Perk List (LWOTC)

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Long War of the Chosen Main Page

Long War of the Chosen includes numerous changes to existing perks from Long War 2, as well as introducing new ones. This page provides a quick-reference on all perks currently relevant to gameplay, as well as a repository for wiki contributors.

Class Perks

Some of these abilities can also be learned using AP (Ability Points) after building the Training Center.


Adaptive Aim

Adaptive Aim
When Overdrive is active, Standard Shots do not incur recoil penalties.
  • Adaptive Aim eliminates the -15% Aim penalty for consecutive Standard Shots when Overdrive is active.

Available for: SPARK (Aspirant)


Aggression

Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
  • Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
  • Units visible at squadsight ranges do confer bonus.

Available for: Assault (SSgt), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 3), Ranger (Sgt), Sharpshooter (TSgt), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 3), Technical (XCOM Tier 2), Templar (XCOM Tier 2)


Aid Protocol

Aid Protocol
Command your GREMLIN to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.
  • Aid Protocol, if used with your first action, will not end your turn.
  • As Aid Protocol takes effect immediately, it can be used to defend against reaction fire from enemies.
  • More advanced GREMLIN models will increase the defensive bonus granted by Aid Protocol.

Available for: Specialist (Squaddie)


Aim

Aim
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn.
  • The bonus granted by Aim can apply to any weapon shot.

Available for: Sharpshooter (XCOM Tier 1), Technical (XCOM Tier 1), Reaper (XCOM Tier 1)


Aim Assist

Aim Assist
Gain additional +15 aim and +15 crit against holotargeted units.

Notes: Either the Holotargeter or the Holo Targeting perk works for this perk.

Available for: Assault (XCOM Tier 1), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 1), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 1)


Airdrop

Airdrop
The GREMLIN grants an explosive grenade to the targeted ally. Usable 2 time(s) per mission.
  • Grants an explosive grenade to the targeted ally.
  • Airdrop initially confers a frag grenade, but will grant a plasma grenade once researched.
  • Activating Airdrop uses one action and does not end the soldier's turn.
  • Activating Airdrop does not break concealment.
  • Usable 2 time(s) per mission.

Available for: Specialist (SSgt)


Alpha Mike Foxtrot

Alpha Mike Foxtrot
You do 4 additional points of base damage and 2 additional point(s) of bonus critical damage with your primary weapon.

Available for: Sharpshooter (MSgt)


Amplify

Amplify
Mark a single target with a Psionic lens, causing them to take an additional 50% damage from the next 3 attacks. Costs 1 Focus, free action.
  • Amplify will last for three damage instances.
  • This ability is a free action, costs 1 focus and has a 3-turn cooldown.

Available for: Templar (Acolyte)


Arc Pulser

Arc Pulser
Your Arc Thrower now damages mechanical enemies and reduces their defense against hacking attempts.
  • The Arc Pulser is effective anywhere in the soldier's sight range.
  • Requires one action and ends the soldier's turn when fired.
  • Can use every other turn.
  • Damage to mechanical units increases as arc thrower technology improves.
  • Reduces enemy hack defense by 20.

Available for: Assault (Cpl)


Arsenal

Arsenal
The BIT can equip and fire heavy weapons.
  • Arsenal allows the SPARK to equip heavy weapons in their loadout.

Available for: SPARK (Squire)


Apex Predator

Apex Predator
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
  • Critical hits with your primary weapon have a chance to panic the target and nearby (within 4 tiles) enemies.

Available for: Grenadier (XCOM Tier 3), Gunner (XCOM Tier 4), Sharpshooter (XCOM Tier 4), Technical (XCOM Tier 3), Reaper (XCOM Tier 4)


Apotheosis

Apotheosis
Become a god, massively increasing your dodge, Rend damage and mobility. Requires a minimum of 3 focus and consumes it all.
  • A free action that makes the Templar substantially more powerful for two turns.
  • Increases Rend damage by 50% for each point of focus above 2.
  • Increases Dodge by 20 for each point of focus above 2.
  • Increases mobility by 2 for each point of focus above 2.
  • Requires a minimum of 3 focus.
  • Consumes all focus.
  • 5 Turn Cooldown

Available for: Templar (Master)


Arc Welder

Arc Welder
You can use your arc thrower to heal friendly mechanical units.
  • Starts each battle with 2 charges that heal 4 HP.
  • Works for any friendly robotic unit, including SPARKs, resistance MECs and hacked ADVENT units.

Available for: Assault (XCOM Tier 1)


Area Suppression

Area Suppression

Fire a barrage that pins down multiple targets within a 4-tile radius, granting reaction fire against anyone that moves, and imposing a -25 penalty to all targets' aim until suppression is removed. Cannot be used when concealed.

  • Area Suppression cannot be used when the soldier is concealed.
  • Any unit that attempts to move will face reaction fire as long as the suppressing unit has ammo remaining.
  • Does not work with shotguns or sniper rifles.
  • Area Suppression costs 3 ammo points to use, plus one additional ammo for each reaction shot. It has no cooldown.
  • Area suppression will be canceled if the suppressing unit is damaged.
  • If multiple units suppress a target, the aim penalty will not stack.
  • Suppression restricts many of the target's abilities, including the use of rockets and grenades.

Available for: Gunner (Squaddie)


Arc Wave

Arc Wave
Rend generates a wave of Psionic energy in the direction of the attack. Damage increases with Gauntlet tier.
  • Arc Wave does not affect the target of the original Rend attack.
  • Arc Wave deals 4/7/10 damage depending on weapon tier and ignores armor.
  • Arc Wave travels through environmental objects.

Available for: Templar (Warlock)


Avenger

Avenger
Once per turn, take a reaction shot with your primary weapon at a visible enemy that has fired upon a visible ally.
  • Avenger will not activate if this unit is shot at.
  • Can only activate during the enemy's turn.
  • Can only trigger once per turn.

Available for: Grenadier (XCOM Tier 3), Sharpshooter (XCOM Tier 4), Technical (XCOM Tier 3)


Banish

Banish
Fire at a target until you run out of ammo or it dies. Each shot has 20 aim less and deals 1 less damage than the previous one. Reveals the Reaper. 5 Turn Cooldown.
  • Each shot in Banish rolls a separate chance to hit.
  • Banish cannot be activated with only 1 ammo remaining.
  • Banish shots can crit.
  • Banish can fire from squadsight

Available for: Reaper (TSgt)


Battlefield Awareness

Battlefield Awareness
If you score a kill during your turn, the next attack against you during the enemy turn will miss. Upon usage, the ability goes on a 3 turn cooldown.
  • When Battlefield Awareness is triggered the soldier is immune to the next damage-dealing attack during the enemy turn, including area of effect attacks.

Available for: Skirmisher (LCpl)


Battlelord

Battlelord
After each enemy in line of sight takes a turn, take an action after their turn is completed. No action points will be refunded (e.g. from Hit and Run).
  • Battlelord can allow the Skirmisher to prevail in the most dire of circumstances.
  • Battlelord has a 5 turn cooldown.
  • Turns from the Lost and enemy pod reveals do not grant the immediate action.
  • Abilities that refund action points, like Implacable and Hit and Run, will not work during Battlelord.

Available for: Skirmisher (MSgt)


Biggest Booms

Biggest Booms
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage).
  • Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +3 damage).
  • 50% chance for critical damage is not affected by other critical chance modifiers.
  • Does not apply to non-damaging grenades or the concussion rocket or Bunker Buster abilities.
  • Grenade crits will grant +1 damage to ongoing damaging effects such as fire.

Available for: Grenadier (TSgt), Technical (Sgt)


Blademaster

Blademaster
All melee attacks deal +1 extra damage and have +10 Aim.
  • Blademaster deals a bonus +1 damage on every successful melee attack.
  • Blademaster grants +10 Aim to melee attacks.

Available for: Gunner (XCOM Tier 1), Shinobi (LCpl), Templar (XCOM Tier 2)


Bladestorm

Bladestorm
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
  • If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier.
  • If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range.
  • Bladestorm does not trigger on your own turn.

Available for: Gunner (XCOM Tier 2), Shinobi (SSgt), Templar (Magus)


Blinding Protocol

Blinding Protocol
Send the Gremlin to deploy a small flashbang on an enemy target, disorienting all enemy units within a small radius (reducing their Aim by 20 and Mobility by 6).
  • Works with Squadsight.
  • Blinding Protocol has a 4 turn cooldown and ends the turn.

Available for: Specialist (XCOM Tier 2)


Blood Trail

Blood Trail
Shots deal +2 damage and ignore target's Dodge by -40 if the target has been wounded this turn.
  • Only applies on the same turn the enemy is damaged.
  • Plan ahead with squadmate attacks to take full advantage of Blood Trail.
  • Works with all weapons, including grenades.

Available for: Reaper (LCpl)


Bluescreen Bombs

Bluescreen Bombs
Your flashbang grenades now disorient robotic units and reduce their resistance to hacking.
  • Your flashbang grenades now disorient robotic units.
  • Your flashbang grenades also reduce robotic hack defense by 25.

Available for: Grenadier (Sgt)


Bluescreen Knives

Bluescreen Knives
Throwing knives gain +2 pierce and will disorient robotic units.

Available for: Reaper (SSgt)


Body Shield

Body Shield
A targeted enemy receives -20 aim and -50 critical chance against the soldier.
  • A targeted enemy receives -20 aim and -50 critical chance against the soldier.
  • This is a free action.
  • Body Shield has a 2 turn cooldown.

Available for: SPARK (Knight)


Bombard

Bombard
Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage.
  • Bombard can be fired at any location within squadsight.
  • Upgrading your BIT will lead to more Bombard damage.

Available for: SPARK (Paladin)


Bombardier

Bombardier
You may throw or launch grenades two additional tiles.
  • Your grenades have 2 tiles extra range.
  • This includes both launched and thrown grenades.

Available for: Grenadier (GSgt)


Boosted Cores

Boosted Cores
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage.
  • Your grenades have extra explosives and do one additional damage but require special training to handle.
  • Damage over time effects applied by grenades such as poison will also do one additional damage.

Available for: Grenadier (Sgt), Technical (XCOM Tier 2)


Both Barrels

Both Barrels
Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
  • Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
  • Uses 2 ammo.
  • Uses one action.

Available for: Ranger (Squaddie)


Brawler

Brawler
Take 35% less damage against attacks within four tiles.
  • Take 35% less damage against attacks within four tiles.

Available for: Templar (Adept)


Bring 'Em On

Bring 'Em On
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.
  • Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
  • Units visible at squadsight ranges do confer bonus.
  • Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).

Available for: Assault (GSgt), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 2), Ranger (TSgt), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 2), Technical (XCOM Tier 1), Templar (XCOM Tier 2)


Brutality

Brutality
Killing organic enemies with your sawed-off shotgun have a 50% chance to panic other organic enemies within 10 tiles of the target.
  • Use Brutality as a crowd-control tool to allow the soldier to move forward more aggressively and combine it with the Ruthless ability to increase your killing power.

Available for: Ranger (XCOM Tier 3)


Bulwark

Bulwark
Gain a bonus point of Armor, and always provide high cover to all adjacent squadmates.
  • Bulwark adds one point of Armor.
  • Any squadmate standing adjacent to the SPARK will gain the high cover Defense bonus.

Available for: SPARK (Cavalier)


Bunker Buster

Bunker Buster
Fire a special rocket that destroys buildings and other objects in the environment.
  • Fire a special rocket with a large area of effect that does moderate damage to enemies but huge damage to buildings, vehicles and other objects in the environment.
  • Requires both actions and usable only once per mission.

Available for: Technical (MSgt)


Burnout

Burnout
Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus.
  • When fired, your Flamethrower leaves a small smoke cloud around your position, providing a +20 defensive bonus to anyone within.
  • Area of effect radius of smoke cloud is 1.5 tiles.

Available for: Technical (Sgt)


Capacitor Discharge

Capacitor Discharge
Send the GREMLIN to a location where it emits a substantial electric discharge, damaging and potentially stunning all nearby units. Robotic units take more damage.
  • Capacitor Discharge has one charge per mission.
  • Capacitor Discharge will deal more damage as you upgrade your GREMLIN.

Available for: Specialist (MSgt)


Center Mass

Center Mass
You do one additional point of base damage when using guns.
  • You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.

Available for: Grenadier (Cpl), Gunner (LCpl), Ranger (Sgt), Sharpshooter (Cpl), Shinobi (XCOM Tier 2), Reaper (XCOM Tier 3), Templar (XCOM Tier 3)


Chain Lightning

Chain Lightning
Fire your Arc Thrower at a target that is capable of being stunned and bounces up to 3 other targets within 6 tiles.
  • Fire your Arc Thrower at a target that is capable of being stunned and bounces up to 3 other targets within 6 tiles.
  • Requires one action and ends your turn.
  • Chain Lightning has a 4 turn cooldown.
  • Cannot be used from concealment.

Available for: Assault (MSgt)


Chain Shot

Chain Shot
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
  • Chain Shot requires 2 ammo points.
  • Chain Shot has a 3 turn cooldown.
  • Chain Shot has a -10 aim penalty.
  • Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.

Available for: Grenadier (TSgt), Gunner (SSgt), Sharpshooter (XCOM Tier 3), Reaper (XCOM Tier 4), Skirmisher (Sgt)


Channel

Channel
When an enemy dies, it may leave behind Psionic energy the Templar can collect to raise their Focus level.
  • Enemies have a 20% chance to drop Psionic loot.
  • Psionic enemies have a 50% chance to drop Psionic loot.

Available for: Templar (Mystic)


Channeling Field

Channeling Field
Every time you are targeted, part of the energy is channeled to your weapon. This energy is unleashed with your next Standard Shot.
  • Each point of energy channeled by Channeling Field increases the damage of the next weapon attack by 1.
  • The energy stored by channeling field is expended even if the next shot misses.

Available for: SPARK (Paladin)


Cheap Shot

Cheap Shot
Once per turn, gain a movement action after shooting with your primary weapon at a unit that was damaged this turn. Cannot trigger on the same turn as Knife Encounters.
  • Cheap Shot triggers if the target was previously damaged by any type of damage since the player's last turn, i.e. overwatch and damage over time during the enemy turn counts.
  • Works for Light 'em Up, Chain Shot and Banish in addition to the standard shot.
  • The movement action can be used to enter Shadow if it's off cooldown.

Available for: Reaper (SSgt)


Close and Personal

Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
  • Confers +30 critical chance against adjacent targets.
  • Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.

Available for: Assault (Cpl), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 2), Ranger (LCpl), Specialist (XCOM Tier 1), Technical (XCOM Tier 1)


Close Combat Specialist

Close Combat Specialist
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
  • Will not trigger if soldier is concealed.
  • You may shoot at each enemy with this ability once per turn.
  • Each shot requires 2 ammo.

Available for: Assault (GSgt), Grenadier (XCOM Tier 4), Gunner (XCOM Tier 4), Shinobi (XCOM Tier 4), Specialist (XCOM Tier 4), Technical (XCOM Tier 4), Skirmisher (XCOM Tier 4)


Close Encounters

Close Encounters
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run.
  • Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles.
  • A red ring will mark the range of this ability.
  • Close Encounters cannot be used on the same turn as Run and Gun.

Available for: Assault (TSgt), Grenadier (XCOM Tier 4), Gunner (XCOM Tier 4), Ranger (XCOM Tier 4), Shinobi (XCOM Tier 4), Specialist (XCOM Tier 4), Technical (XCOM Tier 4), Skirmisher (GSgt)


Combat Awareness

Combat Awareness
Grants 15 defense and an armor point when in overwatch.
  • Gain 15 defense and an armor point when in overwatch.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
  • This ability goes into effect if the unit uses suppression.

Available for: SPARK (Aspirant)


Combat Engineer

Combat Engineer
Your explosives do significantly greater damage to cover objects and other things on the battlefield.
  • More powerful than Sapper by itself, Combat Engineer stacks with Sapper to maximize environmental damage, although either perk alone will still destroy many cover objects.
  • Combat Engineer also prevents environmental damage from falling off from the center of an explosion, meaning you will destroy objects in a larger area.

