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Enemy (XCX)

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For other articles titled "Enemy", see Enemy (disambiguation).

Enemies, also referred to as monsters, are entities in Xenoblade Chronicles X. They exist in the overworld, and the party may engage in combat with them. Many enemies may initiate combat with the party automatically if they move within a certain range.

Many enemies have certain conditions which must be met for them to appear; a number only appear during Network Console Missions. Several enemies must be fought as part of the story, and others must be fought to complete certain missions.

Most enemies are "indigens" — indigenous to Mira. However, some (particularly story- and mission-required enemies, and especially those who work under the Ganglion) hail from other planets.

Types[edit]

Enemies come in three main types:

  • Normal enemies. These have ordinary stats and can usually be taken on with relatively little difficulty by a well-prepared party at similar level to the enemy, although very large normal enemies may still provide a challenge even when on-level. Most normal enemies can be found in multiple places on Mira. These respawn after being defeated, either after enough time has passed or after the world is reloaded (by e.g. selecting "Return to Skell" from the menu).
  • Tyrants. These have substantially greater stats than normal enemies, and may have special arts unique to themselves. They are in general much more of a challenge to fight than equivalent normal enemies. Only one instance of each Tyrant exists on Mira, although they respawn when defeated as normal enemies do. Tyrants are marked by a nameplate with more intricate decorations to either side.
  • Bosses. These are enemies which exclusively spawn during particular story or mission events, and cannot be re-fought once beaten (although some have equivalent fights in e.g. Time Attack Missions). They are very often more difficult to defeat than normal enemies.

Properties[edit]

Each enemy has the following properties:

  • Category: These are a broad taxonomy of enemies: all enemies are Theroids, Insectoids, Piscinoids, Humanoids, Mechanoids, Chimeroids, or Ultrafauna.
  • Subcategory: These more specifically divide enemies into taxonomic genus-like classes. Enemies within a subcategory generally have the same or similar models and share Arts. Examples include Saltats (of the Theroid category) and Shrads (of the Mechanoid category).
  • Spawnpoints: Each enemy has a certain (set of) location(s) at which they may spawn in the overworld, possibly with an additional condition for their spawning (often story conditions, but it may even depend upon aspects such as the weather). Enemies may be found far from their spawnpoints if they are mobile.
  • Movement: Enemies may move slowly or quickly, and may move in the air or on the ground. Enemies that move in the air can fly over pits without falling down.
  • Drops: Each enemy has a chance of dropping a loot-containing bronze, silver, or gold chest upon defeat. If any appendages were destroyed before the enemy was defeated, those appendages also have a (possibly different) chance of dropping a chest. Each chest may contain materials (which itself often depend upon if the chest came from the main body or a specific appendage); silver chests may contain holofigures and/or party member equipment, and gold chests generally contain equipment. Enemies may drop specific pieces of equipment, but much more commonly they drop a random piece of equipment from a set determined by the enemy and their level. Drops are provided in a special menu when combat ends in the party's favour.
  • Enemy Arts: Each enemy has access to a list of Arts it can use. This includes attacks on party members and buffs on themselves and allies. Which Arts an enemy uses is determined by its AI script.
  • Stats: Enemies have a level, maximum HP (which they begin combat with), Melee Attack, Ranged Attack, Potential, Evasion, Melee Accuracy, and Ranged Accuracy.
  • Attribute resistances: These modify the damage the enemy takes from different attacks.
  • Debuff resistances and immunities: Enemies may have special resistance against one or more debuffs, or may be immune to them entirely. For example, bosses are generally immune to Control, and extremely large enemies are often more resistant or immune to mobility debuffs.
  • Shape: Enemies have a front, sides, and a back for the purpose of incoming attack conditional effects. The shape determines what angles count as "front"/"side"/"back".
  • Detection: Each enemy has a condition through which it will initiate combat without first being attacked. This condition may be "tame", in which case it will not attack without provocation. Some enemies can be tame to party members on the ground but will attack those in Skells, or vice versa. For those who attack without provocation ("hostile" enemies), there are two types of detection: visual and acoustic. Visual detection requires the lead party member to be within a cone in front of the enemy for it to start a fight; the size and angle of this cone is enemy-dependent. Acoustic detection will have the enemy aggro the lead party member if it is within a certain radius, regardless of angle. Enemies may have both acoustic and visual detection; in these cases, the acoustic detection radius is generally smaller than the visual detection radius. Furthermore, enemies may have different detection types depending on the weather.
  • Appendages: Enemies have a list of appendages which can be targeted and destroyed in combat. These have varying hardness (which affects the damage they take). Some can only be targeted by destroying other appendages, and others cannot be targeted by Skells. Some enemy Arts require that appendage to not have been destroyed for the enemy to use them, and some drops are only acquired if certain appendages were broken before the enemy was defeated.
  • Auras: Enemies may place themselves under the effects of an aura, which provides temporary or permanent effects that (often) improve their combat capabilities. Enemy aura usage is determined by their AI script.
  • Size: Each enemy has an internal "size" value: small, medium, large, XL, or XXL. Many Arts inflict mobility debuffs conditional upon the size of the enemy.
  • Passive skills: Enemies may have permanent passive effects which typically improve their combat abilities, similarly to party member skills. However, many enemies get access to skills which party members do not, such as increasing the tiers of all buffs or debuffs inflicted.
  • Model and model scale: These affect how the enemy appears visually. The model scale also scales the size of the enemy's Art range and AOE.
  • Cosmetic properties: Certain properties of enemies have little to no effect on the flow of combat and exist for flavour:
    • Voice lines: Humanoid bosses tend to shout out voicelines in battle; some accompany Arts, whereas others are uttered upon other conditions being met (such as when the enemy is defeated). Non-humanoid enemies also may have voicelines, although these are typically limited to fitting animal noises.
    • Music: In combat, the music changes. In absence of other music-modifying effects such as Overdrive, the track it changes to is dependent upon the enemy.

List of enemies[edit]

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