XCOM Chimera Squad character information: each agent’s position defined

XCOM Chimera Squad character guide

XCOM Chimera Squad has you are taking command of 11 specialised items. Each one has a dramatically totally different position that you need to use to your benefit in battles, and skills that you would be able to unlock as you employ them in missions. Some brokers work very effectively with others, permitting for combos to shortly take out enemies.

XCOM Chimera Squad character information

Our XCOM Chimera Squad character information will clarify all 11 brokers out there to you within the game, their roles in your squad, and what builds work for them the perfect. Feel free to go again to our primary XCOM Chimera Squad guide hub for extra suggestions and tips.

New brokers will periodically be out there to you as you progress via the marketing campaign. You’ll get a number of three at a time to select from and there are a complete of 11 within the game. You will start the game with Godmother, Cherub, Terminal, and Verge already on the squad in case you did the tutorial, however a free selection between any 4 of the brokers in case you didn’t do the tutorial. We are nonetheless figuring out the perfect builds for every character, however within the sections under, you can find all of the recognized details about every agent.

All of the stats for every character under are primarily based on the “Normal” issue setting and can fluctuate barely between totally different issue settings.




Godmother

  • Species: Human
  • Class: Ranger
  • Specialities: Offence, stealth, and ambush
  • Starting weapon: Shotgun

Base stats

Health Mobility Aim Will Dodge Crit
8 12 65 40 0 0

Abilities

  • Scattershot: Godmother fires the shotgun in a short-range cone, damaging a number of targets. Costs two ammo.
  • Alpha Strike: Godmother fires the shotgun in the course of the breach and can take her flip earlier on the timeline. Godmother additionally features one bonus motion on her first flip. One use per mission. (Unlock at Deputy Agent rank)
  • Last Stand: If Godmother is unimpaired and takes sufficient harm to start Bleeding out, she is as a substitute diminished to at least one HP and is given a flip instantly after the present flip. One use per mission. (Unlock selection at Field Agent rank)
  • Flush: Godmother takes a shot at an enemy, forcing them to reposition. The shot does no harm. One flip cooldown. (Unlock selection at Field Agent rank)
  • Ventilate: Godmother fires a shotgun blast that’s assured to hit and destroy the goal’s cowl. Costs three ammo. Three flip cooldown. (Unlock at Special Agent rank)
  • Close Combat Specialist: Godmother takes a response shot at enemies that get too shut. Requires ammo. (Unlock selection at Senior Agent rank)
  • Untouchable: If Godmother downs an enemy throughout their flip, the following assault in opposition to her will miss. (Unlock selection at Senior Agent rank)
  • Overtime: Godmother instantly features bonus crit and dodge, and takes a further flip in three turns. Bonuses final till the top of the additional flip. Free motion. One use per mission. (Unlock at Principal Agent)

Tips

  • Godmother is a rush-and-gun sort of unit initially, however is surprisingly adaptable. You can use her to maneuver round enemy flanks and blast a number of foes together with her Scattershot capability.
  • If you unlock the Flush capability, she will have any unit that has overwatch enabled fireplace on the enemy as they transfer to new cowl.


Cherub

  • Species: Hybrid
  • Class: Warden
  • Specialities: Shields, defending allies, and tank
  • Starting weapon: Pistol

Base stats

Health Mobility Aim Will Dodge Crit
8 10 65 40 0 0

Abilities

  • Kinetic Shield: Cherub locations an vitality protect on self or ally to stop all harm of the following assault. Cherub features one cost when the vitality protect is destroyed. Does not mechanically finish the flip.
  • Kinetic Shield Charge: Cherub can achieve as much as two expenses by defending allies with Kinetic Shield. Having cost grants bonuses to a number of talents.
  • Charged Bash: Cherub bashes an enemy with the vitality protect consuming all cost. If cost is consumed, deal harm in a cone behind the enemy. Damage will increase with cost. Replaces subdue.
  • Phalanx: Enemies focus their fireplace on Cherub, ignoring all different XCOM items at this breach level. Block all harm and achieve one cost level for every assault. One use per mission. (Unlocks at Deputy Agent rank)
  • Generator: Cherub features one cost on the finish of every encounter. (Unlock selection at Field Agent rank)
  • Guard: At the top of the flip achieve +1 armor, achieve half-cover bonus even when flanked, and turn into half-cover for friendlies. Guard breaks after being attacked. (Unlock selection at Field Agent rank)
  • Overload: Cherub can now retailer three expenses and features bonus mobility when charged. (Unlocks at Special Agent rank)
  • Recharge: Using Charged Bash to render an enemy unconscious refills one cost. (Unlock selection at Senior Agent rank)
  • Resonance Field: Allies with a Kinetic Shield achieve 15 purpose. (Unlock selection at Senior Agent rank)
  • Supercharge: Cherub spends all saved expenses and will increase the first weapon harm of allies, whereas putting a Holo-target impact on all enemies. The length of the impact will increase with Charge spent. One use per mission. (Unlock at Principal Agent)

