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ShowGamer.comGuide to Agents in XCOM: Chimera Squad

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Guide to Agents in XCOM: Chimera Squad

We talk about all the hidden, unlockable abilities of each hero (agent) in the game XCOM: Chimera Squad.


Unfortunately, you can see all these abilities only after the full pumping of each character. Therefore, we are going to help you and tell you what you can get if you fully upgrade this or that Agent.

Godmother

A man who specializes in assault uses a shotgun.


Unlocked abilities (per rank):

  • Preemptive Strike : Area attack, covers part of the location, spends two shotgun shells.
  • Last Chance : If the Godmother is not injured and then takes damage that would cause bleeding, then she will survive. She will have 1 HP left. In addition, it will immediately come its course.
  • Panic : Shot without damage, the enemy changes position.
  • Smokeout : A shot that is guaranteed to hit the target, destroying obstacles.
  • Melee Specialist : If an enemy passes close to the Godmother, then she shoots at him.
  • Invulnerability : If you kill or disable an enemy on your turn, the next shot at Godmother will miss.
  • Limit : ult, increases evasion and crit chance, blackAfter 3 turns gives an extra turn.

Adviсe:

  • At the beginning of the game, the Godmother is used for assault and shooting, but subsequently adapts. Come in from the flank and attack several opponents at once.
  • With the Flush ability, you can use the following tactical move: put the entire squad on observation, and then force the enemy to move (by applying Flush). Your allies will kill him.

Cherub

Hybrid, tank, has defensive abilities, shield. Uses a pistol.


Unlocked abilities (per rank):

  • Phalanx : during the assault (before the first move), Cherub puts up a shield and causes fire on himself (active skill). At the same time, the character blocks all damage, and for each enemy hit, he receives +1 to the shield charge.
  • Generator : At the end of each battle, gives the fighter +1 shield charge.
  • Guard : At the end of each turn, Cherub gains 1 armor and a bonus from partial cover, even if the enemy shoots from the flank. All allies receive the same bonus. The effect ends if the Cherub takes damage.
  • Overload : Maximum charge increased to three. If the shield is charged, Cherubim's mobility increases.
  • Reload : Casting an energy strike and inflicting deathfull damage to the enemy (he loses consciousness), Cherubim returns 1 charge for the shield.
  • Resonating Field : All allies equipped with a Kinetic Shield gain +15 Accuracy Rating.
  • Afterburner : Spend all your shield charges, increasing each ally's damage until end of turn. All enemies gain the Holographic Targeting affect. The more charge, the longer the affect lasts.

Terminal

A human, a medic, uses a machine gun, heals and supports the squad.


Unlocked abilities (per rank):

  • Freshness : restore 2 health units to all agents who entered the location through the same entrance as the Terminal. Once per mission.
  • Rescue : Once per quest, the Terminal will survive taking lethal damage.
  • Aimed Fire : Warning shot without damage, the enemy cancels his actions.
  • Collaboration : Grants 1 action point to the nearest agent with no negative statuses.
  • Additional Armor : When using the Guard skill (restore 2 HP to any ally), you grant the target 1 armor.
  • Fortitude : At the end of each turn, the Terminal fully restores its health.
  • Second wind : ult, restore 4 HP to each ally, including the Terminal itself. WITHremoves negative statuses, stabilizes bleeding (in a seriously wounded agent).

Verge

Alien, telepath. Uses psionic skills, equipped with an assault rifle.


Unlocked abilities (per rank):

  • Levitation : While infiltrating, Verge can lift an enemy up. He loses the cover bonus.
  • Network Support : For each enemy in the network, Verge gains a bonus of +5 to hit and +10 to critical chance.
  • Collar : Enemies in the net cannot die. Instead, they lose consciousness.
  • Mind Flay : Deal damage to every enemy in the network.
  • Network Healing : Restore 1 HP to each enemy in the network at the end of your turn.
  • Ground Slam : An enemy lifted by levitation falls, taking 1-3 psychic damage. It is also added to the network.
  • Puppeteer : Gain full control of all enemies in the network until end of turn. Ulta, once per quest.

Shelter

Human, psionic, buffs allies, uses mental attacks. The weapon is a submachine gun.


Unlocked abilities (per rank):

  • Stun : telepathic, disorients enemies in the area of effect. The enemy who was the targetyu, will be disoriented for a move longer.
  • Temporal Displacement : Improved exchange so that displaced enemies appear later.
  • Distorting Field : An improvement to the exchange, giving relocated XCOM Agents and Shelter +50 Defense until their next turn.
  • Soul Fire : Strong telepathic strike, causing the enemy to delay their turn. Ignores armor and cover.
  • Appeasement : An aura appears around Shelter, blocking all negative mental effects on Shelter and nearby agents.
  • Soul Storm : Upgrading Soul Fire. Half of the damage dealt with the skill is now refunded to Shelter with health.
  • Shard : Create a doppelgänger that uses exchange and soul fire. Once per mission!

