
I've finally reached a point in Xenoblade Chronicles X where I can start using "Skells", the game's giant robot mech thingies that bring to mind Xeno series progenitor Xenogears. I'm not sure I've mastered them at all yet, but they certainly add some interesting things to the mix — and, like most things in Xenoblade Chronicles X, you're left to experiment a bit rather than having every piece of information you need spoon-fed to you.
A Skell is separate from your character; it's effectively a new party member that replaces one of the on-foot characters. To acquire one, you need to complete the main scenario up and including Chapter 6, then complete the Skell License quest in the BLADE Barracks, which tasks you with completing an appropriate objective for each of the Divisions. Once you've done this, you'll be generously provided with your first Skell for free, which allows you to get a feel for things somewhat. You and your party members will have to reach level 30 before you're able to make use of any more Skells, though — but when all characters are at the appropriate level you can have an entire party of Skells when necessary.
That "when necessary" part is important; while it can be most enjoyable to go stomping all over everything and overkilling them with a giant robot, Xenoblade Chronicles X's enemies and level scaling take size as well as level into account. In other words, let's say you're level 25: on foot, you can happily take down things around your own level — perhaps even slightly above — of a similar size to you. Tackle anything bigger, though, like the giant insects that you'll see in Primordia, and you'll almost certainly get flattened.
This is where Skells come in. Adding just one Skell to a party tips the balance in your favour, because a Skell is stronger than a person, and its simple presence increases the passive defense value of everyone on foot in the party. Adding more than one Skell to your party increases your overall total power level considerably. To give an idea of the difference it makes, earlier tonight I was reasonably comfortably taking on large enemies over 10 levels higher than me using two Skells: a Heavy-type one on my character, and the default (actually not very good) freebie you get on Elma. The two on-foot party members were usually KO'd by the time the fight was over, but since even KO'd members get experience for kills in Xenoblade Chronicles X — assuming the whole party doesn't wipe — this wasn't really a problem.
So Skells allow you to take on enemies that are both higher level and larger than you. They don't make you invincible, though; you have to be a bit careful. Running out of HP in your Skell doesn't kill you, but it does destroy the Skell, forcing you to continue the fight on foot. What happens then depends on if you pass the "Soul Challenge" reaction test as you eject from the Skell: get a Perfect rating and you're fine, though you'll still have to go back to base to pick up your repaired Skell; get a Good rating and, again, you'll be fine, but you'll lose one insurance "point" from your Skell when you retrieve it — once these are all gone, you either need Salvage Tickets or deep pockets to recover your wreck; miss the Soul Challenge completely and you'll eject from your Skell with 1HP, which is seriously dangerous.
Skells have a few interesting mechanics in battle. Firstly, they can Bind enemies that are Staggered. Stagger is a status effect that is usually a cue to use an Art that has the Topple effect, knocking the enemy to the floor and giving you a few seconds of uninterrupted pummelling as they try to get back to their feet. Bind, meanwhile, temporarily puts the Skell out of action while it holds the enemy in place, but the enemy is completely disabled for longer than your typical Topple effect. Successfully Binding an enemy also restores some of your Skell's fuel, which is necessary to use it in battle (and, later, fly).
The second interesting Skell mechanic is called "Cockpit Time", and it's awesome. Randomly throughout the battle, the camera will zoom inside your Skell's cockpit to show your character sitting in the seat, working the controls and generally wrecking the enemy's shit. When this happens, you are temporarily invincible and all your skill cooldowns reset, meaning you can immediately use them all again without having to wait. It happens at random, but it can make a huge difference, particularly in longer fights.
The third Skell mechanic worth playing with is Overdrive. On-foot characters can use Overdrive when they build up 3,000 TP and can then get various bonuses by stringing longer and longer combos together. Skells, meanwhile, build up GP rather than TP by fighting — and much quicker than on-foot characters — and, again, can trigger Overdrive when this reaches 3,000. Skell Overdrive doesn't have a combo counter; instead, it just has a timer that randomly extends when it expires, possibly according to how much punishment you've been dishing out in the meantime. Combine Overdrive with Cockpit Time and you become an absolutely unstoppable killing machine for a few seconds. The feeling of power is simply marvellous.
I haven't yet looked into optimising my Skells; the interesting thing about them is that the various weapons you equip to their hardpoints correspond to Arts you can use in battle, so optimising presumably means finding a good balance of stats, damage types, special effects, augments and Arts types. By tweaking your loadout, you can also effectively change the "role" of your Skell in a party situation; loading up on weapons with a Taunt ability turns you into an effective tank, for example, while other weapons come with Arts that can apply debuffs, affect enemy and party stats or boost damage from particular aspects of the enemy. It's all very deep and customisable.
I'm yet to find quite the right balance between being on foot and being in my Skell — I'm sure there's some sort of benefit to fighting on foot, perhaps against smaller enemies — but it's been really interesting to explore so far. At 50 hours into this incredible game, I feel like I'm still learning things. And that's pretty awesome.