Tips

  • Cherub serves two functions. He can use his common protect to bash enemies for a non-lethal takedown, thus capturing a weakened enemy. His Kinetic Shield capability when it’s broken can even cost the common protect’s energy, making it deal much more harm.
  • It’s often greatest to make Cherub both go first to knock out an enemy, or within the slot the place a unit is unable to fireside their gun. Since he makes use of a pistol, it’s not as highly effective as among the different early game weapons.
  • He’s additionally a little bit of a tank, permitting him to take hits to guard weaker enemies. This works effectively with Blueblood and Claymore who can hit a number of targets he can lure in together with his Phalanx capability.




Terminal

  • Species: Human
  • Class: Medic
  • Specialities: Healing and help
  • Starting weapon: Submachine Gun

Base stats

Health Mobility Aim Will Dodge Crit
9 10 65 40 0 0

Abilities

  • Safeguard: Terminal sends the “Gremlin” to an ally to revive 4 HP, cleanse burning, acid, and poison results, and grant 20 defence. Terminal can goal herself with Safeguard. Does not mechanically finish the flip.
  • Hack Door: Hack open a door at first of a breach.
  • Gremlin Stabilize: Stops an agent from bleeding out.
  • Refresh: Heals all allies at her breach level for 2 HP. One use per mission. (Unlocks at Deputy Agent rank)
  • Sustain: If Terminal takes sufficient harm to start bleeding out, she is as a substitute diminished to at least one HP and instantly enters stasis for one flip. One use per mission. (Unlock selection at Field Agent rank)
  • Pin Down: Terminal shoots non-damaging suppressive fireplace at a goal to push their flip down the timeline. Two flip cooldown. (Unlock selection at Field Agent rank)
  • Cooperation: Terminal coordinates with a close-by unimpared ally to grant them an instantaneous bonus motion. Cooperation has a 3 flip cooldown. (Unlock at Special Agent rank)
  • Armor System: Upgrades Safeguard to offer +1 armor to the protected unit. (Unlock selection at Senior Agent rank)
  • Resilience: Terminal heals as much as full on the finish of each encounter. (Unlock selection at Senior Agent rank)
  • Second Wind: Terminal sends the “Gremlin” to all allies, restoring 4HP, cleaning burning, acid, and poison results, and stabilizing allies who’re bleeding out. One use per mission. (Unlock at Principal Agent)

Tips

  • Only assault with Terminal if she doesn’t have some therapeutic that she must do, or if she may simply kill off an enemy that’s about to behave. Remember to test first for the harm that you’d deal and see if it’s definitely worth the threat.
  • She can buff both allies who’re defensive tanks like Cherub or Axiom, or assist Blueblood deal tons of harm.




Verge

  • Species: Sectoid
  • Class: Envoy
  • Specialities: Psionics and vitality manipulation
  • Starting weapon: Assault rifle

