Viper (LWOTC)

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Xcom2 viper hero.jpg

The Viper are Thin Men in their original form, that of a snake-like alien that acts as an assault unit.

The Viper serves as an assault unit for ADVENT, being mobile and generally engaging in close range. The Viper's powerful tongue allows them to do a Tongue Pull grabbing a soldier and pulling them to the Viper. When there is a soldier adjacent to the Viper, they can wrap around them and Bind them while slowly crushing them. While they are bound, they are also a vulnerable target allowing the Viper's allies to fire against them to ensure a kill. They are also capable of spitting poison, poisoning our soldiers while also leaving a poison cloud that will affect any targets that moves through it. Along with the ability to poison our troopers, they themselves are also immune and unaffected by poison.

Viper (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 7 0 75 0 33 0 10 12 55 8
Veteran 8 0 75 10 33 0 15 14 60 8
Commander 8 0 75 10 40 0 15 15 60 8
Legend 9 0 75 10 40 0 15 15 65 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Beam Rifle 4 - 6 2 3 -
Max Units in Pod = 4
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 1 2 2 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 1 1 2 3 5 5 5 5 5 3 0 0 0 0 0 0 0
Abilities and Tactical Upgrades
Bind and Crush
* This ability binds the target preventing either the target or the viper from acting in their turn while receiving damage at the start of the Viper's turn This can be cancelled by dealing damage to the viper or inflicting any form of disabling ability such as disorientation. * Bind initially deals 1 damage and continues dealing damage if the target remainds bound. The damage doubles after being bound for more than 1-turn and continues doubling for each turn bound. If the target is armored, the damage is reduced by 1 additional point on top of their armor * This ability cannot bind targets diagonally.
Bind and crush an adjacent humanoid target. 1-turn cooldown
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.
Tongue Pull
* This ability costs 1 action, is non-turn ending, has a 1-turn cooldown and can target enemies within 3-8 tiles away. * This ability gains +20 aim and is affected by range modifiers.
Pull a humanoid target into melee range and binds the target. 1-turn cooldown
Poison Immunity
XCOM2 infoIcon custom 1.png
Immune to poison
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
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
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.

25% chance of applying after completion


Viper 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 9 0 75 0 33 10 15 14 72 9
Veteran 10 0 75 10 33 10 20 14 77 9
Commander 11 0 80 10 40 10 20 14 77 9
Legend 12 0 80 10 40 10 20 14 77 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Beam Pistol 4 - 7 3 3 -
Max Units in Pod = 4
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 1 2 2 2 2 1 0 0 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 0 0 1 2 3 4 5 6 6 6 5 5 5 5
Abilities and Tactical Upgrades
Bind and Crush
* This ability binds the target preventing either the target or the viper from acting in their turn while receiving damage at the start of the Viper's turn This can be cancelled by dealing damage to the viper or inflicting any form of disabling ability such as disorientation. * Bind initially deals 1 damage and continues dealing damage if the target remainds bound. The damage doubles after being bound for more than 1-turn and continues doubling for each turn bound. If the target is armored, the damage is reduced by 1 additional point on top of their armor * This ability cannot bind targets diagonally.
Bind and crush an adjacent humanoid target. 1-turn cooldown
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.
Tongue Pull
* This ability costs 1 action, is non-turn ending, has a 1-turn cooldown and can target enemies within 3-8 tiles away. * This ability gains +20 aim and is affected by range modifiers.
Pull a humanoid target into melee range and binds the target. 1-turn cooldown
Poison Immunity
XCOM2 infoIcon custom 1.png
Immune to poison
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
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
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.

25% chance of applying after completion


Viper 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 20 15 90 9
Veteran 16 0 85 10 33 10 25 15 95 9
Commander 18 0 85 15 40 10 25 15 95 9
Legend 20 0 85 15 40 10 25 15 100 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Beam Pistol 6 - 9 3 3 -
Max Units in Pod = 4
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 1 2 2 2 2 2 2 2 2
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 2 4 6 8 8 8 8
Abilities and Tactical Upgrades
Bind and Crush
* This ability binds the target preventing either the target or the viper from acting in their turn while receiving damage at the start of the Viper's turn This can be cancelled by dealing damage to the viper or inflicting any form of disabling ability such as disorientation. * Bind initially deals 1 damage and continues dealing damage if the target remainds bound. The damage doubles after being bound for more than 1-turn and continues doubling for each turn bound. If the target is armored, the damage is reduced by 1 additional point on top of their armor * This ability cannot bind targets diagonally.
Bind and crush an adjacent humanoid target. 1-turn cooldown
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.
Tongue Pull
* This ability costs 1 action, is non-turn ending, has a 1-turn cooldown and can target enemies within 3-8 tiles away. * This ability gains +20 aim and is affected by range modifiers.
Pull a humanoid target into melee range and binds the target. 1-turn cooldown
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Poison Immunity
XCOM2 infoIcon custom 1.png
Immune to poison
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
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
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.

25% 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.
  • 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.
  • Bind can be an incredibly dangerous move as the viper effectively stuns your soldier, deals continuous damage while also making them an easy target for their allies. It is best to target their allies first so that they are unable to take advantage of this.
    • Being bound can in fact be advantageous as the viper does minimal damage with the initial bind dealing only 1 damage which is not enough to get through a soldier's plating and will not result in a wound. If you are able to defeat their allies and the Viper is the only enemy alive or active then you can ensure no wounds can be inflicted if you grant them a target to bind.
    • Vipers are incredibly likely to bind a target if there is already a unit adjacent to them.
    • Bind strangely does high environmental damage and can generally destroy the environment within 1 tile around them, this can result in making the soldier but also the Viper vulnerable to attacks. This can also explode vehicles so be cautious of this.