XCOM Chimera Squad has eleven different playable Agents in the game, all of which come with their own very unique set of abilities. Every single one of these characters has some pretty specific strengths/weaknesses, and a lot of the strategy behind Chimera Squad comes from figuring out a good squad composition that is both effective in and of itself, and a squad composition that you personally are effective with.

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For this list, let's take a look at Agent Cherub, what each of his abilities do, and how to get the most out of him:

10 KINETIC SHIELD

One truly unique thing about Cherub is his Shield. It is an almost full-body shield that he can use to help protect himself, or teammates, from damage. Almost all of his abilities revolve around use of his shield, and end up giving him a sort of tank-like role, where he puts himself in the line of fire and absorbs a good deal of damage, or else prevents teammates from taking damage entirely.

The first ability available to Cherub, Kinetic Shield, places a barrier around either himself or a teammate that prevents one instance of damage entirely. This is a fantastic way to draw fire onto one character, or protect a character that might be in need of some immediate assistance.

9 KINETIC SHIELD CHARGE

Each time Cherub's Kinetic Shield is destroyed, it grants him one Kinetic Shield Charge.

Different abilities make use of this Charge, so it's pretty useful to have a few charges available to use at any given time; and since his primary ability creates these Charges, it isn't too much of a hassle.

8 CHARGED BASH

XCOM Cherub shield

One of those abilities that makes use of the Kinetic Shield Charge is his Charged Bash. This is Cherub's melee ability, allowing him to sprint forward and slam into an enemy with his shield. This will subdue an enemy rather than kill them, and does more damage the more Charges that Cherub has.

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Plus, when used with one or more Charges, this will deal damage in a cone in the direction that Cherub is facing, allowing him to deal damage to multiple enemies (or environmental hazards) at the same time.

7 PHALANX

Another pretty useful ability available to Cherub is Phalanx. This allows him to basically taunt every single enemy inside of a certain breach point upon entering, ensuring that they fire on Cherub as opposed to anybody else.

While this might end up with him taking a little bit of damage, it does create a situation that you can prepare for, as opposed to a situation where you're going to have to think on your feet.

6 GUARD

At the Field Agent level, Cherub has the choice between two abilities: Guard or Generator.

Guard grants +1 armor to Cherub at the end of his turn, a half cover bonus even if he's being flanked, and allows him to act as half cover for teammates. This ability can really make a long-term difference in the damage that Cherub takes, as well as allow him to act as moving cover for teammates.

5 GENERATOR

Generator grants Cherub +1 Charge at the end of every encounter.

Some missions are only going to end up being one encounter in their entirety, so if you're looking for something that's going to make a difference more of the time, Guard is probably what you're going to want to grab.

4 OVERLOAD

Overload allows Cherub to hold three Charges at the same time, as well as granting him bonus mobility when fully charged. This can be a really nice ability, especially for players that make heavy use of the Kinetic Shield.

Plus, that extra mobility gives you more options when it comes to using that Charged Bash.

3 RECHARGE

At the Senior Agent level, Cherub can choose between Recharge and Resonance Field.

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Recharge grants one Charge when you use Charged Bash to knock an enemy unconscious, essentially giving you an extra charge to make use of. This can make a big difference, especially in those longer missions; that extra Charge can be of massive benefit.

2 RESONANCE FIELD

That being said, Resonance Field is another really solid perk. Allies that currently have a Kinetic Shield are granted +15 bonus aim, giving them a better chance at hitting their shots.

This ability is a bit more of a gamble as opposed to a known value; unless you've got a 100% chance to hit your target, you're still rolling the dice every time you take a shot. That said, any extra chance of hitting that shot is going to be more than welcome.

1 SUPERCHARGE

The final ability available for Cherub is his Supercharge. This allows him to spend all of his stored Charges to increase the primary weapon damage of all allies and place a Holo-Target effect on all enemies, increasing the likelihood of accurately shooting them.

The duration of this effect depends on how many Charges were used to activate it. This is only usable once per mission, but when things really look like they might start going downhill, this can shift the tides and, combined with some good strategy, help Chimera Squad come out on top.

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