A list of all abilities can be found below, with their in-game descriptions. More information about Abilities and their uses can be found on the links on top of each category.
Class & Rank Abilities
These are special perks available to each class and rank. Up reaching a certain rank a soldier has to choose exclusively between two abilities.
Assault
Run & Gun
Ability
|
Rank/Unit
|
Type
|
Description
|
Run & Gun
|
Squaddie
|
Active
|
Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
|
Tactical Sense
Ability
|
Rank/Unit
|
Type
|
Description
|
Tactical Sense
|
Corporal
|
Passive
|
Confers +5 Defense per enemy in sight (max +20).
|
Aggression
Ability
|
Rank/Unit
|
Type
|
Description
|
Aggression
|
Corporal
|
Passive
|
Confers +10% critical chance per enemy in sight (max +30%).
|
Lightning Reflexes
Ability
|
Rank/Unit
|
Type
|
Description
|
Lightning Reflexes
|
Sergeant
|
Passive
|
Forces the first reaction shot against this unit each turn to miss.
|
Close & Personal
Ability
|
Rank/Unit
|
Type
|
Description
|
Close & Personal
|
Sergeant
|
Passive
|
Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. EW DLC: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
|
Flush
Ability
|
Rank/Unit
|
Type
|
Description
|
Flush
|
Sergeant
|
Active
|
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
|
Rapid Fire
Ability
|
Rank/Unit
|
Type
|
Description
|
Rapid Fire
|
Sergeant
|
Active
|
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
|
Close Combat Specialist
Ability
|
Rank/Unit
|
Type
|
Description
|
Close Combat Specialist
|
Captain
|
Passive
|
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
|
Bring 'Em On
Ability
|
Rank/Unit
|
Type
|
Description
|
Bring 'Em On
|
Captain
|
Passive
|
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
|
Ability
|
Rank/Unit
|
Type
|
Description
|
Extra Conditioning
|
Major
|
Passive
|
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
|
Resilience
Ability
|
Rank/Unit
|
Type
|
Description
|
Resilience
|
Colonel
|
Active
|
Confers immunity to critical hits.
|
Killer Instinct
Ability
|
Rank/Unit
|
Type
|
Description
|
Killer Instinct
|
Colonel
|
Active
|
Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
|
Heavy Abilities
Ability
|
Rank Required
|
Description
|
Fire Rocket |
Squaddie |
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
|
Bullet Swarm |
Corporal |
Firing the primary weapon as the first action no longer ends the turn.
|
Holo-Targeting |
Corporal |
Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
|
Shredder Rocket |
Sergeant |
Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket's blast is weaker than a standard rocket's.
|
Suppression |
Sergeant |
Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
|
HEAT Ammo |
Lieutenant |
+100% to damage against robotic enemies. EW DLC: Confers +50% damage against robotic enemies.
|
Rapid Reaction |
Lieutenant |
Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
|
Grenadier |
Captain |
Allows to carry 2 grenades in a single inventory slot. EW DLC: Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.
|
Danger Zone |
Captain |
Increases hit area of rockets and suppression by 2 tiles.
|
Will to Survive |
Major |
Reduces all normal damage taken by 2 if in cover and not flanked.
|
Rocketeer |
Colonel |
Allows 1 additional standard rocket to be fired per battle.
|
Mayhem |
Colonel |
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
|
Sniper Abilities
Ability
|
Rank Required
|
Description
|
Headshot |
Squaddie |
Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. a.k.a. Precision Shot.
|
Squad Sight |
Corporal |
Allows firing at targets in any ally's sight radius. EW DLC: Allows firing at targets in any ally's sight radius, but these targets cannot be critically hit unless using Headshot.
|
Snap Shot |
Corporal |
Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. EW DLC: Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.
|
Damn Good Ground |
Sergeant |
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
|
Gunslinger |
Sergeant |
Confers 2 bonus damage with pistols.
|
Disabling Shot |
Lieutenant |
Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty
|
Battle Scanner |
Lieutenant |
Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
|
Executioner |
Captain |
+10% Aim against targets with less than 50% Health.
|
Opportunist |
Captain |
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
|
Low Profile |
Major |
Makes partial cover count as full.
|
In The Zone |
Colonel |
Killing a flanked or uncovered target with the sniper rifle does not cost an action.
|
Double Tap |
Colonel |
Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down.
|
Support Abilities
Ability
|
Rank Required
|
Description
|
Smoke Grenade |
Squaddie |
Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
|
Sprinter |
Corporal |
Allows the support to move 3 additional tiles.
