XCOM: Chimera Squad Agent Builds: A Detailed Analysis of Every Squad Member

XCOM: Chimera Squad is a new tactical turn-based video game developed and published by 2K Games. Firaxis secretly released the game, and due to this, most of the players were not able to know about it. But after a few days, the game caught heat and ultimately became a matter of discussion. Right now the game is only available to Microsoft Windows. But looking at the previous XCOM series, the game will surely be ported to other platforms as well.

XCOM: Chimera Squad has been highly praised for its unique, turn-based strategic combat style. Of the 11 trained units that the player takes control of, each one has a specialized role that can be carefully applied for gaining the upper hand in fights, along with unique abilities that can be unlocked when required in specific missions. It’s also important to know which agents make a right combination with others, and can thus be used for producing a more effective counter-attack against enemies. So today we will guide the players for the best agents in Chimera Squad. So let’s gets started.

XCOM: Chimera Squad

XCOM: Chimera Squad – A guide to Agent Building

Building the aforementioned 11 agents probably is essential to each form well in this game, and our guide here aims to help you just that. In this guide, we will give you details about all these agents, their importance in the squad and what builds fit most aptly for them.

When you start the game, you will have Cherub, Godmother, Terminal and Verge on your team already if you finished the tutorial. If you didn’t, you would be allowed to choose between any of these four agents. As you move forward through the campaign, new agents will become available for you to add to your squad.

What follows is a compilation of known details about every Agent, their stats based on the “Normal” difficulty setting. Remember that no single build for any character can be considered as definitive, but we’ve tried to put forth our best choices based on the available data.

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Godmother

  • Species: Human
  • Class: Ranger
  • Specialities: Offence, strength and ambush
  • Starting weapon:  Shotgun

Base stats:

  • Health – 8
  • Mobility – 12
  • Aim – 65
  • Will – 40
  • Dodge – 0
  • Crit – 0

Abilities:

  • Alpha Strike – This can be unlocked at the “Deputy Agent” rank, and can be used once each mission. Godmother fires her shotgun during the conflict and takes up her turn earlier on the timeline.
  • Close Combat Specialist – This can be unlocked at the “Senior Agent” rank, and costs ammo. Godmother strikes back ferociously at enemies that try to make a close-quarters approach.
  • Flush – This can be unlocked at the “Field Agent” rank. Godmother makes a non-lethal shot at an enemy, making them alter their position. The technique, however, requires a cooldown for one turn. It can come in handy if you have any unit with Overwatch activated, as Godmother can have them fire at the fleeing enemies.
  • Last Stand – This can be unlocked at the “Field Agent” rank, and can be used once each mission.  If Godmother is not impaired but has been wounded sufficiently to start Bleeding out, her HP is reduced to a single point, and she is given a turn right after the ongoing one.
  • Overtime –  This can be unlocked at “Principal-Agent”. Godmother obtains bonus crit and dodge and gets an extra turn in three turns. Bonuses are applicable until the end of the extra turn. This ability can be used once in every mission and comes with free action.
  • Scattershot – Godmother fires her shotgun in a cone-shaped area of limited range, costing two rounds of ammo. All the foes in the field of the blast are wounded. This technique is particularly useful while moving around enemy units and taking down multiple targets.
  • Untouchable – This is unlocked at the “Senior Agent” rank. If Godmother manages to slay an enemy during their turn, she will not be hit by the next attack against her.
  • Ventilate –  This is unlocked at the “Special Agent” rank. Godmother fires her shotgun and unfailingly destroys the enemy’s cover. The attack, however, requires three rounds of ammo and a three-turn cooldown.

Cherub

  • Species – Hybrid
  • Class – Warden
  • Specialities – Shields, tank and defending allies
  • Starting weapon – Pistol

Base stats:

  • Health – 8
  • Mobility – 10
  • Aim – 65
  • Will – 40
  • Dodge – 0
  • Crit – 0

Abilities:

  • Charged Bash – Cherub batters his opponent with the energy shield, discharging completely. If the charge is all exhausted, produces damage in a cone behind the target, which increases with the amount of charge. It replaces subdue.
  • Generator – This is unlocked at the “Field Agent” rank. Cherub obtains one charge at the end of each battle.
  • Guard – This is unlocked at the “Field Agent” rank. Cherub gains +1 armour at the end of his turn, gains a half-cover bonus even if ambushed and becomes half-cover for friendlies. Guard disintegrates if Cherub is attached.
  • Kinetic Shield – Cherub covers himself or a comrade with an energy shield to render the next attack useless. When the shield is destroyed, Cherub obtains one charge and makes his standard shield deal more damage than before. This technique does not automatically finish the turn.
  • Kinetic Shield Charge – By protecting comrades with the energy shield, Cherub can gain upto two charges. Having charge is an advantage, for it allows several abilities to earn bonuses.
  • Overload – This unlocks at the “Special Agent” rank. Cherub gains the ability to store three charges and obtains bonus mobility when charged.
  • Phalanx – This unlocks at the “Deputy Agent” rank, and can be used once each mission. When it is used, Cherub becomes the sole target of enemies, who ignore all other XCOM units at that particular breach point. Cherub blocks all damage and gains a charge point for each attack.
  • Recharge – This unlocks at the “Senior Agent” rank. One charge can be refilled by knocking out a target using Charged Bash.
  • Resonance Field – This is unlocked at the “Senior Agent” rank. Allies with a Kinetic Shield obtain 15 aim.
  • Sueachcharge – This unlocks at “Principal-Agent”, and can be used once each mission. Cherub uses up all of his stored charges and increases the damage caused by his comrades’ primary weapon while locking all foes with a Holo-target effect. The duration of this effect increases with the amount of charge used up.

Additional Hints:

  • Cherub can be used to lead the line to an enemy and knock them out, or take up attacks to protect weaker enemies.
  • He can form a good team with Claymore and Blueblood, as they can destroy multiple enemies he lures in using his Phalanx ability.
  • It’s essential to bear in mind that his pistol is among the weaker weapons used early in the game.
  • He can non-lethally defeat enemies by smashing them with his standard shield, capturing weaker enemies.

Terminal

  • Species – Human
  • Class – Medic
  • Specialities – Healing and support
  • Starting weapon – Submachine gun

Base stats:

  • Health – 9
  • Mobility – 10
  • Aim – 65
  • Will – 40
  • Dodge – 0
  • Crit – 0

Abilities:

  • Armour System – This unlocks at the “Senior Agent” rank. It upgrades Safeguard and provides +1 armour to the unit under protection.
  • Cooeachation – This unlocks at the “Special Agent” rank. Terminal joins forces with any unimpaired comrade in the vicinity to give them a bonus action at once. This ability requires a three-turn cooldown.
  • Gremlin Stabilize – This stops an agent from bleeding out.
  • Hack Door – This ability breaks open a door at the beginning of a breach.
  • Pin Down – This unlocks at the “Field Agent” rank. Terminal unleashes nonlethal fire at an enemy to force their turn down the timeline. This ability requires a two-turn turndown.
  • Refresh – This unlocks at the “Deputy Agent” rank, and can be used once each mission. Terminal heals all her comrades at her breach point for two HP.
  • Resilience – This is unlocked at the “Senior Agent” rank. Terminal completely recovers her HP at the end of every battle.
  • Safeguard – This can be used for either Terminal herself, or an ally. The “Gremlin” is sent to restore four HP, neutralize the effects of acid, burning and poison, and grant twenty defence. This does not automatically end the turn.
  • Second Wind – This can be unlocked at “Principal-Agent”, and can be used once each mission. The terminal sends the “Gremlin” to all allies, restoring four HP, neutralizing the effects of acid, burning and poison and stabilizing all comrades who are bleeding out.
  • Sustain – This is unlocked at “Field Agent” rank, and can be used once each mission. If Terminal is wounded enough to start bleeding out, she is reduced to one HP and enters stasis for a single turn.

Additional Hints:

  • The terminal can help Blueblood deal extra damage, and can also aid comrades like Cherub and Axiom who serve as defensive tanks.
  • Before using Terminal to attack, make sure to check the damage she can deal vs the risk involved, Otherwise, you may miss out having her heal any allies in need or takedown an easy target about to attack.

