Phoenix Point

Phoenix Point

81 ratings
Fighting dirty
By marbeltoast
A guide on some of the most useful tips a Phoenix Point player needs to know about certain enemy weaknesses.
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The right to break arms
Certain enemies, predominantly humans and some species of arthron, have a glaring weakness that is easy to exploit: Their right arm.

You'll notice when hovering over the majority of weapons in the game that they specify that two arms are needed to use them. Some exceptions to this are handguns, all melee weapons, and grenades.

This doesn't just apply to your units, however. If you fire a shot at the arm of an enemy and that shot breaks their arm, they can no longer use two-handed weapons. The grand majority of human enemies in the game have only one weapon in their inventory, and when this is a two handed weapon, breaking their arm renders them irrevocably demilitarised.

When an enemy has their arm broken, they will either fight on with whatever equipment they can still use (back mounted rocket launchers, spitter heads, etc) or run for the nearest map edge to evacuate.

It is, in the majority of situations, a lot easier to break an enemy's arm than to knock their entire HP bar down. One basic sniper with a clear shot can break the arm of the strongest human enemies in the entire game, as their exists no suit of armour which provides enough defence to stop a direct hit sniper bullet from breaking a human arm. The same is true of the arthron sub-species which relies on their claw/machine gun arm for damage (i.e., they have no spitter head and their left arm is either a shield or has no equipment).

This method is (almost) fool-proof, but some exceptions are worth baring in mind. While basic medkits do NOT repair broken limbs, other healing methods can, so be on lookout. This also does not work on enemies which regenerate, UNLESS you disable the body part which provides this regenerative effect before-hand, but if you can both break their torso AND their arm, you could probably just kill them without needing to use this tactic. This is why this method is less useful against Triton type enemies, as many of them regenerate.

One other fun benefit of this tactic is that is prevents an enemy with the return fire ability from, well, returning fire, allowing you to use even non-sniper type units such as assaults to disable the arm (right or left) of an enemy assault-class human or machine gun toting arthron.
Shock and flaw
Three types of enemy are very, very vulnerable to a certain weapon: the Neurazer. This melee weapon can be used by any Phoenix operative regardless of class, and costs one action point to "fire", dealing 8 paralysis damage and 10 HP damage to all but the most heavily armoured enemies.

The three enemies that are weakest to this are enemy snipers (without handguns), enemy heavys, and Chirons that don't have legs which are capable of melee attacks. This is because firing a shot with a sniper rifle, a heavy weapon or the Chiron's back mounted catapult thingy requires three action points to use, and paralysis removes total action points proportional to the percentage of current paralysis to total paralysis for the given unit.

To put this in simple language, if an enemy has, say, 30 strength, then it can "house" 30 paralysis points before if becomes total paralysed. However, with each 25% lost towards this total, one action point is taken away, of the four that each unit has. This means that raising an enemy's paralysis will gradually render it unable to use more action point intensive weaponry, until it eventually cannot act at all.

Because the Neurazer cannot miss, this takes the aiming out of removing threats from the battlefield. Because the game ends a mission when all remaining living enemies are full paralysed, this means that you can, theoretically, win a mission with nothing but neurazers. Because any pandorans that end the mission fully paralysed are added to your pandoran storage, this means you will have a steady supply of fresh food and mutagens from all those Chirons.

Why bother cutting through their massive HP pool when you can cut them into burgers back at base?
Whack-a-mole
The strongest late-game character build, in my humble opinion, is what I like to call the "Whack-a-moler". In order to create a whack-a-moler, you have to get your hands on a high damage melee weapon (mattock of the ancients is the best for damage but Marduk's fist is the easiest good one to acquire) and also the tier three robotic augmentation blueprints. You'll also need to have a priest who can apply frenzy (or failing that, a frenzy applying item).

Here's it works: You get either an assault or a heavy and give them the other class to make them an assault/heavy hybrid class. You give them the heavy's brawler and inspire abilities, the assault's rapid clearance and dash abilities, and as much speed as possible (this means light armour, too). Then, you augment their torso into the Vengeance torso, the one the gives proficiency with melee weapons and allows them to be swung for one action point instead of two.

In battle, you wait until there's a fair few enemies nearby, and then you use a nearby priest with the frenzy head to apply frenzy to your team, granting even more movement speed. Then, the fun begins.

You use rapid clearance on your whack-a-moler and send them in to melee the nearest human, arthron, triton, siren, worm or mind-fragger. A kill with your high damage melee weapon will refund you two action points, and using the weapon costs only one action point, so you can use the other point to rapidly move to the next enemy. Dashing can only be done twice per turn, so use it when you can't reach your next target without doing so. Each kill gives 1 will point for everybody on your team, and you'll get a ♥♥♥♥-TON of kills.

I've beaten several missions in one or two turns with one or two whack-a-molers. They're by far the strongest late-game character build. However, don't use them on chirons or Scylla, as those cats just have too much dang HP for this little trick to work. Also, watch out for overwatch, as this can catch you off guard. If you need to refresh your action points, any other assault can give two free points to your whack-a-moler if they are close enough, to keep the killstreak going.
21 Comments
KBz 15 Mar, 2022 @ 3:51am 
I would add peek-a-boo, my vehicular fighting tips. Entering a vehicle is free (if you are at the right space). Exiting is 2 action point. Position your vehicle, let a troop out, use the 2 action point to shoot (or for sniper, use your ability to do a discounted sniper shot maybe) and get them right back at the vehicle. Really work wonder with beefy vehicle such as Armadillo where the armor means that the vehicle can take A LOT of punishment. After shooting, your vehicular can either do its own thing or use it to escape in case of gathering mission.
initium 26 Jan, 2022 @ 12:03pm 
Your "Whack-a-mole" is also known as the "Terminator" build. I agree. It's a very powerful unit. To improve I'd add either the Rocket Jump legs (+3 speed and ability to jump over rather than run around objects), or the Mirage legs to avoid Overwatch.
Another great build is the Beserker/Assault. Give the soldier the mutated armoured head and it can't get dazed, which means you can use it with Rapid Clearance and launch grenades or the Hell Cannon x3, then hit recover. Rinse and repeat every turn. As they are Beserker the can continue to do this even with disabled arms.
Heavy/Infiltrator and Heavy/Priest are also fun but take time.
marbeltoast  [author] 4 Oct, 2021 @ 7:42am 
Yep. If you can dash to your target but can't walk to them, then dash is a good shout. Generally though, all soldiers should be built to optimise movement speed; it's way more important than basically everything else.
Akrux 4 Oct, 2021 @ 7:31am 
Dash costs 1 AP to use now. Is Whack-a-mole still viable?
mad_mike62 28 May, 2021 @ 9:46am 
working on building my 1st wack-a mole looking forward to a little fist too cuffs with some crabs.
Sohamkar 9 May, 2021 @ 10:09am 
Another great guide :steamthis:
Malvicus 9 Feb, 2021 @ 9:07am 
Great stuff, thanks!
Remove skull merchant 19 Dec, 2020 @ 3:25am 
I assume special actions dont cost actions points, thats why. Oh well, no Pandoran eggs to make your breakfast omelette.
Rachel Wulf 17 Dec, 2020 @ 5:51pm 
yeah, i've yet to test if it applies to everything with a 'special action' but considering those two went through it feels safe to assume they all would, you know?
marbeltoast  [author] 17 Dec, 2020 @ 3:37pm 
I did NOT know that! Thanks for the insight, chum!