same turn. * Quickdraw negates the weight allowing the soldier to carry a pistol without any reduction to mobility. Note this bonus does not apply to the soldier's base stats and will only apply during the mission meaning it will not show up when viewing from the loadout menu
Firing your pistol with your first action no longer ends your turn and negate pistol weight.
Low Profile
*Makes partial cover count as full.
Makes partial cover count as full.
Farsight
*Unlike squadsight, farsight effectively grants global vision of the map without the need of allies to spot and can target enemies anywhere within range as long as there is a reasonable line of sight.
The hunter is able to see beyond the normal vision range other units have, gaining the ability to see anywhere in the map as long as there is a line of sight.
Anticipation
XCOM2 infoIcon custom 1.png
Damage taken by melee attacks is reduced by 50%.
Grapple
Template:Grapple (LWOTC)/Info
Deploy a grappling hook to move quickly to an elevated position. 5 Turn Cooldown

Strengths

Possible Chosen strengths they can train.

Tier 1 Tier 2 Tier 3
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
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)
Infernal Fury
XCOM2 infoIcon custom 1.png
Primary weapon attacks now inflict burning.
Template:Hit it where it Hurts (LWOTC)
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Template:Faceoff (LWOTC)
Blast Shield
XCOM2 infoIcon custom 1.png
Damage taken by explosive attacks is reduced by 50%.
Toxic Nightmare
XCOM2 infoIcon custom 1.png
Primary Weapon attacks now inflict poison.
Avenger
*Avenger will not activate if this unit is shot at. *Can only activate during the enemy's turn. *Can only trigger 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.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Damage Control
*Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.
After taking damage, gain 2 armor through the end of the turn.
Template:You cannot Hide (LWOTC)
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Apex Predator
*Critical hits with your primary weapon have a chance to panic the target and nearby (within 4 tiles) enemies.
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
Psychotic Rage
XCOM2 infoIcon custom 1.png
Deal 35% additional damage when below 50% HP.
Instant Reaction Time
XCOM2 infoIcon custom 1.png
Gain 2 dodge per tile from the attacker.
Moving Target
XCOM2 infoIcon custom 1.png
Gain 15 defense and 50 dodge against reaction attacks.
Hazmat Vest
XCOM2 infoIcon custom 1.png
Become immune to environmental effects.
Mark
XCOM2 infoIcon custom 1.png
Primary weapon attacks mark the target and reduces their defense by 10.
Moving Target
XCOM2 infoIcon custom 1.png
Gain 15 defense and 50 dodge against reaction attacks.

Tips

  • By far the most irritating thing about him is his Ready For Anything ability, which is exacerbated by his very long sight range and exceedingly high aim and damage. Thus it is highly recommended to bring soldiers with abilities that nullify or bypass overwatch, such as Interference, Combat Protocol, Lightning Reflexes, Shadowstep, or Phasewalk.

The Warlock

The Warlock
The Elder's greatest champion is an incredibly dangerous support unit and the king of mid range combat, capable of completely disabling your troops and heavily strengthening his.

Basic Abilities

List of the chosen's basic abilities

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 shots with your primary weapon have an additional roll to become a graze.
Teleport Ally
*This ability costs 1 action and is non-turn ending.
The Warlock can teleport any ally to another location within their line of sight. 3-turn cooldown.
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.
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.
Warlock's Greatest Champion
*The champion gains 15 aim, 25 crit chance, 30 will, and 30 psi. The shield gained is 4/6/8/12/15 based on chosen tier. * This ability is a free action and has a 3-turn cooldown.
The Warlock designates a unit as their champion, boosting their aim, crit chance, will, and psi while also granting shields. While a champion is alive, the Warlock receives 67% less damage from all attacks. 3-turn cooldown.
Mind Scorch
XCOM2 infoIcon custom 1.png
The Warlock launches a psionic attack that deals guaranteed damage and a 40% chance to burn the target and bounces to other targets within 3 tiles. 3-turn cooldown.
Summon Followers
* Usable once per mission. Gain one use upon revival during Chosen HQ Assault * The Warlock summons 2 units for alert level 0-5 * The Warlock summons 3 units for alert level 6-11 * The Warlock summons 4 units for alert level 12-14 * The Warlock summons 5 units for alert level 15+
Allows the Warlock to summon allies to assist them. The summon's strength depends on the region's alert level and the current force level.

