XCOM: Chimera Squad

XCOM: Chimera Squad

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Roberto May 1, 2020 @ 1:47am
Best Team Combo so far IMO
I just finished my first playthrough on expert and this is the best team comp I've come up so far.
With this comp, this combo should finish a room within one/two rounds.
I finished the last boss encounter in one round
Sorry in advance if this combo was said already at an earlier discussion

Team
=====
Claymore with Motile Inducer (Heavy Ordnance trained)
Blueblood with Artful Fathom with Superior
Scope and Magazine (Caustic/AP Rounds)(Quick Reload Trained)
Patchwork with Motile Inducer and Fortunate Blossom (Serial Rifle) with AP or Tracer Rounds
Optional (See Below)

AP vs Caustic Rounds
=================
AP rounds
- solely meant for Blueblood as weapon damage
- team members are ability-oriented to help Blueblood achieve that goal
- No Backup plans, Plan A and only A

Caustic rounds
- helps shred armor to finish off enemies with Serial Rifle if you don't have AP rounds(Patchwork or Verge) or Zephry's Reaper ability (the Plan B and C)
- causes Acid Burn status that affects both robots and people, if an enemy with 1-3 health is affected, no need to take another action on them as it will kill. If an enemy has 3 health and you don't want that random damage, that's where FaceOff, Plan B and C will pick up


Breach Timeline
============
Claymore First
Blueblood Second
Patchwork Third or Fourth depending on your fourth member.
Fourth Member (See Below)


The Combo
=========
Plan A
Breach as usual using Patchwork's Holo Scanner ability and Blueblood with cease-fire grenade (or any appropriate breach item)
Claymore 1st action is Shrapnel Grenade an area (whichever is best) then motile induce Blueblood
Blueblood throws a grenade takes three shots (Lightning Pistol + 2 deadeye or
Lightning+ 1 Deadeye + FaceOff) on holo scanned enemies
Claymore Induce again
Blueblood takes two more shots (or 1 shot and Phase Lance/FaceOff)
Claymore takes a shot or shrapnel another area ending turn to Blueblood
(At this point, the enemies between Claymore and Blueblood should be dead)
Blueblood takes another two more shots (or 1 shot and Phase Lance/FaceOff)
Patchwork to use Motile Inducer to Blueblood as backup

Note: Reload if needed unless you want that sweet Fond Farewell Damage
Note2: I did not mention the Team-Up ability as it may be used if Claymore is not first in breach

Plan B
If this did not clear the room, Patchwork will pick up with Serial rifle should as
backup and using Chaining Jolt or Capacity Discharge to stun/disorientate as last action

Results
Blueblood should have 1 grenade damage + 10/11 shots + X number FaceOff
enemies with last one being Fond Farewell for double damage in One Round


Optional Operators (No ranking system, everyone I mention has a role to play):
==================
Zephyr
- Can be third or fourth
- Depending if you want to use Reaper first or Patchwork's Serial first

Godmother
- Going First or Third in timeline
- with Rapid Shot Shotgun (Bluescreen rounds) and trained for +15 Mobility and Reload every kill)
- Uses Overtime to continue the damage - able to dish out 25+ damage and Close Combat
for Melee protection.
-If there are Reinforcements, stuff Godmother in front of the entrance as Close Combat will
proc as soon as the enemies enter the room
- Can Easily escape on her turn with having high mobility and natural 15 dodge with 50 dodge weave
- May have to use Team-Up on Claymore to start the combo

Torque or Shelter
- Going first in timeline
- To re-position Blueblood to an area where most enemies are viewable. You do not want
Blueblood to give up an action just to walk
- May have to use Team-Up on Claymore to start the combo

Cherub
- Going first in Timeline
- Supercharge first and shield Blueblood for an extra AIM and DMG
- May have to use Team-Up on Claymore to start the combo

Verge
- Going Third or Fourth
- If you don't want Patchwork to have the rifle with Serial, Verge is your next best sniper
- Lift on breach (but don't kill for Neural Network bonuses)
- Neural Network giving Verge +AIM to make Serial at 100%
- For Single-Target DMG, go Impetuous Rifle with Banish ability along with Superior Magazine for the best Single target damage in the game for 1 action (Best for bosses such as Sectopod and Gatekeeper)

Terminal
- Going Third or Fourth
- Versatile
- Cooperation to continue Blueblood Damage (for 1 shot)
- meant as backup in case enemy interuptions or fighting through to the last encounter and saving the combo
Last edited by Roberto; May 1, 2020 @ 1:54am
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Showing 1-15 of 30 comments
juliejayne May 1, 2020 @ 2:49am 
Thanks... some nice ideas there.
MechanicaL May 1, 2020 @ 3:05am 
This is what I ended up clearing impossible with.

