XCOM All 70 Alien Variants (& Their Weaknesses) Explained

XCOM: All 70 Alien Variants (& Their Weaknesses) Explained

Contents

The aliens of the XCOM series are numerous and each one is unique in various different ways, with this article covering them and their weaknesses.

You Are Reading :[thien_display_title]

XCOM All 70 Alien Variants (& Their Weaknesses) Explained

The XCOM series is a turn-based strategy game of humans versus an alien invasion. The aliens in the XCOM series vary in difficulty and danger, ranging from cannon fodder to apocalyptic threats, with the Extraterrestrial Combat Unit, XCOM, at the center of the war. Starting with XCOM: Enemy Within and going to the newest release, XCOM: Chimera Squad, this article will provide a list of every alien variant in the XCOM series as well as cover the best tactics to use against them.

With each installment in the series, the enemies change and often become more or less of a nuisance than they were in previous installments. Human enemies, which are the dominant force in XCOM: Chimera Squad will not be mentioned in this list, only the aliens and alien hybrids will be included. Lastly, the aliens are grouped based on their primary versions then the variants of this primary version are expanded; for example, Sectoids are the primary version, while the Paladins in Chimera Squad are a Sectoid variant.

Now that the bases have been covered, the first set of aliens will come from XCOM: Enemy Unknown and almost all will make a return in later games, especially Sectoids and Mutons. From there, XCOM 2 will be covered, with the Chimera Squad variants mixed in as already explained. Finally, the aliens present in the tactical third-person squad-based shooter, The Bureau: XCOM Declassified, will be covered to finish it off.

XCOM: Enemy Unknown’s Alien Types

XCOM All 70 Alien Variants (& Their Weaknesses) Explained

Sectoid: The Sectoid is the most basic of the alien units in the XCOM series, featuring a design not unlike the stereotypical alien. The Sectoids have appeared in every game in the XCOM series, though as of XCOM 2 their design changed and incorporated human DNA into their genetic code. Sectoids in XCOM: Enemy Unknown are fragile and fall easily to most attacks, while in XCOM 2 they take extra damage from melee hits. Additionally, in XCOM 2, Sectoid psionic abilities can be halted by flashbangs and other disorienting effects.

Sectoid Commander: More advanced and deadlier than their lesser Sectoid counterparts, the Sectoid Commander is a variant encountered in XCOM: Enemy Unknown. Sectoid Commanders have more than triple the health of the lesser Sectoids, and provide the basis of abilities the Sectoids present in XCOM 2 brandish against the resistance. Sectoid Commanders have high defense and often move into cover, pairing with mind control and other effects that inflict statuses on soldiers, it’s best to attack them with snipers, flanking units, or explosives.

Mechtoid: The expansion, XCOM: Enemy Within, adds two new aliens to the roster. The first of these Aliens is the Mechtoid, a Sectoid inside of a powered mech suit, boasting up to double the health of the Sectoid Commanders, heavy armaments that allow for multiple strikes per turn, and usually surrounded by squads of Sectoids providing the Mechtoid with shields. When dealing with Mechtoids, it is advised to deal with the Sectoids squadded with the Mechtoid first to prevent it from regaining shields, then focus fire on it with the entire squad. It should also be mentioned that MEC units with kinetic strike modules are able to deal a significant blow to the Mechtoids and can finish them off after a firing squad move.

Thin Man: In XCOM: Enemy Unknown, the Thin Man is an alien infiltrator unit. Residing squarely in the uncanny valley, the Thin Men are designed to look like humans for observation and reconnaissance, though their elongated forms and patches of reptilian scales betray their true nature. They cover long distances and are remarkably accurate, however they’re also nearly as fragile as the Sectoid units they often appear side-by-side with, and with a low will stat are especially susceptible to psionic attacks if available.

Outsider: Crystals come to life and armed with plasma rifles, the Outsiders serve as the early game commander units in XCOM: Enemy Unknown. Outsiders have deadly aim, but are fragile much like the Thin Men and Sectoids, making them easy to slay with well-equipped soldiers.

