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That said, EMP grenades have a chance to stun any robotic enemy including: Gatekeepers, Sectopods, 2nd form of andromedons, and mechs. The EMP bombs (and flash bangs in the case of a codex) seem to prevent the cloning which cuts down on ♥♥♥♥ positioning.
Lastly, reapers with armour piercing ammo and "banish" cuts the sectopod to pieces.
I for one use Specialists and hacking. They have a good chance to stun the sectopods for one round.
Codex can be oneshot for Snipers with bluescreen rounds.
Specters are affected by Bluescreen, and Gatekeepers might be (in WotC).
Acid grenades strip armor. Snipers with AP ammo tend to be a big help too. Non-robots can be crit-hit, which also ignores armor. Flanking talon ammo shotgun blasts are your friend there and that's what tends to do majority damage to gatekeepers in most of my missions.
EMP bomb and ammo hits also increase a specialists' chance of being able to hack robots. Give non-specialists EMP ammo so the the two can be comboed. Against a sectopod, take a sure thing shutdown over a less than near-sure chance of taking control every time.
I tend to not sweat the codex cloning when a one-shot attempt (usually via close range shotgun) is risky. Teleports on damage powers tend to put the AI in a bad position in my experience and they split the difference for health making them even more fragile. Snipers with that pistol-shoot everybody ability can clobber split codexes very easily.
And of course, freeze grenades from the pre-WotC DLC are really nice as a backup plan when everything else goes wrong. So are psionicists with inspire.
They take extra damage from Blue Screens and are affected by Emp grenades, which is what the OP asked about.