XCOM 2
Expanded Playable Aliens - LWOTC
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Mrvecz  [developer] 8 Jun, 2024 @ 12:05pm
Seraphim
Seraphim

Elegant and deadly, also rather unique, Seraphim is a Requiem Archon, capable of fighting at melee and range, but she prefers close range combat. The main feature of this unit is the Blood Magic system - Seraphim trades health for blood spells. Creating a risky unit that needs more experienced commander to balance out dishing damage and losing health.

As Archon, Seraphim can deploy while injured and her wand has a special attack that saps health from units.



Seraphim doesnt have magna reactions, but she is also no longer vulnerable to poison



Arsenal

  • Shares ranged wand with Archon, same goes with armor

  • Has unique melee wand, deals same damage but provides a dash attack that siphons health on hit

Special Abilities

  • Unflankable by default

  • Can go to missions wounded

  • Blood magic

  • Psionic unit (benefits from psi offense)

  • As Archon, advanced mobility.

Starting Abilities

  • Brawler

  • Undead Hunter

  • Bloodied Shroud (faster wound recovery)

  • Turboboost (transforms 2 AP to 3 mobility only points)

Strenghts

  • Highest health in the game

  • Decent melee accuracy (+25)

  • Blood magic is strong as hell

  • Supportive blood magic spells have map wide range, like the Ruby Curtain

  • Can regain health with Night Sword, which is a cooldown based life steal attack, so its possibly to constantly regenerate Seraphim in longer missions as long as you have supply of enemies that she can drain.

  • Tier 5 wand is easier to make (doesnt require Sectopod, like for Archon, just Muton Elite)

  • Shreds through undead enemies like zombies or lost

Weaknesses

  • No immunities to anything

  • Requires exceptional Commander that can handle her system of trading health for offense and then regaining it back

  • Subpar against unflankable, big HP units.

  • All shields she can supply only last 3 turns, so you better use that extra ablative for something or else your Seraphim lost 3 HP for nothing

  • Reliant on Night Sword for health regeneration, Night Sword does not restore lost health from the injury system, so eventually, even if your Seraphim can attend missions injured but starts with such a low health that she becomes a burden to get back to operational levels of HP. You can use XCOM medkits to restore her at the start of the mission, but at this point you are bringing extra gear you spend the moment the mission starts.

  • Melee has to be adjacent outside of Night Sword (That one works as dash melee)

  • Lack of Blazing Pinions.

  • Some of the blood magic spells can miss, so you can waste HP for an attack that doesnt do anything.
Last edited by Mrvecz; 18 Jun, 2024 @ 9:25am