XCOM: Chimera Squad – How to finish the Sacred Coil last encounter

Early on in XCOM: Chimera Squad, you’ll want to decide on between three factions to face off towards, together with the spiritual cult Sacred Coil. After a number of missions, battling civil unrest and uncovering the secrets and techniques concerning the mysterious group, you’ll encounter a last important mission the place you’ll meet the faction’s chief.

The last mission is made up of three encounters, and whereas the primary two are straightforward sufficient to beat, the ultimate encounter ramps up the issue considerably in comparison with each different Very Difficult mission thus far. Who you recruit will decide how your last group shapes up, however the technique transferring ahead needs to be a lot the identical.

If you wish to up your probabilities of success, you may try the XCOM: Chimera Squad console commands here, or you may learn on for tips about the best way to play a technique game with out dishonest.

XCOM: Chimera Squad – How to finish the Sacred Coil last encounter

XCOM: Chimera Squad – How to arrange for the Sacred Coil last encounter

By now you’ll have recruited two new members to your group and may have discovered who your favourites are. My favourites had been Godmother, Verge, Terminal and Zephyr, so I invested closely in eradicating any damaging traits that appeared, enhancements for the weapons they used and took them on nearly all missions to get them as much as Special and Senior Agent rank.

Alongside managing your Field groups and civil unrest, you’ll wish to maintain sufficient Intel and Supplies to have the ability to get objects from the Scavenger and Supply display. There are a number of objects you must analysis and spend money on for this encounter, together with:

  • Weapon upgrades in your important group
  • Mach Weave armour that grants +50 Dodge
  • Autoloaders at no cost reloads
  • Stocks that may inflict one, two or extra injury on a missed inventory
  • Tracer rounds, which give +5 Aim
  • AP rounds, that ignore 5 factors of armour
  • Cease Fire grenades, when you favour close-quarters fight

It’s additionally a good suggestion to get Tranq rounds early on to seize enemies for extra Intel and choose up Scopes from the Scavenger when you may. Expanded Magazines are additionally a very good shout, in addition to researching and buying Breaching Charges and Auto Key Card.

Extra Padding wouldn’t harm for a few of your teammates when you plan on holding them out of shut vary, however I discovered the +50 Dodge was particularly useful within the last mission as you’ll encounter a bunch of Ronins, whose powers are based mostly off the Chosen Assassin and get proper in your face with melee assaults.

XCOM: Chimera Squad – Assembling a group

I received’t be all of the group combos right here, however you’d do properly to deliver a combination of people that’ll be capable of pull off some close-quarters fight in addition to some ranged assaults, whether or not they be with Psionics, Gremlins or normal weapons. I attempted this run beforehand with Axiom however he wasn’t as efficient as Zephyr, and utilizing two shotgun-wielding allies didn’t work in my favour.

If you choose the identical teammates as I did, you’ll wish to ensure you choose the “right” talents for the encounter. Terminal’s Pindown skill is tremendous helpful to verify Verge and Zephyr could possibly be moved up the queue to permit them to inflict strategically timed assaults. The Armour System skill can also be one other good selection, because it’ll give your allies a well being enhance plus +1 Armour. Plus, her Gremlin therapeutic skill solely takes one flip to recharge, so your group received’t have to take Medkits out.

With Verge, Battle Madness, Stupor and Slam are your mates. Battle Madness provides somebody to the neural community and most of the time, the enemy will assault one in all its allies. Plus, you may nonetheless shoot at an enemy after utilizing it, letting you inflict double injury.

Stupor has the possibility to stun an enemy for as much as two turns, which is especially helpful on the likes of Andromedons. Levitate and Slam are additionally glorious strikes, as Levitate removes an Aggressive stance from an enemy throughout a Breach, and utilizing Slam will inflict 1-Three injury on them afterwards. Boosting Verge’s intention, crit likelihood and dodge makes him notably lethal along with his assault rifle, so no matter who else you recruit, he’s a should.

Zephyr’s talents are all melee-based and her excessive mobility labored properly within the last encounter. The Lockdown transfer signifies that if anybody strikes near her, she’ll roundhouse kick them within the face, which might kill an already broken enemy on the transfer.

