Difference between revisions of "Sectoid (XCOM2)"

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The latest and most dangerous variant of the Sectoid race, they have been hybridized with human DNA. The result is a much tougher adversary, combining physical stamina and human psionic potency with the Sectoid's experience in psionic skills. Sectoids carry a plasma pistol, which is about as damaging as an ADVENT Trooper's mag rifle, but their real danger is from their psionics.
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[[File:Sectoid(xcom2).jpg|200px|right|Sectoid]]
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Since the original invasion, Sectoids have been hybridized with human DNA, apparently across the entire race. No 'original' Sectoids seem to remain. The 'new' Sectoid has greater physical stamina and psionic potential, as well as such human features as walking upright and having a visible jaw with teeth. Their skin color has also changed to be more similar to their classic counterparts.  
  
* Mind Control: A difficult attack for them to pull off, but if successful will grant control of your soldier.
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Sectoids fit a support role for enemy groups, often accompanied by ADVENT troopers who handle the damage dealing. Their two Psionic abilities - Mindspin and Reanimate - are their main function, providing disruption amongst XCOM's forces and cheap, expendable bullet-sponges from nearby corpses.
* Reanimate: Reanimate a dead ADVENT trooper or XCOM soldier as a Psi Zombie. Psi Zombies have low health and can't benefit from cover, and are only capable of melee attacks, but do high damage and are quite fast.
 
* Psi Panic: Cause your soldier to panic for two turns.
 
* Mindspin: ?.
 
  
Mind Control and Reanimate can, as expected, be countered by killing the controlling Sectoid. Additionally, disorienting the controlling Sectoid will cause them to lose concentration and end the effect - Disorient is available very early through Flashbang grenades.
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Sectoids carry a wrist-mounted plasma pistol, though they rarely make use of them. Despite the genetic modification, they are still averse to close combat, and take double damage from all melee attacks.
  
They'll often be escorted by Advent Troopers, who have taken their place as the canon fodder grunt of the alien forces. Rumor has it that this apparent bond is... near-familial.
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==Info==
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{{InfoBox XCOM2
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|name      = Sectoid
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|image      = [[File:XCom2-Sectoid.png|150px|XCOM 2 Sectoid]]
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|aim        =70/75/75/75
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|critchance =0/0/10/10
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|defense    =
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|health    = 7/8/8/10
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|armor      =
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|mobility  =12/12/12/12
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|will      =80/80/100/100
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|weapon    =Plasma (3-4 damage)
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|abilities  = Reanimate, Mindspin
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|psi = 80/90/90/90}}
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{{Quote|Although they bear some resemblance to the Sectoids first encountered during the invasion, their genetic structure now includes human DNA. They are stronger than ever, with an even greater psionic potential.|Dr. Tygan upon discovering the first Sectoid}}
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{| class="wikitable" width="70%"
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|-
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|+ Sectoid Armaments
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|-
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! width=""50px" align="center" | Weapon !! Base Damage !! Critical Damage !! Critical Chance !! Abilities
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|- style="vertical-align:top;"
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|- align="center"
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| |[[Sectoid Plasma Pistol]] || - || - || - || -
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|-
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|}
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{| class="wikitable" width="70%"
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|-
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|+ Sectoid Abilities
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|-
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! width=""50px" align="center" | Ability !! Description
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|- style="vertical-align:top;"
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|- align="center"
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|-align="center"
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| [[File:PSIONIC MINDMERGE.png|24px]]<br>'''Reanimate''' || ''Will reanimate a targeted human or ADVENT corpse to create a Psi-Zombie, which acts on the Sectoids next turn.''
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|-align="center"
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| [[File:PSIONIC_MINDFRAY.png|24px]]<br>'''Mindspin''' || ''An attack that will inflict either Disorient, Panic, or Mind Control effects. Targets with high Will are more likely to receive a lesser effect. 1-turn cooldown.''
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|-
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|}
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==Strategy==
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Mind Control and Reanimate can, as expected, be countered by killing the controlling Sectoid. Additionally, disorienting the controlling Sectoid will cause them to lose concentration and end the effect - Disorient is available very early through Flashbang grenades. It's advisable to bring one or possibly two on early missions, specifically to negate Mind Controls.
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Sectoids will only use their wrist-mounted weapon as a last resort or in extremely opportune circumstances, generally prioritising psionic abilities far higher than dealing damage. Their Psionic attack, Mindspin, is on a one-turn cooldown, so a Sectoids attack pattern will typically follow the route of Mindspin, Re-Animate (if humanoid corpses are available, otherwise move/attack), Mindspin, move/attack. Even easy flanks and low-cover targets don't divert a Sectoids focus from using their Psi powers if they're available.
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A Ranger with Blademaster will, if they land a melee attack, always kill a Sectoid in one hit. However, a mind-controlled Ranger can be a very dangerous thing if left to run rampant.
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A Mind Shield will make an operative immune to Mindspin, but will not stop a Sectoid from targeting the shielded creature, potentially wasting their turns.
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[[Category:XCOM 2]]
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[[Category:Enemies (XCOM 2)]]
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[[Category:Aliens (XCOM 2)]]