Base stats

Health Mobility Aim Will Dodge Crit Psi
7 10 65 50 0 15 50

Abilities

  • Neural Network: Verge features +10 purpose for every enemy within the Neural Network. Certain talents will add items to the Neural Network.
  • Stupor: Verge psionically stuns a goal for one to 2 actions and provides them to the Neural Network. Cannot goal enemies within the Neural Network.
  • Battle Madness: Verge psionically assaults an enemy’s thoughts making them go berserk and assault a close-by goal. Adds them to the Neural Network. Cannot goal enemies within the Neural Network.
  • Levitation: Verge lifts an enemy into the air eradicating their cowl bonuses in the course of the breach. Levitation cancels all Alert or Aggressive enemy behaviours. (Unlock at Deputy Agent rank)
  • Crowdsource: Verge features +5 purpose and +10 essential probability for every enemy within the Neural Network. (Unlock selection at Field Agent rank)
  • Collar: Enemies within the Neural Network that may be killed are rendered unconscious as a substitute. (Unlock selection at Field Agent rank)
  • Mindflay: Verge lashes out together with his thoughts, dealing psychological harm to all enemies on the Neural Network. Damage from Mindflay will render enemies unconscious as a substitute of killing them. (Unlock at Special Agent rank)
  • Network Healing: Verge heals one HP for every enemy within the Neural Network on the finish of the flip. (Unlock selection at Senior Agent rank)
  • Slam: Levitation slams the enemy into the bottom dealing one to a few psychological harm and including the unit to the Neural Network. Damage from Slam will render enemies unconscious as a substitute of killing them. (Unlock selection at Senior Agent rank)
  • Puppeteer: Verge thoughts controls all enemies within the Neural Network. The impact solely lasts for the rest of the flip. One use per mission. (Unlock at Principal Agent)

Tips

  • If a bunch of enemies are shut collectively, use Battle Madness on an enemy prone to thoughts management. It could make it so as to hit these which are tougher to hit.
  • You can solely add an enemy to the Neural Network as soon as and as soon as they’re useless, they’re gone from the community.
  • Verge is a little bit of a glass cannon, so be certain he’s effectively protected. Cherub is an efficient accomplice for Verge as he can use his Kinetic Shield capability to guard him.




Shelter

  • Species: Human
  • Class: Psion
  • Specialities: Psionics, ally buffs, and psychological assaults.
  • Starting weapon: Submachine Gun

Base stats

Health Mobility Aim Will Dodge Crit Psi
7 10 65 50 0 0 50

Abilities

  • Relocate: Shelter psionically swaps positions with the focused enemy or ally. Does not mechanically finish the flip.
  • Dazzle: Shelter launches a Psionic Blast that disorientates all enemies close to the breach level. Targeted enemy is disorientated for an additional flip. One use per mission. (Unlock at Deputy Agent rank)
  • Temporal Shift: Upgrades Relocate in order that it delays the following flip of relocated enemies. (Unlock selection at Field Agent rank)
  • Distortion Field: Upgrades Relocate in order that relocated XCOM items, together with Shelter, achieve +50 Defence till their subsequent flip. (Unlock selection at Field Agent rank)
  • Soulfire: Shelter launches a Psionic Blast at an natural enemy, delaying their subsequent flip. Does assured harm and ignores cowl and armor. Two flip cooldown. (Unlock at Special Agent rank)
  • Solace: Shelter is surrounded by an aura that instantly extinguishes or blocks any psychological impairments for himself and any close by allies. (Unlock selection at Senior Agent rank)
  • Soul Storm: Upgrades Soulfire to heal Shelter for half the harm dealt. (Unlock selection at Senior Agent rank)
  • Fracture: Shelter creates a Psionic clone that may use the Psionic talents Relocate and Soulfire. One use per mission. (Unlock at Principal Agent)

Tips

  • Shelter makes use of his psionic talents to assist the squad, relatively than deal harm to enemies.
  • Swapping with allies and enemies lets you get damage allies out of bother and nearer to Terminal to heal, or deliver enemies out of hiding.
  • Zephyr is a superb accomplice choice for Shelter as he can use his talents to deliver enemies to her whereas she’s in overwatch, so she will forcibly introduce her boot to their faces.