Her Crowd Control transfer can also be sensible, because it does some injury to all enemies in a particular space. Her Momentum transfer can both be to Parry assaults – very helpful – or transfer to cowl, or to a location the place she will be able to work together with a terminal. Having excessive dodge on Zephyr additionally works properly, as she’ll usually be in areas with out cowl as a result of her melee strikes.

Finally, there’s Godmother. Improving her intention and the shotgun is essential right here, in addition to giving her AP rounds that ignore 5 factors of armour. Her Last Stand skill is nice as somewhat than beginning to bleed out, she’ll retain one bar of HP and can take her flip instantly after no matter the place she was within the queue. This means you need to use a therapeutic merchandise or retreat her to security.

Godmother’s actual OP transfer at this stage is Untouchable, the place an assault will miss her if she downs an enemy throughout her flip. It goes with out saying although that her actual energy lies with the shotgun, so regulate her well being and get her up shut for some devastating blows.

Now that you just’ve chosen your gear and squad, let’s check out the best way to beat the boss.

XCOM: Chimera Squad – How to finish the Sacred Coil last encounter

The first two rounds of this mission are fairly straightforward. As Zephyr has the Fearless Advance skill, I’d at all times put her final in a breach and ensure you take care of all of the Aggressive enemies you may so she will be able to run up and take a straight shot.

There are three encounters in complete, and with the primary, you’ll be up towards a number of androids and a few large Mecs. Depending on which door your breach, you’ll be capable of take out three or 4 enemies in a single go. The subsequent encounter includes at the very least 4 Ronin sort enemies in addition to an Andromedon. Zephyr’s important assault and Parry combo work properly right here, and the remainder you may maintain again at a protected distance. There can be a second wave the place you’ll face nearly all of the Ronin enemies, so arrange some Overwatch on the doorways to do some injury.

After this, you’ll have the ultimate Breach and encounter. I used to be fortunate that my Breach roll included Hard to Hit, the place enemies deal -1 much less injury and First Impression, the place first by the door was assured to land the primary shot. I put Godmother by first as she was dealing about +eight injury along with her shotgun, plus the AP rounds meant she tanked armoured items.

You’ll see a giant Psionic Gate in the midst of the room in addition to Sacred Coil’s chief, Bellus Mars, who has Ronin-like talents. You have to clear the room and shut down two mills, although more difficult enemies will spawn.

It doesn’t make a distinction whether or not you kill Bellus Mars first or final, however he switches across the queue loads and offers a whole lot of injury, so I took him out first. You can use Terminal’s heal in addition to take a shot when it’s her flip, so between Godmother, Verge and Terminal, you must be capable of take him out very quickly.

After that, use Zephyr’s melee assault to take a swipe at one of many lower-ranked enemies, then run her over to the primary generator to close it down. Depending on the issue stage you’re taking part in on, there’s an opportunity this motion will summon a Gatekeeper, in addition to force-spawn the incoming reinforcements, which had been two Chrysalids and an Andromedon. Use Verge’s Battle Madness to show enemies towards one another and Stupor on the Andromedon to maintain him out of motion for a bit when you concentrate on the Gatekeeper, Ronin and different enemies.

You may also use Zephyr’s Crowd Control skill after the summon, as they’ll all be standing in a single small space, so it will be a good suggestion to break a big group then ship Zephyr working to the subsequent terminal. The gate will explode and inflict extra injury on the gang, which ought to make issues somewhat simpler.

The Team Up squad skill is tremendous helpful as you’re employed out a gameplan, because it’ll transfer an ally to the flip after you. This was particularly helpful if Zephyr or Verge comes after Terminal, as they each deal a whole lot of injury and Verge primarily will get two OP strikes that made a distinction within the last phases.

After that, you’ll simply have to maintain chipping away on the Andromedon and Gatekeeper till they’re defeated, ending the mission. It’s undoubtedly essentially the most tough encounter within the early game, so when you’re new to XCOM games, perhaps select a distinct faction to start with.


 

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