Floater: High mobility and the appearance of an enemy from a Ratchet & Clank title, the Floater is a predecessor of the Archons of XCOM 2 and serves a similar role. Floaters use the height advantage and their extreme mobility to make themselves a difficult target to pin down, however they rarely take cover and thus can be easy targets to kill. If a floater is killed, enemy floaters nearby will likely retreat from combat as well.

Heavy Floater: The same principle as the Floaters, only now they’ve gone and squeezed them into a suit of heavy armor with a bigger gun. Heavy Floaters behave nearly identically to ordinary floaters, and thus the same attack pattern can be used against them. Be cautious of the Heavy Floater’s grenades, as they can attack over long distances with these handheld explosives thanks to the Bombard ability.

Cyberdisc: Flying saucer spiders with guns, the Cyberdisk is a powerful unit from XCOM: Enemy Unknown. Cyberdisks have much the same strengths as Floaters, along with being immune to poison, fire, and many psionic abilities. Cyberdiscs often come accompanied with drones in groups, making rocket launchers and grenades the preferred option to prevent a Cyberdisc from healing and deal damage to the behemoth. Assault builds can also shred Cyberdiscs with critical hits after the Cyberdisc has opened itself to attacks.

Drone: Continuing the spider-like properties of the Cyberdisk, the Drone is a repair unit with minimal damaging capabilities. Drones are fairly fragile in comparison to the units they usually are seen escorting, Cyberdisks and Sectopods, however they can be difficult to hit, making explosives a good choice when dealing with squads of Drones supporting a heavier armament. Drones also appear in The Bureau: XCOM Declassified, providing support and healing to enemy units.

Muton: The muscle of the alien army, Mutons are large, in charge, and faster than they look. First appearing in XCOM: Enemy Unknown and maintaining a strong presence throughout the series, Mutons generally serve as frontline assault forces armed with plasma weaponry and a hulking bulk. Their weak minds make them susceptible to Psionic assaults in Enemy Unknown, and armor-shredding weaponry makes quick work of Mutons in XCOM 2.

Chryssalid: Bugs are bad enough, and alien bugs are worse, but the Chryssalid is a different breed of bad altogether. First appearing in XCOM: Enemy Unknown, the Chryssalid serves as an infection unit, killing humans and planting embryos in them to raise them as zombies which become infant Chryssalids. Assault soldiers can kill Chryssalids with a single shot in close range with critical boosting abilities, however the melee-limited Chryssalids are best handled at range to prevent fatal attacks and infectious spreads. In XCOM 2, Chryssalids gained ambush capabilities and a ranged infection attack, spawning up to three Chryssalids in a similar time frame to Enemy Unknown, making them especially deadly and best dealt with before they can use their poison.

Zombie: Walking dead have risen, with the help of some friendly bugs, to wreak havoc before they serve their purpose. Zombies are basically walking target practice, however if they are not killed within three turns of being spawned, a Chryssalid will be birthed from the walking corpse, ready to kill.

Psi Zombie: Similarly to the regular Zombies, Psi Zombies are effectively walking targets raised by various psionic units as cannon fodder. The easiest way to rid the field of a pesky Psi zombie infection is to deal with it at the source, which is generally a Sectoid that raised the rotter.

Sectopod: If players have ever wondered what an Abrams tank would look like if someone gave it extending legs and a laser cannon, the Sectopod is the best example. Sectopods, originating in XCOM: Enemy Unknown, are heavily armored and armed robotic assault enemies. In Enemy Unknown, the best option for lone sectopods is a firing squad of plasma weapons behind strong cover while in later games the best option is to shred the armor and/or attack with anti-robotic enemy weaponry such as Bluescreen ammo.

Muton Elite: Boasting heavy armor and an appearance akin to a crusader, the Muton Elite are the big bads of the Muton force. Elites are armed with heavier weaponry, bigger muscles, and an even worse attitude, but they’re just as susceptible to psionic assaults as the ordinary mutons, and if that fails, a squadsight sniper can play a round of target shooting until they fall.