Strengths

Possible Chosen strengths they can train.

Tier 1 Tier 2 Tier 3
Kinetic Plating
XCOM2 infoIcon custom 1.png
Missed attacks against this unit will generate 3 Shield points that can hold up to 12 points at once.
Anticipation
XCOM2 infoIcon custom 1.png
Damage taken by melee attacks is reduced by 50%.
Avenger
*Avenger will not activate if this unit is shot at. *Can only activate during the enemy's turn. *Can only trigger 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.
Predator
*Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.
Mind Combustion
XCOM2 infoIcon custom 1.png
Gain 1-tile bonus radius for Mind Scorch. Also reduce Mind Scorch cooldown by 1.
Terrorize
* Volt can now panic the enemy. * The chance to panic is based on the Templar's Will stat + base chance of 75% versus the target's Will.
Adds a chance to panic enemies hit by Volt. Volt radius is increased by 1.
Cool Under Pressure
*You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Light 'Em Up
*Standard shots with your primary weapon are not turn-ending.
Standard shots with your primary weapon are not turn-ending.
Return Fire
*Return Fire will only trigger once per turn. *Return Fire can be triggered by melee attacks and area of effect attacks. *Return Fire will not trigger when targeted by overwatch fire.
When targeted by enemy fire, automatically fire back with your primary weapon once per turn.
Blast Shield
XCOM2 infoIcon custom 1.png
Damage taken by explosive attacks is reduced by 50%.
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.
Overbearing Superiority
*Whenever you get a critical hit with your primary weapon, your actions are refunded. *This does not work for multi-shot abilities.
Whenever you get a critical hit with your primary weapon, your actions are refunded. Also grants +20 crit chance.
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.
Concentration
*Attacks that would normally graze their target are automatically upgraded to normal hits. *Applies to primary weapons, secondary weapons, and pistols.
Your grazing attacks are automatically upgraded to normal hits.
Stiletto
*Shots fired with your primary weapon pierce 3 armor.
Shots fired with your primary weapon pierce 3 armor.
Mark
XCOM2 infoIcon custom 1.png
Primary weapon attacks mark the target and reduces their defense by 10.
Damage Control
*Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.
After taking damage, gain 2 armor through the end of the turn.
Psychotic Rage
XCOM2 infoIcon custom 1.png
Deal 35% additional damage when below 50% HP.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Apex Predator
*Critical hits with your primary weapon have a chance to panic the target and nearby (within 4 tiles) enemies.
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
Template:You cannot Hide (LWOTC)
Moving Target
XCOM2 infoIcon custom 1.png
Gain 15 defense and 50 dodge against reaction attacks.
Instant Reaction Time
XCOM2 infoIcon custom 1.png
Gain 2 dodge per tile from the attacker.
Hazmat Vest
XCOM2 infoIcon custom 1.png
Become immune to environmental effects.
Fatality
Template:Fatality (LWOTC)/Info
Gain +100 aim and crit against units at 50% hp or lower with your weapon
Moving Target
XCOM2 infoIcon custom 1.png
Gain 15 defense and 50 dodge against reaction attacks.
Watchful
XCOM2 infoIcon custom 1.png
Enter overwatch at the end of the turn.
Moving Target
XCOM2 infoIcon custom 1.png
Gain 15 defense and 50 dodge against reaction attacks.

Tips

  • Warlock's Greatest Champion will usually be used on a target viable for skulljacking, so it's recommended to bring one along.
    • Barring that, the Psi Troopers' Soulfire attack is also very useful here, since it bypasses the ablative hit points bestowed on the target.