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{{Infobox XCOM2enemy
 
{{Infobox XCOM2enemy
 
|name = Gatekeeper
 
|name = Gatekeeper
|image = File:Gatekeeper.jpg
+
|image = File:Gatekeeper@2x.png
|aim =
+
|aim = 70/80/80/80
|critchance =
+
|critchance = 0/0/10/10
|defense =
+
|defense = 25/35/40/40
|health =
+
|health = 20/20/25/30
|armor =-/6/-/-
+
|armor = 5/6/6/7
|mobility =
+
|mobility = 15/16/16/16
|will =
+
|will = 100/110/120/120
|weapon =
+
|weapon = Beam Cannon (9-12 damage)
  +
|abilities = Gateway (5-7 damage), Consume (7-10 damage), Dying Explosion (5 damage, shred 2)
|abilities =
 
 
|traits =
 
|traits =
  +
|psi = 120/120/120/120|immunities = [[Burning]]}}
}}
 
 
The '''Gatekeeper''' is an [[Aliens (XCOM 2)|alien]] enemy encountered in ''[[XCOM 2]]''.
 
The '''Gatekeeper''' is an [[Aliens (XCOM 2)|alien]] enemy encountered in ''[[XCOM 2]]''.
   
  +
This large late-game unit is deployed on normal missions as a pod leader beginning as early as August (mid-November on Legend).
==Appearance==
 
  +
==Description==
   
The Gatekeeper appears as a floating sphere, but contains a tentacled mass of flesh within its armored shell.
+
The Gatekeeper's smooth spherical shell creates the illusion of a mechanical unit. However, inside the shell resides a mass of flesh that reflects the utmost extremes of biomechanical integration.
   
==Abilities==
+
== Abilities ==
  +
The Gatekeeper has high health and a massive amount of armor, and is unable to use cover.
   
  +
Gatekeepers have an open and a closed form. They can switch between forms as they choose, and will automatically switch to closed form upon taking damage.
Gateway: A massive Psionic AOE attack that deals damage, and reanimate any corpses (adevent/Xcom) into psi zombies.
 
   
  +
In their closed form, they have greater armor and access to their fairly inaccurate but powerful beam cannon.
Possesses a high-powered beam weapon akin to the [[Sectopod (XCOM: Enemy Unknown)|older Sectopod]], as well as having the ability to charge through and destroy cover. It is considered as a 4 space sized object (very similar to older xcom tank units)
 
   
  +
In its open form, the Gatekeeper is able to use its psionic abilities, but at the cost of its defense and armor.
The Gatekeeper maintains its hardened, spherical appearance initially (which has double the armor and higher defense than its open form), and will return to it after being damaged by one attack.
 
   
  +
The Gatekeeper can use its Gateway ability in its open form, which deals moderate damage in a large radius, and raises any human corpses in the area - including ones killed by the Gateway damage - as Psi Zombies, which it can control and use against enemies.
Has a melee attack called Consume, which will restore health to the Gatekeeper depending on how much damage it dealt. Any humanoid enemies killed by this attack will also be raised as psi zombies.
 
   
  +
It is also able to use the Consume ability in its open form, which deals huge damage against a single target in melee range, which heals the Gatekeeper for equal the damage dealt and will raise the unit as a Psi Zombie if it is susceptible and is killed by the attack.
== Tactics ==
 
  +
* Despite its outer appearance as a mechanical unit, the Gatekeeper is an organic enemy, and is vulnerable to weapons such as Flashbang, Gas or Incendiary grenades, all of which restrict its psionic abilities. Hitting a gatekeeper whiling having psi zombie on the field with flashbang will kill all psi zombies.
 
 
==Tactics==
* After using its psionic abilities, the Gatekeeper will remain in its open form until it is damaged once (this includes damage from a stock). Use your hardest-hitting attack first.
 
  +
* The Gatekeeper occupies a 2x2 tile area and will break down walls and cover in its path, including mission objective targets.
* A Gatekeeper will explode upon death, damaging any nearby (3 tiles blast radius) unit and environment.
 
  +
* The Gatekeeper has 3 actions; its Consume can be used consecutively, while opening its shell only consume an action if it closes right after. 
* Gate keeper is likely to use its gateway abilities where it can raise most zombies instead of dealing the most damage. This means if your team is standing on slain advent corpses, it is very likely to blast everyone with psionic damage. Use this to your advantage and stay away from corpses.
 
  +
* The Gatekeeper, as an organic enemy, is vulnerable to the full effects of [[Flashbang Grenade (XCOM 2)|Flashbangs]] and [[Gas Grenade (XCOM 2)|Gas]] grenades. Additionally, certain mechanical effects will affect it as well: [[EMP Grenade (XCOM 2)|EMP Grenades]], [[Bluescreen Rounds (XCOM 2)|Bluescreen Rounds]], although it takes no bonus damage from Combat Protocol.
[[Category:Aliens]]
 
  +
** When a [[Gas Grenade (XCOM 2)|Gas Grenade]] cloud is on top of the Gatekeeper, it may avoid moving or acting entirely, opening and closing its shell until all actions are consumed.
  +
* Psionic abilities, including Domination, are all effective provided the Psi Operative can overcome its high Will. With an [[Alien Psi Amp]], it is reasonably possible to take permanent control of one for easy terrain demolition and frontline reinforcements. Its high defense makes it a poor decoy on its own. However, the number of Psi Zombies it is able to conjure can make up for this.
  +
* Psi Zombies raised by a Mind Controlled Gatekeeper are friendly and are able to be moved. However, should Mind Control be lost, Psi Zombies raised this way will die and will count against you in the 'Soldiers Killed' statistic at the end of the mission.
 