Berserker: Imagine a Muton, now make it even bigger and angrier, that’s the summary of the Berserker aliens. Appearing in XCOM: Enemy Unknown and making a return in XCOM 2, Berserkers possess high damage melee weapons and lack ranged options, making up for it in high defense and health. In Enemy Unknown, the best option is to use armor with flight capabilities against Berserkers to take advantage of their range limitation. In XCOM 2, the berserkers are larger and easier to hit, as well as have limited vertical mobility compared to similarly sized enemies and can be lured into precarious situations such as a roof where the floor can be destroyed underneath them.

Ethereal: Big bosses of the alien army, the Ethereals possess extremely strong psionic abilities in a tradeoff for having proportionally frail bodies. Where they aren’t physically strong, they are extremely durable and should be taken as a massive threat, given their almost guaranteed hit chance, however they are not unbeatable. Explosives and MEC weaponry can deal damage to Ethereals without the threat of reprisal brought on by their psionic shield’s reflection ability. Their high will makes it difficult but they can be panicked as well to provide breathing room.

Uber Ethereal: The biggest boss of the big bosses, the Uber Ethereal is the final boss of XCOM: Enemy Unknown. This enemy is a do-or-die boss and killing it will result in the death of all other enemy units. As such the optimal strategy is to focus fire on it with explosives to bypass defenses, providing a relatively easy end to the final boss of XCOM: Enemy Unknown.

Seeker: Doctor Octopus seems to have joined the side of the aliens in the XCOM: Enemy Within expansion with the Seeker. Seekers are stealth hit-and-run guerrilla units that appear in pairs and prefer to target isolated units such as squadsight snipers. The best way to deal with a seeker is to keep the squad tightly packed at all times, as they outclass most soldiers in mobility and stealth options, so Overwatch is the best bet to snuff out a seeker during the intense waiting game before they strike after cloaking.

See also  Lupin III 10 Facts You Never Knew About Goemon Ishikawa

Every Enemy In XCOM 2

XCOM All 70 Alien Variants (& Their Weaknesses) Explained

Berserker Queen: Added in the XCOM 2 expansion, Alien Hunters, the Berserker Queen is a genetically engineered matriarch of the Berserker enemies. The Berserker Queen is a ruler enemy, which grants it reactionary moves after allied units use action points, and similarly she is capable of causing mass panic along with stuns, disorients, and knocking allies unconscious with her unique abilities. The best way to deal with her is to use similar strategies to ordinary Berserkers, and employ long-range high damage weapons such as snipers.

ADVENT Trooper: In XCOM 2, the aliens succeeded, built an empire on earth, and began intermingling human DNA with the aliens to create hybrids for ADVENT. The trooper is the most common hybrid enemy to face in XCOM 2 and serves a similar cannon fodder role to Sectoids in the first game, being simplistic grunts with low health. Generally any attack will kill a trooper in one hit, and a grenade will deal with them when they’re in groups or behind strong cover. All ADVENT enemies have upgraded forms that increase the stats of the individual enemies without changing them in any strong form.

ADVENT Officer: ADVENT Officers are the sheeple leading the sheep, stronger than the average trooper and armed with tactical abilities, these officers are a force in the early game. Due to their ability to focus squads onto single targets and provide aiming boosts, sniper fire is recommended to deal with them before they can provide an aim bonus to their troops.

ADVENT General: ADVENT Generals were added with the War of the Chosen expansion for XCOM 2. They’re not necessarily enemies more than targets, with poor aim and a pension for running and evacuating during Neutralize Field Commander missions. The best way to deal with these foes is to ambush them to prevent escape, especially with snipers and other high-damage squadmates.

ADVENT Stun Lancer: The ADVENT Stun Lancer is the Ranger equivalent for the aliens, employing stun batons and rush moves to pressure enemies. The Stun lancer can stun enemies, disorient them, and even knock them unconscious but a unit on overwatch can prevent the lancer from reaching an ally, and rangers with the bladestorm ability can strike down stun lancers as they come close.

