Yeah don't kill civilians needlessly unless you have toĪctivating "lost" swarms up to a certain point. While poisoned you lose 5 will each turn. This is especially awful for "poisoned" soldiers. The moment you see a pod the first time, all soldiers immediately incur a will hit based on type of enemies and how many they are. Yes, scouting them while under concealment. You'll notice it go down on the actions listed below: If you pay close attention, watch the little tiny green bar under soldier health. But most imporantly the tiredness :) It has ZERO bearing on your psi stat and if psi abilities success rate/dmg. In wotc, it affects if you're tired or not, and can impact how you deal with panic states and percentages to RESIST psi attacks. But if the soldiers are higher than 7.5, even if you send them thru the ring, they'll still have the higher amount.ĭon't ignore the WILL stat. By way of this mechanic, you can pick/choose two soldiers of very low bond, send em' thru the resistance ring bond training, and they'll hit lvl 1 as well as be of very high rating at 7.5. Meeting the 1st lvl bond on soldiers will jump them to a "very high" rating (7.5) if they are not already above it. On that note, as soon as GTS is finished, start shoving grenadiers through immediately. You will likely cycle through 4-5 most of the time, but the 6th is backup for times of spike missions such as getting an extra op, avenger defense, retaliation, council mission all close together.
Late game, they do amazing dmg with chain shot, rupture, hail of bullets, freeze nades, etc. They are the most important class early game to blow away cover and do guaranteed damage. Exclusions here are things which help scouting (such as phantom, extra conceal, etc) and sometimes specialist healing abilities.Įarly game, strive for ~6 grenadiers. As such, aim for all "offensive" type abilities on your soldiers. Most runs fail due to too many pods being activated at once. If you can control your pod activation, which you should be doing already as you're in legendary, then the guaranteed damage, mobility, positioning, and damage soak is incredible. The "strongest" start is choosing templar.
Early game it will erase pods, but requires luck in them being near something explody. Remote start is either a total let down or a total game changer. The scouting is so invaluable and early game enemies are deleted with claymores. Mission 5 is still doable with just 4 soldiers as you'll only be at force level 2.
#XCOM 2 WALKTHROUGH RECOVER ADVENT UPGRADE#
Many legendary runs fail because you did not get squad size upgrade by mission 6 at the latest (the advent raid mission). Not worth the risk of RNG where you have a few days left then "OH! Surprise! Avenger defense!" Now you can't do a facility. Nutshell answer: just stay on top of the project and don't try to squeak out an extra day or two here. After 7 days, when you terminate the project, whenever it starts again it will ALWAYS be at 7 days. This continues on until you break through 7 days. You do something to terminate it at 18 days leftĬounter starts again due to reasons (facility, dark event, etc) On subsequent "near victories", it continues down from the last count NOT TO GO BELOW 7 days. On legend, you start out with 28 days until completion. You are too constrained by resources and contact limits to get to alien facilities in time.ĭon't wait for the first avatar project to near completion if possible.
#XCOM 2 WALKTHROUGH RECOVER ADVENT FULL#
For example, if you're nearing a full meter and you don't have a golden path mission available, you better be doing a sabotage covert op.Ĭonsidering the avatar project, you're going to want to occasionally do "Reduce avatar project" from the ring. Very few skills and crappy aim.Īlways, always, always have a way to reduce the avatar counter before the timer starts. This is the reason early game is so tough. More options = greater chances of winning battles.