Available for: Assault (XCOM Tier 2), Grenadier (MSgt), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2), Shinobi (XCOM Tier 2), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 3)


Combat Fitness

Combat Fitness
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.

Available for: Assault (XCOM Tier 3), Gunner (MSgt), Ranger (MSgt), Shinobi (XCOM Tier 3), Templar (XCOM Tier 3)


Combat Presence

Combat Presence
Grant an extra action to a squadmate.
  • Combat Presence can be used to get squadmates out of tough situations where they need an extra attack or move.
  • Combat Presence has a 4 turn cooldown.

Available for: Skirmisher (Sgt)


Combat Protocol

Combat Protocol
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.
  • This ability has a 3-turn cooldown.
  • Upgrading your GREMLIN will lead to more damage per charge.

Available for: Specialist (LCpl)


Combatives

Combatives
You may parry melee attacks and counterattack with your melee weapon. Also gain +10 dodge.
  • You will parry any grazed melee attack against you and counterattack with your melee weapon.
  • Combatives grant +90 dodge against first melee attack against you in a turn.
  • Soldier also gains 10 dodge.

Available for: Gunner (LCpl), Shinobi (Cpl)


Conceal

Conceal
Immediately enter concealment once per mission.
  • Concealment cannot be used when flanked by nearby enemies.
  • Requires one action and ends the soldier's turn.

Available for: Shinobi (MSgt), Templar (XCOM Tier 2)


Concentration

Concentration
Your grazing attacks are automatically upgraded to normal hits.
  • Attacks that would normally graze their target are automatically upgraded to normal hits.
  • Applies to primary weapons, secondary weapons, and pistols.

Available for: Sharpshooter (XCOM Tier 2), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 2), Technical (XCOM Tier 1), Reaper (XCOM Tier 2), Templar (XCOM Tier 4)


Concussion Rocket

Concussion Rocket
Fire a special rocket that does 2 damage but has a chance to stun or disorient organic enemies within its area of effect.
  • One use per mission.
  • It is guaranteed to disorient targets and has a 20% chance to stun.
  • Requires one action and ends the soldier's turn.
  • Elite Codexes and Psi Zombies are immune to all effects including damage.
  • Allies cannot be injured by this attack.

Available for: Technical (Cpl)


Cool Under Pressure

Cool Under Pressure
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.

Available for: Gunner (TSgt), Ranger (Sgt), Sharpshooter (XCOM Tier 2), Specialist (TSgt), SPARK (Paladin)


Coup de Grace

Coup de Grâce
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
  • Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies.
  • The bonuses are reduced against disoriented enemies.
  • For Shinobis and Gunners, this perk is applied to their secondary weapon.

Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 3), Shinobi (MSgt), Specialist (XCOM Tier 1), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 4)


Covering Fire

Covering Fire
Reaction shots confer an aim malus on enemies and can now be triggered by any enemy action, not just movement.
  • If triggered by an enemy action, Covering Fire will trigger before the enemy action completes.
  • In addition, having the Covering Fire ability confers a -10 aim penalty upon any units you take a reaction shot at, regardless of whether it was a covering fire shot or not and this penalty can be stacked.
  • The penalty does not affect the current action an enemy takes if it is aim-based and would only apply in the next turn. This means that if a covering fire shot was taken against an enemy performing an aim-based action, that action does not suffer the penalty.

Available for: Ranger (Cpl), Specialist (Cpl)


Covert

Covert
Enemies have 25% smaller detection range against you.
  • Enemies have 25% smaller detection range against you, as denoted by red tiles surrounding enemies who are not alerted to your presence.
  • This ability also grants a small reduction in this soldier's impact on infiltration times.
  • Does not apply to ADVENT security towers.

Available for: Shinobi (Sgt), Skirmisher (XCOM Tier 1), Templar (XCOM Tier 1)


Crippling Strike

Crippling Strike
Throw a knife that causes the target to be maimed for 1 turn (zero mobility).
  • Throws a throwing knife, without breaking Shadow.
  • This ability has a 2 turn cooldown.
  • The maimed status reduces the target's mobility to 0, making it immobile.

Available for: Reaper (Cpl)


Crusader's Rage

Crusader's Rage
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP.
  • Wound reduction does not work if the soldier entered a bleeding out state during the mission.

Available for: Skirmisher (XCOM Tier 4), Templar (Warlock)


Cutthroat

Cutthroat
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.

Available for: Gunner (XCOM Tier 1), Shinobi (Sgt), Skirmisher (XCOM Tier 1), Templar (XCOM Tier 3)


Cyclic Fire

Cyclic Fire
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have a -15 aim penalty. Has a 3 turn cooldown.
  • Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -15 penalty to aim.
  • Requires 3 ammo.
  • Cyclic Fire has a 3 turn cooldown.
  • Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.

Available for: Grenadier (XCOM Tier 2), Gunner (TSgt), Specialist (XCOM Tier 2), Technical (XCOM Tier 2)


Damage Control

Damage Control
After taking damage, gain 2 armor through the end of the turn.
  • Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.

Available for: SPARK (Champion)


Damn Good Ground

Damn Good Ground
Confers +10 aim and +10 defense against targets at a lower elevation.
  • Confers +10 aim and +10 defense against targets at a lower elevation.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Available for: Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (Cpl), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1), Technical (XCOM Tier 1), Skirmisher (SSgt)


Danger Zone

Danger Zone
Area Suppression suppresses enemies in a 5-tile radius.

Available for: Gunner (TSgt)


Deadeye

Deadeye
Take a shot with a small aim penalty for a significant damage boost.
  • Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%.
  • Deadeye has a 3 turn cooldown.
  • Works with Snap Shot.

Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (TSgt), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1), Technical (XCOM Tier 1), Reaper (XCOM Tier 3)


Death Dealer

Death Dealer
Grants +25 crit chance. Critical shots against a flanked target while in Shadow will deal double critical damage.
  • Use Shadow's increased mobility and smaller enemy detection radii to flank enemies and deal massive damage.

Available for: Reaper (TSgt)


Death From Above

Death From Above
Killing an enemy at a lower elevation with your primary weapon refunds a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles.
  • Death From Above can combo well with pistol abilities or can simply make a soldier more mobile.
  • Also grants a long-range accuracy bonus for sniper rifles and vektor rifles at any elevation.

Available for: Assault (XCOM Tier 2), Ranger (XCOM Tier 3), Sharpshooter (LCpl), Shinobi (XCOM Tier 2), Technical (XCOM Tier 2), Reaper (XCOM Tier 4)


Dedicated Suppression

Dedicated Suppression
Taking damage no longer cancels Suppression and Area Suppression.

Available for: Gunner (XCOM Tier 1)


Dedication

Dedication
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
  • Gain 2 mobility and ignore reaction fire for the rest of the turn.
  • Free action.
  • Dedication has a 4 turn cooldown.

Available for: Assault (XCOM Tier 1), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 2), Technical (XCOM Tier 2), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 1), Templar (XCOM Tier 2)


Deep Cover

Deep Cover
If you did not attack this turn, hunker down automatically.
  • Non-offensive actions like Reload can still be performed without invalidating Deep Cover.

Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1), Technical (XCOM Tier 1), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 1)


Demolition

Demolition
Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target.
  • Demolition requires 3 ammo points and has a 5 turn cooldown.
  • Demolition does increased environmental damage, and will destroy most cover objects.

Available for: Gunner (SSgt)


Dense Smoke

Dense Smoke
Your smoke grenades confer an additional 10 defense.
  • Your smoke grenades confer an additional 10 defense to those within the smoke, for a total of 30.

Available for: Grenadier (SSgt)


Disabling Shot

Disabling Shot
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
  • Stuns enemies for 2 actions if the shot hits (including if it grazes).
  • Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage.
  • Disabling Shot requires 1 ammo to use.
  • Disabling Shot has a 5 turn cooldown.
  • Only Avatars and Psi Zombies can not be stunned.

Available for: Assault (XCOM Tier 4), Ranger (XCOM Tier 4), Sharpshooter (GSgt), Shinobi (XCOM Tier 4), Skirmisher (XCOM Tier 4)


Disassembly

Disassembly
Killing an enemy grants a stackable +20 hack bonus that lasts 3 turns.

Available for: Specialist (XCOM Tier 4)


Double Tap

Double Tap
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching.
  • Activate to fire a standard shot and gain a second action restricted to several different shooting abilities or overwatch.
  • Double Tap has a 2 turn cooldown.
  • Costs the same action it would take to fire a standard shot (Snipers cost 2 AP and all other weapons cost 1)

Available for: Grenadier (XCOM Tier 4), Sharpshooter (MSgt), Shinobi (XCOM Tier 4), Specialist (XCOM Tier 4), Technical (XCOM Tier 4)


Electroshock

Electroshock
Your Arc Thrower disorients the target when it misses.
  • A miss with your Arc Thrower still disorients non-robotic targets.

Available for: Assault (LCpl)


Evasive

Evasive
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
  • This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.

Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Shinobi (TSgt), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 3)


Ever Vigilant

Ever Vigilant
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
  • Ever Vigilant enables an extremely mobile style of play for the soldier.
  • LITERALLY any action other than moving will invalidate Ever Vigilant.

Available for: Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (LCpl), Sharpshooter (XCOM Tier 2), Specialist (SSgt), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 1)

WARNING: this perk is currently bugged such that it prioritizes pistol overwatch over standard overwatch. Installing the mod WOTC Reliable Ever Vigilant will fix this.


Executioner

Executioner
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.

Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 2), Ranger (SSgt), Sharpshooter (XCOM Tier 3), Shinobi (Cpl), Specialist (XCOM Tier 1), Technical (XCOM Tier 2), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 3)


Extra Conditioning

Extra Conditioning
Run and Gun cooldown is reduced by one turn.

Available for: Assault (SSgt)


Failsafe

Failsafe
If you fail a hack, you prevent any negative effects from occurring.

Available for: Specialist (TSgt)


Field Medic

Field Medic
Equipped medikits have 2 extra charges.
  • If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.

Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1), Specialist (SSgt), Technical (XCOM Tier 1), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 1), Templar (XCOM Tier 1)


Field Surgeon

Field Surgeon
Reduce wound recovery times for most soldiers.
  • Field Surgeon reduces the number of hit points a soldier must heal after being wounded in battle by 1.
  • Multiple Field Surgeons on a mission have a chance to reduce wound recovery time further.
  • The effect includes the soldier with the ability.
  • It does not affect soldiers who suffered killing wounds and are stabilized from bleeding out.

Available for: Specialist (Cpl)


Fire and Steel

Fire and Steel
Attacks with your gauntlet, and fires set by gauntlet weapons, do +1 damage.
  • Attacks with your gauntlet, and fires set by gauntlet weapons, do +1 damage.
  • This applies to both rocket launcher and flamethrower weapons, and the fires they set.

Available for: Technical (TSgt)


Fire in the Hole

Fire in the Hole
Your rockets are more accurate.
  • Your rockets are more likely to hit their intended point of impact, or at least close to it.
  • The maximum it can miss by is reduced by two tiles.

Available for: Technical (LCpl)


Firestorm

Firestorm
Once per battle, dash to a position within movement and attack all units in a complete circle around the soldier's position. Also grants immunity to fire.
  • This will light fires and do fire damage to all enemies in a circle around the soldier's position, doing +2 bonus damage over regular Flamethrower attacks.
  • Requires two action point and will end the soldier's turn when used.
  • This ability does not benefit from Quickburn
  • It is not recommended the soldier uses Firestorm on rooftops.

Available for: Technical (MSgt)


Flashbanger

Flashbanger
Grants 1 free flashbang item to your inventory.

Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1), Technical (XCOM Tier 1), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 2), Templar (XCOM Tier 1)


Fleche

Fleche
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
  • You can trigger the Fleche ability by placing the movement cursor over an enemy.
  • A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy.
  • Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position up to 5 maximum bonus damage.

Available for: Gunner (XCOM Tier 2), Shinobi (Squaddie)


Flush

Flush
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits.
  • Flush has a 3 turn cooldown.
  • +30 bonus to aim.
  • Damage is reduced by 50%
  • Cannot crit or apply bonus ammo effects.
  • Cannot be used from concealment.
  • Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.

Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 1), Gunner (Cpl), Technical (XCOM Tier 1), Skirmisher (XCOM Tier 1)


Focus

Focus
Gain Focus during missions, increasing stats, damage, and ability effectiveness. Focus can be spent on powerful abilities.
  • Templars begin missions weaker than other soldiers, but can become extremely powerful at higher Focus levels.
  • Focus is gained by attacking enemies with Rend (even misses count).

Available for: Templar (Initiate)


Formidable

Formidable
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
  • Formidable reduces explosive damage taken by 50%.

Available for: Assault (SSgt), Grenadier (Sgt), Gunner (Cpl), Sharpshooter (XCOM Tier 2), Technical (SSgt), Reaper (XCOM Tier 2), Skirmisher (SSgt), Templar (XCOM Tier 2), SPARK (Aspirant)


Fortify

Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown.
  • Activate to grant the soldier +20 defense until the beginning of the soldier's next turn.
  • This ability is a free action and has a 4-turn cooldown.

Available for: Assault (Sgt), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (SSgt), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 2), Technical (Cpl), Templar (XCOM Tier 3)


Full Kit

Full Kit
Grants +1 charge per grenade item in a utility slot.
  • Grants +1 charge per grenade item in a utility slot.
  • Applies to explosive and support grenades as well as Battle Scanners.
  • Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.

Available for: Assault (XCOM Tier 3), Grenadier (MSgt), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Templar (XCOM Tier 2)


Full Override

Full Override
Take permanent control of a robotic unit and potentially acquire ADVENT MECs for the Resistance.
  • Full Override is a special hack action usable against enemy robotic units.
  • It has one charge that is only expended if a successful override occurs.
  • Requires one action and ends the soldier's turn.
  • The first hack option, Greater Shutdown, will disable (stun) the unit for 3 turns.
  • The second hack option, Master Enemy, will grant control of the unit for rest of the mission with a stat bonus for all robots, and will permanently transfer any MEC units to the Resistance.
  • If the Master Enemy hack succeeds, and the MEC and the specialist both survive the mission, the MEC will follow new programming and make its way to a Resistance base, where it will serve the Resistance. It does not need to be evacuated when the mission ends.

Available for: Specialist (GSgt)


Full Throttle

Full Throttle
Gain +3 mobility with every kill this turn. Lasts 2 turns, including the current one.
  • Only kills by the Skirmisher count towards Full Throttle.

Available for: Skirmisher (GSgt)


Ghost

Ghost
Create a duplicate of the Templar from the body of a fallen humanoid. The Ghost disappears when it loses all Focus. Costs 2 Focus.
  • Ghosts start with Focus equal to the Templar's Focus level when created minus 1.
  • Ghosts cannot gain Focus, and disappear when all Focus is spent, or their health reaches 0.
  • Rend costs 1 Focus when used by Ghosts.
  • Ghost must be cast on the corpse of a humanoid enemy, and cannot be cast on the same corpse twice.
  • Ghost has a 5 turn cooldown.
  • Ghosts cannot gain following abilities: Volt, Shield bash, Shield abilities, Deflect, Reflect, Solace, Void Conduit, Bladestorm, Apotheosis, Superior Aptitude, Ionic Storm and Sustain.

Available for: Templar (Master)


Ghost Grenade

Ghost Grenade
A specialized smoke grenade that causes the targeted ally to enter concealment.
  • This ability only affects a single targeted ally; others in the smoke cloud are not concealed but do receive the defense bonus.
  • Uses one action and ends your turn.
  • One use per mission; abilities that add grenade charges do not provide any bonuses.
  • Only works on XCOM soldiers, as civilians do not have training in concealment techniques.
  • Small smoke cloud grants 20 defense; dense smoke bonuses do not apply.
  • It does not fit in the standard XCOM grenade launcher and must be thrown at a visible ally.
  • The Grenadier cannot use this ability when concealed.

