Classes (Bureau)
There are 4 classes of agents available on The Bureau: XCOM Declassified, plus Carter, which belongs to a unique class (Leader). Each class has 5 levels of abilities, with the player choosing between two abilities in some cases.
- Leader
- Level 1: Lift
- Level 2:
- Level 3:
- Level 4:
- Level 5:
- Commando
Commandos are your main combat class. They use regular rifles as weapons and have the highest durability of any class.
Rank | Ability Tree 1 | Ability Tree 2 | |
---|---|---|---|
Level 1 | Deniable Ops |
Taunt Commando insults targeted alien, drawing them out of cover. | |
Level 2 | Pulse Wave Commando unleashes a wall of TK, causing damage, and shoving them out of cover if applicable. Lighter enemies stumble for a significant amount of time. | ||
Level 3 | Tunnel Vision Damage bonus to Taunted enemies. |
Machine Gunner |
Endurance Adds another bar of health. |
Level 4 | Personal Shield Casts one shield, can be used on Carter or either other Agent. |
Plasma Field AoE attack: continuous damage to any alien that is inside or enters the Plasma field. Does not affect XCOM Agents. |
Resilience |
Level 5 | Peak Conditioning Adds another bar of health. |
Wave Amplification Increases damage from Pulse Wave. |
- Engineer
Engineers are a class that mainly focuses on battlefield control. They use shotguns as weapons.
Rank | Ability Tree 1 | Ability Tree 2 | |
---|---|---|---|
Level 1 | Grease Monkey |
Scatter Engineer throws a device which causes burning irritation in enemies, forcing them to leave cover. | |
Level 2 | Mine Engineer throws a proximity mine that will remain untill detonated. Does not affect XCOM Agents. |
Endurance | |
Level 3 | Demolitions Expert Decreases cooldown on Mine ability. |
Shotgunner | |
Level 4 | Rocket Turret Deploys turret that slowly shoots slow-moving but powerful Plasma shots. |
Gun Turret Deploys turrent that rapid-fires mid-strength laser shots. |
Endurance |
Level 5 | Fortified Turrets Turrets deploy with shields. |
Monkeywrench Increases damage against Mechanical targets. |
Heavy Metals |
- Recon
Recon are your anti-personnel soldiers. They use sniper rifles, with abilities focusing on hitting enemies hard and on being able to get into good flanking positions. A feature of the Critial Strike ability is that is effectively "terrain-peircing": a targeted enemy will be hit, regardless of location, or intermediary objects.
Rank | Ability Tree 1 | Ability Tree 2 | |
---|---|---|---|
Level 1 | Endurance Training |
Critical Strike Recon Agent focuses to perform a powerful Headshot for a guaranteed critical hit. | |
Level 2 | Hard to Kill |
Sniper |
Eagle Eye |
Level 3 | Cloak Makes agent invisible for a time. |
Diversion Recon casts a holographic image, in a manner similar to a turret (including having independent "hit points"). Diversion causes no damage. It is not subjected to Cover rules, so aliens attacks will prioritize it. |
Endurance Adds another bar of health. |
Level 4 | Crack Shot Reduces cooldown on Critical Strike. |
Armor Piercer Critical Strike now does heavy damage to armor and shields. | |
Level 5 | Fire Mission AoE Attack. Calls down an artillery strike that damages friend and foe alike. |
- Support
Support class soldiers wield pistols, and focus mostly on defense and improving your other squad members.
Rank | Ability Tree 1 | Ability Tree 2 | |
---|---|---|---|
Level 1 | Officer School |
Combat Stims Grenade-like device: boosts defense and accuracy for allies. | |
Level 2 | Shield Sphere A "shield grenade", it can either be used to cover agents directly, or be placed between agents and aliens to intercept shots. |
Endurance Adds another bar of health. | |
Level 3 | Disrupt |
Weaken | |
Level 4 | Medical Breakthrough |
Guardian Angel Agent takes greatly reduced damage while on a Revive order. |
Helping Hand Reduces all ability cooldowns for entire squad. |
Level 5 | Savior Greatly increases bleed-out time for units in squad. |
Mirror Shield Sphere now reflects shots to attackers. |
Endurance Adds another bar of health. |