Abilities (EU2012)
A list of all abilities can be found below, with their in-game descriptions. More information about Abilities and their uses can be found on the links on top of each category.
Class & Rank Abilities
These are special perks available to each class and rank. Up reaching a certain rank a soldier has to choose exclusively between two abilities.
Assault Abilties
Ability | Rank Required | Description |
---|---|---|
Run & Gun | Squaddie | Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown. |
Aggression | Corporal | Confers +10% critical chance per enemy in sight (max +30%). |
Tactical Sense | Corporal | Confers +5 Defense per enemy in sight (max +20). |
Close & Personal | Sergeant | Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. EW DLC: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun. |
Lightning Reflexes | Sergeant | Forces the first reaction shot against this unit each turn to miss. |
Rapid Fire | Lieutenant | Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim. |
Flush | Lieutenant | Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage. |
Bring 'Em On | Captain | Adds 1 damage on critical hits for each enemy the squad can see (up to 5). |
Close Combat Specialist | Captain | Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch. |
Extra Conditioning | Major | Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus. |
Killer Instinct | Colonel | Activating Run & Gun now also grants +50% critical damage for the rest of the turn. |
Resilience | Colonel | Confers immunity to critical hits. |
Heavy Abilities
Ability | Rank Required | Description |
---|---|---|
Fire Rocket | Squaddie | Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission. |
Bullet Swarm | Corporal | Firing the primary weapon as the first action no longer ends the turn. |
Holo-Targeting | Corporal | Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies. |
Shredder Rocket | Sergeant | Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket's blast is weaker than a standard rocket's. |
Suppression | Sergeant | Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty. |
HEAT Ammo | Lieutenant | +100% to damage against robotic enemies. EW DLC: Confers +50% damage against robotic enemies. |
Rapid Reaction | Lieutenant | Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit. |
Grenadier | Captain | Allows to carry 2 grenades in a single inventory slot. EW DLC: Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus. |
Danger Zone | Captain | Increases hit area of rockets and suppression by 2 tiles. |
Will to Survive | Major | Reduces all normal damage taken by 2 if in cover and not flanked. |
Rocketeer | Colonel | Allows 1 additional standard rocket to be fired per battle. |
Mayhem | Colonel | Confers additional damage based on weapon tech level to Suppression and all area-effect abilities. |
Sniper Abilities
Ability | Rank Required | Description |
---|---|---|
Headshot | Squaddie | Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. a.k.a. Precision Shot. |
Squadsight | Corporal | Allows firing at targets in any ally's sight radius. EW DLC: Allows firing at targets in any ally's sight radius, but these targets cannot be critically hit unless using Headshot. |
Snap Shot | Corporal | Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. EW DLC: Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty. |
Damn Good Ground | Sergeant | +10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses. |
Gunslinger | Sergeant | Confers 2 bonus damage with pistols. |
Disabling Shot | Lieutenant | Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty |
Battle Scanner | Lieutenant | Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle. |
Executioner | Captain | +10% Aim against targets with less than 50% Health. |
Opportunist | Captain | Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits. |
Low Profile | Major | Makes partial cover count as full. |
In The Zone | Colonel | Killing a flanked or uncovered target with the sniper rifle does not cost an action. |
Double Tap | Colonel | Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down. |
Support Abilities
Ability | Rank Required | Description |
---|---|---|
Smoke Grenade | Squaddie | Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn. |
Sprinter | Corporal | Allows the support to move 3 additional tiles. |
Covering Fire | Corporal | Allows reaction shot to trigger on enemy attacks, not just movement. EW DLC: The reaction fire now happens before the enemy attacks, not after. |
Field Medic | Sergeant | Allows medikits to be used 3 times per battle instead of once. |
Smoke and Mirrors | Sergeant | Allows 1 additional use of Smoke Grenade each mission. EW DLC: Allows two extra uses of Smoke Grenade each mission, for a total of three. |
Revive | Lieutenant | Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them. |
Rifle Suppression | Lieutenant | Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim. |
Combat Drugs | Captain | Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. |
Dense Smoke | Captain | Smoke Grenades have increased area of effect and further increase units' Defense by 20. (Also grants +20 Aim Bonus) |
