You’ll likely need all of them in a consistent rotation to keep from having to constantly revive your squadmates, who will then have one-fourth of their health bar crossed out, or waste their one self-revive.
#GEARS TACTICS JACKED MODE PATCH#
If you’re finding that most of your abilities are proving to be of no use during this particular fight, you might as well switch things up for them.įor Gabe Diaz:If you don’t have stim, group therapy, and the healing patch ability, get them now. By this point in the game, you should have a couple of reset tokens that will let you respec your unit’s ability tree. You’re required to have all four story characters on this mission, meaning Gabe Diaz, Reyna, Sid, and Mikayla. The best abilities to help you defeat the Hydra Focus your strength on the Hydra, and just try to keep from being overwhelmed by smaller enemy units. They will absolutely keep coming, and in greater strength as you go on, so don’t dawdle when you have the chance to shoot. Unlike the corpser boss fight, the waves of enemies are endless.
You can still fire at fairly close range and get one-hit kills on grenadiers, or take off a very solid chunk of the Hydra’s health bar by aiming at its head. If you can reduce an enemy’s health signfiicantly with Mikayla, and clinch the kill with Gabe, go for it.Īfter you kill a boomer in the later third of the boss fight, try to grab its grenade launcher. Remember to use Gabe’s “command” passive ability, which lets you heal allies for 4% of their max health whenever Gabe kills an enemy. I’ve found Mikayla’s overwatch cone during this fight can be unusually buggy, often not triggering even when an enemy clearly crosses through it. Remember you have the ticker kick ability, which can be immensely helpful in damaging the fellow grenadier units that usually spawn with them on the left side. Seriously, I’ve never been so frustrated at a missed shot. You’ll find that the Hydra is also significantly harder to hit from the opposite side of the central platform than the side closest to his head, so try to dominate that particular section. Like all other boss fights and certain missions, the job is done once that health bar is down to zero, and you won’t have to worry about mopping up any other enemy unit.
#GEARS TACTICS JACKED MODE HOW TO#
The trick to the Hydra boss fight is to know when you ought to push forward and deny the enemy units any advance of their own, when to retreat against the Hydra’s missile attacks, when and how to heal, and to always, always, always take a shot against the Hydra’s head when you have it. We've marked the best spots for Sid and Reyna to take cover. The right side (with Sid and Reyna) appears to spawn mostly disciples, hammerburst drones, the occasional Kantus, and eventually grenadiers, along with a consistent but small supply of tickers. In the image below, we've marked the best areas to take cover and defend yourself from the waves of Locust on the left side with Gabe and Mikayla. In the last third of the fight, boomers will start spawning as well. The left side (where Gabe and Mikayla are) will generally spawn grenadiers, tickers, wretches, and hammerburst drones. It will be the gradually growing number of enemies that spawn from either side’s door, which can distract you and ultimately kill you if you let them gang up on you too much.
The biggest threat during the entire boss fight actually won’t be the Hydra’s attacks. I’ve found being “in cover” against the lower wall of the central platform can work sometimes. You can escape the roar by retreating further back to where each half of the squad started (that slightly lower platform), but it’s honestly a little hit or miss on the corners of the main platform. You can tell the Hydra is preparing to roar if it’s on one side of the map and has yet to place any missile markers. This roar will also interrupt any overwatch cone you have placed. These missile launchers only have about 1,400 health, so they’re not impossible to kill, but they just return on the next phase of the boss’ health bar, so don’t even bother.Īn excruciating roar that adds the “crippled” status to your units for a turn, reducing movement range by 50%. I’ve found that the Hydra generally aims each missile squarely over each unit, so it’s not entirely a bad idea to have both units close to each other, to minimize the range the missile explosion will cover. It appears that the further you are from the center of the blast, the less damage you’ll take, although it will still be a substantial amount, so try your hardest to avoid it. These missile launchers will spawn a total of four missiles that, much like the Brumak’s missiles, only give you one turn to evade before they hit.