Difference between revisions of "Naja (LWOTC)"

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(Copied from the LW2 version, but removed the (incorrect) line about the plasma rifle taking 1 action to fire. Also added a gameplay tip for dealing with Najas and a line about their Yellow Alert behavior. Added Poison Spit to their Abilities table. Updated some links to their LWOTC versions. Some pictures are still missing, like they are on the LW2 page.)
 
m (fix typo)
 
(2 intermediate revisions by the same user not shown)
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{{Unit Stat Box LW2
+
[[Long_War_of_the_Chosen|Back To Main Page]] |   [[ADVENT_(LWOTC)|Back To Units Page]]
|name=Naja Elite
+
{{Toc_(LWOTC)|40}}<div style="padding-left: 20px; float:right">[[File:Sidewinder1.png|256px|left]]</div>
|rank=3
+
The '''Naja''' are a Viper variant specialized as a sniper.
|followerforcelevel=18-20
 
|leaderforcelevel=16-20
 
|podmax=3
 
|picture=[[File:NajaElite.jpg|128px]]
 
|armor=0
 
|hp=10/11/12/12
 
|mobility=13/14/14/14
 
|detection=16
 
|offense=80/85/90/90
 
|ap=2
 
|crit=10/15/20/20
 
|defense=10
 
|dodge=30/30/35/35
 
|will=90/95/95/100
 
}}
 
{{Unit Stat Box LW2
 
|name=Naja Serpens
 
|rank=2
 
|followerforcelevel=12-20
 
|leaderforcelevel=10-16
 
|podmax=3
 
|picture=[[File:NajaSerpens.jpg|128px]]
 
|armor=0
 
|hp=7/8/9/10
 
|mobility=13
 
|detection=14
 
|offense=75/80/85/85
 
|ap=1
 
|crit=0/10/10/10
 
|defense=5
 
|dodge=20/20/25/25
 
|will=72/77/77/77
 
}}
 
{{Unit Stat Box LW2
 
|name=Naja
 
|rank=1
 
|followerforcelevel=7-17
 
|leaderforcelevel=5-10
 
|podmax=3
 
|picture=[[File:Sidewinder1.png|128px]]
 
|armor=0
 
|hp=5/6/6/7
 
|mobility=12
 
|detection=12
 
|offense=70/75/80/80
 
|ap=0
 
|crit=0/0/10/10
 
|defense=0
 
|dodge=10/15/20/20
 
|will=55/60/60/65
 
}}
 
  
The '''Naja''' serve as marksnakes, bolstering the alien forces with direct fire support. They have high accuracy and can shoot at Squadsight range with their plasma rifles. To compensate, they are less mobile and have less dodge than other vipers.
+
The Naja is a viper variant that is specialized in sniping and exchanges their physical strength for deadly precision. Their weaon of choice is a sniper rifle which allows them to fire at extreme range but requires 2 actions to fire and is not very effective in close range. A more lighter body also makes them incapable of binding targets but instead are capable of scaling buildings sliding along walls to reach higher elevations. As a sniper, they are capable of greatly taking advntage of higher elevation and utilize it to the max as they progress. Similar to Vipers, they are immune to poison
  
{| class="wikitable" width="100%"
+
==Naja (Rank 1)==
|-
+
{| class="wikitable"
|+ Naja Abilities
 
|-
 
! width=""50px" align="center" | Ability !! Rank Required
 
|- style="vertical-align:top;"
 
 
|- align="center"
 
