Learn about XCOM: Enemy Unknown alien types like Mechtoids, Sectoid Commanders, and Chryssalids, including their stats and abilities.
Alien Types:
Sectoid:
- Hp: 10
- Aim: 80
- Defense: 10
- Abilities: Blood call (+10 aim, +10 will, +2 movement per action bar for all allies nearby), Suppression, Intimidate (makes X-com soldiers panic).
Mechtoid: A resilient enemy mech with excellent firepower and synergy with its sectoid escorts (regular or commander variants). Focus fire to take down the Mechtoid and use rockets or grenades to kill Sectoids using mind merge. No match for MEC squads.
- Hp: 22
- Aim: 80
- Defense: 10
- Abilities: Cannon (may shoot twice if it hasn't moved, generally distributes firepower to multiple targets, does 9 damage on classic), Psi-Shield (requires a sectoid to mind merge, confers +6hp buff and -50% damage reduction; killing the sectoid cancels the effect and causes slight damage to the Mechtoid).
Sectoid Commander: Has a weak gun and weak skills, but can mind control and may come in groups greater than 1. Generally crushable.
- Hp: 14
- Aim: 95
- Defense: 20
- Abilities: Mind Fray (does 5 damage, -25 to will, Aim and 1/4 movement), Mind control (deadly ability, generally succeeds due to being easier in Enemy Within), Greater Mind Merge (mind merges with all sectoids/mectoids in radius).
Outsider: An annoying enemy with a light plasma rifle and high accuracy. Puny and easily destroyed by bullets and bombs. Must be captured to progress the story. Squads increase in size (max of 3) as the game drags on without story progress. If capturing is difficult, wait for a better opportunity or use a flashbang and zap the enemy. Does not leave a corpse when killed.
- Hp: 5
- Aim: 80
- Defense: 10
- Abilities: Self disposing (does not leave corpse).
Chryssalid: A quad-pedal alien with sharp claws that lays eggs in enemies it kills. Enemies killed by a chryssalid become zombies in the next turn. Easily mowed down by Heavies and MECs. Avoid selling chryssalid corpses as they yield the useful Chryssalid chitin item. Cannot be stunned.
- Hp: 8
- Aim: ? (never misses)
- Damage: 8 (less on easier difficulties)
- Defense: 10 (does not take cover (press the cover button to crouch behind walls or objects))
- Abilities: Leap (can jump to elevated positions without using ladders or pipes), Poison (melee attack deals poison damage and causes 1 damage for 3 or less turns), Zombify (enemies killed by the chryssalid turn into zombies; zombification is prevented if the corpse is destroyed by explosives).
Zombie: A victim of a chryssalid attack. Generally happens to civilians. Have low movement but hit harder. Cannot be stunned.
- Hp: 10
- Aim: ? (never misses)
- Damage: 10
- Defense: 0 (does not take cover)
- Abilities: Hatch (if left alive after 3 turns, turns into a Chryssalid).
Beserker: Large and dangerous, but vulnerable to experienced XCOM players. Focus fire is effective. Cannot leap, making them vulnerable at pipe and ladder chokepoints. Meant to distract.
- Hp: 20
- Aim: ? (never misses)
- Damage: 10
- Defense: 20 (does not take cover)
- Abilities: Blood lust (when shot, moves towards the unit that shot it), Bull Rush (charges in a small radius and damages anything caught in the charge, buggy and generally not used), Intimidate (thumps chest to intimidate X-com soldiers into panic, rarely works), Harden (-60% chance to be critically hit).
Floater: A flying unit generally carrying a light plasma rifle.
- Hp: 4
- Aim: 60
- Defense: 0
- Abilities: Launch (move to a position on the battlefield regardless of distance, ends turn).
Drone: Has a ridiculous amount of Hp for its size and carries a weak gun. Can heal enemy robotic units. Can be converted to your side using an arc thrower with the relevant project. Very weak and easily distracted by a feint retreat. Flying unit.
- Hp: 5
- Aim: 70
- Defense: 10
- Abilities: Repair Beam (+3hp to the target, can vary between +2 to +4 hp), Overload (explodes doing 3 damage to all around), Drone Beam (does 2 damage, chance to hit based on Aim).
Seeker: Flying units that come in pairs, have a weak gun and built-in cloaking. Generally do not attack on the turn they are spotted and rarely attack in tandem with their partner.
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