Deep Pockets | Major | Confers an additional item slot in inventory. EW DLC: All limited-use items in your inventory receive one extra use. |
Savior | Colonel | Medikits restore 4 more health per use. |
Sentinel | Colonel | Allows two reaction shots during Overwatch, instead of only one. |
Psionic Abilities
Ability | Rank Required | Description |
---|---|---|
Mindfray | Psionic | Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown. |
Psi Inspiration | Specialist | Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by 30 for 3 turns. 4 turn cooldown. |
Psi Panic | Specialist | Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown. |
Telekinetic Field | Operative | Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting 40 Defense to both allies and enemies within the field. 5 turn cooldown. |
Mind Control | Operative | Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown. |
Rift | Special | Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown. Only available at a certain time in the story. |
MEC Trooper Abilities
Ability | Rank Required | Description |
---|---|---|
Shock-Absorbent Armor | Squaddie (Assault) | Damage received from enemies within 4 tiles is reduced by 33%. |
Body Shield | Squaddie (Heavy) | The nearest visible enemy suffers -20 Aim and cannot critically hit this unit. |
Platform Stability | Squaddie (Sniper) | Any shots taken without moving have +10 Aim and +10% critical chance. |
Distortion Field | Squaddie (Support) | Nearby allies in cover receive +10 Defense. |
Collateral Damage | Squaddie | Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits. |
Advanced Fire Control | Corporal | Shots from Overwatch no longer suffer any Aim penalty. |
Automated Threat Assessment | Corporal | Confers +15 Defense when in Overwatch. Cancelled when the MEC fires. |
Vital-Point Targeting | Sergeant | Confers 2 bonus damage against targets that have been autopsied. |
Damage Control | Sergeant | When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns. |
Jet Boot Module | Lieutenant | When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. Has an unlisted 1-turn cooldown. |
One For All | Lieutenant | When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture. |
Repair Servos | Captain | Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle. |
Expanded Storage | Captain | Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%. |
Overdrive | Major | Firing the MEC's primary weapon as the first action no longer ends the turn. |
Absortion Fields | Colonel | Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number. |
Reactive Targeting Sensors | Colonel | MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so. |
Officer Training School Abilities
These abilities can be obtained/purchased through building an Officer Training School. They have a monetary cost and require specific ranks to be purchased/activated.
Ability | Rank Required | Cost | Description |
---|---|---|---|
Wet Work | Sergeant | §125 | +25% experience gained from kills |
Squad Size I | Sergeant | §50 | Squad size increased to 5 soldiers |
Rapid Recovery | Lieutenant | §150 | Soldiers heal twice as fast from wounds taken in combat. |
Squad Size II | Captain | §75 | Squad size increased to 6 soldiers. |
Iron Will | Major (EU) Sergeant (EW) |
§200 | Soldiers receive a larger Will bonus each time they are promoted.
(Adds between 2-6 extra Will increases per promotion on top of the default +2-6) |
New Guy | Major | §250 | New soldiers are automatically promoted to the "Squaddie" rank. |
Don't Die On Me | Colonel | §275 | The higher the rank, the more likely the soldier will be critically wounded instead of killed (Enemy Unknown Only) |
Lead by Example | Lieutenant | §50 | The Squad leader substitutes his or her Will for that of all nearby lower Will squadmates (Enemy Within Only) |
General Abilities/Penalties
These are general human abilities and penalties - many are provided by the presence or use of selected equipment or other game features (terrain). The penalties occurring from loss of comrades, injuries, etc. are also listed here.
Ability | Requirement | Description |
---|---|---|
Move | None | No description, icon present on game textures. Shared with all aliens. |
Fire | None | Does up to X damage.Also shared with most aliens. |
Overwatch | None | Fire on the first enemy that moves within your line of sight at a small Aim penalty. - Also shared with most aliens. |
Reload | None | Reload your weapon. Also shared with most aliens. |
Hunker Down | Cover | Doubles cover bonus and provides immunity to critical hits, but reduces sight radius. |
Frag Grenade | Frag Grenade | Does X damage. |
Alien Grenade | Alien Grenade | Does X damage. - Also shared with some aliens. |
Head Down | Civilian VIPs | Civilians can duck their heads and crouch for a small Defense bonus, even when not in cover. |
Heal Wound | Medikit | Use the Medikit to heal up to 4 Health Points (or more if the soldier is a properly trained Support class.) |
Stabilize | Medikit | Use the Medikit to stabilize a critically injured soldier. |
Grapple Hook | Skeleton Suit Ghost Armor |
Use the grappling hook to reach high locations. |
Stealth | Ghost Armor | The Ghost Armor's stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer's turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large bonus to critical hit chance. |