* After using its psionic abilities, the Gatekeeper will remain in its open form until it is damaged once (this includes damage from a [[Weapon Upgrades (XCOM 2)|stock]]). In this form they have less armor and less defense. It is advisable to use a high damage attack against it first to exploit this.
  +
* It will explode upon death, blasting a 3-tile range for up to 7 damage.
  +
* The Gatekeeper's AI favors targeting Gateway where it can raise the most zombies, regardless of whether itself or allies are in the blast radius. This can also include groups of civilians if there are no nearby corpses. Re-positioning the squad away from humanoid corpses and leading enemies over them can be a useful strategy.
  +
* Armor shredding effects like [[Acid Bomb]] while the Gatekeeper is in its open form will be negated when it returns back into its closed form. It may also switch to closed form in reaction to being attacked.
  +
* In the Commander and Legend difficulties, a closed Gatekeeper is as hard to hit as a humanoid unit behind full cover.
  +
* it will most likely be the last [[Aliens (XCOM 2)|alien]] enemy encountered in [[XCOM 2]], Excluding the [[Avatar]].
  +
  +
== See Also ==
  +
* [[Gatekeeper Autopsy]]
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* [[Psi Zombie (XCOM 2)|Psi Zombie]]
 
[[Category:Aliens (XCOM 2)]]
  +
[[Category:Psionic (XCOM 2)]]
 
[[Category:Enemies (XCOM 2)]]
 
[[Category:Enemies (XCOM 2)]]

Revision as of 04:45, 30 July 2018

The Gatekeeper is an alien enemy encountered in XCOM 2.

This large late-game unit is deployed on normal missions as a pod leader beginning as early as August (mid-November on Legend).

Description

The Gatekeeper's smooth spherical shell creates the illusion of a mechanical unit. However, inside the shell resides a mass of flesh that reflects the utmost extremes of biomechanical integration.

Abilities

The Gatekeeper has high health and a massive amount of armor, and is unable to use cover.

Gatekeepers have an open and a closed form. They can switch between forms as they choose, and will automatically switch to closed form upon taking damage.

In their closed form, they have greater armor and access to their fairly inaccurate but powerful beam cannon.

In its open form, the Gatekeeper is able to use its psionic abilities, but at the cost of its defense and armor.

The Gatekeeper can use its Gateway ability in its open form, which deals moderate damage in a large radius, and raises any human corpses in the area - including ones killed by the Gateway damage - as Psi Zombies, which it can control and use against enemies.

It is also able to use the Consume ability in its open form, which deals huge damage against a single target in melee range, which heals the Gatekeeper for equal the damage dealt and will raise the unit as a Psi Zombie if it is susceptible and is killed by the attack.

Tactics

  • The Gatekeeper occupies a 2x2 tile area and will break down walls and cover in its path, including mission objective targets.
  • The Gatekeeper has 3 actions; its Consume can be used consecutively, while opening its shell only consume an action if it closes right after. 
  • The Gatekeeper, as an organic enemy, is vulnerable to the full effects of Flashbangs and Gas grenades. Additionally, certain mechanical effects will affect it as well: EMP GrenadesBluescreen Rounds, although it takes no bonus damage from Combat Protocol.
    • When a Gas Grenade cloud is on top of the Gatekeeper, it may avoid moving or acting entirely, opening and closing its shell until all actions are consumed.
  • Psionic abilities, including Domination, are all effective provided the Psi Operative can overcome its high Will. With an Alien Psi Amp, it is reasonably possible to take permanent control of one for easy terrain demolition and frontline reinforcements. Its high defense makes it a poor decoy on its own. However, the number of Psi Zombies it is able to conjure can make up for this.
  • Psi Zombies raised by a Mind Controlled Gatekeeper are friendly and are able to be moved. However, should Mind Control be lost, Psi Zombies raised this way will die and will count against you in the 'Soldiers Killed' statistic at the end of the mission.
  • After using its psionic abilities, the Gatekeeper will remain in its open form until it is damaged once (this includes damage from a stock). In this form they have less armor and less defense. It is advisable to use a high damage attack against it first to exploit this.
  • It will explode upon death, blasting a 3-tile range for up to 7 damage.
  • The Gatekeeper's AI favors targeting Gateway where it can raise the most zombies, regardless of whether itself or allies are in the blast radius. This can also include groups of civilians if there are no nearby corpses. Re-positioning the squad away from humanoid corpses and leading enemies over them can be a useful strategy.
  • Armor shredding effects like Acid Bomb while the Gatekeeper is in its open form will be negated when it returns back into its closed form. It may also switch to closed form in reaction to being attacked.
  • In the Commander and Legend difficulties, a closed Gatekeeper is as hard to hit as a humanoid unit behind full cover.
  • it will most likely be the last alien enemy encountered in XCOM 2, Excluding the Avatar.

See Also