Abilities List (LWR)
Contents
- 1 Normal Perks
- Absorption Fields
- Aggression
- Awareness
- Body Shield
- Brawler
- Bring 'Em On
- Bullseye
- Close Combat Specialist
- Close Encounters
- Collateral Damage
- Combat Drugs
- Concealment
- Critical System Targeting
- Damage Control
- Danger Zone
- Disabler
- Disabling Shot
- Double Tap
- Executioner
- Extra Conditioning
- Field Medic
- Fire Rocket
- First Aid
- Flush
- Fortified
- Fragmentation
- Grenadier
- Grit
- HEAT Warheads
- Hit and Run
- Holo Rounds
- Impact
- Jetboot Module
- Killer Instinct
- Light Em Up
- Lock N' Load
- Lone Wolf
- Low Profile
- Master Mechanic
- Maim
- Mayhem
- Mechanic
- One For All
- Onslaught
- Opportunist
- Packmaster
- Penetrator
- Platform Stability
- Precision Shot
- Ranger
- Rapid Fire
- Rapid Reaction
- Reactive Targeting Sensors
- Ready For Anything
- Reconnaissance
- Repair
- Repair Servos
- Run and Gun
- Sapper
- Savior
- Sentinel
- Shadowstep
- Sharpshooter
- Shock-Absorbant Armor
- Shock and Awe
- Shredder
- Smoke and Mirrors
- Snapshot
- Sprinter
- Squadsight
- Steadfast
- Suppression
- Tandem Warheads
- Tenacious Defense
- Vital Point Targeting
- Will To Survive
- 2 Alien Only Perks
- 3 Gene Mods
- 4 Officer Training
- 5 Psionic Abilities
Normal Perks
Advanced shielding grants +30% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit.
Available for:
Grants the primary weapon +20 crit and additional crit damage equal to the number of enemies in sight or squadsight.
Available for:
Provides +30 defense.
Available for:
Grants a 35% chance for incoming shots to graze, dealing only half of their original damage. The nearest visible enemy suffers -20 aim against this unit and cannot critically hit it.
Available for:
Grants +1 damage and +20 aim against targets within 4 tiles. Counterattacks melee attacks with damage equal to this unit's max base HP.
Available for:
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight.
Available for:
Grants +25 aim and crit if shooting at 2AP. Grants +25 aim and crit to shots against targets that are suppressing or on overwatch.
Available for:
Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]
Available for:
The first standard shot against an enemy within 4 tiles or destructive grenade thrown within 4 tiles will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants immunity to reaction fire and critical hits from enemies within 4 tiles.
Available for:
Use a full ammo clip to destroy some cover and deal 15% weapon damage per ammo in a 5 tile radius. Costs 1 AP. 3 turn cooldown.
Available for:
Smoke grenades grant +20 aim and +10 crit. Smoke grenades also passively heal 3 HP at the end of the turn. Only affects units that are breathing the smoke. Does not work in dense smoke.
Available for:
If this unit cannot be seen by any enemies and walks (not dashes) to full cover it will become and/or stay concealed. Enemies will not target this unit (but can sense it) when concealed. Leaving cover (that enemies have sight of), beginning a turn in sight of an enemy, being holo-targeted, being flanked, and performing any action will break this concealment. Firing from concealment grants +30% crit.
Available for:
Shots against autopsied mechanical units deal +50% damage and gain +2 penetration. Does not work with the Arc Rifle or Arc Pistol.
Available for:
Grants an instance of 20% DR each time damage is received (they stack multiplicatively). If shredded, reduces shred to 35% at end of turn.
Available for:
Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target.
Available for:
Smoke grenades grant an additional +30 defense (+60 defense total -- defense affects psi as well) and prevent critical hits.
Available for:
All shots gain a 20% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot.
Available for:
If this unit has a sniper/strike/arc rifle: Fire a shot that disables a target's main weapon if it connects. The shot deals 1 damage and costs 0 AP. Does not work against mechanical targets. Cannot be used after activating Double Tap or In The Zone. 3 turn cooldown. Grants +1 ammo to non-arc primary weapons.
Available for:
Shooting or using burst allows this unit to fire an extra shot (at +25 aim/crit if it's the same target) if not out of ammo or targets. 1 turn cooldown after 2nd shot is used.
Available for:
Grants +15 aim (+50 aim for pistols) against targets at or below half HP.
Available for:
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.