Stun | Arc Thrower | Can incapacitate enemy targets within a range of 2. Higher chance if the target's health is at 3 HP or below. - Some alien species have the Stun Immunity ability as a counterpart. |
Combat Stims | Combat Stims | Use combat stimulants to temporarily increase soldier's stats. Incoming damage cut by 50%(rounded down), +40 Will against Panic and +3 Movement. |
Elevated Ground | Terrain | All units receive offensive bonuses against enemies on lower ground. - Also shared with aliens. |
Airborne | Archangel Armor | Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel. - Also shared with flying aliens. |
Evasion | Archangel Armor | Enemies targeting this unit when it is airborne suffer a -10% Aim penalty. - Also shared with flying aliens. Stacks with penalties for enemy being higher. |
Hardened | S.H.I.V. | Confers extra protection against critical hits. Enemies suffer a -60% chance to inflict critical hits.". Also shared with some aliens. |
Robotic | S.H.I.V. | Robotic units are immune to Psi and poison attacks. Also shared with some aliens. |
Poison Immunity | Titan Armor | Unit is immune to Poison attacks and effects. |
Drone Hack | Arc Thrower | Bring an enemy drone under your control. |
Repair SHIV | Arc Thrower | Repairs robotic units. |
Chitin Plating | Chitin Plating | Confers extra protection that reduces incoming melee damage by 50% and grants +4 health. |
Mind Shield | Mind Shield | A device that protects the wearer's mind, increasing their Will. |
Battle Fatigue | Combat injuries | This unit has suffered combat wounds, weakening its Will. |
Fallen Comrades | Combat losses | An ally has fallen, weakening this unit's Will. |
Panicked | Combat injuries/losses | Panicked units have a chance to move or act unpredictably. |
Hallucinating | Mind Fray attack | Hallucinating units have their Aim, Mobility and Will affected. |
Critically Injured | Combat injuries | Critically wounded units will bleed out after a short time unless Stabilized or Revived by a Medikit. |
Comm Array Hack. | Covert Operative | See link |
Flashbang Grenade | Flashbang Grenade | See link |
Gas Grenade | Gas Grenade | See link |
Ghost Grenade | Ghost Grenade | See link |
MEC Close Combat | MEC Trooper | See link |
Mimic Beacon | Mimic Beacon | See link |
Needle Grenade | Needle Grenade | See link |
Reaper Rounds | Reaper Rounds | See link |
Respirator Implant | Respirator Implant | See link' |
S.C.O.P.E. | S.C.O.P.E. | See link |
Sentinel Module | Sentinel Drone | See link |
Unique Alien Abilities
Ability | Species | Description |
---|---|---|
Melee Only | Berserker Chryssalid |
Unit may not use ranged weapons. |
Cluster Bomb | Sectopod | Mark a large area, and after one turn, saturate it with a barrage of explosive mini-bombs. |
Overload | Drone | Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's. Note - Although the description implies the drone will self-destruct, on Classic or Impossible difficulty it has enough health to survive the 3 damage explosion. |
Repair | Drone | Repairs robotic units. |
Cannon Fire | Sectopod | Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies). |
Destroy Terrain | Sectopod | Destroy Terrain or other environmental annoyances at will. - Icon uncertain. |
Close | Cyberdisc | Switch to closed mode for increased defense. Allows Death Blossom attack. |
Blood Call | Muton | Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. (+10% aim, +10 will, +4 move) |
Intimidate | Muton | Reacts unpredictably when wounded, provoking panic in enemies. |
Bloodlust | Berserker | Allows the Berserker to charge an enemy that wounds it. |
Bull Rush | Berserker | Charge in a straight line through cover to unleash a devastating melee attack |
Death Blossom | Cyberdisc | Project an intense energy field from Closed position, damaging all nearby enemies. |
Launch | Floater | Move anywhere on the battlefield in a single turn. Launch cannot be used indoors. |
Bombard | Cyberdisc, Elite Muton, Heavy Floater | Throw or launch grenades over exceptionally long distances. |
Leap | Thin Man, Chryssalid | Allows vertical leaps onto elevated surfaces during movement. |
Poison Spit | Thin Man | Spit poison at long range, causing a noxious cloud to remain briefly on the battlefield. |
Poisonous Claws | Chryssalid | Poison enemies wounded with melee attacks. |
Implant | Chryssalid | Victims are implanted with a Chryssalid egg if they are killed by a Chryssalid's attack (not from poison caused by Poisonous Claws). |
Mind Merge | Sectoid | Psionically assisting an ally, granting the ally an array of stat bonuses. |
Greater Mind Merge | Sectoid Commander | Merge minds with all lesser allies of the same species nearby, granting them +25 critical chance and +1 health. |
Psi Drain | Ethereal | Drain health from an ally. |
Psi Lance | Ethereal | Project a bolt of pure psi force at an enemy. |
Reinforced Armor | Sectopod | All incoming damage is reduced by 50% |
Plasma Barrage | Mechtoid | Twin-linked plasma mini-cannons allow the Mechtoid two shots in the same turn. |
Strangle | Seeker | Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities. |