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But yes, one of the team who struggles more late game.
Depending on enemy spawn and how hard you abuse certain characters, the first two characters can sometimes clear encounters by themselves before the other two characters even get a turn, even on impossible difficulty, when playing the game's intended shock and awe approach. And Cherub doesn't really contribute to that game plan. But he can be fun if you prefer to grind out an attrition battle or want to try something "different"
Also, I think Phalanx only draws aggro on attacks for squadmates at the same breach point, at least from what I noticed anyway. I didn't have any problems reaching max charges when I use him, but I went with Generator and Recharge and was mindful of Phalanx.
I usually use him to aggro enemies that would otherwise target my DPS.
Also, fully charged, Cherub runs really fast, and his damage is guaranteed. And charged, his bash became AOE. I routinely knock out two enemies in one go with his AOE bash.
He's almost essential for VIP Evac missions, though. Since only one enemy ("The Hunter") will fire at the VIP, erecting a kinetic shield around the VIP ensures that the VIP won't die in that turn.
Self buff +15 aim (with extra 15 from improved scope) take lightning hands shot ..then take a second shot or self flank to draw on enemy's fire.. Return fire is not as reliable (your self aim buff shield breaks before you get to the the return fire shot ( does it have overwatch fire penalty ? ) ) but adds a bit..
Lately I often found myself holding back on using his shield bash to subdue enemies to keep him at max charge ..just in case .. 6 cone AOE damage is nothing to sneeze at in Chimera Squad..
Since during a mission various types of enemies will shoot at him he needs an universal ammo type (tracer and tranq are truly universal but weak offensively, acid rounds work great except vs andromedons and you might give them to a better damage dealer, AP does nothing against un armored enemies, hit CTC doesn't justify talons .. probably Half the enemies in the game are immune to dragon or venom rounds ) ..
Final stretch of the game I have 1 bluescreen round user (last game Patchwork) , Dragon rounds user ( being on fire DISABLES THE GUARDIAN's ABILITY TO MASS SHIELD last game Claymore) from the breach phase ; Acid rounds on Shelter for his chainshot SMG .. Tried Cherub with both AP and venom rounds .. (venom rounds are superior during breach phase since you can usually control what you use it against.. During the mission ...bit of a toss up vs the faction full of snakes and robots .. )
Hair trigger might be the best second weapon mod for him after the scope (or maybe stock ?) ..
Medkit is probably his best second utility slot for most/all of the game ? (mindshield ? )
He needs to breach first to get most out of him ..Pump him full of extra actions so enemies keep shooting his shield and he keeps triggering return fire for most acting enemies ..(but in chimera squad that first breach slot has heavy competition) So then he often gets used in slot 2 or 3 to protect a faster killing damage dealer ..
The epic pistol that gives a free-action shot every 3T with a Advanced or higher Stock allows for a lot of guaranteed damage to get people down to Charged Bash damage range reliably. If you knock 2 people out with a single Charged Bash, you get 2 charges. Due to this, he is also a great candidate for Terminal's Cooperation ability.
Phalanx is underwhelming, but just use it to get that first charge.