Desolator (TJ)
Appearance

Desolator is a short range crowd control specialist, armed with a weapon that breaks Geneva Convention every second its active as it sprays a radioactive dust cloud that wrecks havoc on robots and living alike. For a secondary weapon, Desolator has an incendiary blob launcher. Desolator does not benefit from ammo or weapon modifications and can be deployed even while injured.
Class Overview
Andromedon Desolator is a specialized frontline soldier, unlike his ADVENT counterpart, the Desolator is unflankable and equipped with radioactive flamethrower, incendiary blob launcher and improved melee capabilities.
- Desolator gains +3 melee damage with plated armor equipped, or +6 with powered armor.
- Desolator comes with baseline immunity to fire, acid, standard poison just like ADVENT Andromedon, he is also immune to radiation.
- Desolator is considered a heroic alien and can be aquired through a dedicated covert operation, but only if Requiem Legion is not present in the war. In that case, Wraith takes its place and Desolator can be awarded like any other alien.
- Desolator does not take cover
- Desolator's flamer does not cause fire or the burning status effect, instead it irradiates anything its aimed towards. Radiation is generally capable of damaging almost everything and it ignores the Fortress perk.
Weapons
Primary: Desolator Rad-Dust Projector
Secondary: Desolator Launcher
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| Rank | Ability | ||
Squaddie |
Grant an Overwatch shot to a visible ally. Can be used once per turn and ends the user's turn when used. |
Strike at an adjacent target dealing great damage, knockbacks the target and dealing great environmental damage to its surroundings |
Immune to most environmental effects. |
|---|---|---|---|
Allows the Andromedon to move through cover, destroying any objects in their path. |
If you hit with a melee attack during your turn, gain a bonus move. |
Template:Radiation Immunity (TJ) | |
| Template:Pain Train (TJ) | Template:Fire Wall (TJ) | ||
| Oasis of Death | Extinction | Spread the Doom. | |
Lance Corporal |
Gain a bonus move action this turn. 3 turn cooldown. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Template:Pugilist (TJ) |
Corporal |
Template:Chlorine Gas Bombardment (TJ) | Template:Explosive Blob (TJ) | Template:Dazzler Blob (TJ) |
Sergeant |
Activate to gain a movement AP, and basic Chemthrower attacks will not use up all AP this turn. |
Template:Personal Shield (TJ) | Template:Rumbling Tank (TJ) |
Staff Sergeant |
As a free action, reload your weapon. Can be used every 3 turns. |
Gain +2 bonus damage on attacks against targets that have full HP. |
Template:Crossout (TJ) |
Tech Sergeant |
You are immune to multi-target and area attacks. |
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker. |
Gain +2 mobility with every kill this turn. Lasts 2 turns, including the current one. |
Gunnery Sergeant |
All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. This includes tick damage from those effects. |
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s). |
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP. |
Master Sergeant |
Template:Sucker Punch (LWOTC) | Template:Twilight Blob (TJ) | When at full health, deal more and take less damage depending on armour tech. |
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.
| Tier 1 10 AP |
Tier 2 10 AP |
Tier 3 15 AP |
Tier 4 20 AP |
Tier 5 25 AP |
Tier 6 30 AP |
Tier 7 35 AP |
A fast-acting stimulant in your smoke grenades grants units in the initial area +20 Aim and +20 Will for 2 turns. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation. |
You can't be critically hit. |
Gain +3 damage with all melee attacks. |
Grants +1 charge per grenade item in a utility slot. |
Grants 1 free flashbang item to your inventory. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
Each time you score a kill, you gain 1 Shield. Passive. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Take an action after dashing. |
| Template:Free Smoke Grenade (TJ) | Template:Draw Fire (TJ) | You have one free smoke grenade and one free flashbang use on every mission. |
Template:Sensor Overlay (TJ) | Template:Adrenal Neurosympathy (TJ) | Template:Improvise Incendiary Grenade (TJ) | Gain one bonus use on all your grenades and equipped rockets. Also, get one extra Frag Grenade in addition to your equipped grenades. |
| Template:Free Flashbang Grenade (TJ) | Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Enter overwatch. All allies in a 7 tile radius around you also enter overwatch. |
The next grenade you throw or launch this turn doesn't cost an action. |
If you score one or more kills on your turn, you are granted a single bonus move. |
Confers +30% damage against robotic targets. |
After each enemy in line of sight takes a turn, take an action after their turn is completed. No action points will be refunded (e.g. from Hit and Run). |
| Template:Explosives Handler (TJ) | This soldier has significantly reduced infiltration times while on missions. |
Template:Galvanized Armor (TJ) | Template:Thrash (TJ) | Template:Against The Odds (TJ) | After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks. |
Grant an extra action to a squadmate. |
Increases damage against organic targets by 30%. | ||||||
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Stat Progression
- Desolator is unflankable and starts at 20 defence, gains +5 at SGT and +5 at
| Rank | |||||||||
| Per Level | Health |
1 | 0 | 0 | 0 | 1 | 0 | 0 | 1 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Armor |
1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Dodge |
0 | 3 | 3 | 1 | 0 | 3 | 3 | 3 | |
| Total | Health |
1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 |
Aim |
2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
Will |
0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Armor |
1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | |
Dodge |
0 | 3 | 6 | 7 | 7 | 10 | 13 | 16 | |