|- align="center"
| {{Squadsight (LWOTC)|b_name=1|b_descr=1}} || All Ranks
+
! Difficulty !! [[File:LW2_Health.png|36px|Health]]<br>Health !! [[File:Status_armor.png|36px|Armor]]<br>Armor !! [[File:LW2_Aim.png|36px|Aim]]<br>Aim !!  [[File:Icon_CriticalChance.png ‎ |Crit Chance]]<br>Crit Chance !! [[File:Icon_CriticalChance.png ‎ |Flanking Crit Chance Bonus]]<br>Flanking Crit Chance Bonus !! [[File:LW2 Defense.png|36px|Defense]]<br>Defense !! [[File:LW2 Dodge.png|36px|Dodge]]<br>Dodge !! [[File:LW2 Mobility.png|36px|Mobility]]<br>Mobility !! [[File:LW2 Will.png|36px|Will]]<br>Will !! [[File:Status overwatch.png |36px|Detection Radius]]<br>Detection Radius (tiles)
|- align="center"  
+
|- align="center"
| [[File:UIPerk_viper_poisonspit.jpg|38px]]<br>'''Poison Spit''' <br/> ''Spit deadly poison at an area.'' || All Ranks
+
| '''Rookie'''    || 5 || 0 || 65 || 0 || 33 || 0 || 5 || 12 || 55 || 8
 +
|- align="center"
 +
| '''Veteran'''  || 6 || 0 || 70 || 0 || 33 || 0 || 5 || 12 || 60 || 8
 +
|- align="center"
 +
| '''Commander''' || 6 || 0 || 80 || 10 || 40 || 0 || 10 || 12 || 60 || 8
 +
|- align="center"
 +
| '''Legend'''    || 7 || 0 || 80 || 10 || 40 || 0 || 10 || 12 || 65 || 9
 +
|}
 +
{| class="wikitable"
 +
|- align="center"
 +
! Weapon !! [[File:LW2Damage.png|36px|Damage]]<br>Damage !! [[File:LW2CritDamage.png|36px|Crit Damage]]<br>Crit Damage !! [[File:Ammo.png|x32px|Clip Size]]<br />Clip Size !! Other
 +
|- align="center"
 +
| '''Naja Sniper Rifle''' || 5 - 8 || 3 || 4 || -
 +
|}
 +
{| class="wikitable" width=100% style="table-layout: fixed"
 +
|+ Max Units in Pod = 3
 +
|- align="center"
 +
| colspan="4" |'''Force Level'''          || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20
 +
|- align="center"
 +
| colspan="4" |'''Leader Spawn Weight'''  || 0 || 0 || 0 || 0 || 1 || 2 || 2 || 2 || 2 || 1 || 0  || 0  || 0  || 0  || 0  || 0  || 0  || 0  || 0  || 0
 +
|- align="center"
 +
| colspan="4" |'''Follower Spawn Weight'''  || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 2 || 3 || 4  || 6  || 5  || 4  || 3  || 2  || 2  || 1  || 0  || 0  || 0
 +
|}
 +
{| class="wikitable"
 +
|-
 +
|+ Abilities and Tactical Upgrades
 +
|- align="center"
 +
| {{Poison Spit (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
| [[File:LW_implants_firecontrol.png]]<br></div><span style="color: #83c0ce;">'''Fire Control (25)'''</span><br></div>'Reaction shots do not fire if the hit chance is less than 25%.''
 +
| {{Squadsight (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
| {{Damn Good Ground (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
| {{Poison Immunity (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
|- align="center"
 +
| {{Long Watch (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
| {{Center Mass (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|16% chance of applying after completion]]
 +
| {{Will To Survive (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|15% chance of applying after completion]]
 +
| {{Lethal (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|8% chance of applying after completion]]
 +
| {{Hunter's Instincts (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|33% chance of applying after completion]]
 
|}
 
|}
  
* The Naja's plasma rifle '''takes 2 actions to fire''', meaning that the only offensive ability they can use after a movement action is Poison Spit.
 
** A Naja will ''never'' shoot if flanked at any distance, even Squadsight range, which combined with the fact mentioned above means that a soldier equipped with a Medikit or who is otherwise Poison-immune (such as [[SPARK_(LWOTC)|SPARKs]] or units with [[Perk_List_(LWOTC)#Fortress|Fortress]]) can effectively make them harmless by flanking them every turn.
 
* In LW2 and early versions of LWOTC, a Naja could shoot at targets at Squadsight range while on Yellow Alert. This was deemed too unfair, especially during missions in which all enemies start on Yellow Alert, such as Intel Retaliations, and as such, was removed.
 