Patchwork

  • Species: Human
  • Class: Operator
  • Specialities: Utility, and digital disruption
  • Starting weapon: Assault rifle

Base stats

Health Mobility Aim Will Dodge Crit
8 10 65 40 0 0

  • Chaining Jolt: Patchwork sends the “Gremlin” to an enemy to jolt them. Attack chains to close by enemies. Damage is elevated in opposition to robotic enemies.
  • Hack Door: Hack open a door at first of a breach.
  • Combat Scanners: The “Gremlin” scans the room, making use of holo concentrating on to all enemies. Increase the squad’s purpose by +15% in opposition to marked enemies. One use per mission. (Unlock at Deputy Agent rank)
  • Voltaic Arc: The “Gremlin” shocks enemies in the event that they transfer too near Patchwork or if Patchwork strikes too near them. This assault chains to close by enemies. (Unlock selection at Field Agent rank)
  • Threat Recognition: Upgrades Combat Scanners to have one extra use per mission and grant +25 crit to all allies on the breach level. (Unlock selection at Field Agent rank)
  • Reprogram: Patchwork sends the “Gremlin” to reprogram a robotic enemy and take management of them. Effect lasts for 3 turns. Four flip cooldown if the reprogram succeeds. One flip cooldown if the reprogram fails.
  • Stasis Field: Patchwork sends the “Gremlin” to put goal uinit into stasis for one flip. The unit can not assault however is proof against all harm. Can be used on allies and enemies. Stasis Field has a two flip cooldown. (Unlock at Special Agent rank)
  • Shock Therapy: Upgrades Chaining Jolt to disorient and probably stun targets. (Unlock selection at Senior Agent rank)
  • High Voltage: Chained electrical assaults from Chaining Jolt or Voltaic Arc deal 1-Three further harm. (Unlock selection at Senior Agent rank)
  • Capacitor Discharge: Patchwork sends the “Gremlin” to a location the place it emits a considerable electrical discharge, damaging and probably beautiful all close by items. Robotic items take extra harm. One use per mission. (Unlock at Prinicpal Agent rank)

Tips

  • Chaining Jolt is incredible in opposition to clumps of enemies, weaker foes which are tougher to hit, and robots. Make certain you employ it when you possibly can.
  • Her Combat Scanners capability is a superb pairing for enemies that want elevated purpose. Blueblood specifically advantages from having this talent used on him because it negates the penalty for his Deadeye capability.




Blueblood

  • Species: Human
  • Class: Gunslinger
  • Specialities: Precision taking pictures and a number of pictures
  • Starting weapon: Pistol

Base stats

Health Mobility Aim Will Dodge Crit
7 11 75 40 0 10

Abilities

  • Deadeye: Blueblood takes a shot with -15% purpose penalty for a +50% harm enhance. Does not finish the flip if used as first motion.
  • Desperado: Standard pistol fireplace and Deadeye price an motion and don’t mechanically finish the flip if Agent has actions remaining.
  • Lancer Shot: Agent fires his Lancer Pistol at a goal, ignoring cowl bonuses. (Unlock at Deputy Agent rank)
  • Warm Welcome: The first shot in every clip disorients the goal. (Unlock selection at Field Agent rank)
  • Ever Vigilant: Blueblood mechanically prompts overwatch if the final motion of his flip is spent transferring. Includes utilizing talents that may present motion, reminiscent of Subdue or Stabilize. (Unlock selection at Field Agent rank)
  • Phase Lance: Blueblood fires Lancer Pistol in a straight line blast. The shot ignores line of sight and is unaffected by cowl bonuses. Three flip cooldown.  (Unlock at Special Agent rank)
  • Fond Farewell: The final shot in every clip offers double harm.  (Unlock selection at Senior Agent rank)
  • Cascade Lance: Phase Lance upgrades to ramp up its harm for every subsequent enemy it hits in a single blast. (Unlock selection at Senior Agent rank)
  • Faceoff: Blueblood fires his pistol at each enemy in line of sight, restricted by ammo. One use per mission. (Unlock at Principal Agent)

Tips

  • Combine him with allies that may buff his assault and purpose, since he can fireplace highly effective pictures at a number of targets. Terminal and Cherub are good choices right here.




