ADVENT General (LWOTC)

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The ADVENT General is the commander of all ADVENT legions in a region. Their importance to ADVENT's chain of command keeps them from being seen in the front lines, only being encountered when XCOM brings the fight to an ADVENT regional HQ.

Tactically, ADVENT Generals boast massive health pools and thick armor, as well as deadly aim and damage values, but posses no special combat abilities, instead having perks that enhance other ADVENT units nearby, which will always be put to good use, as Generals are always accompanied by a large squad of both ADVENT infantry and mechanical units. The Generals' units alone are reason enough to train and bring rocket-specialized Technicals to HQ raids.

ADVENT Generals are distinguishable from regular ADVENT Officers by their lack of a helmet.

ADVENT General (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
Hack Defense
Hack Defense
Detection Radius
Detection Radius (Tiles)
Rookie 18 2 90 0 33 0 0 12 150 140 12
Veteran 20 2 90 0 33 0 0 12 155 140 12
Commander 25 2 90 0 40 0 0 12 155 140 12
Legend 30 3 90 0 40 0 0 12 155 140 12
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
ADVENT Mag Rifle 5-8 2 3 Pierce: 2
ADVENT Grenade 3-8 - 1 Range: 10
Radius: 4
Shred: 1
Env Dmg: 9
Abilities and Tactical Upgrades
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Enter overwatch after firing a turn ending standard shot with your primary weapon.
Have a chance to resist the effects of flashbangs.
Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.
All allies within Command Range of the Officer gain +10% to hit on reaction fire.
Mark a target that grants 10 aim to allies attacks' against the target that lasts 2 turns. 2-turn cooldown.
UIPerk fraggrenade.png
Throw Grenade
Throw a grenade at the target area.
You do one additional point of base damage when using guns.

16% chance of applying after completion

Advanced General (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
Hack Defense
Hack Defense
Detection Radius
Detection Radius (Tiles)
Rookie 25 3 100 0 33 10 0 12 150 140 12
Veteran 30 3 100 0 33 10 0 12 155 140 12
Commander 40 4 100 0 40 10 0 12 155 140 12
Legend 50 5 100 0 40 10 0 12 155 140 12
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
ADVENT Mag Rifle 6-10 4 3 Pierce: 5
Shred: 1
Rupture: 1
ADVENT Grenade 3-8 - 1 Range: 10
Radius: 4
Shred: 1
Env Dmg: 9
Abilities and Tactical Upgrades
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Enter overwatch after firing a turn ending standard shot with your primary weapon.
Have a chance to resist the effects of flashbangs.
Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.
All allies within Command Range of the Officer gain +10% to hit on reaction fire.
Mark a target that grants 10 aim to allies attacks' against the target that lasts 2 turns. 2-turn cooldown.
UIPerk fraggrenade.png
Throw Grenade
Throw a grenade at the target area.
You do one additional point of base damage when using guns.

16% 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. For officers in particular, they tend to mark targets when they have allies so this can be taken advantage of by forcing them to move while also not making other actions more incentivizing such as becoming flanked yourself in order to have them mark and not take a turn to fire. The best way to take advantage of this is to also disable their allies such that they are unable to utilize the mark and thus effectively gaining a turn to clear the engagement.
  • Like most units with AOE moves, you ideally want to spread your soldiers out in order to greatly dissuade them from ever using them.
  • The General not only grants bonuses to nearby allies but they are also a massive threat themselves. It is best to try and disable the General in order to allow room to defeat their allies first as the General themselves are also very durable. Attempting to isolate them can also be helpful but this may bring issues on its own if you get caught off guard.
  • The General is a unique unit in that it cannot be skulljacked or skullmine to instantly remove them from the field.