Latest revision as of 16:42, 4 July 2020

Sectoid

Since the original invasion, Sectoids have been hybridized with human DNA, apparently across the entire race. No 'original' Sectoids seem to remain. The 'new' Sectoid has greater physical stamina and psionic potential, as well as such human features as walking upright and having a visible jaw with teeth. Their skin color has also changed to be more similar to their classic counterparts.

Sectoids fit a support role for enemy groups, often accompanied by ADVENT troopers who handle the damage dealing. Their two Psionic abilities - Mindspin and Reanimate - are their main function, providing disruption amongst XCOM's forces and cheap, expendable bullet-sponges from nearby corpses.

Sectoids carry a wrist-mounted plasma pistol, though they rarely make use of them. Despite the genetic modification, they are still averse to close combat, and take double damage from all melee attacks.

Info

Sectoid
XCOM 2 Sectoid
Statistics
Aim 70/75/75/75
Critchance 0/0/10/10
Defense
Health 7/8/8/10
Mobility 12/12/12/12
Will 80/80/100/100
Attributes
Weapon Plasma (3-4 damage)
Abilities Reanimate, Mindspin
Although they bear some resemblance to the Sectoids first encountered during the invasion, their genetic structure now includes human DNA. They are stronger than ever, with an even greater psionic potential.

–Dr. Tygan upon discovering the first Sectoid

Sectoid Armaments
Weapon Base Damage Critical Damage Critical Chance Abilities
Sectoid Plasma Pistol - - - -
Sectoid Abilities
Ability Description
PSIONIC MINDMERGE.png
Reanimate
Will reanimate a targeted human or ADVENT corpse to create a Psi-Zombie, which acts on the Sectoids next turn.
PSIONIC MINDFRAY.png
Mindspin
An attack that will inflict either Disorient, Panic, or Mind Control effects. Targets with high Will are more likely to receive a lesser effect. 1-turn cooldown.

Strategy

Mind Control and Reanimate can, as expected, be countered by killing the controlling Sectoid. Additionally, disorienting the controlling Sectoid will cause them to lose concentration and end the effect - Disorient is available very early through Flashbang grenades. It's advisable to bring one or possibly two on early missions, specifically to negate Mind Controls.

Sectoids will only use their wrist-mounted weapon as a last resort or in extremely opportune circumstances, generally prioritising psionic abilities far higher than dealing damage. Their Psionic attack, Mindspin, is on a one-turn cooldown, so a Sectoids attack pattern will typically follow the route of Mindspin, Re-Animate (if humanoid corpses are available, otherwise move/attack), Mindspin, move/attack. Even easy flanks and low-cover targets don't divert a Sectoids focus from using their Psi powers if they're available.

A Ranger with Blademaster will, if they land a melee attack, always kill a Sectoid in one hit. However, a mind-controlled Ranger can be a very dangerous thing if left to run rampant.

A Mind Shield will make an operative immune to Mindspin, but will not stop a Sectoid from targeting the shielded creature, potentially wasting their turns.