ADVENT Shieldbearer: Shieldbearers serve as the sponge enemies for the aliens, able to provide enemy units with shields in a wide area even without line of sight. The best option is always to take the shieldbearer out of the equation as soon as possible, either with mind control from a psi unit or with concentrated fire. The shields are vulnerable to EMP weaponry and bluescreen rounds, which will immediately drop the shields if hit, as will killing the shieldbearer.

ADVENT Purifier: Another new unit added in War of the Chosen, the ADVENT Purifier are the cleansing flame of the alien force, wielding a heavy flamethrower and specifically meant to attack the Lost. Purifiers are guaranteed to explode when killed with explosive weaponry, and the psionic ability, Fortress, is able to completely nullify the damage dealt by the Purifier, allowing easy management of the enemy.

ADVENT Priest: Praise be to the ADVENT Priest, who also was added in the War of the Chosen to provide psionic support and status inflicting. Priests can mess with ally units through mind control and mental links with enemy units, however just like any other mental link ability, kill the priest and it’ll kill their host.

ADVENT MEC: If there’s a loud stomping in the darkness during infiltration, chances are it’s an ADVENT MEC. MECs are robotic units equipped with heavy armament, extreme mobility, and powerful explosive ordinance that can quickly snuff out the resistance. A grenadier with Bluescreen rounds can make short work of an ADVENT MEC by shredding through armor and the robotic damage bonus of the Bluescreen rounds. Engineers can also hijack and otherwise deal extensive damage to ADVENT MECs.

ADVENT Turret: Steadfast and ready to mow down intruders like blades of grass, ADVENT Turrets are dangerous stationary threats with heavy cannons. Bluescreen rounds and the GREMLIN’s attack or hacking protocols can make short work of most ADVENT turrets, even the armored turrets.

Thrall: ADVENT Hybrid soldiers mind controlled to serve the Progeny faction, Thralls have it rough. Much like the Resonants, Thralls can sacrifice themselves for the Sorcerer, so it’s often smart to target Thralls first rather than their human allies.

Viper: The true form of the Thin Men, Vipers are reptilian entities with poisonous fangs, grappling hook tongues, and a penchant for constricting XCOM units. Vipers possess a high dodge stat and will attempt to take allied units hostage. Explosives and squadmates equipped with Stocks are best used to prevent extreme damages.

Viper King: The ruler of the Vipers and the only male example of the species, the Viper King is a force to be reckoned with. The Viper King is the weakest of the alien rules and can generally be dealt with by sniper fire alone, however his freezing breath can prove dangerous to an underprepared XCOM Force.

Archon: An almost angelic appearance conceals the devilish machinations of this upgrade to the Floaters. Archons, introduced in XCOM 2, provide heavy ordinance and high mobility, alongside Blazing Pinions which allows the Archons to launch missiles which will rain down on XCOM units after a turn. Archons are best dealt with by baiting them into using Blazing Pinions and attacking after the rockets are fired and cover is found, otherwise the Archon will prove substantially difficult to kill due to its impressive melee and ranged weaponry and high mobility.

Archon King: Ruler of the Archons and just as regal, if not more so, the Archon King is the hardest ruler to kill of the three introduced in the Alien Hunters expansion. It possesses an upgraded form of the Blazing Pinions ability and Icarus Drop, a grab attack which lifts allied units high into the air before doing his best WWE finisher and choke-slamming the poor soldier into the ground for massive damage. The best option to kill the Archon King is burn damage and acid, which will prevent him from damaging allies with the Icarus Drop, leaving his upgraded Blazing Pinions ability, Devastate, as the biggest threat.

Faceless: Replacing the uncanny valley with the uncanny nightmare realm, the Faceless are shapeshifting masses of strawberry pudding with claws. The Faceless conceal themselves amongst resistance members during ADVENT retaliation missions, providing dangers to rescuing the resistance members. Their high health and considerable mobility are matched by their only attack, a 3 tile wide area melee attack that destroys cover. This melee attack makes it ideal to strike down the Faceless from afar with high-powered weaponry or a barrage of overwatch units, which can effectively ambush the ambusher as it reveals itself.