Available for:
Grants 2 free medikits. Medikits heal 2 more HP. Stabilization costs 0 AP and does not consume a medikit.
Available for:
Grants the ability to use and equip a rocket launcher. Rocket scatter is unaffected by aim but decreases by 4% per HP above average. Firing a rocket with less than 2 AP triples scatter. 2 turn cooldown.
Available for:
Grants 2 medikits.
Available for:
Fire a +25 aim shot with -50% weapon damage. Requires 2 ammo.
Available for:
Grants immunity to critical hits. Injury and fatigue times are reduced by 20%.
Available for:
Explosives critically hit exposed targets, dealing 150% damage.
Available for:
Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades receive an additional use. Makes destructive grenades and launchers weightless.
Available for:
Grants +3 armor HP and %DR equal to half of the %HP lost.
Available for:
Explosives gain +5 penetration and double the application of any shred.
Available for:
The first non-reaction shot taken at a target that was damaged, suppressed, or disoriented this turn deals +2/2/4/4/6 crit damage (based on active weapon tier) and will leave this unit with 1 AP, but prevents the use of non-mobility actions until this unit reaches 0 AP. Grants +0.6 mobility.
Available for:
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns.
Available for:
Available for:
When activated, grants +4.0 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Concealment, Stealth, or Ghosting).
Available for:
Critical hits deal 200% damage.
Available for:
Standard shots cost only 1 AP and gain both +5 aim and +1 damage for each instance of damage their target took this turn.
Available for:
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
Available for:
Grants 10 aim, crit, and defense if not within 4 tiles of an allied unit.
Available for:
Partial cover grants the defense and DR bonus of full cover.
Available for:
Increases the healing of repair by +3 HP. Grants +2 penetration to shots vs mechanical units.
Available for:
Fire 2 shots at -20 aim that deal 1 damage each. Any damage against a biological target with 1 HP will Maim the target instead of dealing damage, preventing the target from performing reactive fire and skipping it's next turn.
Available for:
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. Doubles shred application from suppression.
Available for:
Removes corrosion from all adjacent allies after each action. Grants +10 aim against mechanical units. Grants 2 uses of Repair [Heal a mechanical unit for 4 HP]. If idle and adjacent to a mechanical unit: When that unit takes damage heal it for 25% of the damage taken.
Available for:
Upon activation: all incoming non-psi attacks graze (decreases by 30% for each hit taken), immunity to critical hits, disable reactive fire, remove all base defense, and act as full cover element. Creates a barrier that prevents enemy explosive shots that hit this unit from damaging nearby units. Lasts until unit moves or uses an arm-based weapon (includes overwatching, steadying, reloading). Does not trigger reaction fire.
Available for:
The first use of the Kinetic Strike Module each turn will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants Ram and +0.6 mobility.
Available for:
Reaction shots gain +20 aim and can critically hit.
Available for:
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons. Grants +2 HP to healing from Restorative Mists.
Available for:
The primary weapon gains +2 penetration.
Available for:
If this soldier has not moved and is on the ground, it gains: +15 aim, -80% rocket scatter, and +2 damage to suppressive fire. Steadied weapons do not become unsteadied when taking damage.
Available for:
Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 2 turn cooldown. Only for Strike/Sniper Rifles.
Available for:
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP.
Available for:
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -40 aim penalty (-20 for shotguns). Grants +0.6 mobility.
Available for:
Allows 2 reaction shots during overwatch. Grants +40% DR when overwatching.
Available for:
Once per turn, if this unit is attacked: Attempt to return fire with a +40 aim reaction shot. If this unit did return fire, enter One For All (if able). [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]
Available for:
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, Overwatch activates. Doubles shred application from shots.
Available for:
Displays information on the nearest aliens that are not hiding after each non-dash move. Provides additional information on sneaking aliens. The first battle scanner used each turn costs 0 AP. Grants a free battle scanner. Grants Low Profile.
Available for:
Heal a friendly mechanical unit for 4 of their missing HP.
Available for:
Repairs damage sustained in battle: When damaged, gain servos equal to 45% of the damage sustained. Each servo can heal 1 HP. At end of turn, use half the servos available (minimum 1, if available).
Available for:
Allows shooting or overwatching at 0 AP if the last AP was spent moving. Disables the AP discount from Close Encounters. Shots gain +35% weapon damage and +35 crit until this unit's next turn. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle.
Available for:
Explosives deal +1 damage and double environmental damage. Grants +30% throw range.