Available for: Grenadier (MSgt), Reaper (SSgt)


Ghostwalker

Ghostwalker
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s).
  • Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s) (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence.
  • Ghostwalker has a 4 turn cooldown.
  • Requires no actions to activate.
  • This ability also grants a small reduction in this soldier's impact on infiltration times.
  • Does not apply to ADVENT security towers.

Available for: Assault (XCOM Tier 1), Shinobi (LCpl)


Grapple (Skirmisher)

Grapple (Skirmisher)
Deploy a grappling hook to move quickly to an elevated position.
  • Grapple allows the Skirmisher to get into position without using an action.
  • Grapple has a 3 turn cooldown.

Available for: Skirmisher (Squaddie)


Grazing Fire

Grazing Fire
Missed shots with your primary weapon have an additional roll to become a graze.
  • Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze.
  • This effect occurs after normal hit-miss-graze processing.
  • Targets with a dodge score subtract that score from the ability's success chance.

Available for: Assault (XCOM Tier 1), Gunner (LCpl), Ranger (TSgt), Skirmisher (XCOM Tier 1)


Hack

Hack
Attempt to remotely breach security on a network access point with your GREMLIN/BIT.
  • Map items (chests, workstations, etc.) can be hacked from a distance using the GREMLIN/BIT.

Available for: Specialist (Squaddie), SPARK (Squire)


Hail of Bullets

Hail of Bullets
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
  • Hail of Bullets requires 3 ammo points.
  • Hail of Bullets has a 5 turn cooldown.
  • Hail of Bullets does not work with sniper rifles.

Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 2), Gunner (Sgt), Ranger (XCOM Tier 2), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 2), Technical (XCOM Tier 2), Skirmisher (XCOM Tier 2)


Hard Target

Hard Target
Gain 5 dodge per enemy you can see, up to a maximum of +30.
  • Gain 5 dodge per enemy you can see, up to a maximum of +30.
  • Units visible at squadsight ranges do not confer bonus.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Available for: Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 1), Shinobi (Sgt), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 2), Templar (XCOM Tier 3)


Haywire Protocol

Haywire Protocol
You may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control. 4-Turn cooldown.
  • Hacking a robotic enemy or turret pits the Specialist's Hacking stat against the enemy's Tech Defense stat.
  • Upgrading your GREMLIN will lead to an increased Hacking stat.
  • Hacked robotic enemies can only be controlled for a short time.
  • This ability has a 4-turn cooldown.

Available for: Specialist (Squaddie)


HEAT Warheads

HEAT Warheads
Your grenades now pierce up to 2 point(s) of armor and shred 1 additional point(s) of armor.
  • Your grenades now pierce (ignore) up to 2 point(s) of armor and shred 1 additional point(s) of armor.

Available for: Grenadier (SSgt), Technical (XCOM Tier 2), Skirmisher (XCOM Tier 1)


Heavy Weapons

Heavy Weapons
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower.
  • The XCOM gauntlet is an advanced device that carries both a mini-rocket launcher and a flamethrower.
  • The Rocket Launcher carries one rocket initially and that has a three-tile radius for its area of effect.
  • It may target anything in sight range.
  • Damage from rockets falls off from the point of impact.
  • The flamethrower is a short-range weapon that causes damage to multiple targets within a cone-shaped area of effect spanning 5 tiles wide and and 7 tiles length.
  • The flamethrower has two uses per battle. It does not damage mechanical units without upgrades.
  • The flamethrower has a 60% chance to inflict burn and has about a 50% chance to burn tiles within the area.
  • Using either gauntlet ability requires one action and ends your turn.
  • Rocket accuracy is affected by the soldier's aim, target distance, and whether the soldier has used any actions already this turn. Low accuracy-rockets will have higher scatter values, meaning they are more likely to miss the target tile by greater distances. The rocket's maximum possible scatter is noted in the popup, while a value appearing with the targeting cursor will show the expected (average) scatter for a shot on that location.

Available for: Technical (Squaddie)


Heavy Ordnance

Heavy Ordnance
Any damaging grenade in your grenade-only slot gains a bonus use.
  • All damaging grenades are viable for Heavy Ordnance.

Available for: Grenadier (Cpl)


HiDef Holo

HiDef Holo
Your Holotargeted enemies are easier to critically hit.
  • The critical hit bonus is +10 with the basic Holotargeter, but improves to +15 and +20 with advanced technology Holotargeting devices.

Available for: Sharpshooter (Sgt)


Hipfire

Hipfire
Firing the sawed-off shotgun no longer ends the turn.
  • With this ability, Point Blank and Both Barrels do not end the turn, allowing the soldier to shoot or move afterwards.

Available for: Ranger (XCOM Tier 1)


Hit and Run

Hit and Run
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters.
  • Cannot be used on the same turn as Run and Gun.
  • Bonus full actions from Serial and Death from Above will be awarded first.

Available for: Assault (TSgt), Grenadier (XCOM Tier 4), Gunner (XCOM Tier 4), Shinobi (TSgt), Specialist (XCOM Tier 4), Technical (XCOM Tier 4), Skirmisher (Squaddie)


Holo Targeting

Holo Targeting
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target.
  • Directed primary weapon-specific abilities will grant Holo Targeting.
  • Any abilities that target multiple units will not grant Holo Targeting.

Available for: Grenadier (XCOM Tier 2), Ranger (XCOM Tier 2), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Reaper (XCOM Tier 2), SPARK (Cavalier)


Holotarget

Holotarget
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn.
  • Holotargeting takes a single action.
  • The Holotargeting effect lasts until the start of your next turn.
  • Multiple holotarget effects do not stack with each other.
  • The aim bonus is +10 for the basic Holotargeter, and improves to +15 and +20 with better technology.
  • Holotargeting does not break concealment for you or your squad.

Available for: Sharpshooter (Squaddie)


Homing Mine

Homing Mine
Attach a claymore onto an enemy (does not alert the enemy). The Homing mine will explode upon that enemy taking damage.
  • Shots against the mined target are guaranteed to hit.
  • Homing Mine has 4 charges per mission.
  • Homing Mine requires one action and does not end your turn.
  • This ability deals 8 damage and shreds 3 armor

Available for: Reaper (MSgt)


Hunter Protocol

Hunter Protocol
When an enemy is revealed, there is a 33% chance to take a free Overwatch shot.
  • Hunter Protocol makes the SPARK an ideal unit for scouting into the fog of war, since any revealed enemy can be instantly attacked.

Available for: SPARK (Templar)


Hunter's Instincts

Hunter's Instincts
Ranged attacks against flanked enemies deal +2 damage.

Available for: Grenadier (XCOM Tier 3), Gunner (XCOM Tier 4), Sharpshooter (GSgt), Shinobi (GSgt), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Skirmisher (XCOM Tier 4)


Impact Compensation

Impact Compensation
After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks.

Available for: Templar (Magus)


Impact Fields

Impact Fields
Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown.
  • Activate a force field that reduces incoming damage by 33% for two turns.
  • Six-turn cooldown (including the turn in which it was activated).
  • Uses one action and doesn't automatically end your turn.
  • Armor-Piercing weapons do not mitigate this effect.

Available for: SPARK (Templar)


Impersonal Edge

Impersonal Edge
Reduce shadow cooldown by 1 and gain a stackable +20 aim buff for 3 turns when you get a kill with a throwing knife.

Available for: Reaper (GSgt)


Implacable

Implacable
If you score one or more kills on your turn, you are granted a single bonus move.
  • The Fleche ability cannot be used after gaining a bonus move from Implacable.

Available for: Assault (XCOM Tier 4), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (TSgt), Sharpshooter (XCOM Tier 4), Shinobi (XCOM Tier 4), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Reaper (XCOM Tier 4), Skirmisher (Sgt), Templar (XCOM Tier 4)


Impulse

Impulse
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.

Available for: Ranger (XCOM Tier 2), Shinobi (XCOM Tier 1), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 3), Sharpshooter (XCOM Tier 2)


Incinerator

Incinerator
Your flamethrower has an increased range and covers a wider area of effect.
  • The length of the flamethrower increases by 2 tiles and the width increases by 1 tile.

Available for: Technical (TSgt)


Independent Tracking

Independent Tracking
A Holotargeted enemy will remain so for 1 additional turn(s).
  • A Holotargeted enemy remains so for 1 additional turn(s).
  • Additional uses of Holotargeting on the same target will not stack.

Available for: Sharpshooter (SSgt)


Indomitable

Indomitable
Once per turn, gain 1 focus when you're attacked.
  • Once per turn, gain 1 focus when you're attacked.
  • Applies to both melee and ranged attacks.

Available for: Templar (Acolyte)


Infighter

Infighter
Gain 40 dodge against attacks within four tiles.
  • Gain 40 dodge against attacks within four tiles.
  • Dodge bonus also applies to melee attacks.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 1), Technical (XCOM Tier 1), Skirmisher (XCOM Tier 2), Templar (XCOM Tier 2)


Inspire Agility

Inspire Agility
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action.
  • Give a friendly unit 30 Dodge until the start of your next turn.
  • Killing an enemy unit grants an extra charge.
  • Usable once per turn.
  • Starts with one charge and is a free action.

Available for: Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 2)


Interference

Interference
GREMLIN cancels overwatch on targeted unit.
  • Cancels overwatch on targeted unit.
  • Is a free action.
  • 3 charges per battle, plus 2 extra charges per better Gremlin tech.

Available for: Specialist (Cpl)


Interrupt

Interrupt
A powerful form of Overwatch. Instead of firing automatically, perform any single action. Free action.
  • This is a free action.
  • Some actions are not available during Interrupt, like Overwatch.
  • Interrupt has a 3 turn cooldown.

Available for: Skirmisher (TSgt)


Intimidate

Intimidate
When targeted by an attack, the enemy has a chance to panic.
  • Intimidate's chance to panic the attacker increases with higher tier SPARK armors.
  • Intimidate can be triggered by melee and area of effect attacks.
  • Intimidate will not trigger when targeted by Overwatch fire.

Available for: SPARK (Vanguard)


Invert

Invert
Switch locations with a unit. Costs 1 Focus.
  • Invert costs 1 action, is non-turn ending, costs 1 focus and has a 5-turn cooldown
  • Can target both ally and enemy units but cannot target large units or the Chosen.

Available for: Templar (Acolyte)


Ionic Storm

Ionic Storm
Summon lightning to strike all nearby enemies. Damage increases with Focus level. Costs all Focus.
  • Ionic Storm's radius increases at higher Focus levels.
  • Ionic Storm deals double damage to Psionic units.
  • Ionic Storm has a 5 turn cooldown.

Available for: Templar (Master)


Iron Curtain

Iron Curtain
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
  • If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s).
  • Iron Curtain has a 3 turn cooldown.
  • Uses 3 ammo.
  • Can be used after moving.
  • Iron Curtain does not work with shotguns or sniper rifles.
  • Allies in the cone can be hit by this ability.

Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 1), Gunner (SSgt), Ranger (XCOM Tier 1), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1)


Javelin Rockets

Javelin Rockets
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range.

Available for: Technical (TSgt)


Judgement

Judgement
Has a chance to panic any enemy that attacks this unit. The higher the will of this unit, the higher the panic chance.
  • Judgement can be triggered by melee and area of effect attacks.
  • Judgement will not trigger when targeted by Overwatch fire.
  • The chance of panic depends on both the will of the attacking unit and the will of the unit with Judgement.
  • Judgement works best on units with high will.
  • Panic chance is (30 + User's Will) - Enemy Will with a minimum apply chance of 5% and a maximum apply chance of 90%

Available for: Skirmisher (GSgt)


Justice

Justice
Use the Grapple to pull a humanoid target to you and deliver a Ripjack strike.
  • Justice is a great way to pull an enemy out of position.
  • The Ripjack strike is guaranteed to hit if the pull is successful.
  • An open space adjacent to the Skirmisher is needed to use Justice.
  • This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.

Available for: Skirmisher (LCpl)


Kill Zone

Kill Zone
Take a reaction shot against any enemy that moves or attacks within a cone of fire.
  • There is no limit to the amount of Kill Zone shots a soldier can take outside of ammo counts.
  • Kill Zone utilizes Squadsight, even if the soldier does not have the Long Watch ability.
  • Kill Zone has a 4 turn cooldown.

Available for: Grenadier (XCOM Tier 3), Gunner (GSgt), Ranger (MSgt), Shinobi (XCOM Tier 3), Specialist (MSgt), Technical (XCOM Tier 3)


Killer Instinct

Killer Instinct
Activating Run and Gun grants +50% critical damage for the rest of the turn.

Available for: Assault (Sgt)


Knife Encounters

Knife Encounters
Once per turn, gain a bonus action after throwing a knife at an enemy within 5 tiles.
  • Once per turn, gain a bonus action after throwing a knife at an enemy within 5 tiles.
  • A red ring will mark the range of this ability.
  • Knife Encounters cannot be used on the same turn as Run and Gun.

Available for: Reaper (TSgt)


Knife Fighter

Knife Fighter
You may make a melee attack with your knife against adjacent enemies.
  • Knife attacks use one action and do not end your turn.

Available for: Gunner (Squaddie)


Knife Juggler

Knife Juggler
Adds +1 bonus damage to throwing knives and provides 1 additional throwing knives. Each kill with a primary weapon grants a knife charge.

Available for: Reaper (LCpl)


Launch Grenade

Launch Grenade
The Grenadier uses a grenade launcher to fire grenades rather than throwing them. This allows for greater range and grenade capacity.
  • All grenades benefit from the grenade launcher's range increase, including non-offensive munitions like Smoke Grenades.
  • An additional grenade can be equipped in a unique grenade-only slot.
  • The range of launched grenades can be further improved by upgrading to more advanced grenade launchers.

Available for: Grenadier (Squaddie)


Lead The Target

Lead The Target
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown.
  • Carefully lead the target, granting a +20% increased chance to hit, but delaying the shot until the enemies turn. Takes two actions.
  • Lead The Target has a 3 turn cooldown.

Available for: Sharpshooter (XCOM Tier 2)


Lethal

Lethal
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

Available for: Assault (MSgt), Grenadier (XCOM Tier 4), Ranger (XCOM Tier 4), Sharpshooter (XCOM Tier 4), Shinobi (XCOM Tier 4), Technical (XCOM Tier 4), Reaper (XCOM Tier 4), Skirmisher (MSgt), Templar (XCOM Tier 4)


Lick Your Wounds

Lick Your Wounds
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning.
  • Hunker Down restores 2 health when used, up to a maximum of 8 per mission.
  • Removes poison, burning, and acid burning.

Available for: Sharpshooter (XCOM Tier 1), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 1)


Light 'Em Up

Light 'Em Up
Standard shots with your primary weapon are not turn-ending.

Available for: Grenadier (XCOM Tier 3), Ranger (Squaddie), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 3), Technical (XCOM Tier 2), Reaper (MSgt)


Lightning Reflexes

Lightning Reflexes
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
  • Reaction fire shots against you have a significantly decreased chance to hit.
  • The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Available for: Assault (LCpl), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 4), Templar (XCOM Tier 4)


Lightning Slash

Lightning Slash
Attack any enemy within blue movement range with your weapon. This attack does not end the turn.
  • Attack any enemy within blue movement range with your weapon.
  • This attack does not end the turn.
  • Lightning Slash has a 3 turn cooldown.

Available for: Gunner (XCOM Tier 3), Shinobi (XCOM Tier 4), Templar (XCOM Tier 4)


Like Lightning

Like Lightning
When Run and Gun is activated, your Arc Thrower cooldown is immediately reset to 0.
  • When Run and Gun is activated, your Arc Thrower cooldown is immediately removed.
  • Does not apply to Chain Lightning.

