Can’t get enough of missing a target despite having a 95% chance to hit? XCOM: Chimera Squad is the latest entry in this beloved strategy franchise and it’s just as punishing as the core games. Early on, you’ll be given a choice between recruiting one of three different units. Each of which have their own benefits and issues you’ll want to take into account. Given how demanding XCOM: Chimera Squad can be, it’s important you select the right agent for the job.
Remember all three are viable, they just support different team compositions and playstyles. If you really want one over the other than you should absolutely pick that agent. The person you pick has their own personality and will interact with others during dialogue exchanges. Additionally, we will be focusing on your early experience/missions with these characters since you’ll come across other agents you may replace them with.
Zephyr, Blueblood, or Patchwork?
Zephyr is a frontline fighter that thrives on getting in the face of an enemy. Boasting the highest mobility stat of all three, Zephyr can nimbly move around the map. While this will makes her a bigger target, it will also put enemies in range of her abilities. Crippling Blow is Zephyr’s first ability and it’s an absolute doozy. Being able to either Stun, Disarm, Root, or Disorient enemies can give you a huge advantage. She is superb for making an opening for the rest of your team to take down a target or quickly finishing off a foe with Fearless Advance. When you pick Zephyr, you’ll want to remove Cherub since their roles are pretty similar.
The sharpshooter of the group, Blueblood is great for picking enemies that are dug in behind cover. This is a ranged unit that rocks a pistol and is quite good at picking off weak enemies. His skill Deadeye is perfect for a foe that is refusing to move behind cover or is positioned behind an awkward piece of terrain. Blueblood is also fantastic at solo breaches through windows since he can hold is own quite nicely.
Plus Desperado lets Blueblood attack a foe and still have an action let, giving you more flexibility with this unit. This was my personal choice since I feel the reduction in the aim penalty is too good to ignore. You want to always try and maximize your efficiency during your initial turn and Blueblood is perfect for that. For my team, I swapped out Godmother, since I’d prefer to keep away from enemies rather than get in close.
The tech expert of the three, Patchwork is more of a support unit than an outright damage dealer. Her aim is and mobility is lower than both of the other agents. This makes her a backline fighter who uses her drone to harass and give your team chances to target enemies. Chaining Jolt is great If enemies are clumped together – especially if you go after the cult first since they employ a fair amount of robots. Unfortunately, you will probably need to lose Terminal to efficiently use Patchwork. Personally, I don’t like giving up my medic for someone who feels much more situational. She’s just doesn’t do enough damage or boast enough overall support to really warrant picking her up.
If we had to rate all three, we would put Blueblood first, Zephyr a close second, and Patchwork third. All of them are decent, but Zephyr and Blueblood are leaps and bounds more useful in most encounters.