By - BillShamrock
First, passive damage occurs every time they take a turn. So hit him with some fire ammo and he burns every. single. time.
Second, passive damage stacks: acid grenade + incendiary grenade means multiple damages per \_his\_ turns.
Finally, prevent attacks in the first place: freeze grenade or mimic beacon or flashbang.
Mimic beacon is often overlooked but can save lives. Especially if you don’t have your mega a team out there and you need time to work through enemies.
People overlook the beacon? That's arguably the best item in the game only competing with bluescreens.
Bluescreen rounds? I always go with AP rounds over bluescreen.
Almost all the enemies you would want AP rounds for are also susceptible to bluescreens. However, once armor is shredded (or if they had none to begin with) AP rounds do nothing for you while bluescreens actually increase your damage massively.
The only enemies AP rounds are better against than bluescreens are Andromedon phase 1 (but are worse against phase 2), and mutons who only have maybe 2 armor anyways.
On the other hand bluescreens destroy codexes, spectres, ignore shields put up by shieldbearers, make mecs easier to hack, and do more damage than AP rounds ever could against any robotic foe with less than 5 armor. At 5 armor and above, AP rounds are only equal to bluescreens because the only enemies that ever have that much are gatekeepers and sectopods.
AP is cute, bluesreen just destroys codexes. spectres and sectopods
I mean so do AP rounds? Besides spectres. I always found some AP rounds on a unit with shredder to get more value than bluescreen.
Flat +5 damage on mechanical units is better than AP in my experience.
Heavy MECs are always my priority target and they pop up pretty much every mission. Being able to one-shot Codecies to avoid them splitting is great too.
Plus a sharpshooter can solo a sectopod with Quick Draw, Lightning Hands and Fan Fire.
I basically exclusively use Bluescreen rounds because the mechanical units are very tanky on average and (except for Legend difficulty Sectopod) have less than 5 armour
Initially, this is how I go, but I transition to only one grenadier with AP rounds. That grenadier shreds and holo targets the worst enemy (gatekeeper, sectopod, andromedon). Then the bluescreen rounds can really shine.
>Also, the special ammo is a dice roll whereas with bluescreen you know what you're getting.
I'm a big fan of experimental ammo\* early in the game (dragon, talon, and viper rounds present a huge damage boost for base weapons), but yeah, trying to specifically get AP ammo is rough. If you want something specific, you've got a 20% chance and an 8 day wait.
\*to the point where PG is my second facility in the base game, third in WotC
Personally, I don't use it cause it ends up triggering more pods and making the fight drag on. My units either get hurt or tired/shaken due to long engagements with little to no objective progress.
Literally just throw it beside your front most soldier and it won't trigger more enemies and it will still draw all the fire it can. It can protect you from at least 2 shots guaranteed if not more and all it costs is one soldier's shot that turn.
That's not what I mean. For some reason, beacons draw enemies that are in the fog like moths to a flame. I have mods installed, but nothing that changes AI behavior. Those slots are also more useful in the long run with ammo types, grenades, and rockets (since I have that mod installed). Plus, I know enemy locations thanks to reaper's target definition. That way I can just strike to reveal then set up overwatch to wait for them to find me (being carful to stay just outside their sight) so they waste their turn.
Don’t get me wrong I make it a priority to obtain the mimic beacon as fast as I can but sadly sitreps have not been on my side
I read that alien rulers usually overlook the mimic beacon.
I think that’s only because they seem to get so many turns. They may eventually ignore it but if you make it a primary target they usually won’t at least at first.
Hmm. Maybe there is a chance roll because I alsways use them to buy time when I run across rulers and I’m only fielding rector a b team. Maybe they pity me.
I think there is a chance roll, because I've used a mimic beacon a few times before to occupy the rest of the pod while I focus on the ruler and I'm pretty sure one time the ruler actually took a swing at the beacon, but all the other times it ignored the beacon.
Very informative thank you I will start research asap
Grappling hooks can get you out of the pinions without triggering them
Inflict as much damage with as few actions as you can, i.e. rapid fire, chain shot, rupture.
On top of causing damage, poison greatly reduces their aim and mobility making its returned shots less scary and harder for it to grab a soldier.
Mind shields will protect your units that get hit from being stunned, disoriented, or knocked unconscious from his special abilities iirc
Now mindsheilds is something I have always overlooked, time to use them
I overlooked mindshield til the warlock killed half my squad and captured another
Only use a mindshield when facing the warlock (and even then, IF I use it, I only use it on my soldier likely to be closest to the warlock). Not very useful otherwise.
- First and most important of all, repeaters. No need to explain why. A reaper with Banish and a superior repeater has a very high chance to kill the target before it can react.
- You should have the Viper suit by the time you fight him. Its freeze ability should be helpful, but try not to use it until you've applied Holotargeting on him. The freeze aim is usually bad and the archon king has high defense. It should disable him for a long time along with the frost grenade.
Ruler's reaction doesn't activate if the soldier who took the action is out of the Ruler's line of sight. Exploit this with snipers units. If you have units with no line of sight on the Ruler, keep it that way. As long as they don't enter the LoS, the ruler cannot react to them. If they have abilities that do not require LoS (e.g. aid Protocol, Gremlin heal, overwatch, grenades), you can use them without triggering Ruler's reaction.
I hide in houses and pray Repeater triggers
Having a reaper with hair trigger, banish, and max mag size helps. I did this once but hair trigger ticked on the first shot wasting my banish
A Reaper with a superior repeater a superior expanded clip, and banish
Alternatively a Reaper and a sharp shooter can soften him up before he figures out where your squad is
These tactics work on anything by the way
This is the correct answer. The Archon King is 100x more lethal in vanilla. Banish pretty much nerfed the fuck out of rulers. You know exactly where and when you're going to face them and you can kill them with a single action. Wamp wamp.
If you're playing vanilla or don't have banish, the best tactics for the archon king are:
* First and foremost, set up an overwatch trap. Reaper, phantom ranger, or scanning protocol. Whatever you have to do, you need to get some overwatch shots on him.
* DoT items - acid bomb (to shred armor and induce acid effects), dragon rounds, and venom rounds. If he picks up one of your soldiers, he'll drop the soldier whether your shot hits or not because of the DoT effects.
* Frostbite or whatever the serpent suit does. It'll freeze him (which will remove DoT effects, so time it accordingly - sometimes best to do that first) for a single turn which is better than nothing. The frost bomb will freeze him for one turn, but it takes an action to throw it, unlike frostbite, so it's kinda moot.
* Grapple to move away from blazing pinions.
* Bolt Caster - has a 50% chance to stun.
* Ionic Axe throw - free action, plus chance to stun.
* Any other free moves (like whiplash).
* In WotC, moves made out of sight (squadsight, grenades, movement, hunker down, etc.) won't trigger a reaction. Neither will reloading. Not the case in vanilla... hunkering down that VIP will trigger a ruler reaction. Another reason vanilla is so much harder.