  
{| class="wikitable" width="100%"  
+
==Naja Serpens (Rank 2)==
|-
+
{| class="wikitable"
|+ Naja Potential [[Dark_Events_(LW2)|Tactical Dark Events]]
+
|- align="center"
|-
+
! Difficulty !! [[File:LW2_Health.png|36px|Health]]<br>Health !! [[File:Status_armor.png|36px|Armor]]<br>Armor !! [[File:LW2_Aim.png|36px|Aim]]<br>Aim !!  [[File:Icon_CriticalChance.png ‎ |Crit Chance]]<br>Crit Chance !! [[File:Icon_CriticalChance.png ‎ |Flanking Crit Chance Bonus]]<br>Flanking Crit Chance Bonus !! [[File:LW2 Defense.png|36px|Defense]]<br>Defense !! [[File:LW2 Dodge.png|36px|Dodge]]<br>Dodge !! [[File:LW2 Mobility.png|36px|Mobility]]<br>Mobility !! [[File:LW2 Will.png|36px|Will]]<br>Will !! [[File:Status overwatch.png |36px|Detection Radius]]<br>Detection Radius (tiles)
! width=""50px" align="center" | Ability !! Effected Ranks !! Chance to Adopt While Active
 
 
|- align="center"
 
|- align="center"
| Conditioning 1 || All ranks || 75%
+
| '''Rookie'''    || 7 || 0 || 70 || 0 || 33 || 5 || 10 || 13 || 72 || 9
 
|- align="center"
 
|- align="center"
| Conditioning 2 || All ranks || 75%
+
| '''Veteran'''  || 8 || 0 || 80 || 10 || 33 || 5 || 10 || 13 || 77 || 9
 
|- align="center"
 
|- align="center"
| Conditioning 3 || All ranks || 75%
+
| '''Commander''' || 9 || 0 || 85 || 10 || 40 || 5 || 15 || 13 || 77 || 9
 
|- align="center"
 
|- align="center"
| Veterans || All ranks || 25%
+
| '''Legend'''    || 10 || 0 || 85 || 10 || 40 || 5 || 15 || 13 || 77 || 10
 +
|}
 +
{| class="wikitable"
 
|- align="center"
 
|- align="center"
| Defense || All ranks || 33%
+
! Weapon !! [[File:LW2Damage.png|36px|Damage]]<br>Damage !! [[File:LW2CritDamage.png|36px|Crit Damage]]<br>Crit Damage !! [[File:Ammo.png|x32px|Clip Size]]<br />Clip Size !! Other
 
|- align="center"
 
|- align="center"
| Advanced Servos || All ranks || 60%
+
| '''Naja Sniper Rifle''' || 5 - 10 || 3 || 4 || Pierce: 2
 +
|}
 +
{| class="wikitable" width=100% style="table-layout: fixed"
 +
|+ Max Units in Pod = 3
 
|- align="center"
 
|- align="center"
| {{Center Mass (LWOTC)|b_name=1}}  || All ranks || 16%
+
| colspan="4" |'''Force Level'''          || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20
 
|- align="center"
 
|- align="center"
| {{Deadshot (LW2)|b_name=1}} || All ranks || 50%
+
| colspan="4" |'''Leader Spawn Weight'''  || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1  || 2  || 2  || 2  || 2  || 2  || 1  || 0  || 0  || 0  || 0
 
|- align="center"
 
|- align="center"
| {{Hunter's Instincts (LWOTC)|b_name=1}} || All ranks || 33%
+
| colspan="4" |'''Follower Spawn Weight'''   || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0  || 0  || 1 || 4  || 5  || 5  || 6  || 6  || 5  || 5  || 5
 +
|}
 +
{| class="wikitable"
 +
|-
 +
|+ Abilities and Tactical Upgrades
 
|- align="center"
 
|- align="center"
| {{Lethal (LWOTC)|b_name=1}} || All ranks || 8%
+
| {{Poison Spit (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
| [[File:LW_implants_firecontrol.png]]<br></div><span style="color: #83c0ce;">'''Fire Control (25)'''</span><br></div>'Reaction shots do not fire if the hit chance is less than 25%.''
 +
| {{Squadsight (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
| {{Damn Good Ground (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
| {{Executioner (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 
|- align="center"
 