Claymore

Impending doom for rupture

Callow Ember (Rapid fire)
Superior Scope
Superior Auto-Loader

Plated Vest

Plasma Grenade
Motile Inducer

Shrapnel + Plasma does massive damage and you can use motile inducer on Torque or Terminal to give you another combo with Torque's Tag Team or Terminals Cooperation.

BlueBlood

Artful Fanthom (Lightning Hands)
Superior Scope
Superior Expanded Magazine

Mach Weave

Relocation Disc
Talon Rounds

Use relocation disc to setup faceoff or get pulled by Torque.

Torque

Surly Constant (Hail of Bullets)
Reflex Grip
Targeting System

Mach Weave

Relocation Disc
A.P. Rounds

Reflex Grip and Targeting system + A.P. rounds is a nice opener. Relocation is useful. Motile inducer is probably the best item if you get more.

Terminal

Crucial Symmetry (Chain Shot)
Superior Scope
Superior Auto-Loader

Flux Weave

Shock Grenade
Bluescreen Rounds
Nanomedikit

Terminal's Guardian is OP sometimes. She managed to kill the orb thing while it was running away on the second encounter. Overwatch triggered three times. You're suppose to kill it on the third encounter. I thought I was going to get bugged with endless reinforcements but it finished after three waves.

Would love to see if there are any other broken teams, but what's more broken than killing everyone before they get to do anything.
Encore May 1, 2020 @ 4:42am 
add terminal to permanent pick, change blueblood to Torque (if she has last level training which gives a free move to whatever one she grabs with her tongue) after breach just throw all AOE abilities and use Terminal and Torque to give additional moves to Claymore\Patchwork and kill\stunn whole room with 100% AOE damage skils that you can throw 2 times in a row now.
Why you even need to rely on accuracy and line of sight when you can kill everything with guaranteed damage that goes through walls.
Last edited by Encore; May 1, 2020 @ 4:43am
nilus May 1, 2020 @ 6:52am 
I got Claymore way late and I think the fact that Motile Inducer works with him is maybe a bug. So I never really embraced him

My go to team was

Cherub - Soaking up hits and giving people boosts
Blue Blood - sweeping out and taking down enemies
Torque - Picking off enemies I need dead quick
Terminal - Keeping everyone alive(and giving out free actions to who needs it)
Ashley May 1, 2020 @ 8:10am 
My comp:
Blueblood: ap rounds with lighting hands, aim and extended mags. Enough said.
Axiom: Ap rounds, extra armor mod. Easy to tank with.
Torque/Patchwork both support from behind.
Terminal: Well ye heals.
NLxAROSA May 1, 2020 @ 8:13am 
Claymore with the sticky bomb is so much fun. Stick it to an enemy, watch him run to his friends and blow up (a lot of times including their cover).
Black Sheep Wall May 1, 2020 @ 8:28am 
You're missing out not running Patchwork in slot 2.

The best squad IMO is:

1. Claymore with a Keycard
2. Patchwork with a Scanner
3. X with a Medipatch
4. Blueblood with a Medipatch

I ran Torque in slot 3, but literally anyone in this slot is being carried, it just doesn't matter how good or bad they are.

Torque, Shelter and Verge are the best choices and Zephyr is a close follow up.

Claymore with a Keycard lets you pick breach points based on bonuses, every time.
He and Blueblood simply do not care about the negative 1 and 4 breach results.
He can take 2 actions without moving or shooting, and BB either doesn't move or uses the teleporter item. Free reloads make weapon disabling pointless.

Patchworks slot 2 breach ability is absolutely nuts, especially with 2 team members that care about +crit. You're just max damage on every single breach. Run scopes and laser sights on every single gun. The Scanner is for the 1 breach on a 3 encounter mission you can't use her ability on.

I get that what you're doing has strong alpha strike potential, but consider that running BB in 4 can always be Team Up'd to 2 on the alpha strike encounter. Otherwise, you're trying to reduce cooldown usage and control the encounter. He's particularly good cleaning up a turn where his team has softened up multiple targets for him.

You can't alpha strike every single encounter, so I find it's best to evaluate performance based on floor and ceiling. What is their lowest potential vs their highest.