Verge

  • Species – Sectoid
  • Class – Envoy
  • Specialities – Psionics and energy manipulation
  • Starting weapon – Assault rifle

Base stats:

  • Health – 7
  • Mobility – 10
  • Aim – 65
  • Will – 50
  • Dodge – 0
  • Crit – 15

Abilities:

  • Battle Madness – Verge psionically targets an enemy’s mind, making them lose control and attack any target in the vicinity. This adds them to the Neural Network, but cannot target foes in the Neural Network.
  • Collar – This is unlocked at the “Field Agent” rank. Targets in the Neural Network that would be slain are instead knocked out.
  • Crowdsource – This is unlocked at the “Field Agent” rank. Verge obtains +5 aim and +10 critical chance for every foe in the Neural Network.
  • Levitation – This unlocks at the “Deputy Agent” rank. Verge lifts up a target high into the air and removes their cover bonuses during a breach. This has the additional effect of cancelling all alert or aggressive behaviour from foes.
  • Mindflayer – This unlocks at the “Special Agent” rank. Verge leads an onslaught with his mind, unleashing mental damage upon all targets in the Neural Network, which knocks them out.
  • Network Healing – This is unlocked at the “Senior Agent” rank. Verge restores one HP for each foe in the Neural Network at the end of the turn.
  • Neural Network – Verge obtains +10 aim for every foe in the Neural Network. Some abilities can add units to the Neural Network.
  • Puppeteer – This unlocks at the “Principal-Agent”, and can be used once each turn. For the remainder of the turn, Verge controls the minds of all foes in the Neural Network.
  • Slam – This is unlocked at the “Senior Agent” rank. Levitation is used to slam the target into the ground, causing 1-3 mental damage and adding the concerned unit to the Neural Network. This damage will knock out rather than kill the target.
  • Stupor – Verge psionically stuns an enemy for 1-2 actions, and adds them to the Neural Network. This cannot target foes in the Neural Network.

Additional hints:

  • Verge is a strong agent, but also vulnerable. So you must make sure he’s well protected with, for example, Cherub’s Kinetic Shield ability.
  • Remember that an enemy can be added only once to the Neural Network. Once they’re dead, they’re gone forever from the Network as well.
  • Battle Madness can be favourably used to destroy hard-to-target enemies in a large group of them.

Shelter

  • Species – Human
  • Class – Psion
  • Specialities – Psionics, ally buffs and mental attacks
  • Starting weapon – Submachine gun

Base stats:

  • Health – 7
  • Mobility – 10
  • Aim – 65
  • Will – 50
  • Dodge – 0
  • Crit – 0

Abilities:

  • Dazzle – This is unlocked at the “Deputy Agent” rank, and can be used once each mission. Shelter unleashes a Psionic blast that dazzles all targets near the breach point for an extra turn.
  • Distortion Field – This is unlocked at the “Field Agent” rank. These upgrades Relocate so that all relocated XCOM units, including Shelter, obtain +50 Defence until their next turn.
  • Fracture – This is unlocked at “Principal-Agent”, and can be used once each mission. Shelter creates a Psionic clone of himself that can use Relocate and Soulfire.
  • Relocate – Shelter psionically exchanges his position with a targets or allies. This does not automatically end the turn.
  • Solace – This is unlocked at the “Senior Agent” rank. The shelter is enveloped by an aura that neutralizes any mental impairments for himself or any nearby comrades.
  • Soulfire – This is unlocked at the “Special Agent” rank. Shelter unleashes a Psionic blast at an organic foe, delaying their next turn. This invariably produces damage regardless of the presence of armour or cover, but requires a two-turn cooldown.
  • Soul Storm – This is unlocked at the “Senior Agent” rank. It upgrades Soulfire to recover Shelter’s HP for half the damage done.

Additional hints:

  • Shelter’s psionic abilities are of greater use for helping allies rather than attacking foes. Swapping with foes can help lure them out of cover, and swapping with comrades can help get them to Terminal for healing.
  • Shelter makes a good combination with Zephyr, as he can bring enemies close to her when she’s in Overwatch, making them easy targets.

Patchwork

  • Species – Human
  • Class – Oeachator
  • Specialities – Utility and electronic disruption
  • Starting weapon – Assault rifle

Base stats:

  • Health – 8
  • Mobility – 10
  • Aim – 65
  • Will – 40
  • Dodge – 0
  • Crit – 0

Abilities:

  • Capacitor-Discharge – This is unlocked at “Principal-Agent” rank, and can be used once each mission. Patchwork sends the “Gremlin” to a location to emit a powerful electrical shockwave, damaging and possibly stunning all nearby enemies, particularly robots.
  • Chaining Jolt – Patchwork sends the “Gremlin” to jolt a target and chaining them to nearby foes. This is particularly effective against robots, large groups of enemies and weaker foes that are tougher to hit.
  • Combat Scanners – This is unlocked at the “Deputy Agent” rank, and can be used once each mission. The “Gremlin” holo-targets all the foes in a room by scanning it meticulously and increases the squad’s aim by +15% against them. This can be of good use to Blueblood, as it neutralizes the penalty for his Deadeye ability.
  • Hack Door – Breaks open a door at the beginning of a breach.
  • High Voltage – This is unlocked at the “Senior Agent” rank. This causes chained electrical attacks to form Chaining Jolt or Voltaic Arc to cause 1-3 higher damage.
  • Reprogram – Patchwork sends the “Gremlin” to seize control of a robotic foe by reprogramming their inner workings. If the reprogram succeeds, a one-turn cooldown is required. Failing that, a four-turn cooldown will be needed. The effect lasts for three turns.
  • Shock Therapy – This is unlocked at the “Senior Agent” rank. It upgrades Chaining Jolt to dazzle and possibly stun enemies.
  • Stasis Field – This is unlocked at the “Special Agent” rank. Patchwork sends the “Gremlin” to put a targeted unit into stasis for a single turn. The said unit can be of either foes or allies and will be invulnerable to attacks, but cannot attack opponents either. It requires a two-turn cooldown.
  • Threat Recognition – This is unlocked at the “Field Agent” rank. It upgrades Combat Scanners to have an additional use of each mission and provides +25 crit to all comrades at the breach point.
  • Voltaic arc – This is unlocked at the “Field Agent” rank. The “Gremlin” electrocutes foes if they get too close to Patchwork, and its chains to nearby targets as well.

Blueblood

  • Species – Human
  • Class – Gunslinger
  • Specialities – Precision shooting and multiple shots
  • Starting weapon – Pistol

Base stats:

  • Health – 7
  • Mobility – 11
  • Aim – 75
  • Will – 40
  • Dodge – 0
  • Crit – 10

Abilities:

  • Cascade Lance: This is unlocked at the “Senior Agent” rank. Phase Lance upgrades to boost its damage for each enemy it further hits in one shot.
  • Deadeye – Blueblood fires a shot with -15% aim penalty and gains a +50% damage boost. This will not end the turn if it’s the first action to be used.
  • Deseachado – Basic pistol fire and Deadeye cost one action and don’t end the turn as long as the Agent still has actions left.
  • Ever Vigilant – This is unlocked at the “Field Agent” rank. Blueblood automatically activates Overwatch if the final act of his turn was used for moving. This includes using abilities that involve movements, such as Stabilize or Subdue.
  • Faceoff – This is unlocked at the “Principal-Agent” rank, and can be used once each mission. Blueblood uses his pistol to shoot at every target in his line of fire, limited only by the ammo at his disposal.
  • Fond Farewell – This can be unlocked at the “Senior Agent” rank, and causes the final shot in every ammo clip to cause double the amount of damage it usually does.
  • Lancer Shot – This is unlocked at the “Deputy Agent” rank. Blueblood fires his Lancer Pistol at an enemy, ignoring cover bonuses.
  • Phase Lance – This is unlocked at the “Special Agent” rank. Blueblood fires his Lancer Pistol directly ahead of him, which ignores his line of sight and is not affected by any cover bonuses. This requires a three-turn cooldown.
  • Warm Welcome- This is unlocked at the “Field Agent” rank. The first round of every clip dazzles the enemy.

Additional hints:

  • Since Blueblood can powerfully attack multiple foes, he can be combined with comrades like Cherub and Terminal to boost up his attack and aim.

Claymore

  • Species – Human
  • Class – Demo Exeacht
  • Specialities – Explosives, AOE damage and breaching
  • Starting weapon – Shotgun

Base stats:

  • Health – 9
  • Mobility – 9
  • Aim – 65
  • Will – 40
  • Dodge – 0
  • Crit – 0

Abilities:

  • Barrage – This is unlocked at the “Principal-Agent” rank. It enables Shrapnel bomb and Sticky Grenade to do +1 damage and prevents the turn from being ended automatically. Additionally, Shrapnel Bomb can be used for more than once each turn.
  • Concussive Charge – This is unlocked at the “Deputy Agent” rank, and can be used once each turn. Claymore detonates a deadly charge, blowing up all targets near the breach point. This can be used on wall breach points.
  • Fortitude – This can be unlocked at the “Field Agent” rank. Grenades and natural dangers do not pose a threat to Claymore.
  • Heavy Shrapnel – This can be unlocked at the “Senior Agent” rank. It upgrades the Shrapnel Bomb and enables it to strike targets even through the cover.
  • Impending Doom – This can be unlocked at the “Senior Agent” rank. It upgrades the Shrapnel Bomb and enables it to demolish any targets within its blast radius at once on landing.
  • Improvised Explosives – This can be unlocked at the “Field Agent” rank. At the end of every battle, Claymore gets to replenish a charge for the explosives in his possession.
  • Shrapnel Bomb – Claymore hurls forth an explosive that goes off after several turns, though it can be shot in order to make it explode earlier. However, it cannot cause damage to any enemies behind cover. It doesn’t end the turn as long as it’s the first action to be taken.
  • Sticky Grenade – This can be unlocked at the “Special Agent” rank. Claymore targets a foe with a unique grenade that sticks to them and makes them retreat to a new location. Once they cease -running, the grenade detonates and causes massive damage. It ends the turn and requires a four-turn cooldown as well.

Additional Hints:

  • Explosives must be used with meticulous consideration since they can disintegrate cover and injure comrades as well.
  • There are specific breach points designed explicitly for Claymore, since he’s the ammunition and demolition exeacht in the group. Make sure to consider them during setup.
  • Making Claymore join forces with comrades like Shelter and Verge can be advantageous since his explosives can displace targets and make them group together courtesy of their AOE damage ability.

Axiom

  • Species – Muton
  • Class – Breaker
  • Specialities – High damage
  • Starting weapon – Shotgun

Base stats –

  • Health – 9
  • Mobility – 12
  • Aim – 65
  • Will – 40
  • Dodge – 0
  • Crit – 0

Abilities:

  • Adrenal Surge – This can be unlocked at the “Special Agent” rank. When it is used, Psych Up and Smash do not require cooldowns or cause the turn to end. This itself, however, requires a four-turn cooldown.
  • Aftershock – This can be unlocked at the “Field Agent” rank. It upgrades Smash and causes minor damage to any nearby additional targets, who may also be knocked out, stunned or dazzled.
  • Battering Ram – This can be unlocked at the “Deputy Agent” rank. It can smash right through a door breach point and can cause panic among any nearby foes, the chance of which is higher with rage.
  • Fear Factor – This can be unlocked at the “Senior Agent” rank. It upgrades Smash and gives it a possibility of creating panic among any nearby targets, which increases with rage.
  • Psych Up – Axiom works himself up into a rage, which increases the chances of melee effects causing disability, but also comes with the risk of making him go wildly out of control.
  • Quake – This can be unlocked at the “Principal-Agent” rank, and can be used once each mission. Axiom springs up high and smashes the ground, destroying all nearby covers and causing severe damage to all units in the vicinity.
  • Rage – It can be increased manually or by taking hits. When higher, it heightens the risk of going out of control, but also increases the chance of producing disabling effects with melee attacks.
  • Regeneration – This unlocks at the “Senior Agent” rank. Axiom regenerates some HP at the start of his own turn.
  • Smash – Axiom makes a fearsome charge towards an enemy and brings down both his fists upon the unfortunate target, possibly knocking them out, stunning or dazzling them, the chances of which are increased with greater rage.
  • Shrug It Off – This is unlocked at the “Field Agent” rank. Axiom gains the possibility of suffering only a single unit of damage from an enemy onslaught.

Additional hints:

  • Axiom can come in handy to take down cover behind which enemies had been hiding, exposing them to fire from the rest of your team.

Torque

  • Species – Inquisitor
  • Class – Vieach
  • Specialities – Enemy/comrade repositioning, poison
  • Starting weapon – Submachine gun

Base stats:

  • Health – 8
  • Mobility – 11
  • Aim – 65
  • Will – 40
  • Dodge – 20
  • Crit – 0

Abilities:

  • Adaptable – This enables Torque to naturally go in through vent breach points.
  • Bind – Using this ability, Torque binds up a target and not only causes damage but also deprives them of a chance of attacking on their turn. Bound targets, however, cannot be attacked by XCOM due to the risk of injuring Torque. This ability comes with free action.
  • Hard Target – This is unlocked at the “Field Agent” rank. At the first turn of every battle, Torque obtains extra mobility and a eachmanent bonus to dodge as well.
  • Poison Immunity – As a result of this ability, Torque is invulnerable to poison.
  • Poison Spit – This can be unlocked at the “Special Agent” rank. Torque spits out a large stream of poison that blasts up into a terrible pool which poisons and causes minor damage to all units in the vicinity. This requires a three-turn cooldown.
  • Reinforced Scales – This can be unlocked at the “Senior Agent” rank. Torque obtains +1 armour when binding up a target, and will not relinquish the bind even upon being attacked.
  • Synthetic Venom – This can be unlocked at the “Senior Agent” rank. Torque obtains a bonus to crit against any foe afflicted with poison, and will regenerate HP when ending a turn while positioned inside a pool of poison.
  • Tight Squeeze – This can be unlocked at the “Field Agent” rank. It upgrades Bind and enables it to cause more damage to enemies.
  • Tongue Pull – Torque shoots forth her tongue with startling ferocity and grabs a unit to drag them into range for melee attacks. It can be used on enemies and comrades alike, with the exception of certain overly large targets.
  • Toxic Greeting – This can be unlocked at the “Deputy Agent” rank. Torque inflicts an enemy with a powerful burst of poison for two turns.
  • Vicious Bite – This can be unlocked at the “Principal Agent” rank. Torque rises up and delivers a powerful bite to a nearby enemy, causing severe damage and poisoning them as well. This requires a three-turn cooldown.

Additional hints:

  • Being a snake, she can come in handy during missions where vents form breach points since she can slither right into them and give you an advantage.
  • Torque can be used to incapacitate targets with poison and pull them out of hiding as well. She forms a good team with Shelter, who can hold targets in place and enable her to attack them more effectively.

Zephyr

  • Species – Hybrid
  • Class – Hellion
  • Specialities – Melee only, close quarters, high mobility
  • Starting weapon – Pangolin gauntlets

Base stats:

  • Health – 9
  • Mobility – 14
  • Aim – 75
  • Will – 40
  • Dodge – 0
  • Crit – 0

Abilities:

  • Crippling Blow – Zephyr makes an unavoidable attack on a target and can either disarm, disorient, root or stun them. This can also trigger Momentum.
  • Crowd Control – This can be unlocked at the “Special Agent” rank. Zephyr moves around swiftly and attacks every target in the vicinity before regaining her normal position. This requires a two-turn cooldown.
  • Fearless Advance – Zephyr makes a ferocious all-out attack on a target and melees them following the breach, positioning her near them. An alert foe can result in cancellation of their alert breach action.
  • Lockdown – This can be unlocked at the “Field Agent” rank. Zephyr targets any foe that is present in melee range.
  • Momentum – Zephyr is invulnerable to root and after using Crippling Blow, gains an extra move action.
  • Moving Target – This can be unlocked at the “Senior Agent” rank. Momentum can be triggered by Crowd Control and Subdue, and Zephyr will not trigger Overwatch or reaction fire.
  • Parry – This can be unlocked at the “Deputy Agent” rank. The additional action obtained from Momentum, instead of moving, can be used to block the next attack.
  • Pressure Point – This can be unlocked at the “Field Agent” rank. It replaces subdue and causes potentially deadly melee attacks to knock out enemies rather than killing them. Additionally, melee attacks produce +1 damage.
  • Reaeach – This can be unlocked at the “Principal-Agent” rank. Zephyr activates Reaeach Mode and gains an additional action for vanquishing foes using melee attacks. However, every further melee attacks have progressively decreased damage. This also requires a four-turn cooldown.
  • Vital Strike – This can be unlocked at the “Senior Agent” rank, and enables melee attacks to go right through the armour of enemies.

Additional hints:

  • Since Pressure Point can be used to capture enemies alive, it will help you gather more information from them.
  • Pairing Zephyr with Shelter, Torque or Verge can help trigger her Overwatch ability and significantly increase the strength of her attacks. However, bear in mind that she can only attack targets within melee range.
  • She can also come in handy to grab an item from a chest and then strike a foe while heading towards the Evac point.

Well, we hope this guide comes in handy for you to know your squad better and build a more reliable team to each form effectively in the campaign!

Wrap-UP

This was an agent information guide for the players of XCOM: Chimera Squad. After following our guide the players will have a better understanding of each agent strengths and weakness. Moreover, where and how to make use of them efficiently. We hope our guide helped you.  If you have any queries or feedback, feel free to comment down below with your Name and E-mail ID. Likewise, check out our iPhone Tips and TricksPC tips and tricks, and Android Tips and Tricks for more such tips and tricks. We urge you to participate in the $100 giveaway by subscribing to our YouTube Channel. Thank You.

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