Available for: Assault (XCOM Tier 1)


Lingering Shadow

Lingering Shadow
Provides +15 Defense and +30 Dodge for one turn when the Reaper loses Shadow.
  • Provides +15 Defense and +30 Dodge as soon as the Reaper loses Shadow, either because they break concealment or Shadow expires.
  • Lasts until the start of XCOM's next turn.

Available for: Reaper (XCOM Tier 2)


Lock N Load

Lock 'N Load
Kills with your primary weapon restore 1 ammo.

Available for: Assault (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 3), Skirmisher (XCOM Tier 3)


Lockdown

Lockdown
Gain +20 to hit against enemies who attempt to move when suppressed.
  • Gain +20 to hit against enemies who attempt to move when suppressed.
  • This stacks with other reaction fire bonuses.

Available for: Gunner (Cpl)


Locked On

Locked On
Gain +20 aim and +10 crit for successive shots at the same enemy unit.
  • Gain +20 aim and +10 crit for repeated shots at the same target. Not cumulative, and only applies to enemy units.
  • The effect persists in between multiple turns as long as the same target has been fired upon.
  • Area-of-Effect-based shots do not grant the bonus.

Available for: Assault (XCOM Tier 1), Ranger (Cpl), Shinobi (XCOM Tier 1), Skirmisher (XCOM Tier 2)


Lone Wolf

Lone Wolf
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
  • Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant.
  • Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (Sgt), Shinobi (LCpl), Technical (XCOM Tier 2), Templar (XCOM Tier 2)


Long Watch

Long Watch
Allow Overwatch to trigger with Squadsight.
  • Like the Overwatch ability it upgrades, Long Watch suffers a base penalty to aim.
  • Long Watch also suffers the Squadsight penalty to aim that increases with distance.

Available for: Sharpshooter (XCOM Tier 1)


Low Profile

Low Profile
Makes partial cover count as full.

Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (SSgt), Shinobi (SSgt), Specialist (XCOM Tier 2), Technical (XCOM Tier 2), Skirmisher (XCOM Tier 2)


Maim

Maim
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown.
  • Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn.
  • Useful to isolate a high-value target during an ambush.
  • Uses 1 ammo.
  • Maim has a 3 turn cooldown.

Available for: Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Technical (XCOM Tier 1)


Manual Override

Manual Override
Lowers all ability cooldowns on a selected ally soldier by up to 3 turns.
  • Use the allies' abilities early and often to take full advantage of Manual Override.
  • Costs 1 action.
  • Manual Override has a 4 turn cooldown.

Available for: Skirmisher (TSgt)


Marauder

Marauder
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
  • Marauder provides more tactical options when planning the Skirmisher's turn.
  • Paired with Grapple, Marauder allows the Skirmisher to shoot twice and move on a single turn.

Available for: Skirmisher (XCOM Tier 2)


Mayhem

Mayhem
Gain 25% bonus damage against enemies who attempt to move when suppressed.

Available for: Gunner (Sgt)


Mechanical Chassis

Mechanical Chassis
This unit is immune to fire and poison damage.

Available for: SPARK (Squire)


Medical Protocol

Medical Protocol
The GREMLIN can perform healing actions remotely: GREMLIN Heal and GREMLIN Stabilize. The GREMLIN has a single charge. If a medikit is equipped, the GREMLIN will gain an additional charge.
  • Upgrading your GREMLIN will lead to more HP healed per charge.
  • GREMLIN Heal or GREMLIN Stabilize, when used as your first action, will not end your turn.

Available for: Specialist (Sgt)


Momentum

Momentum
After using Rend, gain a bonus movement action.

Available for: Templar (Initiate)


Multitargeting

Multitargeting
You may Holotarget multiple enemies with a 2 turn cooldown.
  • HiDef Holo, Independent Tracking, and Vital Point Targeting apply to all targets.
  • Area of effect radius is 4 tiles for the basic Holotargeter and improves to 5 and 6 tiles with better technology.
  • Multitargeting has a 2 turn cooldown.
  • Holotargeting does not break concealment for your squad.

Available for: Sharpshooter (GSgt)


Napalm-X

Napalm-X
Your Flamethrower can now panic enemies.
  • Your Flamethrower can now panic enemies. Enemy units must pass a will check to avoid negative effects.

Available for: Technical (Cpl)


Needle

Needle
Shots taken in Shadow have +2 armor piercing.
  • Use Shadow's extra mobility to get close and deal major damage with Needle.
  • Only applies while the Reaper is in Shadow.

Available for: Reaper (XCOM Tier 2)


Needle Grenades

Needle Grenades
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
  • You have received extra training that enables you to employ explosive grenades that deploy specialized slivers that leave enemy loot and corpse intact and tears through unreinforced material.
  • Loot and corpses of enemies killed by any other explosives of this soldier, such as heavy weapons, are also preserved.

Available for: Grenadier (LCpl)


Neutralizing Agents

Neutralizing Agents
Aid Protocol now neutralizes fire, poison, acid and bleeding.
  • Aid Protocol now neutralizes fire, poison, acid and bleeding.

Available for: Specialist (XCOM Tier 2)


None Shall Pass

None Shall Pass
During enemy turns, fire a free reaction shot that can critically hit with your sawed-off shotgun at any visible enemy within 3 tiles who moves or fires. Can only trigger once per turn.
  • Will not trigger if soldier is concealed.
  • Only triggers once per turn.
  • Uses 1 ammo and will only trigger if the sawed-off shotgun is loaded.
  • Can critically hit.
  • Works during any enemy turn: alien, Lost, Chosen and Ruler.

Available for: Ranger (XCOM Tier 4)


Nova

Nova
Release a blast of energy, damaging all nearby units. This attack has no cost or cooldown, but consecutive Novas will damage the SPARK.
  • Nova has no action point cost and no cooldown.
  • This ability deals 6 damage and ignores armor.
  • The first Nova attack each mission will deal 0 damage to the SPARK.
  • All Nova attacks after the first will deal a stacking 2 damage to the SPARK.

Available for: SPARK (Champion)


Open Fire

Open Fire
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.

Available for: Sharpshooter (XCOM Tier 3), Specialist (XCOM Tier 2), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 3)


Overcharge

Overcharge
Gain bonus aim and crit chance for each point of focus the Templar has.
  • Each point of focus provides +10 aim and +15 crit chance.
  • Based on the current focus, not max focus.

Available for: Templar (Disciple)


Overdrive

Overdrive
Take three actions this turn, and no action is turn-ending. Multiple Standard Shots incur a small recoil penalty.
  • A recoil penalty of -15% Aim is applied after each Standard Shot while Overdrive is active.
  • Overdrive has no cost to activate, but has a 5 turn cooldown.

Available for: SPARK (Squire)


Overkill

Overkill
Your ranged attacks deal +2 more damage to units at 50% HP or less.

Available for: Assault (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 3), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 3)


Packmaster

Packmaster
Grants +1 charge to every utility item and grenade equipped.
  • Grants +1 charge to every utility item equipped.
  • Applies to the grenade slot as well as the standard utility slots, but not other slots.
  • Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.

Available for: Reaper (GSgt), Skirmisher (Cpl)


Paramedic

Paramedic
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges.

Available for: Reaper (Cpl), Skirmisher (XCOM Tier 2)


Parkour

Parkour
The cooldown for the Skrimisher's Grapple is reduced by one turn.
  • Improves the Skirmisher's mobility around the map.

Available for: Skirmisher (XCOM Tier 3)


Phantom

Phantom
When the squad is revealed, this soldier remains concealed.
  • Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment.
  • If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.

Available for: Assault (XCOM Tier 3), Sharpshooter (Cpl), Shinobi (Squaddie), Templar (XCOM Tier 1)


Phosphorus

Phosphorus
Your flamethrower's base damage can now ignore fire immunities, and shred armor.
  • Your flamethrower can now ignore fire immunities being able to deal damage to targets but does not affect their burn immunity.
  • Flamethrower attacks shred 1 armor per gauntlet tier.

Available for: Technical (SSgt)


Pillar

Pillar
Summon a pillar of Psionic energy to act as a high cover point. Free action, does not cost focus.
  • The pillar will last for a number of turns equal to the Templar's Focus level when summoned.
  • Pillar is a free action.
  • Can be used after Rend.
  • Pillar has a 4 turn cooldown.

Available for: Templar (Disciple)


Point Blank

Point Blank
Fire your sawed-off shotgun at a nearby enemy.
  • Rapidly loses accuracy beyond four tiles range.
  • Uses one action.
  • Shotgun has two ammo.

Available for: Ranger (Squaddie)


Precision Shot

Precision Shot
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.

Available for: Grenadier (XCOM Tier 1), Gunner (XCOM Tier 3), Sharpshooter (Sgt), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1), Technical (XCOM Tier 1)


Predator

Predator
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.

Available for: Grenadier (XCOM Tier 2), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Reaper (XCOM Tier 3)


Preservation

Preservation
When your concealment is broken, gain +15 defense for 2 turns.
  • When your concealment is broken, gain +15 defense for 2 turns.

Available for: Shinobi (XCOM Tier 1)


Protector

Protector
Non-damaging grenades in your grenade-only slot gain a bonus use.
  • All non-damaging grenades except Ghost Grenades are viable for Protector.

Available for: Grenadier (Cpl)


Pump Action

Pump Action
Gain two extra ammo in your sawed-off shotgun.

Available for: Ranger (Cpl)


Quickburn

Quickburn
Activate so your next use of the flamethrower will not cost an action.
  • Activate so your next use of the flamethrower will not cost an action.
  • Quickburn has a 5 turn cooldown.

Available for: Technical (GSgt)


Quick Zap

Quick Zap
Activate this ability to make your next arc thrower shot a free action. Has a 4 turn cooldown.
  • Activate this ability to make your next arc thrower shot a free action.
  • Quick Zap has a 4 turn cooldown.
  • Applies to the abilities Stun, Arc Pulser and Chain Lightning.

Available for: Assault (XCOM Tier 4)


Rainmaker

Rainmaker
Equipped heavy weapons deal +2 damage and have increased area of effect.
  • Rainmaker adds +2 damage to all heavy weapons.
  • Heavy weapons with circular areas of effect have their radius increased by +2.
  • Heavy weapons with conic areas of effect have their diameter increased by +2 and length increased by +2.

Available for: SPARK (Knight)


Rapid Deployment

Rapid Deployment
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
  • Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
  • Applies to Smoke Grenades, Flashbangs, Shaped Charges and Battle Scanners.
  • Rapid Deployment has a 3 turn cooldown.

Available for: Assault (XCOM Tier 2), Grenadier (LCpl), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 2), Reaper (Sgt), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 2)


Rapid Fire

Rapid Fire
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
  • Rapid Fire has a 1 turn cooldown.

Available for: Assault (TSgt), Grenadier (XCOM Tier 4), Gunner (GSgt), Ranger (GSgt), Sharpshooter (XCOM Tier 4), Shinobi (MSgt), Specialist (XCOM Tier 4), Technical (MSgt)


Rapid Reaction

Rapid Reaction
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.

Available for: Ranger (GSgt), Reaper (XCOM Tier 3)


Rapid Targeting

Rapid Targeting
You may Holotarget an enemy as a free action with a 4 turn cooldown. In addition, Holotargeting no longer ends your turn.
  • Using your Holotargeter no longer ends your turn.
  • In addition, Rapid Targeting lets you periodically use Holotargeting against a single enemy as a free action.
  • This works with HiDef Holo, Independent Tracking, and Vital Point Targeting.
  • This does not stack with Multitargeting.
  • Rapid Targeting has a 4 turn cooldown.
  • Holotargeting does not break concealment for your squad.

Available for: Sharpshooter (LCpl)


Ready For Anything

Ready For Anything
Enter overwatch after firing a turn ending standard shot with your primary weapon.

Available for: Assault (XCOM Tier 4), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Specialist (XCOM Tier 4), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 3)


Reaper

Reaper
A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage.
  • Reaper has a 4 turn cooldown.
  • Reaper cannot be combined with Run and Gun.
  • As the damage with each successful Reaper strike is reduced, careful ordering of targets may be required to ensure the longest chain of attacks.
  • Each kill will reduce damage dealt by 3.

Available for: Shinobi (TSgt)


Reckoning

Reckoning
Unlocks the Ripjack Charge.
  • You can trigger the Charge ability by placing the movement cursor over an enemy and right-clicking (as with Fleche on Shinobis).
  • Charge costs 1 action point, is not turn ending, and has a 4 turn cooldown.
  • A Skirmisher can perform a dash move with the Charge attack and it will still only cost 1 action point.

Available for: Skirmisher (MSgt)


Reflex

Reflex
When fired upon, gain one extra action on the next turn. Triggers no more than once per turn. Attacks against you suffer a -15 penalty to critical hit chances.
  • The Grapple makes the Skirmisher a great advance scout, and Reflex rewards their aggressive positioning.
  • Reflex can only be triggered once per turn.

Available for: Skirmisher (Cpl)


Remote Start

Remote Start
Detonate an environmental explosive, causing it to deal double damage within twice its normal radius. Does not reveal the Reaper.
  • Make sure squadmates are clear of the blast zone!
  • Remote Start requires 1 ammo point, and has a 5 turn cooldown.
  • Remote Start has 1 charge(s) per mission.

Available for: Reaper (XCOM Tier 2)


Rend

Rend
Melee attack with a chance to stun or disorient the target. Triggers Momentum, and generates Focus on attacks.
  • Using Rend is the Templar's primary method for generating Focus.
  • After casting Rend, the Templar will gain Momentum, allowing them one movement action. Use this to return to cover after attacking.
  • Rend has a 5% chance to Stun. Stunned targets will also be knocked back.
  • Rend has a 10% chance to Disorient.

Available for: Templar (Initiate)


Rend The Marked

Rend The Marked
Throwing knives apply a stacking +50 Crit chance against the target from all sources for the remainder of the turn.

Available for: Reaper (MSgt)


Repair

Repair
Send the BIT to a damaged robotic ally and repair it. Advanced BITs can repair slightly more.
  • Repair will restore 6 health.
  • Upgrading your BIT will lead to more HP repaired.
  • Using Repair as your first action will not end your turn.
  • Repair has 2 charges per mission.

Available for: SPARK (Vanguard)


Reposition

Reposition
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
  • Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
  • Works with Hit and Run.

Available for: Assault (XCOM Tier 3), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (Ssgt)


Rescue Protocol

Rescue Protocol
Use your GREMLIN to grant a movement action to an ally and grant them a small boost to dodge and mobility.
  • Rescue Protocol grants +15 dodge and +5 mobility.
  • Rescue Protocol can only be used on allies with no action points left.
  • It cannot be used on concealed, suppressing or overwatching units.
  • An ally cannot benefit from both Command and Rescue Protocol in the same turn.
  • Uses one action and does not end your turn.
  • Rescue Protocol has 2 charges per mission.
  • Charges increase with improved Gremlin technology.

Available for: Specialist (GSgt)


Resilience

Resilience
Enemy attacks against you suffer a -30 penalty to critical hit chances.

Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 2), Technical (XCOM Tier 3), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 3)


Restoration

Restoration
The GREMLIN flies to each squad member, healing or reviving them as needed.
  • Restoration has one charge per mission.
  • Restoration will heal more HP as you upgrade your GREMLIN.

Available for: Specialist (MSgt)


Retribution

Retribution
Free Ripjack attacks on any enemies that enter or attack from melee range.
  • If an enemy begins their turn in an adjacent tile, Retribution will trigger if that enemy tries to attack the Skirmisher.
  • If an enemy does not begin their turn in an adjacent tile, then Retribution will trigger when that enemy moves into melee range.
  • Retribution does not trigger on your own turn.

Available for: Skirmisher (TSgt)


Return Fire

Return Fire
When targeted by enemy fire, automatically fire back with your primary weapon once per turn.
  • Return Fire will only trigger once per turn.
  • Return Fire can be triggered by melee attacks and area of effect attacks.
  • Return Fire will not trigger when targeted by overwatch fire.

Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 2), Technical (XCOM Tier 2), Skirmisher (XCOM Tier 2)


Revival Protocol

Revival Protocol
Send the GREMLIN to an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious.
  • Revival Protocol can be used to revive unconscious soldiers, including those who have been stabilized after bleeding out.
  • Revival Protocol, if used with your first action, will not end your turn.
  • Starts with two charges, but upgrading your GREMLIN may provide more.

Available for: Specialist (LCpl)


Ripjack Slash

Ripjack Slash
Attack an adjacent target with your Ripjack. Does not end turn.
  • Ripjack Slash can only be used against adjacent targets.

Available for: Skirmisher (Squaddie)


Roust

Roust
Special Flamethrower shot that does limited damage but forces enemies to change their position and applies a special debuff.
  • Has a 50% chance to set enemies in the area of effect on fire and does limited damage.
  • The narrow jet of flame has less impact on the environment.
  • The area of effect is 50% less wide and 50% longer than the standard flamethrower reaching about 2.5 tiles wide and 10.5 tiles long.
  • Units hit by the shot will be forced to move, often triggering overwatch fire.
  • Units hit will be debuffed losing 6 mobility and 10 defense for 1-turn.
  • One use per mission, but can gain an additional use with additional gear.
  • Cannot be used from concealment.

Available for: Technical (LCpl)


Ruthless

Ruthless
Killing a panicked or disoriented enemy with your sawed-off shotgun refunds one action point.
  • By cleverly combining the effects of Brutality and Ruthless, you can kill multiple enemies per turn with your sawed-off shotgun.
  • There is no limit to the number of Ruthless activations per turn.

Available for: Ranger (XCOM Tier 3)


Run and Gun

Run and Gun
Take an action after dashing.
  • Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position.
  • Run and Gun has a 4 turn cooldown.

Available for: Assault (Squaddie), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 4), Sharpshooter (XCOM Tier 4), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 3), Technical (XCOM Tier 4), Reaper (XCOM Tier 4)


Rupture

Rupture
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future.
  • Rupture requires 3 ammo points.
  • Rupture has a 4 turn cooldown.
  • Ruptured targets take 3 additional damage from every attack.

Available for: Gunner (GSgt), Ranger (MSgt), Sharpshooter (XCOM Tier 4), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Reaper (XCOM Tier 4)


Sacrifice

Sacrifice
Generate a protective field which redirects any attacks against allies inside it towards you. Gain bonus defense and armor while active.
  • The SPARK gains +10 defense and +1 armor while Sacrifice is active.
  • Sacrifice has a 6 turn cooldown.

Available for: SPARK (Templar)


Salvo

Salvo
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
  • Soldiers with the Salvo ability are prime candidates for heavy armor.

Available for: Assault (XCOM Tier 1), Grenadier (GSgt), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1), Technical (GSgt), Reaper (XCOM Tier 1), Templar (XCOM Tier 1)


Sapper

Sapper
Your explosives can destroy many cover objects.
  • Sapper allows frag grenades and other explosives to destroy many cover objects.

Available for: Grenadier (LCpl)


Saturation Fire

Saturation Fire
Fire a cone shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses a lot of ammunition.
  • Saturation Fire requires 4 ammo points.
  • Saturation Fire has a 7 turn cooldown.
  • Saturation Fire will take a standard shot at every enemy in the cone, and will damage or destroy random cover elements in the cone.

Available for: Gunner (MSgt)


Savior

Savior
Healing abilities restore four additional hit points.
  • Effect applies to GREMLIN heal, Medikits and Restoration abilities.

Available for: Specialist (TSgt)


Scanning Protocol

Scanning Protocol
The GREMLIN can trigger an instant scan of the area, increasing the Specialist's sight radius substantially for one turn, and revealing any hidden or disguised enemies in view. Free Action.
  • Scanning Protocol has 2 initial charges.
  • Scanning Protocol gains bonus charges with improved Gremlins.
  • In addition to hidden and disguised enemies, enemies blocked from line of sight by walls or obstructions will also be revealed by Scanning Protocol.
  • Scanning Protocol is a free action.
  • If the Specialist is employed as Haven Advisor Scanning Protocol will reduce the chance of recruiting Faceless rebels by 40% (stacking cumulatively with other similar abilities).

Available for: Specialist (Sgt)


Scrap Metal

Scrap Metal
Kills with your primary weapon restore one sawed-off shotgun charge.
  • Kills with your primary weapon restore one sawed-off shotgun charge.
  • This does not apply to kills from using the sawed-off shotgun itself.
  • This ability cannot grant ammo if the sawed-off shotgun charges are already at their starting value.

Available for: Ranger (GSgt)


Sentinel

Sentinel
When in overwatch, you may take two reaction shots.
  • Reaction shots may only target an enemy once.

Available for: Specialist (LCpl), Technical (XCOM Tier 3), SPARK (Vanguard)


Serial

Serial
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack.
  • Serial is meant to chain enemy kills in a single action, as every kill is essentially free.
  • Every successful kill does result in a reduction to critical hit chance and damage, however.
  • Serial has a 7 turn cooldown.

Available for: Assault (XCOM Tier 4), Gunner (XCOM Tier 4), Ranger (XCOM Tier 4), Sharpshooter (MSgt), Reaper (Sgt), Skirmisher (XCOM Tier 4)


Shadow

Shadow
Grants the soldier Shadow, an advanced form of concealment that lasts for 2 turns.
  • Shadow reduces detection ranges to just a few tiles at most.
  • Reaper has increased mobility while in Shadow.
  • Entering Shadow is a free action and has a 4 turn cooldown.

Available for: Reaper (Squaddie)


Shadowstep

Shadowstep
This soldier does not trigger overwatch or reaction fire.
  • A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates.
  • This ability cannot be disabled in any way.

Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 1), Shinobi (Cpl), Specialist (XCOM Tier 2), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 2)


Shadowstrike

Shadowstrike
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
  • Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.

Available for: Assault (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 2), Shinobi (SSgt), Skirmisher (XCOM Tier 1)


Shield Bash

Shield Bash
Bash an adjacent enemy with your shield, doing some damage and knocking back the target 2 tiles. Free action.
  • The damage is equivalent to the base damage of the currently equipped shield.
  • Shield Bash is a free action with a 3 turn cooldown.
  • Can target enemies in adjacent tiles on the diagonal as well.

Available for: Templar (Adept)


Shooting Sharp

Shooting Sharp
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.

Available for: Sharpshooter (XCOM Tier 3), Reaper (Cpl), Skirmisher (XCOM Tier 2)


Shredder

Shredder
Your primary weapon attacks shred armor.
  • A successful shot with a conventional weapon will shred 1 armor from the target.
  • More advanced weapons will shred more armor from targets.

Available for: Grenadier (XCOM Tier 2), Gunner (Sgt), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 3), Technical (Sgt), Reaper (XCOM Tier 2), SPARK (Knight)


Silent Killer

Silent Killer
Guarantees that the Reaper stays in Shadow with killing shots.
  • Allows a Reaper to stay safely in Shadow during the enemy turn if they kill a unit with their primary weapon.

Available for: Reaper (Sgt)


Slash

Slash
Attack an adjacent target with your sword. Uses one action.
  • Attack an adjacent target with your sword.
  • Uses one action and doesn't automatically end your turn, so two attacks a turn are possible.

Available for: Shinobi (Squaddie)


Slug Shot

Slug Shot
Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown.
  • Special shot for primary-weapon shotguns only: Fire a shot with no range penalties.
  • The shot will pierce 2 armor point(s).
  • The shot also gains +10 aim
  • Slug shot has a 2 turn cooldown.
  • Requires 1 ammo.

Available for: Assault (LCpl)


Smoker

Smoker
Grants one free smoke grenade item to your inventory.

Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1), Technical (XCOM Tier 1), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 2), Templar (XCOM Tier 1)


Snap Shot

Snap Shot
You may take standard shots with your sniper rifle after moving, but you suffer severe range penalties beyond 5 tiles of squadsight range.
  • The soldier may now use the sniper rifle for standard shots after moving, but suffers extreme aim penalties at targets beyond 22 tiles range on those shots.
  • The soldier may not enter overwatch with the sniper rifle after moving.
  • Snap shot reduces close range penalties by 67%
  • Snap shot can be used for the following abilities: Chain Shot, Rapid Fire, Disabling Shot, Precision Shot, Deadeye

Available for: Sharpshooter (LCpl)


Soul Harvest

Soul Harvest
Provides +10% crit chance. Each kill by this soldier adds +4% crit chance, to a maximum of +20%.
  • Bonus crit chance applies to both primary and secondary weapons.
  • The +20% max crit chance bonus applies only to the per-kill component, i.e. it's in addition to the base +10% bonus.

Available for: Reaper (XCOM Tier 3)


Soul Shot

Soul Shot
A powerful aim-based ranged attack that can crit and does not end turn. Costs 1 Focus.
  • This ability has +20 aim.
  • This ability costs 1 action, is non-turn ending, costs 1 focus and has no cooldown.

Available for: Templar (Adept)


Squadsight

Squadsight
You can target enemies within squadmates' sight, provided there is line of sight to the target.
  • Squadsight is best augmented by high ground, allowing soldiers relatively clear sight lines and an additional aim bonus to offset Squadsight's aim penalty.
  • When using Squadsight, there is no limit on how far your targets can be, but an aim penalty accumulates with distance.
  • Overwatch shots do not use squadsight by default.

Available for: Sharpshooter (Squaddie), Reaper (SSgt)


Steady Hands

Steady Hands
If you did not move last turn, gain +10 Aim and +10 Critical chance.
  • The Steady Hands bonus does not stack over multiple turns.
  • Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.

Available for: Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2), Specialist (XCOM Tier 1), Reaper (XCOM Tier 1)


Stiletto

Stiletto
Shots fired with your primary weapon pierce 3 armor.

Available for: Assault (XCOM Tier 4), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 4), Ranger (XCOM Tier 4), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Skirmisher (XCOM Tier 4)


Sting

Sting
Fire a shot while in Shadow that holotargets for +10 Aim and ruptures for 1. Guaranteed to remain in Shadow.
  • Sting allows for the Reaper to attack in situations where they absolutely do not want to be revealed.
  • Sting has 2 charge(s) per mission, requires 1 ammo points, and has a 1 turn cooldown.

Available for: Reaper (XCOM Tier 3)


Sting Grenades

Sting Grenades
Your flashbang grenades have a 50% chance to stun enemies.
  • Your flashbang grenades have a 50% chance to stun enemies.
  • Enemies' innate flashbang resistance does not affect stun chance.
  • Bluescreen Bombs is not required to affect mechanical units.

Available for: Grenadier (TSgt)


Street Sweeper

Street Sweeper
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
  • Medium-range, cone-based shotgun attack.
  • The spread pattern is blocked by heavy cover.
  • Uses one action and 2 ammo.
  • Street Sweeper has a 5 turn cooldown.
  • Does 3 bonus damage against unarmored targets within the spread pattern.
  • Cannot be used with non-shotgun weapons.
  • Allies can be injured by this attack.

Available for: Assault (MSgt)


Strike

Strike
Attack any enemy within movement range with a powerful melee attack.
  • You can trigger the Strike ability by placing the movement cursor over an enemy.
  • A SPARK can perform a "Dash" move, using both actions to move, and still trigger a Strike against an adjacent enemy.

Available for: SPARK (Cavalier)


Stun

Stun
Fire your Arc Thrower to incapacitate a target.
  • The Arc Thrower is effective anywhere in the soldier's sight range, doing no damage but stunning targets for their next turn if it hits.
  • Improved versions can extend the duration of the stun effect.
  • Requires one action and ends the soldier's turn when fired.
  • Can use every other turn.
  • Ineffective against mechanized units without additional soldier training.

Available for: Assault (Squaddie)


Stun Gunner

Stun Gunner
Your Arc Thrower now has a bonus to hit.
  • The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.

Available for: Assault (Sgt)


Stun Strike

Stun Strike
Strike an enemy with Psionic force, stunning them. Costs 1 Focus.
  • Stun Strike has a 85% chance to hit, increased by 5% for each Focus level.
  • Stun Strike has a 100% chance to stun the target if successful.
  • Stun Strike does not end the Templar's turn.
  • Stun Strike has a 2 turn cooldown.

Available for: Templar (Adept)


Superior Aptitude

Superior Aptitude
Rend grants an additional focus point.

Available for: Templar (Warlock)


Suppression

Suppression
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim.
  • Suppression costs 2 ammo points to use, but has no cooldown.
  • Suppression will be canceled if the suppressing unit is damaged.
  • If multiple units suppress a target, the aim penalty will not stack.
  • May not be used if sniper rifle or shotgun-class weapons are equipped.
  • Suppression restricts many of the target's abilities, including the use of rockets and grenades.

Available for: Gunner (Squaddie), Ranger (SSgt), Technical (LCpl)


Survival Instinct

Survival Instinct
Gain 20 Defense and 20 Crit chance while injured.
  • The bonuses are lost if you are healed back to full health.

Available for: Assault (XCOM Tier 2), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 1), Technical (XCOM Tier 3), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 2), Templar (XCOM Tier 3)


Sustain

Sustain
If the soldier takes enough damage to be killed, they are immediately put in Stasis for 1 turn and their health is only reduced to 1 HP. This can only happen once per mission. Reduce wound recovery times for this soldier by 2 HP.
  • Beware that a sustained soldier may retain damaging status effects like poison or burning after emerging from Stasis.
  • Wound reduction does not work if the soldier entered a bleeding out state during the mission.

Available for: Templar (Disciple)


Tactical Sense

Tactical Sense
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
  • Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense.
  • Units visible at squadsight ranges do not confer bonus.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 2), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 2), Shinobi (XCOM Tier 3), Technical (GSgt), Reaper (XCOM Tier 2), Templar (XCOM Tier 4)


Tandem Warheads

Tandem Warheads
Your grenades, rockets and heavy weapons do full damage to the maximum extent of their area of effect.
  • Your grenades, rockets and heavy weapons do full damage to units to the maximum extent of their area of effect.
  • This doesn't apply to environmental damage.

Available for: Grenadier (SSgt), Technical (SSgt)


Target Focus

Target Focus
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
  • Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
  • Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.

Available for: Assault (XCOM Tier 2), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 2), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 1)


Templar Shield

Templar Shield
Use your shard gauntlets to generate a psionic shield and gain Shield HP and crit resistance that will last until the start of your next turn. Can be used with Momentum actions.
  • The Shield will grant 5/9/14 shield HP when used.
  • The Shield grants 20 crit resistance when active.

Available for: Templar (Initiate)


Terrorize

Terrorize
Adds a chance to panic enemies hit by Volt. Volt radius is increased by 1.
  • Volt can now panic the enemy.
  • The chance to panic is based on the Templar's Will stat + base chance of 75% versus the target's Will.

Available for: Templar (Magus)


Thats Close Enough

That's Close Enough
During enemy turns, fire your arc thrower at any visible enemy within 1 tile(s) that moves or fires. Shares cooldown with the arc thrower's Stun ability.
  • Will not trigger if soldier is concealed.
  • This ability can trigger 1 time(s) per turn.

Available for: Assault (XCOM Tier 4)


Threat Assessment

Threat Assessment
Aid Protocol grants the target a Covering Fire Overwatch shot.

Available for: Specialist (GSgt)


Total Combat

Total Combat
Throwing a grenade or using an item no longer ends the turn and grenades have no cooldown. In addition, you can throw grenades 2 tiles further and their radius is increased by 1. Grants a Grenade-only slot. Grants +5 aim and +1 mobility.
  • Total Combat adds even more flexibility to the Skirmisher's turns, allowing actions to be taken exactly when needed.
  • Removes the cooldown for grenades.
  • Grants both Bombard and Volatile Mix, hence it does not stack with either of them.