|
Covering Fire |
Corporal |
Allows reaction shot to trigger on enemy attacks, not just movement. EW DLC: The reaction fire now happens before the enemy attacks, not after.
|
Field Medic |
Sergeant |
Allows medikits to be used 3 times per battle instead of once.
|
Smoke and Mirrors |
Sergeant |
Allows 1 additional use of Smoke Grenade each mission. EW DLC: Allows two extra uses of Smoke Grenade each mission, for a total of three.
|
Revive |
Lieutenant |
Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
|
Rifle Suppression |
Lieutenant |
Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
|
Combat Drugs |
Captain |
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud.
|
Dense Smoke |
Captain |
Smoke Grenades have increased area of effect and further increase units' Defense by 20. (Also grants +20 Aim Bonus)
|
Deep Pockets |
Major |
Confers an additional item slot in inventory. EW DLC: All limited-use items in your inventory receive one extra use.
|
Savior |
Colonel |
Medikits restore 4 more health per use.
|
Sentinel |
Colonel |
Allows two reaction shots during Overwatch, instead of only one.
|
Psionic Abilities
Ability
|
Rank Required
|
Description
|
Mindfray |
Psionic |
Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.
|
Psi Inspiration |
Specialist |
Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by 30 for 3 turns. 4 turn cooldown.
|
Psi Panic |
Specialist |
Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.
|
Telekinetic Field |
Operative |
Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting 40 Defense to both allies and enemies within the field. 5 turn cooldown.
|
Mind Control |
Operative |
Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown.
|
Rift |
Special |
Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown. Only available at a certain time in the story.
|
MEC Trooper Abilities
Ability
|
Rank Required
|
Description
|
Shock-Absorbent Armor |
Squaddie (Assault) |
Damage received from enemies within 4 tiles is reduced by 33%.
|
Body Shield |
Squaddie (Heavy) |
The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.
|
Platform Stability |
Squaddie (Sniper) |
Any shots taken without moving have +10 Aim and +10% critical chance.
|
Distortion Field |
Squaddie (Support) |
Nearby allies in cover receive +10 Defense.
|
Collateral Damage |
Squaddie |
Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
|
Advanced Fire Control |
Corporal |
Shots from Overwatch no longer suffer any Aim penalty.
|
Automated Threat Assessment |
Corporal |
Confers +15 Defense when in Overwatch. Cancelled when the MEC fires.
|
Vital-Point Targeting |
Sergeant |
Confers 2 bonus damage against targets that have been autopsied.
|
Damage Control |
Sergeant |
When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns.
|
Jet Boot Module |
Lieutenant |
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. Has an unlisted 1-turn cooldown.
|
One For All |
Lieutenant |
When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.
|
Repair Servos |
Captain |
Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.
|
Expanded Storage |
Captain |
Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.
|
Overdrive |
Major |
Firing the MEC's primary weapon as the first action no longer ends the turn.
|
Absortion Fields |
Colonel |
Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.
|
Reactive Targeting Sensors |
Colonel |
MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.
|
Officer Training School Abilities
These abilities can be obtained/purchased through building an Officer Training School. They have a monetary cost and require specific ranks to be purchased/activated.
OTS Abilities
Ability
|
Rank Required
|
Cost
|
Description
|
Wet Work |
Sergeant |
§125 |
+25% experience gained from kills
|
Squad Size I |
Sergeant |
§50 |
Squad size increased to 5 soldiers
|
Rapid Recovery |
Lieutenant |
§150 |
Soldiers heal twice as fast from wounds taken in combat.
|
Squad Size II |
Captain |
§75 |
Squad size increased to 6 soldiers.
|
Iron Will |
Major (EU) Sergeant (EW) |
§200 |
Soldiers receive a larger Will bonus each time they are promoted.
(Adds between 2-6 extra Will increases per promotion on top of the default +2-6)
|
New Guy |
Major |
§250 |
New soldiers are automatically promoted to the "Squaddie" rank.
|
Don't Die On Me |
Colonel |
§275 |
The higher the rank, the more likely the soldier will be critically wounded instead of killed (Enemy Unknown Only)
|
Lead by Example |
Lieutenant |
§50 |
The Squad leader substitutes his or her Will for that of all nearby lower Will squadmates (Enemy Within Only)
|
General Abilities/Penalties
These are general human abilities and penalties - many are provided by the presence or use of selected equipment or other game features (terrain). The penalties occurring from loss of comrades, injuries, etc. are also listed here.