Available for:
Grants +2 armor HP. Medikits heal 3 more HP and can revive stabilized soldiers for 0 AP.
Available for:
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist.
Available for:
This unit does not trigger reaction shots or Pursuit when walking (not dashing). After repositioning, grants +2 crit dmg until next turn. Grants +0.6 mobility.
Available for:
All shots with the primary weapon gain +15 aim against biologic targets.
Available for:
Grants proximity-based DR if the damage is within 10 tiles (+5% DR per tile up to +50% at point blank).
Available for:
Rocket launchers and extra equipped rockets gain an additional use. Reduces scatter by 30%.
Available for:
Primary weapon shots during this unit's turn apply Shred equal to the percentage of the target's max HP lost from the attack (which increases subsequent damage the target receives by the amount of Shred) for the remainder of the battle.
Available for:
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.
Available for:
Shooting will not trigger reaction fire. If this unit has not moved this turn, shots gain a 20% chance to cost 0 AP.
Available for:
Grants +1.3 mobility and increases the movement bonus when dashing to +40% (from +20%).
Available for:
Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an unconcealed ally at 0 AP that can see the target). Grants +3 aim per ally that can see the target and -5 aim for each tile beyond 18. Does not apply to overwatch or reaction shots. Other abilities that consider the number of enemies in sight will also include any enemies in squadsight.
Available for:
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%.
Available for:
Suppress [Pinned if protected by cover, suppressive fire if not, no reaction fire, -35 aim, -35% mobility/ability range] targets. Breaks with suppressive fire if the target acts. Requires 2 ammo, and uses the 2nd ammo if the suppression breaks with suppressive fire. 2 turn cooldown.
Available for:
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
Available for:
Grants +3 armor HP. Grants +20% crit resistance when protected by cover.
Available for:
Steadied shots, reaction shots, or shots at targets not protected by cover deal 30% more damage when hitting humans or autopsied biological aliens.
Available for:
Increases DR of partial cover to 55% and full cover to 65% but grants 15 less defense. Grants +3 armor HP and Steadfast.
Available for:
Alien Only Perks
Unleash a bestial roar that inspires nearby allies of the same species granting them +30 base DR and +10 aim/will for <XGAbility:BloodCallDuration/> turns. Effected units heal 10% of max HP and have multiple debuffs (maim, disorient, mind fray, and panic) removed. 4 turn cooldown.
Available for:
Throw or launch grenades and devices 30% further.
Available for:
Beam attack that grants +5 penetration and free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).
Available for:
When active, reduces the hit chance of shots taken against this unit (+10 defense per tile away). Can activate when this unit ends a turn on a move or with actions to spare.
Available for:
Reality is distorted around this unit: non-psionic attacks deal only 30% the damage and half of the damage is then shared among allies in sight within 8 tiles. Grants +80 crit resistance and reduces corrosion duration to 1 turn. Prevents mind control and healing in humans.
Available for:
Merge minds with allies, granting them +1 pen, +25 aim/crit/25 will, +2.0 mobility, +50% graze chance, and 10% of caster will in extra HP until the beginning of their next turn. Upon use creates an 8.5 radius telekinetic field that grants 50 defense to all allies within the field through 1 enemy turn. 5 turn cooldown.
Available for:
Outsiders have a chance to grow in strength each turn they start with all of their base HP, up to a cap based on Alien Level. Non-leaders grow slower and do not grow for the first 4 turns. Chance is 25/50/75/100% (based on difficulty).
Available for:
Reacts unpredictably when wounded, provoking panic in enemies.
Available for:
Allows vertical leaps onto elevated surfaces during movement.
Available for:
Grants control of a target but prevents this unit from acting. Breaks any other instances of mind control. Hit chance is calculated using 150% of will. Does not work on purely mechanical units. Mind controlled targets lose 1 + 20% of their max HP at the end of their turn, and may lose some of their active buffs. Interrupted by explosively damaging, disorientating, panicking, or killing this unit. Interruption will leave the target mind controlled for one last turn, after which they will recover with disorientation. 3 turn cooldown.
Available for:
This unit has an Overpowering Aura that causes enemies to lose a percent of their aim, mobility, throw range, and rocket accuracy equal to it's will/6. High base HP and distance beyond 20 tiles can mitigate this loss. Specifically, targets lose 1 percentage point less/more attributes for each base HP above/below average and targets lose 1 percentage point less attributes for each tile beyond 20. Does not affect SHIVs.