Patch

Human operator, uses electronics and a drone, has an assault rifle.

Unlocked abilities (per rank):

  • Whisper : The drone will scan the room and give all enemies "Holographic Targeting". Accuracy when shooting at marked enemies increases by 15 points.
  • Electric arc : shock enemies if the Patch itself comes close to them, or an enemy walks by. Damages nearby enemies.
  • Threat detection : improving drone scanners??, allowing the ability to be used twice per quest. Increased crit chance.
  • Stasis Field : Send a drone that activates stasis on the target. The enemy does not attack, but does not take damage either. Can be used even on an ally.
  • Shock Therapy : An upgrade to Chain Lightning that adds disorientation to enemies and a stun.
  • High Voltage : Chain Lightning and Arc deal increased damage by 1-3.
  • Capacitor Discharge : Send a drone to a target location to attack all nearby enemies. Electric shock, inflicts a stun. Robots will take increased damage. Ulta, once per mission.

Aristocrat

Shooter man, uses a pistol, can attack multiple targets at once, shooting with high accuracy.

Unlocked abilities (per rank):

  • Shilom Shot : A second pistol shot that ignores cover.
  • Warm Welcome : The first shot from each clip disorients the enemy.
  • Always on the lookout : Automatically activates observation if the Aristocrat was moving at the end of the turn. You can move by attacking the enemy with a club.
  • Phase Pierce : Shot in a straight line with the second pistol, ignoring cover and visibility.
  • Pro?Hello: Double the damage from the last shot of each clip.
  • Cascading Spear : Each subsequent enemy in the Phase Impale chain takes increased damage.
  • One on One : Attack every visible enemy once. Once per task.

Claymore

The human, an expert in explosives and area damage, uses a shotgun.

Unlocked abilities (per rank):

  • Stunning Charge : Using a powerful charge, the Claymore inflicts Rupture on all enemies near the penetration point. Can be used next to walls.
  • Persistence : grenades and other exploding objects are not afraid.
  • Improvised Explosives : Restore a fighter's supply of grenades at the end of each turn.
  • Sticky Grenade : A grenade that sticks to an enemy's body. The enemy is forced to retreat. When the enemy stops, the grenade will explode.
  • Heavy Shrapnel : A shrapnel bomb that damages an enemy in cover.
  • Inevitable Doom : Upgraded the Shrapnel Bomb, causing all units in range to gain Rupture.
  • Flurry Fire : Shrapnel Bombs and Sticky Grenades deal 1 more damage and do not end their turn.

??xyom

Mutant, attack aircraft, deals high damage, uses a shotgun.

Unlocked abilities (per rank):

  • Battering Ram : Knocks out a door at an entry point, causing enemies to panic.
  • Echo : Crush will deal some damage to enemies near the target.
  • Just a scratch : sometimes the missed damage can be reduced to 1 unit.
  • Adrenaline Rush : Crush and Frenzy no longer cost Action Points.
  • Fear Factor : Crushing can cause nearby enemies to panic.
  • Regeneration : restore HP at the start of your turn.
  • Shake : A ground slam that damages nearby enemies in a highlighted area.

puff

Inquisitor, a snake, specializes in moving enemies and allies, can poison targets, uses a submachine gun.

Unlocked abilities (per rank):

  • Poison Hello : A poisonous spit.
  • Strong Hug : Improved entanglement, making Puff deal more damage.
  • Difficult Target : On the first turn of the fight, you can move further than usual, gaining a bonus to evasion.
  • Poison Spit : After poisonous spitting, a poisonous puddle is formed, poisoning all fighters standing in it.
  • Tough Scales : Gain 1 Armor when Entangled Enemies. Even if he takes damage, he will not let go of the enemy.
  • Synthetic Poison : Increased chance of crits against a poisoned enemy. If the enemy is standing in a poisonous puddle, Puff restores some of the HP.
  • Ferocious Bite : Drive your fangs into the nearest target, dealing damage and poisoning them. Ulta with recharge!

Zephyr

A hybrid that specializes in melee attacks and has high mobility. Instead of firearms - combat gloves.

Unlocked abilities (per rank):

  • Parry : Using momentum and gaining 1 extra action point, can be used to completely prevent damage from the next attack.
  • Stoplight : An attack by any opponent who walks past (close) or tries to hit close.
  • Pain point : close attacks will not kill, but stun the enemy (unconscious). Melee damage is increased by 1 point. Used instead of detention.
  • Crowd Control : Charge forward and melee strike against each enemy encountered on the way. Then he goes back.
  • Moving Target : Inertia triggers after castarrests and crowd control.
  • Brutal Strike : Melee attacks ignore armor.
  • Reaper : Activates Reaper mode. When you kill enemies in this mode, you gain 1 action point, but each subsequent melee attack will deal less damage.