Equipment Abilities
Ability
|
Requirement
|
Description
|
Move |
None |
No description, icon present on game textures. Shared with all aliens.
|
Fire |
None |
Does up to X damage.Also shared with most aliens.
|
Overwatch |
None |
Fire on the first enemy that moves within your line of sight at a small Aim penalty. - Also shared with most aliens.
|
Reload |
None |
Reload your weapon. Also shared with most aliens.
|
Hunker Down |
Cover |
Doubles cover bonus and provides immunity to critical hits, but reduces sight radius.
|
Frag Grenade |
Frag Grenade |
Does X damage.
|
Alien Grenade |
Alien Grenade |
Does X damage. - Also shared with some aliens.
|
Head Down |
Civilian VIPs |
Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover.
|
Heal Wound |
Medikit |
Use the Medikit to heal up to 4 Health Points (or more if the soldier is a properly trained Support class.)
|
Stabilize |
Medikit |
Use the Medikit to stabilize a critically injured soldier.
|
Grapple Hook |
Skeleton Suit Ghost Armor |
Use the grappling hook to reach high locations.
|
Stealth |
Ghost Armor |
The Ghost Armor's stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer's turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large bonus to critical hit chance.
|
Stun |
Arc Thrower |
Can incapacitate enemy targets within a range of 2. Higher chance if the target's health is at 3 HP or below. - Some alien species have the Stun Immunity ability as a counterpart.
|
Combat Stims |
Combat Stims |
Use combat stimulants to temporarily increase soldier's stats. Incoming damage cut by 50%(rounded down), +40 Will against Panic and +3 Movement.
|
Elevated Ground |
Terrain |
All units receive offensive bonuses against enemies on lower ground. - Also shared with aliens.
|
Airborne |
Archangel Armor |
Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel. - Also shared with flying aliens.
|
Evasion |
Archangel Armor |
Enemies targeting this unit when it is airborne suffer a -10% Aim penalty. - Also shared with flying aliens. Stacks with penalties for enemy being higher.
|
Hardened |
S.H.I.V. |
Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.". Also shared with some aliens.
|
Robotic |
S.H.I.V. |
Robotic units are immune to Psi and poison attacks. Also shared with some aliens.
|
Poison Immunity |
Titan Armor |
Unit is immune to Poison attacks and effects.
|
Drone Hack |
Arc Thrower |
Bring an enemy drone under your control.
|
Repair SHIV |
Arc Thrower |
Repairs robotic units.
|
Chitin Plating |
Chitin Plating |
Confers extra protection that reduces incoming melee damage by 50% and grants +4 health.
|
Mind Shield |
Mind Shield |
A device that protects the wearer's mind, increasing their Will.
|
Battle Fatigue |
Combat injuries |
This unit has suffered combat wounds, weakening its Will.
|
Fallen Comrades |
Combat losses |
An ally has fallen, weakening this unit's Will.
|
Panicked |
Combat injuries/losses |
Panicked units have a chance to move or act unpredictably.
|
Hallucinating |
Mind Fray attack |
Hallucinating units have their Aim, Mobility and Will affected.
|
Critically Injured |
Combat injuries |
Critically wounded units will bleed out after a short time unless Stabilized or Revived by a Medikit.
|
Enemy Within Additions
|
Comm Array Hack. |
Covert Operative |
See link
|
Flashbang Grenade |
Flashbang Grenade |
See link
|
Gas Grenade |
Gas Grenade |
See link
|
Ghost Grenade |
Ghost Grenade |
See link
|
MEC Close Combat |
MEC Trooper |
See link
|
Mimic Beacon |
Mimic Beacon |
See link
|
Needle Grenade |
Needle Grenade |
See link
|
Reaper Rounds |
Reaper Rounds |
See link
|
Respirator Implant |
Respirator Implant |
See link'
|
S.C.O.P.E. |
S.C.O.P.E. |
See link
|
Sentinel Module |
Sentinel Drone |
See link
|
Unique Alien Abilities
Ability
|
Species
|
Description
|
Melee Only |
Berserker Chryssalid |
Unit may not use ranged weapons.
|
Cluster Bomb |
Sectopod |
Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs.
|
Overload |
Drone |
Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's. Note - Although the description implies the drone will self-destruct, on Classic or Impossible difficulty it has enough health to survive the 3 damage explosion.
|
Repair |
Drone |
Repairs robotic units.
|
Cannon Fire |
Sectopod |
Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).
|
Destroy Terrain |
Sectopod |
Destroy Terrain or other environmental annoyances at will. - Icon uncertain.
|
Close |
Cyberdisc |
Switch to closed mode for increased defense. Allows Death Blossom attack.