|- align="center"
| {{Will To Survive (LWOTC)|b_name=1}} || All ranks || 15%
+
| {{Poison Immunity (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
| {{Long Watch (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
| {{Center Mass (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|16% chance of applying after completion]]
 +
| {{Will To Survive (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|15% chance of applying after completion]]
 +
| {{Lethal (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|8% chance of applying after completion]]
 +
| {{Hunter's Instincts (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|33% chance of applying after completion]]
 
|}
 
|}
  
[[Category: Aliens (LWOTC)]]
+
 
 +
==Naja Elite (Rank 3)==
 +
{| class="wikitable"
 +
|- align="center"
 +
! Difficulty !! [[File:LW2_Health.png|36px|Health]]<br>Health !! [[File:Status_armor.png|36px|Armor]]<br>Armor !! [[File:LW2_Aim.png|36px|Aim]]<br>Aim !!  [[File:Icon_CriticalChance.png ‎ |Crit Chance]]<br>Crit Chance !! [[File:Icon_CriticalChance.png ‎ |Flanking Crit Chance Bonus]]<br>Flanking Crit Chance Bonus !! [[File:LW2 Defense.png|36px|Defense]]<br>Defense !! [[File:LW2 Dodge.png|36px|Dodge]]<br>Dodge !! [[File:LW2 Mobility.png|36px|Mobility]]<br>Mobility !! [[File:LW2 Will.png|36px|Will]]<br>Will !! [[File:Status overwatch.png |36px|Detection Radius]]<br>Detection Radius (tiles)
 +
|- align="center"
 +
| '''Rookie'''    || 10 || 0 || 80 || 10 || 33 || 10 || 15 || 13 || 90 || 10
 +
|- align="center"
 +
| '''Veteran'''  || 12 || 0 || 85 || 15 || 33 || 10 || 15 || 14 || 95 || 10
 +
|- align="center"
 +
| '''Commander''' || 13 || 0 || 90 || 20 || 40 || 10 || 20 || 14 || 95 || 10
 +
|- align="center"
 +
| '''Legend'''    || 14 || 0 || 95 || 20 || 40 || 10 || 20 || 14 || 100 || 11
 +
|}
 +
{| class="wikitable"
 +
|- align="center"
 +
! Weapon !! [[File:LW2Damage.png|36px|Damage]]<br>Damage !! [[File:LW2CritDamage.png|36px|Crit Damage]]<br>Crit Damage !! [[File:Ammo.png|x32px|Clip Size]]<br />Clip Size !! Other
 +
|- align="center"
 +
| '''Naja Sniper Rifle''' || 6 - 11 || 4 || 4 || Pierce: 4
 +
|}
 +
{| class="wikitable" width=100% style="table-layout: fixed"
 +
|+ Max Units in Pod = 3
 +
|- align="center"
 +
| colspan="4" |'''Force Level'''          || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20
 +
|- align="center"
 +
| colspan="4" |'''Leader Spawn Weight'''  || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0  || 0  || 0  || 0  || 0  || 0  || 1  || 2  || 2  || 2  || 2
 +
|- align="center"
 +
| colspan="4" |'''Follower Spawn Weight'''  || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0  || 0  || 0  || 0  || 0  || 0  || 0  || 0  || 4  || 6  || 8
 +
|}
 +
{| class="wikitable"
 +
|-
 +
|+ Abilities and Tactical Upgrades
 +
|- align="center"
 +
| {{Poison Spit (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
| [[File:LW_implants_firecontrol.png]]<br></div><span style="color: #83c0ce;">'''Fire Control (25)'''</span><br></div>'Reaction shots do not fire if the hit chance is less than 25%.''
 +
| {{Squadsight (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
| {{Damn Good Ground (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
| {{Executioner (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
| {{Poison Immunity (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
|- align="center"
 +
| {{Long Watch (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}
 +
| [[File:LW_implants_depthperception.png]]<br></div><span style="color: #83c0ce;">'''Depth Perception'''</span><br></div>'Gain 5 aim and reduce enemies dodge by 25 when at a higher elevation than your target.''
 +
| {{Center Mass (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|16% chance of applying after completion]]
 +
| {{Will To Survive (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|15% chance of applying after completion]]
 +
| {{Lethal (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|8% chance of applying after completion]]
 +
| {{Hunter's Instincts (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1}}<br>[[Dark_Events_(LWOTC)#Military_R.26D|33% chance of applying after completion]]
 +
|}
 +
 