Available for:
Project a bolt of pure psi force at an enemy that deals 4 + (caster_will - target_will)/20 damage. The lance will jump to another enemy target within 6 tiles of the last target dealing less damage (10%) each jump until it dissipates. Unlike most psionic attacks, this attack has a hit chance based on the caster's aim and the defender's defense, just like standard shots.
Available for:
The seeker forms a protective cacoon around a nearby biosoldier while severely damaging them at the same time. Does not trigger reaction or suppression fire, grants 35% DR, and provides immunity to critical hits. Strangulation will deal 25% of the seeker's max HP in damage the ignores any damage reduction. When strangulation is released, units will have only 0-1 AP remaining and the Catching Breath debuff.
Available for:
This unit gains 15 defense when in cover or flying if it is not disoriented and has not been damaged this turn.
Available for:
Gene Mods
(See also: Gene Mods)
This soldier recovers from fatigue and injuries 15% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).
Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.2 mob, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.
Grants +6 mobility and +40 defense when below 50% HP.
Reaction shots gain +10 aim. Saturation Fire has a -25% weapon damage malus (instead of -50%).
If this unit misses a shot, it's next shot gains +20 aim (even if multiple turns apart).
Grants +15 Base DR and +30 crit resistance.
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
Grants immunity to panic. Suppressed host neural resistance increases the HP medikits can heal by 4 when used on this soldier.
Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 2 turns. Increases throw range by 20%.
Grants complete immunity to corrosion and shredding.
Officer Training
(See also: Officers)
Squad receives +10 defense when protected by cover and +10 will.
All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command.
Increases the chance Commanding Officer makes end-in-idle actions of squadmates in vision cost 0 AP by 50%. Officers gain +5 base HP and +1 Command.
Squadmates gain +3 defense per enemy the squad can see when protected by cover. Officers gain +15 base defense.
Squad receives +20% DR when protected by cover.
Squad receives +4 aim per continent bonus XCOM has earned.
All soldiers ranked SGT or lower gain triple mission experience. Officers gain +3 base HP and +1 Command.
Squad fatigue reduced by 10%. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +1.3 mobility.
Squad receives +1 will per different nationality in the squad. Gain Commanding Officer [1 command charge, +10% squad xp/rank, -20% personal fatigue].
All soldiers in the squad gain +10% mission experience. Officers gain +10 aim and +1 Command.
Psionic Abilities
(See also: Psionics)
Grants +10 aim, +2.0 mobility, +20% throw range, and +20% DR. Regenerates 2 base (non-armor) HP each turn. Fire an additional reaction shot on Overwatch. Psionic potential unlocks a deep connection to one's body.
Causes the target to lose grip on reality causing 5% of will in damage, -25 aim, -25 will, -25% mobility/ability range, and +25% scatter. Damage is reduced by 30% if the target is already affected by mind fray. Hit chance is calculated using 80% of will. Purely mechanical units are immune. Lasts through 2 enemy turns. 2 turn cooldown.
Grants the target +1 pen, +25 aim/crit/will, +2.0 mobility, +50% graze chance, and -50% scatter until the beginning of their next turn. Additionally, Sectoids gain 5% of caster will in extra HP and Mechtoids gain a 20 HP shield. 5 turn cooldown.
Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.
Inspires allied soldiers within a 6 radius area near the caster until their next turn. Inspired allies have mind fray, disorient, shaken, panic, fear, and red fog removed. They reduce psionic damage by 50% and gain 20 defense and will. 4 turn cooldown.
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Psychic Storm deals half damage when interrupted.
Causes the target to panic if the target's will is overcome. Hit chance is calculated using 50% of will. Purely mechanical units are immune. 4 turn cooldown.
Project a bolt of pure psi force up to 10 tiles that destroys all destructible cover in a 2 tile radius area but does not harm units. 3 turn cooldown.
Devastate an area with a storm of psi energy dealing 4 + (caster_will - target_will)/20 damage immediately and then again after a turn. 2 turn cooldown. Affects mechanical units that are normally immune to psionic abilities.
Create an 8.5 radius telekinetic field that grants 50 defense to all allies within the field and dampens the effects of all explosives to only 50% of their original damage. Deals will/10 psionic damage to mechanical enemies that enter the field. Lasts through 1 enemy turn. 4 turn cooldown. Psi Training Target Will: 45.