Claymore

  • Species: Human
  • Class: Demo Expert
  • Specialities: Explosives, AOE harm, and breaching
  • Starting weapon: Shotgun

Base stats

Health Mobility Aim Will Dodge Crit
9 9 65 40 0 0

Abilities

  • Shrapnel Bomb: Claymore throws an explosive that detonates after a number of turns. The explosive doesn’t deal harm via cowl and might be focused to detonate it early. Does not finish the flip if used as first motion.
  • Concussive Charge: Claymore detonates a strong cost, rupturing all enemies close to the breach level. Usable on wall breach factors. One use per mission. (Unlock at Deputy Agent rank)
  • Fortitude: Claymore is proof against the results of all grenades and environmental hazards. (Unlock selection at Field Agent rank)
  • Improvised Explosives: Claymore regenerates a cost for carried grenades on the finish of every encounter.  (Unlock selection at Field Agent rank)
  • Sticky Grenade: Claymore throws a grenade that adheres to an enemy, inflicting them to fall again to a brand new location. When the unit stops operating, the grenade explodes. Four flip cooldown. Ends the flip. (Unlock at Special Agent rank)
  • Heavy Shrapnel: Upgrades the Shrapnel Bomb to deal harm via cowl. (Unlock selection at Senior Agent rank)
  • Impending Doom: Upgrades Shrapnel Bomb to instantly rupture targets inside its blast radius upon touchdown. (Unlock selection at Senior Agent rank)
  • Barrage: Shrapnel Bomb and Sticky Grenade do +1 harm and don’t mechanically finish the flip. Shrapnel Bomb can now be used greater than as soon as per flip. (Unlock at Principal Agent rank)

Tips

  • Claymore is the demolitions skilled of the group. There are Claymore particular breach factors, so preserve a watch out for these whereas in setup.
  • Since explosives have AOE harm, pairing him with allies like Verge and Shelter could be very efficient since they displace enemies and bunch them collectively.
  • Explosives take away cowl and deal harm to allies, so watch out when utilizing them.




Axiom

  • Species: Muton
  • Class: Breaker
  • Specialities: High harm
  • Starting weapon: Shotgun

Base stats

Health Mobility Aim Will Dodge Crit
9 12 65 40 0 0

Abilities

  • Smash: Axiom expenses to a goal and smashes down with each fists. Chance to disorientate, stun, or render unconscious. Higher rage improves the prospect to use a disabling impact.
  • Rage: Higher rage raises the prospect of making use of disabling results with melee assaults, but in addition will increase the chance of going berserk. Rage might be elevated manually or by taking harm.
  • Psych Up: Axiom will increase his rage. Higher rage raises the prospect of making use of disabling results with melee assaults, but in addition will increase the chance of going berserk. Rage can be gained whereas taking harm.
  • Battering Ram: Burst via a door breach level with an opportunity to panic close by enemies. Panic probability will increase with rage. (Unlock at Deputy Agent rank)
  • Aftershock: Upgrades Smash to use a small quantity of harm to close by enemies. The further targets even have an opportunity to turn into disorientated, shocked, or rendered unconscious. (Unlock selection at Field Agent rank)
  • Shrug It Off: Axiom has an opportunity to scale back the harm from an incoming assault to at least one. (Unlock selection at Field Agent rank)
  • Adrenal Surge: Smash and Psych Up don’t finish the flip or have cooldowns. Four flip cooldown. (Unlock at Special Agent rank)
  • Fear Factor: Upgrades Smash to offer it an opportunity to panic close by enemies. Chance will increase with Rage. (Unlock selection at Senior Agent rank)
  • Regeneration: Axiom regenerates a small quantity of HP at first of his flip. (Unlock selection at Senior Agent rank)
  • Quake: Axiom leaps up and slams the bottom, destroying close by cowl and damaging close by items. One use per mission. (Unlock at Principal Agent rank)

Tips

  • If enemies like to cover behind cowl rather a lot, Axiom can break it down, leaving foes susceptible to the remainder of your squad.




Torque

  • Species: Inquisitor
  • Class: Viper
  • Specialities: Enemy/ally repositioning, poison
  • Starting weapon: Submachine gun