 +
 
 +
== Tips ==
 +
* Like most flankable units, they will ideally try to find reasonable cover whenever flanked. This can be taken advantage of if you want to force enemies to move. This is especially punishing for Naja's as their sniper rifle requires 2 actions to fire so spending a move effectively skips their turn. Be careful though as ridding them of any possible safe positions or flanking yourself can instead encourage them to make a last ditch effort to injure our soldiers.
 +
* Poison Spit can easily be negated by simply carrying a medikit which grants poison immunity. This immunity can also block the initial poison when spat at, wasting their turn. While Viper's can sometimes spit at a single target, if you group multiple units closeby with immunity it will encourage the viper to spit but is then wasted as you can't be affected.
 +
* As the sniper rifle requires 2 actions to fire, another way to avoid them is to get out of reasonable line of sight. Attempt to take advantage of the environment to avoid being shot at.
 +
 
 +
 
 +
[[Category:ADVENT (LWOTC)]]

Latest revision as of 15:26, 8 December 2023

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Sidewinder1.png

The Naja are a Viper variant specialized as a sniper.

The Naja is a viper variant that is specialized in sniping and exchanges their physical strength for deadly precision. Their weaon of choice is a sniper rifle which allows them to fire at extreme range but requires 2 actions to fire and is not very effective in close range. A more lighter body also makes them incapable of binding targets but instead are capable of scaling buildings sliding along walls to reach higher elevations. As a sniper, they are capable of greatly taking advntage of higher elevation and utilize it to the max as they progress. Similar to Vipers, they are immune to poison

Naja (Rank 1)

Difficulty Health
Health
Armor
Armor
Aim
Aim
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 5 0 65 0 33 0 5 12 55 8
Veteran 6 0 70 0 33 0 5 12 60 8
Commander 6 0 80 10 40 0 10 12 60 8
Legend 7 0 80 10 40 0 10 12 65 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Naja Sniper Rifle 5 - 8 3 4 -
Max Units in Pod = 3
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 1 2 2 2 2 1 0 0 0 0 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 1 2 3 4 6 5 4 3 2 2 1 0 0 0
Abilities and Tactical Upgrades
Poison Spit
* This ability costs 1-action, is non-turn ending and is usable once per mission * This ability has a range of 12 tiles and hits in a 4 tile radius.
Spit a deadly poison, that poisons any targets within the area and leaves a poison cloud that lasts 3-turns.
LW implants firecontrol.png
Fire Control (25)
'Reaction shots do not fire if the hit chance is less than 25%.
Squadsight
*Squadsight is best augmented by high ground, allowing soldiers relatively clear sight lines and an additional aim bonus to offset Squadsight's aim penalty. *When using Squadsight, there is no limit on how far your targets can be, but an aim penalty accumulates with distance. *Overwatch shots do not use squadsight by default.
You can target enemies within squadmates' sight, provided there is line of sight to the target.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
Poison Immunity
XCOM2 infoIcon custom 1.png
Immune to poison
Long Watch
*Like the Overwatch ability it upgrades, Long Watch suffers a base penalty to aim. *Long Watch also suffers the Squadsight penalty to aim that increases with distance.
Allow Overwatch to trigger with Squadsight.
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
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.