The above squad really only has 1 weakness, Mobility.
And honestly, given how small the engagement field is, it's not much of a weakness.
Torque and Shelter are particularly good additions because they compensate for this.

If anyone cares I can recommend full loadouts.
Sevitan May 1, 2020 @ 8:53am 
You are so powerful late game that you don't really need combo, but you can pull of some wild stuff. I did something like this a couple times, but it kind of takes the fun out of it.

Claymore:

Shrapnel Bomb
2 Grenades
run and gun or rapidfire epic shotgun

Motile to Blue
Grenade
Deadeye
Triple shot Epic pistol

Motile Terminal
Grenade
Cooperate to Blue Blood
Face Off
Team Up to Axiom
Chain-shot

Axiom
Adrenal to Smash
Grenade
Rapidfire Shotgun to the face or Quake

5 Grenades + Shrapnel Bomb
1 or 2 Shotgun shots from Claymore
2 Deadeyes from Blue
1 Triple shots from Blue
1 Faceoff from Blue
2 shots from Chainshot (used teleport disk to make it point blank)
1 Smash
2 Shotgun Blasts or Quake from Axiom

And all of that on your first turn before any enemies can move. It's completely overkill though. 6 explosives, 1 melee and 10 to 15 shots and/or quake. Use overdrive on Axiom and if anything survived it's wasting it's time trying to get through minimum 5 armor, 4 regen and a chance to only do 1 damage.
talemore May 1, 2020 @ 8:58am 
3rd or 4th slot
You're missing out on a 2nd breach item by using patchwork in 2nd slot when she can go in any order except the 1st
juliejayne May 1, 2020 @ 9:46am 
I just tried Zephyr out.... Never again. The rest of the team end up protecting her. I am sure that I am missing something but..

And no one seems to be valuing Godmother... with that shotgun and AP rounds..
Roberto May 1, 2020 @ 2:38pm 
Originally posted by talemore:
3rd or 4th slot
You're missing out on a 2nd breach item by using patchwork in 2nd slot when she can go in any order except the 1st

Patchwork can use her Holo Scan ability on 3rd and 4th slot.
Save the 2nd slot for any grenade breach item that is appropriate for that encounter. Cease-fire or otherwise.


I did not put out any Breach items in the team comp as before you start the mission you see 'projected breaching' and team is very versatile options to breaching
The Team already comes with 1 Wall Breach and 1 Hack Breach. If you need a secondary wall breach, you can add. If you need a keycard, go ahead, Patchwork's Holo Scan is crucial to bump everyone close to 100% shots. If there are vents, that's up to you if you want to put the weave on.


The team build is built for Damage, why bring a healer when there is no one to heal and all the enemies are dead and never had a turn for Guardian Overwatch to take effect.
Last edited by Roberto; May 1, 2020 @ 2:39pm
Wu Sha Ling May 1, 2020 @ 4:01pm 
i've been using terminal and zephyr together. using coop, teamwork and motile inducer to cripple enemies all over the map

agent load outs i like are patchwork with voltaic arc maxed and the impact frame weaponmod, let's you subdue 8 hp enemies
Last edited by Wu Sha Ling; May 1, 2020 @ 4:04pm
Great thread. Trying some of these combos out. :steamhappy:
Rodagu May 4, 2020 @ 10:25am 
Why do you take Extended Magazine over the Laser Scope for Blueblood? He can reload for free.
I like to pick Fond Farwell (last shot of the clip deals double damage) for him. With Talon Rounds + Laser Scope his crit chance is great and if the last shot of the clip is with Deadeye and crits... most enemies go from hero to zero with this single shot.
Last edited by Rodagu; May 4, 2020 @ 10:26am
MrMuse May 4, 2020 @ 11:11am 
yeahhh...no. I've completed it on impossible and i'm the first person on Steam to get the "every timeline" achievement. ANY combination will work but the most powerful characters are Patchwork and Blueblood (with the pistol that gives fanfire not the lightning hands one). You need Terminal but not really for healing...her co-operation skill can be lethal. The weakest characters in the game are shelter and cherub - shelter is only good for extraction missions really and cherub is too passive even when you work out the correct way to store his charges. Everyone else CAN be a real killer though the melee based ones like axiom and zephyr suffer on some levels.
Last edited by MrMuse; May 4, 2020 @ 11:11am
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Date Posted: May 1, 2020 @ 1:47am
Posts: 30