Difference between revisions of "Combat Stims (EU2012)"
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Reduces incoming damage by 50% and provides immunity to critical hits during the next 2 enemy turns<br> | Reduces incoming damage by 50% and provides immunity to critical hits during the next 2 enemy turns<br> | ||
Increases Movement by 3 tiles | Increases Movement by 3 tiles | ||
+ | |||
+ | *Missing info: The Combats Stims are/are not consumed when used. | ||
==Tips & Tricks== | ==Tips & Tricks== |
Revision as of 13:44, 17 October 2013
Description |
This powerful stimulant cocktail derived from a chemical found in the glands of a Muton Berserker provides a temporary boost to several of our soldier's vital statistics.
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Source: XCOM: Enemy Unknown (2012)
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Stats
- Required Research: Beserker Autopsy
- Cost: §40, 2 Alloys, 1 Beserker Corpse 15 Engineers
- Abilities:
- Combat Stim (Self only):
- Combat Stim (Self only):
Strengthens the user's Will against panic
Reduces incoming damage by 50% and provides immunity to critical hits during the next 2 enemy turns
Increases Movement by 3 tiles
- Missing info: The Combats Stims are/are not consumed when used.
Tips & Tricks
- Combat Stims can come particularly in handy on Terror Missions. The extra movement makes it more likely you'll get to a civilian in time instead of watching the aliens kill them from two feet away, and since you may often have to be in poor cover, the damage reduction and critical hit immunity are very useful.
- "Ahhh, that's the stuff." Contrary to what the Info box says about them, Combat Stims will appear as a skill, limited to two uses over the course of a mission. Stay stimmed, stay alive!