15% 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
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


Naja Serpens (Rank 2)

Difficulty Health
Health
Armor
Armor
Aim
Aim
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 7 0 70 0 33 5 10 13 72 9
Veteran 8 0 80 10 33 5 10 13 77 9
Commander 9 0 85 10 40 5 15 13 77 9
Legend 10 0 85 10 40 5 15 13 77 10
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Naja Sniper Rifle 5 - 10 3 4 Pierce: 2
Max Units in Pod = 3
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 1 2 2 2 2 2 1 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 1 4 5 5 6 6 5 5 5
Abilities and Tactical Upgrades
Poison Spit
* This ability costs 1-action, is non-turn ending and is usable once per mission * This ability has a range of 12 tiles and hits in a 4 tile radius.
Spit a deadly poison, that poisons any targets within the area and leaves a poison cloud that lasts 3-turns.
LW implants firecontrol.png
Fire Control (25)
'Reaction shots do not fire if the hit chance is less than 25%.
Squadsight
*Squadsight is best augmented by high ground, allowing soldiers relatively clear sight lines and an additional aim bonus to offset Squadsight's aim penalty. *When using Squadsight, there is no limit on how far your targets can be, but an aim penalty accumulates with distance. *Overwatch shots do not use squadsight by default.
You can target enemies within squadmates' sight, provided there is line of sight to the target.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
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.
Poison Immunity
XCOM2 infoIcon custom 1.png
Immune to poison
Long Watch
*Like the Overwatch ability it upgrades, Long Watch suffers a base penalty to aim. *Long Watch also suffers the Squadsight penalty to aim that increases with distance.
Allow Overwatch to trigger with Squadsight.
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
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.

15% 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
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


Naja Elite (Rank 3)

Difficulty Health
Health
Armor
Armor
Aim
Aim
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 10 0 80 10 33 10 15 13 90 10
Veteran 12 0 85 15 33 10 15 14 95 10
Commander 13 0 90 20 40 10 20 14 95 10
Legend 14 0 95 20 40 10 20 14 100 11
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Naja Sniper Rifle 6 - 11 4 4 Pierce: 4
Max Units in Pod = 3
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 0 1 2 2 2 2
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 6 8
Abilities and Tactical Upgrades
Poison Spit
* This ability costs 1-action, is non-turn ending and is usable once per mission * This ability has a range of 12 tiles and hits in a 4 tile radius.
Spit a deadly poison, that poisons any targets within the area and leaves a poison cloud that lasts 3-turns.
LW implants firecontrol.png
Fire Control (25)
'Reaction shots do not fire if the hit chance is less than 25%.
Squadsight
*Squadsight is best augmented by high ground, allowing soldiers relatively clear sight lines and an additional aim bonus to offset Squadsight's aim penalty. *When using Squadsight, there is no limit on how far your targets can be, but an aim penalty accumulates with distance. *Overwatch shots do not use squadsight by default.
You can target enemies within squadmates' sight, provided there is line of sight to the target.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
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.
Poison Immunity
XCOM2 infoIcon custom 1.png
Immune to poison
Long Watch
*Like the Overwatch ability it upgrades, Long Watch suffers a base penalty to aim. *Long Watch also suffers the Squadsight penalty to aim that increases with distance.
Allow Overwatch to trigger with Squadsight.
LW implants depthperception.png
Depth Perception
'Gain 5 aim and reduce enemies dodge by 25 when at a higher elevation than your target.
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
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.

15% 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
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


Tips

  • Like most flankable units, they will ideally try to find reasonable cover whenever flanked. This can be taken advantage of if you want to force enemies to move. This is especially punishing for Naja's as their sniper rifle requires 2 actions to fire so spending a move effectively skips their turn. Be careful though as ridding them of any possible safe positions or flanking yourself can instead encourage them to make a last ditch effort to injure our soldiers.
  • Poison Spit can easily be negated by simply carrying a medikit which grants poison immunity. This immunity can also block the initial poison when spat at, wasting their turn. While Viper's can sometimes spit at a single target, if you group multiple units closeby with immunity it will encourage the viper to spit but is then wasted as you can't be affected.
  • As the sniper rifle requires 2 actions to fire, another way to avoid them is to get out of reasonable line of sight. Attempt to take advantage of the environment to avoid being shot at.