Available for: Skirmisher (LCpl)


Tracking

Tracking
You detect nearby units even without line of sight.
  • Tracking allows the unit to detect units that are behind walls and other line-of-sight blockers.
  • Tracking detects enemies up to 14 tiles.
  • Detected units will appear as a visual outline.
  • Units will remain detected until the end of the player's turn. If they are outside Tracking's range at that point, they will count as no longer detected.

Available for: Reaper (Squaddie)


Tradecraft

Tradecraft
This soldier has significantly reduced infiltration times while on missions.

Available for: Assault (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (GSgt), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 3)


Traverse Fire

Traverse Fire
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.

Available for: Assault (XCOM Tier 2), Gunner (MSgt)


Trench Gun

Trench Gun
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown.
  • Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets.
  • Trench Gun has a 4 turn cooldown.
  • Requires 1 ammo.
  • Ability will not be available with other primary weapons.
  • The shot will not penetrate heavy cover, so this ability is best used in flanking situations.
  • Allies in the area of effect can take damage.

Available for: Assault (Cpl)


Trench Warfare

Trench Warfare
If you get at least one kill during your turn, automatically Hunker Down at the end of it.
  • If you get at least one kill during your turn, automatically Hunker Down at the end of it.
  • You will only Hunker Down if you would normally be able to.

Available for: Grenadier (XCOM Tier 2), Shinobi (XCOM Tier 2), Technical (XCOM Tier 2), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 2)


Trojan

Trojan
Enemy units that are hacked take damage and lose their actions on the turn the hack effect ends.
  • Enemy units hacked by Haywire Protocol take 0 to 8 damage and lose their actions on the turn the hack effect ends.
  • Applies to units stunned or taken over by Haywire Protocol.
  • Damage calculated based on Hacking Stat vs. target's Hack Defense.

Available for: Specialist (Sgt)


True Predator

True Predator
Decreases the per-shot aim penalty of Banish by 5 and decreases its cooldown by 1. Increases the range of Knife Encounters to 6. Death Dealer now doubles the critical damage bonus of your weapon against unflankable targets.

Available for: Reaper (MSgt)


Unlimited Power

Unlimited Power
Firing your arc thrower no longer ends your turn.
  • Works for all arc thrower abilities, including Chain Lightning.

Available for: Assault (XCOM Tier 2)


Untouchable

Untouchable
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
  • When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.

Available for: Assault (GSgt), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 2), Technical (XCOM Tier 4), Reaper (XCOM Tier 3)


Vital Point Targeting

Vital Point Targeting
Attacks against your Holotargeted enemies deal more damage.
  • The Vital Point Targeting damage bonus is +1 for the basic Holotargeter, and increases to +2 with improved Holotargeting technology.
  • Damage bonus is applied to melee and direct (non-Area of Effect) projectile attacks.

Available for: Sharpshooter (TSgt)


Void Conduit

Void Conduit
Trap a humanoid in a Psionic prison, immobilizing them for multiple actions and transferring their health to the Templar. Costs 1 Focus. 3-turn cooldown.
  • Void Conduit will deal 1 damage initially, then drain 3 health per enemy action.
  • Void Conduit locks the target for 1 turn.
  • Targets trapped by Void Conduit cannot take actions or dodge, but can be targeted by other attacks.

Available for: Templar (Mystic)


Volatile Mix

Volatile Mix
Your grenades' area of effect is increased by one tile.
  • Your grenades do regular and environmental damage in the expanded area of effect, and apply any additional effects there as well.

Available for: Grenadier (GSgt), Technical (XCOM Tier 2)


Volt

Volt
A non-turn ending AOE attack that makes its targets easier to hit. Costs 1 Focus.
  • This ability costs 1 action, is non-turn ending, has no cooldown and costs 1 Focus.
  • Volt increases your squad's aim by +15 against the targets.

Available for: Templar (Initiate)


Walk Fire

Walk Fire
Take a highly accurate shot with +30 bonus to hit 66% damage and -30 crit. Uses 2 ammo.
  • This is a special shot in which the soldier adjusts their aim in the middle of an automatic weapon burst, conferring +30 aim and -30 crit and doing 66% damage.
  • Consumes 2 ammo.

Available for: Ranger (LCpl)


Watch Them Run

Watch Them Run
After throwing or launching a grenade, you will automatically enter overwatch.
  • After throwing or launching a grenade, you will automatically enter overwatch.

Available for: Grenadier (XCOM Tier 4), Specialist (XCOM Tier 3)


Whiplash

Whiplash
Attack an enemy with an electrical lash. This attack has a 4 turn cooldown.
  • Whiplash does extra damage to robotic enemies.
  • Whiplash requires one action and does not end your turn.
  • Whiplash has a 4 turn cooldown.

Available for: Skirmisher (SSgt)


Whirlwind

Whirlwind
If you hit with a melee attack during your turn, gain a bonus move.
  • A soldier can only gain one move per turn with this ability.

Available for: Gunner (XCOM Tier 2), Shinobi (GSgt)


Will To Survive

Will To Survive
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
  • Enemy damage is reduced by 1 when in cover and attacked through that cover.
  • Cover against explosives and other indirect attacks is calculated from the point of the explosion.
  • Armor piercing effects do not eliminate this bonus.
  • This unit also permanently gains 5 will.
  • This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.

Available for: Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Reaper (XCOM Tier 1)


Wrath

Wrath
Use the Grapple to pull yourself to an enemy and deliver a Ripjack strike.
  • Wrath adds extra mobility for the Skirmisher, and can be used while the Grapple is on cooldown.
  • The Ripjack strike is guaranteed to hit if the Grapple is successful.
  • An open space adjacent to the enemy is needed to use Wrath.
  • This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.

Available for: Skirmisher (Cpl)


Wrecking Ball

Wrecking Ball
While Overdrive is active, break through walls and cover when moving.
  • Wrecking Ball can be used to expose enemies to flanking shots.
  • Use movement waypoints to guide the SPARK on an optimal path for destroying cover and the environment.

Available for: SPARK (Champion)


Zone of Control

Zone of Control
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.

Available for: Assault (XCOM Tier 2), Shinobi (XCOM Tier 2), Skirmisher (XCOM Tier 1), Templar (XCOM Tier 1)

Pistol Perks


Clutch Shot

Clutch Shot
Once per mission, fire a pistol shot that cannot miss.
  • Once per mission, fire a pistol shot that cannot miss.

Faceoff

Faceoff
Fire once at every visible enemy with your pistol.
  • Faceoff is best augmented by an aggressive field position, granting a high chance to hit at multiple targets.
  • Faceoff cannot be used while in concealment
  • Faceoff has a 3 turn cooldown

Fan Fire

Fan Fire
Fire the pistol three times at the same target.
  • Each shot in Fan Fire rolls a separate chance to hit.
  • Fan Fire can deal a devastating amount of damage if every shot hits.
  • Fan Fire has a 3 turn cooldown.

Gunslinger

Gunslinger
Take a reaction shot that is guaranteed to hit and crit with your pistol against any enemy that moves or attacks within 8 tiles.
  • There is no limit to the amount of shots a soldier can take.
  • Range is 8 tiles.
  • Gunslinger has a 3 turn cooldown.
  • Cannot be used from concealment.

Lightning Hands

Lightning Hands
Fire your pistol at a target. This attack does not cost an action.
  • Lightning Hands can combo well with two-action abilities, as it does not prevent their use in the same turn.
  • Lightning Hands has a 3 turn cooldown.

Quickdraw

Quickdraw
Firing your pistol with your first action no longer ends your turn and negate pistol weight.
  • Quickdraw allows the soldier to spread their fire around to different targets in the same turn.
  • Quickdraw negates the weight allowing the soldier to carry a pistol without any reduction to mobility. Note this bonus does not apply to the soldier's base stats and will only apply during the mission meaning it will not show up when viewing from the loadout menu

Return Fire

Magnum
Standard pistol shots have no long range penalty.
  • Only applies to standard pistol shot, and pistol overwatch.
  • Does not apply to special abilities like Lightning Hands, Gunslinger or Faceoff.

Officer Perks

These perks are only available to Officers.


Air Controller

Air Controller
The Skyranger will arrive 2 turns sooner during evacuations.
  • The officer is skilled at directing allied air assets, allowing the Skyranger to arrive 2 turns sooner after evac flare is deployed.
  • Note that there is a minimum time that the Skyranger will take to arrive regardless of any bonuses.

Rank: Colonel (6)


Collector

Collector
Any kills of a non-human enemy by the squad have a 33% chance to grant 1 intel point as long as the Officer is healthy.
  • Any kills of a non-human enemy by the squad have a 33% chance to grant 1 intel point as long as the Officer is healthy.

Rank: Major (4)


Combined Arms

Combined Arms
All allies within Command Range of the Officer do +1 damage with all successful attacks.
  • All allies within Command Range of the Officer do +1 damage with all successful attacks.
  • Command Range increases with each new Officer level.

Rank: Field Commander (7)


Command

Command
End your turn to grant a bonus action to any visible member of the squad. The number of charges is dependent on the officer's rank.
  • Requires one action and ends your turn.
  • Second and first lieutenants have one charge of the ability; captains and majors have two charges; lieutenant and full colonels have three charges, and field commanders have four charges.
  • Cannot be used on units on overwatch or suppressing another target.

Rank: Second Lieutenant (1)


Commissar

Commissar
Pistol shots against allies who have been mind-controlled by enemies have +50 to hit, cannot be dodged, and automatically kill the target if a hit occurs.
  • Pistol shots against allies who have been mind-controlled by enemies have +50 to hit, cannot be dodged, and automatically kill the target if a hit occurs.

Rank: Second Lieutenant (1)


Defilade

Defilade
Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.
  • Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.
  • Command Range increases with each new Officer level.

Rank: Lieutenant Colonel (5)


Fire Discipline

Fire Discipline
All allies within Command Range of the Officer gain +10% to hit on reaction fire.
  • All allies within Command Range of the Officer gain +10% to hit on reaction fire.
  • Command Range increases with each new Officer level.

Rank: Lieutenant Colonel (5)


Focus Fire

Focus Fire
Spend an action to pinpoint a target and grant your squad cumulative Aim bonuses and 1 Armor Piercing on attacks against that target for the rest of the turn.
  • Spend an action to pinpoint a target and grant your squad cumulative aim bonuses and 1 armor piercing on attacks against that target for the rest of the turn.
  • Each successive direct weapon attack against the target in the same turn grants an additional +5 aim bonus.
  • 3-turn cooldown.

Rank: Second Lieutenant (1)


Get Some

Get Some
Twice per mission, spend an action to grant all allies within Command Range a +20 bonus to Critical Hit chances for the remainder of the turn.
  • Spend an action to grant all friendly units within Command Range a +20 bonus to Critical Hit chances for the remainder of the turn.
  • Usable twice per mission.
  • Command Range increases with each new Officer level.

Rank: First Lieutenant (2)


Incoming!

Incoming!
Activate this ability to grant everyone within command range four points of damage resistance against explosive attacks through the end of the next alien turn.
  • Activate this ability to grant all allies in command range four points of damage resistance against explosive attacks through the end of the next alien turn.
  • Requires no actions.
  • Five-turn cooldown.
  • Command Range increases with each new officer level.
  • Does not apply to panicked soldiers or units suppressing other targets.

Rank: First Lieutenant (2)


Infiltrator

Infiltrator
The officer's squad will infiltrate enemy targets more quickly.
  • The squad of an officer with this perk will be significantly stealthier than it otherwise would be and will have reduced infiltration times.

Rank: Colonel (6)


Intervention

Intervention
Activate this ability to spend 10 intel and gain two turns on the current mission timer. The number of charges is dependent on the officer's rank.
  • Activate this ability to spend 10 intel and gain two turns on the current mission timer.
  • Requires one action.
  • The number of charges is dependent on the officer's rank.
  • Will do nothing if there is no mission timer.
  • Intel cost can be influenced by events; the ability will not fire if XCOM has fewer than 10 intel.

Rank: Second Lieutenant (1)


Jammer

Jammer
Once per battle, delay the arrival of incoming enemy reinforcements by one turn.
  • Activate this ability to cause incoming enemy reinforcements to be delayed by one turn.
  • If no reinforcements are reported as inbound, it will instead delay future reinforcements.

Rank: Captain (3)


Lead By Example

Lead By Example
The Officer improves the Aim, Will and Hack of soldiers within Command Range by half the difference between soldier and Officer.
  • If the Officer's Aim, Will and/or Hack scores are higher than any soldier within Command Range, the soldier gains bonuses to those scores equal to half the difference between the Officer and the soldier.
  • Command Range increases with each new Officer level.

Rank: Major (4)


Leadership

Leadership
This officer provides bonuses to will, dodge and infiltration to soldiers who have previously served under his or her command. These bonuses scale up the more missions they go on together.
  • This officer provides bonuses to will, dodge and infiltration to soldiers who have previously served under his or her command. These bonuses scale up the more missions they go on together.

Rank: Second Lieutenant (1)


Oscar Mike

Oscar Mike
Spend an action to give all allies within Command Range +5 Mobility for the remainder of the turn. Usable once per mission.
  • Spend an action to give all allies within Command Range +3 Mobility for the remainder of the turn.
  • Usable once per mission.
  • Command Range increases with each new Officer level.

Rank: Second Lieutenant (1)


Scavenger

Scavenger
Mission rewards of supplies, Alien Alloys and Elerium increased by 30% after successful missions. Squad members have a chance of collecting extra Alien Alloys and Elerium from aliens.
  • If the Officer survives the mission and is conscious, mission rewards of supplies, Alien Alloys and Elerium are increased by 30 percent.
  • Squad may recover Alien Alloys and Elerium from dead aliens.

Rank: Field Commander (7)


Trial By Fire

Trial By Fire
Any soldiers below the rank of sergeant will be automatically promoted after a successful mission with this officer.
  • This bonus only applies if the commanding officer has this perk, and it does not grant bonuses to other officers on the mission.

Rank: Captain (3)


You'll Need This

You'll Need This
Pass a spare pistol to a civilian ally.
  • Anytime you equip a pistol (of any technology level), you carry a spare conventional pistol that you can hand to any adjacent civilian ally who does not already have a pistol.
  • The spare pistol does not impose a weight penalty on this soldier, but the ally will incur a one-mobility penalty when receiving the sidearm.
  • Note: This ability will not appear in your Tactical ability icons unless you can use it.

Rank: Second Lieutenant (1)


Psionic Perks

Bastion

Bastion
Fortress now provides immunity to nearby teammates.
  • Bastion has a 4 tile radius.
  • Moving next to afflicted allies will immediately cleanse their negative physical status effects.

Available for: Psi Operative (Warlock), Templar (XCOM Tier 3)


Domination

Domination
Permanently mind control an enemy. Only one successful Domination can be performed per mission.
  • Domination requires a contest of the Psi Operative's Psi Strength stat versus the Will of the target.
  • If an attempted Domination fails, there is a 4 turn cooldown before another Domination can be attempted.
  • If the Psi Operative dies or leaves the battlefield, the Domination is broken.

Available for: Psi Operative (Master)


Fortress

Fortress
The soldier is immune to fire, poison, acid, and explosive damage.
  • A soldier with the Fortress ability can walk through fire, poison and acid with no ill effects.

Available for: Psi Operative (Mystic), Templar (Mystic)


Fuse

Fuse
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.
  • This ability costs 1 action, is non-turn ending and has no cooldown.

Available for: Psi Operative (Disciple)


Insanity

Insanity
Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.
  • Insanity has a 1 turn cooldown.
  • Insanity requires a contest between the Psi Operative's Psi Strength stat, and the target's will.
  • Insanity can disorient, panic, or mind control the target if it succeeds.
  • There is about a 10%, 85%, 5% chance to trigger the respective effects (Very approximate chances)
  • Mechanical enemies are completely immune to Insanity.
  • Insanity requires one action and does not end your turn.

