The Chryssalid is a swift, four-legged alien with terrifying melee capabilities. Usually first encountered in small groups on Terror Site missions, Chryssalids deal heavy damage with melee and have a high chance to inflict poison damage.
When a Chryssalid kills a human (a civilian or a soldier), it will implant an embryo in them. This causes the corpse to rise up as a Zombie in the next turn, which will spawn a "Chryssalid Hatchling" after three turns. This newborn Chryssalid is statistically and behaviorally identical to a regular Chryssalid, but has a visually lighter color of chitin armor which changes to the usual purple within a couple turns. A newborn Chryssalid can move and attack the turn it emerges. As shown in the Site Recon mission from XCOM: Enemy Within, Chryssalids can also use sufficiently large bioforms (such as a whale) as an incubator hive.
Chryssalids are defined by the Ethereal hive mind as a huge disappointment for lack of controllability.
Lifecycle of a ChryssalidEdit
Chryssalids appear during the second month, regardless of the game's "Marathon" Second Wave option. Their chance of being deployed declines from May to July (Marathon: June to October), as units such as Cyberdiscs and Berserkers are introduced. Chryssalids can be deployed for several mission types, including terror sites and large UFO landing and crash sites, but are not encountered during Abduction missions.
|Leap||Allows vertical leaps onto elevated surfaces during movement.|
|Poisonous Claws||Poison enemies wounded with melee attacks.|
|Implant||Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws).|
|Melee Only||Can only attack at close range; no ranged weapons or abilities.|
|Poison Immunity||Immune to all poison damage.|
|Hardened||Reduces the chance of suffering a critical hit by 60%.|
|Stun Immune||This unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible.|
- Despite being obviously organic, Chryssalids cannot be stunned. Possibly because their physiology is radically different from humanoid beings, so an electric shock does not affect them in the same way. In addition, the Chryssalids are considered mindless, and thus cannot be interrogated in any way.
Chryssalids can cover great distances in a single turn, have enough durability to survive multiple hits from all but the heaviest guns, and ignore cover when making attacks.
When facing groups of Chryssalids, you may wish to retreat your soldiers to cleared territory before firing in order to create as much distance between you and the Chryssalid as possible; however Assault soldiers with the appropriate critical boosting abilities and a Shotgun (or, more preferably, a Scatter Laser) can kill one with a single shot at point blank range. Naturally getting so close to a Chryssalid is potentially fatal, so further augmenting this tactic with the Rapid Fire ability will greatly improve your soldier's odds of success.
As Chryssalids carry no equipment, you can freely use explosives to kill them without any penalty and the recovered Chryssalid Corpses can be used to craft Chitin Plating, an that item greatly reduces the melee threat these foes pose.
Overwatch can be very effective against Chryssalids, as they never use cover and have to move close to their targets to attack; Assault soldiers with the ability Close Combat Specialist can also exploit this.
Chryssalids are highly resistant to psionics; at 120 Will the chance to Mind Control is approximately 37%. As of update 3 of the game, at the Classic difficulty, the chance to Mind Control Chryssalid with soldier having 95 base Will and wearing Psi Armor (115 Will total) is 60%. The soldier having 100 base Will and wearing both Psi Armor and Mind Shield (and having 150 Will total) has 85% chance to Mind Control Chryssalid.
In XCOM: Enemy Within, Chryssalids are very susceptible to a MEC's Flamethrower as revealed pods tend to advance together or bunch up around victims. In addition to wounding or killing a number of the aliens, the Flamethrower can also cause Chryssalids to panic and run away.
Although its poison is a useful ability, Chryssalids should be held in reserve and target only humans that will be killed in one attack. The ability to spawn Zombies is by far the most useful ability of the Chryssalid, and once spawned a player should have the Zombie flee until it can mature into new a Chryssalid.
Although the Chryssalid can cover a massive distance in one turn by using both actions for moving, there is no point if you cannot attack after moving. You must keep it hidden at all costs until an enemy comes within range. One good tactic is to keep it inside a building near the wall, then have it leap up and attack unsuspecting soldiers on the roof. They can be utilized as assassins but must one shot the target or nothing will be gained.
Remember that Chryssalids cannot utilize cover, so it is useless to keep it directly on a corner. It must be at least one space back from the corner in order to not be spotted.
Good Against: most Humans
Bad Against: Assaults, flying units
- They seem to be able to 'see' soldiers with Mimetic Skin, but will not attack them.
- In the original UFO: Enemy Unknown (1994), Chryssalids are crab-like creatures that stand on two legs. They have the same role as quick-moving terror agents that can impregnate victims, and are often teamed with Snakemen.
|XCOM: Enemy Unknown Enemies|
|Aliens|| Berserker • Chryssalid • Cyberdisc • Drone • Ethereal (Uber) • Floater (Heavy) • Mechtoid |
Muton (Elite) • Outsider • Sectoid (Commander) • Sectopod • Seeker • Thin Man • Zombie
|EXALT||EXALT Heavy (Elite) • EXALT Medic (Elite) • EXALT Operative (Elite) • EXALT Sniper (Elite)|