|
Blood Call |
Muton |
Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. (+10% aim, +10 will, +4 move)
|
Intimidate |
Muton |
Reacts unpredictably when wounded, provoking panic in enemies.
|
Bloodlust |
Berserker |
Allows the Berserker to charge an enemy that wounds it.
|
Bull Rush |
Berserker |
Charge in a straight line through cover to unleash a devastating melee attack
|
Death Blossom |
Cyberdisc |
Project an intense energy field from Closed position, damaging all nearby enemies.
|
Launch |
Floater |
Move anywhere on the battlefield in a single turn. Launch cannot be used indoors.
|
Bombard |
Cyberdisc, Elite Muton, Heavy Floater |
Throw or launch grenades over exceptionally long distances.
|
Leap |
Thin Man, Chryssalid |
Allows vertical leaps onto elevated surfaces during movement.
|
Poison Spit |
Thin Man |
Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield.
|
Poisonous Claws |
Chryssalid |
Poison enemies wounded with melee attacks.
|
Implant |
Chryssalid |
Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws).
|
Mind Merge |
Sectoid |
Psionically assisting an ally, granting the ally an array of stat bonuses.
|
Greater Mind Merge |
Sectoid Commander |
Merge minds with all lesser allies of the same species nearby, granting them +25 critical chance and +1 health.
|
Psi Drain |
Ethereal |
Drain health from an ally.
|
Psi Lance |
Ethereal |
Project a bolt of pure psi force at an enemy.
|
Enemy Within Additions
|
Reinforced Armor |
Sectopod |
All incoming damage is reduced by 50%
|
Plasma Barrage |
Mechtoid |
Twin-linked plasma mini-cannons allow the Mechtoid two shots in the same turn.
|
Strangle |
Seeker |
Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.
|
Disabled Abilities
These abilities are presented/mentioned on the game code but they are deactivated - most don't seem to work and are merely listed for documentation.
The activities whose status is Inactive can be activated through a game mod. For more details check this link [1].
Ability
|
Status
|
Description
|
Aim |
Inactive* |
Increase Aim by 20 for 2 turns
|
Torch |
Inactive* |
?????
|
Command |
Inactive* |
Give a free move to any squadmate that has ended their turn.
|
Heat Wave |
Disabled |
Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one action to warm up.
|
Ready For Anything |
Disabled |
Allows Overwatch after shooting, even if no actions remain.
|
Too Close For Comfort |
Disabled |
Aim penalty for close proximity is halved.
|
Mark |
Disabled |
????? - Has icon
|
Psi Bless |
Disabled |
Early version of Psi Inspiration?
|
Motion Detector |
Disabled |
Early version of Battle Scanner?
|
Shot Paint Target |
Disabled |
Early Holo-Targetting? - Has icon
|
Shot Paint Defense |
Disabled |
?
|
Bottom Up |
Disabled |
Apparently Sniper class
|
Damage Cover |
Disabled |
Damage and potentially destroy enemy cover or other environmental elements.
|
First Blood |
Disabled |
"Allows a second use of Fire Rocket in each mission." Original name for Rocketeer.
|
HEAT Rockets |
Disabled |
"All attacks do double damage against robotic enemies." Original name for HEAT Ammo.
|
Flame On |
Disabled |
Apparently Assault class
|
Vengeance |
Disabled |
If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.
|
Move |
Disabled |
|
Fly |
Disabled |
|
FlyUp |
Disabled |
|
FlyDown |
Disabled |
|
Shot Sniper |
Disabled |
|
Shot SuppressII |
Disabled |
|
Shot SuppressArea |
Disabled |
|
Destroy Terrain |
Disabled |
Destroy Terrain or other environmental annoyances at will.
|
Tesla Hammer |
Disabled |
|
Hot Potato |
Disabled |
|
PFG |
Disabled |
PFG = Primed Frag Grenade?
|
PFG Dropped |
Disabled |
|
PFG CookedOff |
Disabled |
|
Equip Weapon |
Disabled |
|
Psi Bolt II |
Disabled |
|
Psi Bomb |
Disabled |
Possible original name for Rift?
|
War Cry |
Disabled |
Possible original name for Blood Call?
|
Berserk |
Disabled |
Has icon
|
Reanimate Ally |
Disabled |
|
Reanimate Enemy |
Disabled |
|
Flare Shot |
Disabled |
|
SHIV Cover |
Disabled? |
|
Ingame descriptions appear on Italic text. The icons are taken from the game files and their placement is based on are educated guesses based on the Abilities' name and description. The following icons are also present in the game textures.
See Also