Codex: An energy being not unlike the Outsiders of XCOM: Enemy Unknown, the Codex in XCOM 2 is a being of energy with a solid state core. Being a mechanical enemy, Bluescreen rounds render it to a fine mist very quickly, however if not instantly killed the Codex will divide itself into other bodies to overwhelm XCOM, which is best countered by using overwatch and ambushing a codex as it moves to attack.

Spectre: A living nightmare, the Spectre is War of the Chosen’s idea of karmic retribution. Spectres are functionally similar to the Codex, though with more of a focus on stealth and assassination. Their abilities rely on the element of surprise, such as by entering concealment to sneak attack foes and knocking allies unconscious to create copies of the ally. Overwatch and group formations are the best way to counter the Spectre, especially when it exits concealment to attack, Snipers can take full advantage of their upgraded overwatch abilities, especially with Bluescreen rounds and EMP grenades.

Avatar: The pinnacle of Alien technology and the equivalent of buying a sports car during a midlife crisis, the Avatars are the elders’ answer to their aging bodies in XCOM 2. XCOM 2’s primary threat throughout the game is the progress made to the Avatar Project during each month in-game, which culminates in the creation of the Avatar alien enemy, a hybrid body controlled by an Ethereal from XCOM: Enemy Unknown. The best option for dealing with the erratic teleportation of the Avatar is to restrict its movement capabilities and status effects such as burns, binds, and poison to prevent it from teleporting and healing after taking damage.

Andromedon: A powerful mech suit, an alien with a cold, and an A.I. bent on revenge makes up the Andromedon of XCOM 2. The initial form of the Andromedon is an alien inside of an armored biosuit, which when killed will begin to leak acid and activate the second form of the Andromedon, the Andromedon husk. The two forms have differing weaknesses, the first form requires Armor Shredding attacks coupled with other soldiers assaulting it, much like an ADVENT MEC or other heavily armored unit. The second form, the shell, is a fully mechanical unit and thus can be dealt with via bluescreen rounds, emp grenades, or an engineer’s GREMLIN.

Gatekeeper: The “big brother” of the arachnophobia disc and a roaming psychic cyborg eye, the Gatekeeper is a powerful psionic alien able to raise multiple PSI Zombies at once in a large area of effect. The best way to combat the Gatekeeper is to bait it into opening itself to use Psionic abilities, then attack with a high damaging attack while its defenses are lowered. Gas grenades also cause the Gatekeeper to glitch slightly, opening and closing its shell repeatedly until it runs out of actions.

The Lost: Essentially a new classification of zombie, the Lost are humans whose genetic compound was rendered unstable by the initial invasion, reducing them to zombielike behavior. They are similarly easy to kill as the zombie and PSI zombie counterparts, even easier as they have a Headshot mechanic which allows multiple Lost to be killed in a single turn as long as there’s ammo.

See also  Space Jam 2 Is Already Very Different To The First Movie

The Assassin: Introduced in the War of the Chosen expansion, the Assassin is one of three Chosen by the elder aliens, and is the only female Chosen. The strengths and weaknesses of the three Chosen are randomly generated, however she prefers to fight in melee and can thus be forced to fight at range to provide players with a small advantage.

The Hunter: The hunter is a marksman of a Chosen, preferring to hang back at long range and pick off allied units, while also sabotaging XCOM outside of missions. Forcing the Hunter to fight in melee will severely lower casualties and enable the squad to fight him on their terms, however Strengths and Weaknesses are still randomly generated.

The Warlock: The Warlock is a heavily PSI-focused Chosen, with the unique ability to summon Spectral Zombies that act as living bombs to attack XCOM units. Because Chosen are immune to the effects of flashbangs, the Warlock can only be directly countered by employing Mindshields and using adversaries of the Warlock to deal additional damage.