Available for: Psi Operative (Acolyte)


Mind Merge

Mind Merge
Grants bonus will, critical chance and ablative hit points to an ally until the beginning of the player's next turn.
  • Grants the targeted ally 1 ablative (shield) hit point, plus another one per 20 psi offense score of the Psi Operative using Mind Merge.
  • Grants the targeted ally 1 will per 5 psi offense score of the Psi Operative.
  • Also grants the ally +1 critical chance per 7 psi offense score of the Psi Operative.
  • Effect lasts until the Psi Operative's next turn.
  • Mind Merge has a 4 turn cooldown.
  • Mind Merge requires one action and does not end your turn.
  • Only visible allies may be targeted.
  • Improved Psi Amps grant additional bonuses to these effects.
  • If the Psi Operative is employed as Haven Adviser Mind Merge will reduce the chance of recruiting Faceless rebels by 40% (stacking cumulatively with other similar abilities).

Available for: Psi Operative (Acolyte)


Null Lance

Null Lance
Project a beam of terrible power that damages every target it passes through. This attack can penetrate multiple enemies and obstacles.
  • Null Lance has a 4 turn cooldown.
  • Null Lance damage can be increased by improving the Psi Operative's Psi Amp.

Available for: Psi Operative (Magus)


Null Ward

Null Ward
project psionic shields around the soldier and nearby allies. The shields will collapse if this soldier is killed.
  • Project psionic shields around the soldier and nearby allies. The shields will collapse if this soldier is killed.
  • Null Ward grants 3 ablative hit points.
  • Improved Psi Amps grant additional bonuses to ablative hit points.
  • Null Ward requires one action and does not end your turn.
  • Null Ward has a 5 turn cooldown.
  • Null Ward has a radius of 8 tiles.
  • The ablative hit points granted by Null Ward persist for the next 3 enemy turns

Available for: Psi Operative (Warlock)


Phase Walk

Phase Walk
Temporarily phase out of existence to teleport to a nearby location.
  • Temporarily phase out of existence to teleport to a nearby location.
  • The targeted tile must be visible (works with squadsight).
  • Phase Walk requires one action and does not end your turn.
  • Phase Walk has a 2 turn cooldown.
  • Phase Walk has a radius of 17 tiles.
  • Moving with Phase Walk can trigger reaction attacks if entering within range except for overwatch which will not trigger at all.

Available for: Psi Operative (Disciple)


Quick Study

Quick Study
Learn officer abilities in half the time.

Available for: Psi Operative (Initiate)


Solace

Solace
The Psi Operative may immediately extinguish mental impairments for a squadmate.
  • Solace cleanses disorientation, mind control, panic and stun effects.
  • Solace requires one action and does not end your turn.
  • Solace has a 3 turn cooldown.

Available for: Psi Operative (Adept)


Soul Steal

Soul Steal
Soulfire transfers the damage done back to the Psi Operative as health and grants an ablative HP for 3 turns.
  • Soul Steal will replenish lost health for a wounded operative and provide 3/4/6 ablative hit point for 3 turns.
  • An operative may increase to no more than 15 ablative HP when using Soul Steal.

Available for: Psi Operative (Adept)


Soul Storm

Soul Storm
Summon meteors of psionic energy to deal damage to enemies inside a target area, and destroy their cover.
  • Summon meteors of psionic energy to deal damage to enemies inside a target area, and destroy their cover.
  • Soul Storm area of effect is centered on the user.
  • Cannot destroy floors or ceilings.
  • Soul Storm has a 5 turn cooldown.
  • Soul Storm has a radius of 5 tiles.

Available for: Psi Operative (Magus)


Soulfire

Soulfire
Does guaranteed Psionic damage to an organic enemy. Ignores cover and armor.
  • Soulfire has a 3 turn cooldown.
  • The damage done by the Soulfire ability can be increased by upgrading the Psi Operative's Psi Amp.
  • Robotic and mechanical enemies are completely immune to Soulfire.

Available for: Psi Operative (Initiate)


Stasis

Stasis
Completely stuns the target for 1 turn, but renders them immune to any damage or attack.
  • Stasis has a 5 turn cooldown.
  • Stasis cannot target units larger than 1 tile such as sectopods.
  • As Stasis completely removes an enemy unit from combat for a turn, it can be used defensively to protect vulnerable soldiers, or it can be used offensively to set up a coordinated attack.

Notes: Stasis Shield is automatically included, being able to cast Stasis on allies.

Available for: Psi Operative (Mystic)


Void Rift

Void Rift
Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity.
  • Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity.
  • Void Rift ruptures targets for 1. Rupture amount increases with better Psi Amp technology.
  • Void Rift has a 5 turn cooldown.

Available for: Psi Operative (Master)

Equipment Perks

Blood Thirst (XCOM)

Blood Thirst (XCOM)
Every time you attack with your melee weapon, get a stackable +1 damage boost to your melee attacks. Lasts 5 turns.
  • Making any attack will provide a stack regardless of whether it hits.
  • Ideal with reaper, being able to not only execute several enemies but performing several attacks will grant several stacks for providing a large damage boost and also mitigating the damage penalty of reaper to create larger chains.

Available for: Katana


Fatality

Fatality
Gain +100 aim and crit against units at 50% hp or lower with your weapon

Available for: Darkclaw


Grapple

Grapple
Deploy a grappling hook to move quickly to an elevated position. 5 Turn Cooldown

Available for: Spider Suit, Wraith Suit


Mark for Death

Mark for Death
Mark a target for death, granting your shots against that unit to be refunded. Effect Lasts till XCOM's next turn.
  • Marking a target reveals the soldier and ends their turn.
  • Marking a target refunds the soldier's actions when firing a standard shot or snap shot, allowing to deal heavy damage against a single target. Ideal for taking out durable enemies.
  • This bonus applies to the marker, it does not apply for allies.

Available for: Darklance


Overbearing Superiority

Overbearing Superiority
Whenever you get a critical hit with your primary weapon, your actions are refunded. Also grants +20 crit chance.
  • Whenever you get a critical hit with your primary weapon, your actions are refunded.
  • This does not work for multi-shot abilities.

Available for: Disruptor Rifle


Shieldwall

Shieldwall
Provide high cover to squadmates wherever you stand. Moving or attacking will cancel the effect. Grants 30 defense and 5 armor on the turn it is employed.

Available for: WAR Suit


Vampirism

Vampirism
Dealing damage with this weapon heals you for the same amount.

Available for: Arashi


Wraith

Wraith
Activate dimensional shift and pass freely through obstacles for 2 turns. Free Action, 2 Charges

Available for: Spider Suit, Wraith Suit

Soldier Perks

These are basic perks all soldiers can use when applicable.

Get Up

Get Up
Revive an unconscious soldier and disorient them for 2 turns. Requires 2 actions.

Stock Strike

Stock Strike
Strike a Mind Controlled Soldier with a butt of your weapon, stunning the target for 1 turn and dealing 30% of their max hp as damage.

Enemy Perks

General Perks

Environmental Immunities

Environmental Immunities
Immune to most environmental effects.
  • Immune to fire, poison and acid but not frozen

Available for: Codex, Andromedon


Fire Immunity

Fire Immunity
Immune to fire damage and burning

Available for: Gatekeeper, ADVENT Purifier


Flashbang Resistance

Flashbang Resistance
Have a chance to resist the effects of flashbangs.
  • This does not allow the unit to resist sting grenade's effect
  • Muton Centurion has 20% resist, Sectoid Commanders/Great Archon has 33% resist, General (T1) has 50% resist, Muton elite has 67% resist, Gatekeeper/General (T2) has 75% resist. Rulers guaranteed resist

Available for: Muton Centurion/Muton Elite, Sectoid Commander, Great Archon, ADVENT General, Gatekeeper, Viper King, Berserker Queen, Archon King,


MEChanical Chasis

Mechanical Chasis
The mechanical frame grants immunity to fire and poison.

Available for: ADVENT Drone, ADVENT MEC, ADVENT MEC Archer, ADVENT Turret, Sectopod, Spectre


Mind Control

Mind Control
Seize control of the target's mind, forcing them to attack their own allies that lasts for 3 turns. 5-turn cooldown.

Available for: ADVENT Priest, The Warlock, Avatar


Poison Immunity

Poison Immunity
Immune to poison

Available for: Chryssalid, Viper, Sidewinder, Naja


Vault

Vault
Allows leaping up to higher elevations without the need to climb.

Available for: Icarus Armor, SPARK, ADVENT MEC, ADVENT MEC Archer, Chryssalid, Faceless

Advent Perks

Advent Acid Grenade

Advent Acid Grenade
Launch an acid grenade that deals acid damage, inflicts acid, inflicts rupture and leaves a pool of acid that lasts 2 turns.

Available for: ADVENT Engineer


Advent Flashbang

Advent Flashbang
Launch a flashbang grenade that disorients enemies for 1 turn.

Available for: ADVENT Grenadier


Advent Incendiary Grenade

Advent Incendiary Grenade
Launches an incendiary grenade dealing fire damage and burning the target.

Available for: ADVENT Heavy Grenadier


Advent Rocket

Advent Rocket
Launch a small rocket that does not scatter to deal explosives damage and high environmental damage.

Available for: ADVENT Rocketeteer


Drone Repair

Drone Repair
Repair a friendly mechanical unit. 1-turn cooldown.
  • This ability costs 1 action, is non-turn ending and has a 1-turn cooldown.
  • The drone repairs for 3/5 hp based on the unit tier.

Available for: ADVENT Drone


Drone Shock

Drone Shock
Inflict an electrical shock that deals minimal damage and disorients the target for 1 turn.

Available for: ADVENT Drone


Energy Shield

Energy Shield
Grants self and all allies within 10 tiles an energy shield granting Shield HP. Lasts 3 turns.
  • This ability generates 3/5 Shield HP based on the unit tier. Can be used once per mission

Available for: ADVENT Shieldbearer


Flamethrower

Flamethrower
Fire the flamethrower in a short wide cone that is guaranteed to hit and burn the targets.
  • The flamethrower shoots an outward clone expanding up to 5 tiles wide and 7 tiles long.

Available for: ADVENT Purifier


Guardian

Guardian
After a successful overwatch shot, there is a 50% chance to gain a bonus overwatch shot.
  • This ability can grant bonus overwatch shots and continue to fire as long as shots land and there is still ammo remaining.
  • This ability does not allow to fire at the same target with additional shots.

Available for: Advent Guardian


High Stance

High Stance
Extend the legs to heighten the sectopod into a high stance, granting them high ground bonuses to lower targets.
  • This ability is a free action and has no cooldown.

Available for: Sectopod


Holy Warrior

Holy Warrior
Perform a mind merge with another unit to grant bonus aim, crit chance, mobility and shield HP. This effect remains as long as either of the unit lives.
  • The merged unit gains 15/20/25 aim, 15/20/25 crit chance, 2/4/6 mobility and 3/6/9 Shield HP based on the priest's tier.
  • This ability costs 1 action, is non-turn ending and has a 1 turn cooldown.

Available for: ADVENT Priest


Lightning Field

Lightning Field
Discharges an electric field to deal electric damage to all nearby enemies. 2-turn cooldown.
  • This ability costs 1 action, is non-turn ending and has a 2-turn cooldown.

Available for: Sectopod


Mark Target

Mark Target
Mark a target that grants 10 aim to allies attacks' against the target that lasts 2 turns. 2-turn cooldown.
  • This Ability costs 1 action, is non-turn ending and has a 2-turn cooldown.
  • The effect can also be removed by killing the marker.

Available for: ADVENT Officer, ADVENT General


Micro Missiles

Micro Missiles
Target an area with an explosive missile attack to deal explosive damage and deals low environmental damage.

Available for: ADVENT Mec, ADVENT Mec Archer


Mindshield

Mindshield
Become immune to all negative mental effects
  • This effect cannot be disabled.

Available for: Advanced Priest


Priest Solace

Priest Solace
Grants self and allies within 4 tiles immunity to negative mental effects.
  • This effect cannot be disabled.

Available for: Elite Priest


Priest Sustain

Priest Sustain
Enter stasis when you would receive lethal damage and prevents HP from going below 1 HP. The chance to enter stasis is reduced based on overkill damage taken.
  • This ability can occur once per mission
  • The chance is reduced by 25%/17%/10% per point of overkill damage taken.
  • To guarantee prevent the priest entering stasis, you must deal 4/6/10 overkill damage.

Available for: ADVENT Priest


Stun Lance

Stun Lance
Perform a dashing move to enter melee range and attack the target with the stun lance that has a chance to inflict a negative mental effect.
  • The severity of the effect is based on the target's will. The higher the will, the less severe the effect.
  • This ability can inflict disorient, stun or unconscious.

Available for: ADVENT Stun Lancer


Stunner

Stunner
Stun an adjacent unit for 2 turns. 3-turn Cooldown.
  • This ability has +30 aim to hit.

Available for: ADVENT Drone


Wrath Cannon

Wrath Cannon
Charge a devatating attack that deals massive damage and environmental damage in a straight line. It takes one turn to prepare and will fire off at the start of the next turn. 3-turn cooldown.
  • This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.

Available for: Sectopod

Alien Perks

Acid Bomb

Acid Bomb
Launch a stream of caustic acid to an area, dealing acid damage, inflcting acid and leaving a pool of acid that lasts 2-turns. 3-turn cooldown.
  • This ability is not disabled through disorientation

Available for: Andromedon


Acid Trail

Acid Trail
The Andromedon Battlesuit leaks acid and leaves a pool wherever they move.
  • The acid pool inflicts acid to any unit that walks through it.
  • The acid pool lasts for two turns.

Available for: Andromedon Battlesuit


Avatar Regeneration

Avatar Regeneration
Regenerate up to 5 HP at the start of the turn.
  • This ability has no limit and will regenerate as long as they are alive.

Available for: Avatar


Battle Frenzy

Battle Frenzy
When damaged, chance to enter frenzy granting an additional action at the start of the turn and lasts 2 turns.
  • This ability has a 75% chance to trigger whenever damaged

Available for: Archon


Bayonet

Bayonet
Strike at a target in melee range with a chance to inflict a negative mental effect. 3-turn cooldown
  • This ability can inflict disorient, stun or unconscious

Available for: Muton


Bayonet Charge

Bayonet Charge
Dash to a target within movement range and deliver a melee attack with a chance to inflict a negative mental effect. 3-turn cooldown.
  • This ability has a 3-turn cooldown and shares cooldown with Bayonet
  • Using this ability inflicts a 10 defense penalty to self
  • This ability can inflict disorient, stun or unconscious

Available for: Muton Centurion/Muton Elite


Beastmaster

Beastmaster
Become immune to taking any damage from berserkers.
  • You are immune to damage from any berserkers but not immune to their ability to inflict a negative mental effect

Available for: Muton Centurion/Muton Elite


Bind and Crush

Bind and Crush
Bind and crush an adjacent humanoid target. 1-turn cooldown
  • This ability binds the target preventing either the target or the viper from acting in their turn while receiving damage at the start of the Viper's turn This can be cancelled by dealing damage to the viper or inflicting any form of disabling ability such as disorientation.
  • Bind initially deals 1 damage and continues dealing damage if the target remainds bound. The damage doubles after being bound for more than 1-turn and continues doubling for each turn bound. If the target is armored, the damage is reduced by 1 additional point on top of their armor
  • This ability cannot bind targets diagonally.

Available for: Viper


Blazing Pinions

Blazing Pinions
Fly in the air and mark all enemies within an area where explosive shells will land dealing damage and high environmental damage in the next turn.
  • This ability has a 3-turn cooldown.
  • The targeting area is a 5-tile radius circle that can target up to 16 tiles away, can target up to 4 enemies and the impact area of the explosives is a 2.5 tile radius

Available for: Archon


Burrow

Burrow
Burrow underground, becoming invisible and waiting for an enemy to approach nearby before emerging and striking at the target
  • The chryssalid will attack an enemy when entering within 10 tiles even when concealed or in shadow.

