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Part 27
XCOM: Enemy Within

Part 27

Detailed stats and abilities for XCOM: Enemy Within aliens including Mechtoids, Sectoid Commanders, Chryssalids, and more.

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Detailed stats and abilities for XCOM: Enemy Within aliens including Mechtoids, Sectoid Commanders, Chryssalids, and more.

Mechtoid

A resilient mechanical enemy with strong firepower, often supported by Sectoids. Focus fire on the Mechtoid and use explosives to eliminate supporting Sectoids, especially those using Mind Merge. MEC squads are highly effective against Mechtoids.

  • HP: 22
  • Aim: 80
  • Defense: 10
  • Abilities:
    • Cannon: Fires weapons, potentially twice if stationary. Distributes damage among multiple targets, dealing 9 damage on Classic difficulty.
    • Psi-Shield: Requires a Sectoid to Mind Merge. Grants +6 HP and -50% damage reduction. Killing the supporting Sectoid damages the Mechtoid and cancels Psi-Shield.

Sectoid Commander

A weaker alien with a basic weapon, but dangerous Mind Control ability. Can appear in groups and is generally easier to defeat than other threats, though their Mind Control is more potent in XCOM: Enemy Within.

  • HP: 14
  • Aim: 95
  • Defense: 20
  • Abilities:
    • Mind Fray: Deals 5 damage, reducing Will, Aim, and movement by 1/4.
    • Mind Control: A deadly ability that is easier to succeed with in XCOM: Enemy Within.
    • Greater Mind Merge: Merges with all Sectoids and Mechtoids within radius.

Outsider

An agile alien with a light plasma rifle and high accuracy. They are easily destroyed by conventional weapons and explosives. Their corpses disappear upon death. Capturing Outsiders is crucial for story progression. Squad sizes increase with game progression if story objectives are not met, up to a maximum of 3 Outsiders. Flashbangs and Arc Throwers can aid in capture.

  • HP: 5
  • Aim: 80
  • Defense: 10
  • Abilities:
    • Self disposing: Does not leave a corpse.

Chryssalid

A quadrupedal alien that lays eggs in its victims. Enemies killed by a Chryssalid will turn into Zombies the following turn. Heavies and MECs are effective against them. Chryssalid corpses yield the valuable Chryssalid chitin item. They 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.
    • Poison: Melee attack deals poison, causing 1 damage for up to 3 turns.
    • Zombify: Enemies killed by Chryssalids turn into Zombies. This can be prevented by destroying the corpse with explosives.

Zombie

A victim of a Chryssalid attack. Zombies have low movement but hit hard. They cannot be stunned and must be killed with gunfire or explosives. If left alive for 3 turns, a Zombie will hatch into a Chryssalid.

  • HP: 10
  • Aim: Never misses
  • Damage: 10
  • Defense: 0 (does not take cover)
  • Abilities:
    • Hatch: If alive after 3 turns, turns into a Chryssalid.

Beserker

A large, aggressive alien that is vulnerable to focused fire. They cannot leap, making them susceptible to chokepoints. They are intended as a distraction.

  • HP: 20
  • Aim: Never misses
  • Damage: 10
  • Defense: 20 (does not take cover)
  • Abilities:
    • Blood lust: Moves towards the unit that shot it when hit.
    • Bull Rush: Charges in a small radius, damaging anything in its path (buggy).
    • Intimidate: Thumps chest to cause panic (rarely works).
    • Harden: -60% chance to be critically hit.

Floater

A flying alien typically armed with a light plasma rifle. They are easily defeated.

  • HP: 4
  • Aim: 60
  • Defense: 0
  • Abilities:
    • Launch: Moves to any position on the battlefield, ending the turn.

Drone

A robotic unit with high HP for its size and a weak weapon. Drones can heal other robotic units and can be converted to your side with the Arc Thrower and relevant research. They are weak and easily distracted.

  • HP: 5
  • Aim: 70
  • Defense: 10
  • Abilities:
    • Repair Beam: Heals target for +3 HP (range of +2 to +4 HP).
    • Overload: Explodes, dealing 3 damage to all nearby units.
    • Drone Beam: Deals 2 damage, with hit chance based on Aim.

Seeker

A flying, cloaked alien that often appears in pairs. They possess a weak weapon and are generally not aggressive on the turn they are spotted.

Tips
  • Focus fire on high-threat targets like Mechtoids and Sectoid Commanders.
  • Use explosives to destroy Chryssalid corpses and prevent Zombification.
  • Capture Outsiders when possible to advance the story.
  • MEC squads are very effective against Mechtoids.
  • Be aware of the Chryssalid's Poison and Zombify abilities.
  • Exploit the Beserker's Blood Lust to control its movement.

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