Every Alien Enemy in XCOM: Chimera Squad

XCOM All 70 Alien Variants (& Their Weaknesses) Explained

Necromancer: Moving ahead to the newest release, XCOM: Chimera Squad, there are the Necromancers. Necromancers are Sectoid Mercenaries that work under the Shrike faction and serve as resupply units by raising fallen allies, enemies, and civilians into PSI zombies as well as summoning Spectral Zombies, previously an ability exclusive to the Warlock from XCOM 2’s War of the Chosen expansion. Necromancers have much the same weakness as Sectoids in XCOM 2, Flashbangs and Stuns will kill their PSI Zombies and prevent them from making more, however it does not affect the Spectral Zombies, which will die when the necromancer who summoned them is killed.

Paladin: Another new Sectoid variant presented in Chimera Squad, the Paladin plays a support role for the Gray Phoenix faction. Paladins are able to establish mind links with other units, providing them with extra HP and bonuses to aiming as well as use an ability to give their allies extra action points that can be used immediately. Killing the Paladin will also kill any unit currently linking with the Paladin, allowing for risky plays by allowing the Paladins to buff stronger units, then killing the weaker Paladin for chain reaction kills.

Dominator: Not a fantasy day when the Dominators come to play, these Sectoids work alongside the Paladins in the Gray Phoenix faction. Dominators do not possess the linking capabilities of Paladins, instead opting for a much more aggressive approach to their psionic abilities by inflicting stuns and mind control much like the Sectoids of XCOM 2. The same strategies of stuns and disorientation will stop the Dominators in their tracks, and the ability Shelter’s Solace will prevent the Psi powers from affecting units.

Resonant: How low the mighty have fallen, the Resonant is a mind-controlled Sectoid used by the Progeny faction of Chimera Squad. Resonants play a similar support role to the Paladin, offering bonuses to allies and able to trade their health to heal allies as well. Unique to the Resonant is the subservience ability, which allows them to trade their life for the life of a Sorcerer unit, a human Psionic and the most powerful non-boss human Progeny unit. The Resonant’s weakness is not immediately known, however their priority to support means they should be targeted first on the battlefield, and since their abilities are Psi based, then disorientation and stuns will likely stagger their support abilities.

Bomber: Take a Muton, put it in bombproof armor, and give it a shotgun; that’s the recipe for the Bomber enemies. Serving as the frontline of the Shrike faction from XCOM: Chimera Squad, the Bombers are just as deadly as ever and are best handled outside of their grenade’s blast radius, use armor shredding weaponry to deal with them quickly or let a sniper pick them off from afar.

Legionnaire: Legionnaires serve as the primary bulk force of the Gray Phoenix faction in Chimera Squad. They have an ability that allows them to destroy cover without dealing damage to a target, making them dangerous in large firefights. Standard Muton tactics take care of them, and they may lack the melee counter possessed by Mutons in XCOM 2.

Praetorian: Armored Mutons with a healing factor for their armor, Praetorians are the heavily armored force of the Gray Phoenix Faction. Their ability to gain armor each time they’re hit by an attack means that repeated punishment has diminishing returns, so it’s often best to put them down with one attack, or shred their initial armor so the temporary armor can’t protect them for long. They can challenge allied units to a duel, guaranteeing both parties hit their target and spelling death if they target a unit that can’t stand up to the Praetorian’s shotgun or bayonet.

Brute: Mindless Brutes given psionic orders, these Mutons are the mind-controlled frontliners of the Progeny faction in Chimera Squad. Brutes possess devastating melee capability, able to stun targets and enter a melee overwatch after shooting or moving. Best to take these enemies out at range rather than risk an up-close confrontation.

Cobra: Armored, venomous, and out for blood money; the Cobra is a Viper mercenary working for the Shrike Faction in XCOM: Chimera Squad. Cobras can perform similar moves and attacks to the vipers, though lacking the bind ability, they instead have a poison that roots enemies in place. Melee focused tactics are more viable against Cobras than ordinary vipers due to the lack of a bind ability.

Adder: With poisonous melee and a dodge boost that makes it practically untouchable, the Adder of the Gray Phoenix faction is willing to play the long game. Trading long-range weapons fire with the Adder is the most efficient way to take it down, and melee combat is possible though ill-advised due to the poisonous bayonet on the Adder’s gun.