Available for: Chryssalid


Chryssalid Poison

Chryssalid Poison
Poison that continuously deals damage every turn and never fades. If the target dies while poisoned, a cocoon will spawn that periodically creates weaker chryssalids up to three times.
  • The damage the poison deals depend on the unit tier.
  • The poison can be cleared using a medkit or damage prevented if immune to poison. It can not be prevented from applying.if only equipped with a medkit.
  • The cocoon that spawns has 16/20/36/40 HP based on difficulty

Available for: Chryssalid


Chryssalid Slash

Chryssalid Slash
Dash to a target within movement range and slash at them, inflicting Chryssalid Poison

Available for: Chryssalid


Clone

Clone
When damaged, split and create another codex then teleport to a random location
  • When damaged, splits into another codex splitting the HP in half between the two.
  • The codex will teleport to a random location within 6 - 18 tiles from their original location

Available for: Codex


Consume

Consume
Strike at a target in melee range dealing psionic damage, steals HP from a biological target and reanimating any humanoid targets killed.
  • This ability restores HP equal to 1.5 times the damage dealt.

Available for: Gatekeeper


Counterattack

Counterattack
You may parry melee attacks and counterattack
  • Parry against any melee attacks that graze, preventing any damage from being taken and striking back at the target
  • Gain +66 dodge against melee attacks

Available for: Muton


Devastating Blow

Devastating Blow
Strike an adjacanet target with a chance to inflict a negative mental effect
  • This ability can inflict disorient, stun or unconscious

Available for: Berserker


Dimensional Rift

Dimensional Rift
Open a large rift that deals psionic damage to all units within the area and deals another instance of damage to all units that remain in the area with a chance to stun or disorient them in the next turn.
  • This ability has a 6 tile radius, can cast up to 16 tiles away and deals 30 environmental damage
  • This ability costs 1-action, is non-turn ending and has a 4-turn cooldown.

Available for: Avatar


Fist Strike

Fist Strike
Strike at an adjacent target dealing great damage, knockbacks the target and dealing great environmental damage to its surroundings
  • The strike, while devastating, is fairly inaccurate due to the bulkiness of the suit suffering a -15 aim penalty.
  • The strike destructs the environment within 2.5 tiles of the attack.

Available for: Andromedon


Gateway

Gateway
Open a large psionic rift dealing psionic damage to all units within range. Any humanoids killed or corpses caught in the area is reanimated into psi zombies. 3-turn cooldown
  • This ability has a 7-tile radius and can be fired up to 13 tiles away
  • Each corpse can only be raised once.

Available for: Gatekeeper


Hit and Slither

Hit and Slither
Once per turn, gain a movement action after taking a standard shot against a flanked or exposed target with your primary weapon

Available for: Sidewinder Serpens/Sidewinder Elite


Horror

Horror
Shoot out tentacles that seek and bind a humanoid target, dealing psionic damage and healing the spectre. 2-turn cooldown
  • The spectre is healed equal to the amount of damage dealt.
  • Horror deals 3/5 damage based on the unit tier.

Available for: Spectre


Mass Mindspin

Mass Mindspin
Launch a mental psionic attack against all enemeis within a cone, inflicting a negative mental effect. 3-turn cooldown.
  • This ability can inflict disorient, panic or mind control
  • The area of effect is 9-tiles long and extends to 10-tiles wide

Available for: Sectoid Commander


Mass Reanimation

Mass Reanimation
Reanimate all humanoid corpses in a large area into zombies. 3-turn cooldown.
  • This ability can be used anywhere within line of sight and targets in a 13-tile radius area
  • Each corpse can only be raised once.

Available for: Sectoid Commander


Mindspin

Mindspin
Launch a mental psionic attack, inflicting a negative mental effect. 3-turn cooldown.
  • This ability can inflict disorient, panic or mind control

Available for: Sectoid


Melee Attack

Melee Attack
Strike at an adjacent target

Available for: Archon


Melee Vulnerability

Melee Vulnerability
The sectoid's fragile frame makes it more vulnerable to melee attacks, taking an additional 3 damage.

Available for: Sectoid


Mental Fortress

Mental Fortress
Become immune to negative mental effects
  • This ability can't be disabled.

Available for: Avatar


Open/Close State

Open/Close State
Switch between an open and closed state granting different bonuses.
  • This ability is a free action and has no cooldown
  • The open state allows the gatekeeper to use powerful psionic abilities
  • The closed state grants 3 armor, 25 defense, and 33% damage reduction

Available for: Gatekeeper


Personal Shield

Personal Shield
Generate a shield granting 5 shield HP that lasts 5-turns. 5-turn cooldown.
  • This ability costs 1-action, is non-turn ending and has a 5-turn cooldown.

Available for: Muton Elite


Poison Spit

Poison Spit
Spit a deadly poison, that poisons any targets within the area and leaves a poison cloud that lasts 3-turns.
  • This ability costs 1-action, is non-turn ending and is usable once per mission
  • This ability has a range of 12 tiles and hits in a 4 tile radius.

Available for: Viper, Naja, Sidewinder


Psionic Bomb

Psionic Bomb
Open a small psionic rift that disables the weapons of any units caught in its radiius and deals damage to any units that remain in the field after 1-turn. 3-turn cooldown.
  • This ability disables the weapons of any units within range forcing them to reload.

Available for: Codex


Psi Reanimation

Psi Reanimation
Raise a humanoid corpse as a psionic zombie. 4-turn cooldown
  • Each corpse can only be raised once.

Available for: Sectoid


Rage

Rage
When damaged, chance to become enraged gaining +50% mobility
  • This ability does not stack and the duration is unlimited
  • This ability has a 50% chance to trigger whenever damaged

Available for: Berserker


Regeneration

Regeneration
Regenerates HP at the start of every turn
  • Regenerate 3 HP at the start of the turn with no limit.

Available for: Faceless


Robot Battlesuit

Robot Battlesuit
The battlesuit has a tactical AI that takes over control if the pilot is killed and continues fighting.
  • The battlesuit loses its finer control and pilot's abilities, unable to fire the weapon or launch Acid Bomb
  • With the pilot dead and the interior exposed, it now leaves an Acid Trail

Available for: Andromedon


Scything Claws

Scything Claws
Swipe in a close-range cone damaging all units caught and destroying some objects
  • The area of this attack is 3-tiles long and extends to 5-tiles wide.

Available for: Faceless


Shadowbind

Shadowbind
Bind a humanoid target within movement range, causing them to fall unconscious and creating a shadow copy of the unit gaining the same abilities. 4-turn cooldown.
  • This ability costs 1-action, is non-turn ending and has a 4-turn cooldown.
  • The effect of this ability is not cancelled when the Spectre is disoriented but it can be prevented from being used if disoriented earlier
  • The bound target can be revived by destroying the shadow copy, the Spectre or using an ability to revive them.
  • This ability cannot target those immune to negative mental effects

Available for: Spectre


Teleport

Teleport
Teleport to a location within sight and bypasses all reaction attacks 1-turn cooldown.
  • This ability costs 1-action, is non-turn ending, has a 1-turn cooldown and can be used within 16 tiles.

Available for: Codex


Teleport Escape

Teleport Escape
Teleport to a random location whenever damaged
  • This ability has no cooldown and will trigger whenever damaged
  • The avatar will teleport between 10-20 tiles from their original location
  • This ability triggers only after an attack is complete, this means that they will not teleport away when performing attacks such as rapid fire until after it is complete

Available for: Avatar


Tongue Pull

Tongue Pull
Pull a humanoid target into melee range and binds the target. 1-turn cooldown
  • This ability costs 1 action, is non-turn ending, has a 1-turn cooldown and can target enemies within 3-8 tiles away.
  • This ability gains +20 aim and is affected by range modifiers.

Available for: Viper


Vanishing

Vanishing
Become concealed and gain 25% bonus mobility
  • This ability costs 1-action, is non-turn ending and has a 3-turn cooldown

Available for: Spectre


Wall Smash

Wall Smash
Allows the Andromedon to move through cover, destroying any objects in their path.
  • This ability will completely destroy any cover that the Andromedon walks through as long as it is destructible

Available for: Andromedon


War Cry

War Cry
Shout a war cry granting all allies within range bonus aim, will and mobility. 6-turn cooldown
  • This ability costs 1-action, is non-turn ending, has a 6-turn cooldown and affects all units within 13-tiles.
  • This ability grants 10 aim, 10 will and 2 mobility. The bonus is doubled for all mutons. The effect lasts 2-turns.

Available for: Muton Centurion/Muton Elite

Chosen Perks

All Seeing

All Seeing
Detect concealed units within vision range.

Available for: The Assassin, The Hunter, The Warlock


Anticipation

Anticipation
Damage taken by melee attacks is reduced by 50%.

Available for: The Hunter, The Warlock


Blast Shield

Blast Shield
Damage taken by explosive attacks is reduced by 50%.

Available for: The Assassin, The Hunter, The Warlock


Blood Bath (Chosen)

Blood Bath
Harbor wave cone is wider by 2 tiles, and each enemy hit by it grants a blood thirst stack.

Available for: The Assassin


Blood Thirst (Chosen)

Blood Thirst (Chosen)
Every time you attack with your melee weapon, get a stackable damage boost to your melee attacks. Resets upon a successful kidnap.
  • The damage bonus is based on the chosen tier, gaining +1/1/2/2/3 damage per attack.

Available for: The Assassin


Disabler

Disabler
Pistol attacks disables the target's primary weapon, removing all remaining ammo.
  • Pistol attacks remove all remaining ammo, meaning that the affected unit will have to reload before being able to fire again.

Available for: The Hunter


Flashbang

Flashbang
Throw a flashbang grenade that disorients organic targets within the blast radius for 1 turn as a free action. 2-turn cooldown.

Available for: The Hunter


Harbor Wave

Harbor Wave
Send a psionic wave that deals guaranteed damage. This attack is boosted by Blood Thirst. 3-turn cooldown.
  • This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.
  • This ability fires in a cone up to 15 tiles which expands up to 6 tiles wide.

Available for: The Assassin


Hazmat Vest

Hazmat Vest
Become immune to environmental effects.

Available for: The Assassin, The Hunter, The Warlock


Hero Slayer

Hero Slayer
Attacks deal +35% damage against hero classes.

Available for: The Assassin, The Hunter, The Warlock


Hit it where it hurts

Hit it where it hurts
Primary weapon attacks now inflict bleeding.

Available for: The Hunter


Hunter's Grapple

Hunter's Grapple
Deploy a grappling hook to move quickly to an elevated position.
  • This ability is a free action and has a 3-turn cooldown.
  • The Hunter can grapple to a point up to 14 tiles away.

Available for: The Hunter


Impenetrable

Impenetrable
Impact Compensation Stacking limit is increased by 1.

Available for: The Assassin


Infernal Fury

Infernal Fury
Primary weapon attacks now inflict burning.

Available for: The Hunter


Instant Reaction Time

Instant Reaction Time
Gain 2 dodge per tile from the attacker.

Available for: The Assassin, The Hunter, The Warlock


Mark

Mark
Primary weapon attacks mark the target and reduces their defense by 10.

Available for: The Hunter, The Warlock


High Voltage

Mind Combustion
Gain 1-tile bonus radius for Mind Scorch. Also reduce Mind Scorch cooldown by 1.

Available for: The Warlock


Mind Scorch

Mind Scorch
The Warlock launches a psionic attack that deals guaranteed damage and a 40% chance to burn the target and bounces to other targets within 3 tiles. 3-turn cooldown.

Available for: The Warlock


Misty Madness

Misty Madness
The radius of your mist grenade is increased by 2.

Available for: The Assassin


Mountain Mist

Mountain Mist
Throw a mountain mist that blinds targets caught in the blast radius for 2 turns. 2-turn cooldown.
  • The assassin can throw the mountain mist up to 15 tiles and hits in a 3x3 tile radius.
  • This ability has a 2-turn cooldown.

Available for: The Assassin


Moving Target

Moving Target
Gain 15 defense and 50 dodge against reaction attacks.

Available for: The Assassin, The Hunter, The Warlock


Parting Silk

Parting Silk
Perform a dashing melee attack.

Available for: The Assassin


Psychotic Rage

Psychotic Rage
Deal 35% additional damage when below 50% HP.

Available for: The Assassin, The Hunter, The Warlock


Spectral Army

Spectral Army
The Warlock summons ghostly guards to defend him. While those guards still "live", the Warlock remains in stasis, invulnerable to harm. 6-Turn Cooldown.
  • This ability can only be used as a Prime Reaction.
  • This ability summons 1 spectral Stun Lancer for each tier the Warlock is (except for 5).
  • The Spectral Stun Lancers possess the same abilities as a basic Stun Lancer

Available for: The Warlock


Spectral Zombie

Spectral Zombie
The Warlock summons Spectral Zombies close by to enemies.. 5-Turn Cooldown.
  • This ability can only be used as a Prime Reaction.
  • This ability summons 1 spectral zombie for each tier the Warlock is (except for 5).
  • The Spectral Zombie can slash at adjacent enemies or prepare themselves to self destruct.

Available for: The Warlock


Sprinter

Sprinter
Gain 1 mobility.

Available for: The Assassin


Summon Followers

Summon Followers
Allows the Warlock to summon allies to assist them. The summon's strength depends on the region's alert level and the current force level.
  • Usable once per mission. Gain one use upon revival during Chosen HQ Assault
  • The Warlock summons 2 units for alert level 0-5
  • The Warlock summons 3 units for alert level 6-11
  • The Warlock summons 4 units for alert level 12-14
  • The Warlock summons 5 units for alert level 15+

Available for: The Warlock


Teleport Ally

Teleport Ally
The Warlock can teleport any ally to another location within their line of sight. 3-turn cooldown.
  • This ability costs 1 action and is non-turn ending.

Available for: The Warlock


Toxic Nightmare

Toxic Nightmare
Primary Weapon attacks now inflict poison.

Available for: The Hunter


Tracking Shot

Tracking Shot
At the start of your turn, mark an enemy that's flanked against you as a free action. Your first shot against that target is guaranteed to hit, and refunded.

Available for: The Hunter


Trigger Bot

Trigger Bot
When targeted by enemy fire, automatically fire back with your Sniper Rifle once per turn with an attack that has a 35% damage penalty, but is a guaranteed hit.
  • Trigger Bot will only trigger once per turn.
  • Trigger Bot can be triggered by melee attacks and area of effect attacks.
  • Trigger Bot will not trigger when targeted by overwatch fire.

Available for: The Hunter


Unbreakable

Unbreakable
All Rupture Effects inflicted on you will be instantly removed.

Available for: The Assassin, The Hunter, The Warlock


Unholy Ascension

Unholy Ascension
Warlock's Greatest Champion's Shield, Aim, Crit, Will, and Psi Offense bonuses are doubled and grant crit immunity.

Available for: The Warlock


Unstoppable

Unstoppable
This unit's mobility cannot go below 7.

Available for: The Assassin


Vanishing Wind

Vanishing Wind
The assassin will enter concealment and gain 50% mobility bonus.
  • This ability is a free action and has a 1-turn cooldown.

Available for: The Assassin


Warlock's Greatest Champion

Warlock's Greatest Champion
The Warlock designates a unit as their champion, boosting their aim, crit chance, will, and psi while also granting shields. While a champion is alive, the Warlock receives 67% less damage from all attacks. 3-turn cooldown.
  • The champion gains 15 aim, 25 crit chance, 30 will, and 30 psi. The shield gained is 4/6/8/12/15 based on chosen tier.
  • This ability is a free action and has a 3-turn cooldown.

Available for: The Warlock


You Cannot Hide

You Cannot Hide
Primary weapon attacks gain 30 aim.
  • While cover may no longer make you less likely to be hit, it can still be beneficial by preventing flanking bonuses.

Available for: The Hunter