This is particularly painful if the Chosen in question has a Weakness to Templar, making it much harder to reliably and effectively leverage that Weakness. (Or fishing for an Overcharge trigger: this can happen even if the target takes no damage) If it's the Warlock that has Immune to Melee, even this bit of utility is essentially worthless, as if he targets the Templar at all it will likely be with Mind Scorch or Mind Control, both of which bypass Parry. They prefer to Rend every turn if at all possible, and Immune to Melee means that Rend is limited to setting up a Parry to hopefully distract the Chosen. (Okay, and Specialists can Haywire Protocol an Andromedon Shell to have it come up, but this is really narrow)įirst and most obvious is that it severely hurts Templar. but if there's no melee enemies or Sectoids on the map -quite normal, given most melee enemies are primarily limited to Retaliation missions and Sectoids become very rare past the early game- then that doesn't count unless the Chosen can summon melee enemies themselves. (Well, and SPARKs if you have Shen's Last Gift, but they can't spam Strike, and you might not have picked it in the first place) Okay, if you brought a Psi Operative you could potentially Dominate a melee enemy or Dominate a Sectoid and have it summon a Psi Zombie, so technically four (5 if counting SPARKs) classes make it potentially relevant. Only three classes -Ranger, Templar, and Skirmisher- even have melee attacks you can use on the Chosen (You could consider the Skulljack a universal melee attack, but it can't target Chosen), so if they drop in when you hadn't brought any Templar, Skirmishers, or Rangers anyway, then it isn't doing anything. Immune to Melee is one of the less reliably relevant Strengths. But the vast majority of the time it not being total immunity is essentially a technicality. It's something to keep in mind if you ever end up in an edge-case scenario, where eg a Chosen with Immune to Melee is down to 1 HP and you've got a Fusion Blade Ranger who can only attack them via melee attack in that case it might make sense to fish for a Burn. If you're playing with mods that add Shred to melee attacks or throw in a Poison-inflicting Sword or something it can be a bit more meaningful, but in regular play the fact that it's not technically total immunity is of limited importance. not very useful, since Chosen are naturally immune to eg the Stun of second-tier Swords and Ripjacks, as well as the Disorientation and Stun on Rend. Melee attacks can still trigger their other effects, so eg a Fusion Blade strike can set the Chosen on fire, a Templar's Rend can potentially knock the Chosen back a tile, etc, but this is. Note that this includes throwing the Hunter's Axe, even though that's a ranged attack. Melee attacks always do no damage against this Chosen. It should also be noted that some Strengths are forbidden from the initial Chosen generation pool, requiring Training to have any possibility of showing up in the campaign, I'll be pointing those out as we get to them, though I should note I don't know the exact rules on when a given one enters rotation. You might expect more Strength/Weakness incompatibilities, but that's actually it, as no other Strength has the potential to completely negate a Weakness. It should be noted that the Shell-Shocked Weakness will prevent that Chosen from ever acquiring the Blast Shield Strength. Interestingly, Chosen initial Strengths are defined at the start of a run, but new Strengths gained from Training are actually only defined at the very moment the game informs you of whatever Strength was gained -if you reload a save from shortly before the month rolls over, such as because the game crashed on you, it's extremely likely it will be a different Strength, whereas if you reload a save from before you encounter a Chosen for the first time their first two Strengths will not vary.
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