Python: Lacking poison but possessing the bind and crush ability of their original incarnation, the Python is a deadly force. Squadsight is essential when facing the Gray Phoenix faction’s Pythons, to prevent the enemy from picking off allied units one by one, keep allies with high dodge chance and accuracy close to each other to cover each other.

Every Enemy in The Bureau: XCOM Declassified

Outsider: In the third-person tactical shooter, The Bureau: XCOM Declassified, the player encounters Zudjari aliens alongside classic XCOM foes such as Sectoids and Mutons. The Outsider is a plain foot-soldier and stays on the defensive, to defeat them either flank them or flush them out in order to gain the upper hand with the same generally applying to the more aggressive Elite Outsiders.

Rocket Sniper: Snipers that use heavy-ordinance launching sniper rifles, dangerous but fragile. Recon classes are smart to bring along in order to make short work of these troublesome snipers.

Sniper Elite: A less explosive sniper than the Rockets, Sniper Elites use plasma launching sniper rifles to take down the player and their squad. A recon class is the bane of these snipers, same as the Rocket Snipers.

Phantom: Similar in practice to the Spectre, Phantoms cloak and flank the player and their squad in The Bureau, making them hard to pin down. Engineers make Phantoms and Phantom Elites significantly easier to face, and when in doubt pause the game with battle focus to reveal cloaked phantoms.

Scout: Scouts are highly mobile units with the ability to teleport in a fairy predictable pattern. Use Lift to get the upper hand, then unleash ammo into them until they stop moving.

Shield Commander: Much like the ADVENT Shieldbearers that come in XCOM 2, the Shield Commanders provide themselves and other enemies with energy barriers. The Shield Commander is fragile without its energy barrier, so focus fire on it before it can raise its shields.

Tech Commander: Tech commanders can place turrets and lay down large bubble shields to protect enemy units. Priority of attack is important to focus when dealing with the commanders. The tech commander’s toys should always come first when they’ve been placed, and following that is the commander himself.

Minion Commander: Minion Commanders summon swarms of Drones and Silacoids to overwhelm the player and their squad. A recon class can easily dispose of the minion commander before the player becomes overwhelmed.

Psion Commander: The commander of suspiciously close appearances to Marvel Comics’ Mysterio, the Psion Commander, are powerfully psionic commanders. With no way to resist mind control in The Bureau, first priority should be given to bringing down the Psion Commanders.

Infiltrator: The Infiltrator is less of an enemy so much as he is a plot device in The Bureau: XCOM Declassified. He behaves nearly identically to an Outsider elite and as such has the same weaknesses as them.

Axis: Axis is a unique enemy that functions as an effective boss fight for the player character and their squad in The Bureau. The overall fight against this psionic menace can be made significantly easier through the use of long range weaponry, such as by having a Recon in the player squad.

Silacoid: A black tar-like ball of Flubber, the Silacoid is somewhere between weapon and pet for the Zudjari forces. They’re easily dispatched with a melee attack with little need to waste bullets on them.

Titan: One of the most dangerous enemies in the game, the gigantic war machine aptly named Titan serves as the second boss of the game and provides the majority of the game’s cinematic quality. Titan’s laser is an instant kill if the player is hit by it, but can be avoided by taking cover and attacking once the laser has passed by, destroying the cover and terraforming the area around the sight of impact. The Blaster Launcher is the most preferable weapon to ensure the fight remains in the player’s favor.

Braxton Kimball is a writer based in Orlando, Florida. He is a college graduate of Full Sail University in Winter Park, Florida with a Bachelor’s of Science Degree in Entertainment Business and his first official position is as a freelance writer for Valnet working with Screen Rant with a particular focus on Dungeons and Dragons. Braxton Kimball has spent the last four to five years of his life playing Dungeons and Dragons, Pathfinder, and many other Tabletop RPGS. He is an experienced DM and an avid gamer with many topics to discuss regarding his position and other positions in gaming.

Link Source : https://screenrant.com/xcom-all-alien-types-enemy-unknown-chimera-squad/

Movies -