Base stats

Health Mobility Aim Will Dodge Crit
8 11 65 40 20 0

Abilities

  • Bind: Torque wraps up an enemy, dealing harm and stopping them from appearing on their flip. Bound enemies can’t be focused by XCOM for threat of damaging Torque. Free motion.
  • Tongue Pull: Agent shoots out their tongue to seize a unit and pull them into melee vary. Can be used on enemies and allies. Some outsized targets can’t be pulled.
  • Poison Immunity: Torque is of course proof against the results of poison.
  • Adaptable: Torque can naturally enter via vent breach factors.
  • Toxic Greeting: Torque spits a blast of poison at a goal. The enemy will stay poisoned for 2 turns. (Unlock at Deputy Agent rank)
  • Tight Squeeze: Upgrades Bind to deal extra harm. (Unlock selection at Field Agent rank)
  • Hard Target: Torque features further mobility on the primary flip of each encounter and a everlasting bonus to dodge. (Unlock selection at Field Agent rank)
  • Poison Spit: Torque spits out a blast of poison that explodes right into a lethal pool. Poisons all items within the space and does a small quantity of harm on influence. Three flip cooldown. (Unlock at Special Agent rank)
  • Reinforced Scales: Torque features +1 armor when binding an enemy and won’t launch the bind upon taking harm. (Unlock selection at Senior Agent rank)
  • Synthetic Venom: Torque features a bonus to crit in opposition to poisoned enemies and can heal when ending a flip whereas standing in poison. (Unlock selection at Senior Agent rank)
  • Vicious Bite: Torque rears up and swiftly strikes an adjoining goal with a devastating chunk, dealing main harm and making use of poison. Three flip cooldown. (Unlock at Principal Agent rank)

Tips

  • Since she’s a snake, she will slither into the vents, providing you with a novel entry level. Take her on missions the place vents are a breach level.
  • Use her talents to immobilise an enemy and poison them. She can even drag them out of canopy.
  • Her talents synchronise effectively with the likes of Shelter as locking enemies in place makes her venomous assaults all of the extra devastating.




Zephyr

  • Species: Hybrid
  • Class: Hellion
  • Specialities: Melee solely, shut quarters, excessive mobility
  • Starting weapon: Pangolin Gauntlets

Base stats

Health Mobility Aim Will Dodge Crit
8 14 75 40 0 0

Abilities

  • Crippling Blow: Zephyr punches an enemy and inflicts considered one of a number of standing results. The impact is both disarm, disorient, stun, or root. This assault can not miss and can set off Momentum.
  • Fearless Advance: Zephyr blitzes towards an enemy and melee assaults them after the breach. This will place Zephyr close to the enemy. If the enemy was alert, their alert breach motion is cancelled.
  • Momentum: Zephyr is proof against root and features a further transfer motion after utilizing Crippling Blow.
  • Parry: The further motion from Momentum might be spent to stop harm from the following assault as a substitute of transferring. (Unlock at Deputy Agent rank)
  • Lockdown: Zephyr assaults any enemy that enters or assaults from melee vary. (Unlock choice at Field Agent rank)
  • Pressure Point: Melee assaults that may deal deadly harm will as a substitute render enemies unconscious. Melee assaults do +1 harm. Replaces subdue. (Unlock choice at Field Agent rank)
  • Crowd Control: Zephyr shortly darts round and assaults each close by enemy earlier than returning to her authentic place. Two flip cooldown. (Unlock at Special Agent rank)
  • Moving Target: Momentum can be triggered by Subdue and Crowd Control, and Zephyr doesn’t set off overwatch or response fireplace. (Unlock selection at Senior Agent rank)
  • Vital Strike: Melee assaults will ignore armor. (Unlock selection at Senior Agent rank)
  • Reaper: Zephyr enters Reaper Mode. With Reaper lively, downing enemies with melee assaults grants an additional motion. Each subsequent melee assault has diminished harm. Four flip cooldown. (Unlock at Principal Agent rank)

Tips

  • She can solely assault at melee vary, however in case you can set off her overwatch capability, it does extremely excessive harm. Pair her with Torque, Verge, or Shelter to benefit from this.
  • If your goal is one the place that you must collect some gadgets from a chest, it’s totally potential for Zephyr to seize the merchandise then punch an enemy on the way in which again to the Evac level.
  • Having her Pressure Point capability implies that you’ll collect extra Intel, so could also be extra helpful in the long term.

XCOM Chimera Squad character guide

XCOM Chimera Squad information collection

Thanks for studying our XCOM Chimera Squad agent information. You ought to now know a little bit extra about your teammates and the way greatest to make use of them in missions. Have a have a look at the remainder of our guides to uncover extra stuff in regards to the services on provide.


Source

2k games, Feature, firaxis games, guides, XCOM: Chimera Squad

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