Class Builds (EU2012)

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Revision as of 20:24, 15 April 2013 by Hobbes (talk | contribs) (→‎Assault)
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Each class has been designed with two main ability builds, Alpha (left side) and Beta (right side). Each build is a combination of abilities designed to fulfill a specific tactical role. Although experienced players will design soldiers according to their own preferences, this article will focus on the basic builds available to each class, and how the different abilities on each one can synergize together.

Assault

Assault Alpha (Scout)

Rank Ability Scout
RANK SQUADDIE.png
Squaddie
ASSAULT RUNGUN.png
Run & Gun
Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
AssaultA (EU2012).png
RANK CORPORAL.png
Corporal
ASSAULT TACTICALSENSE.png
Tactical Sense
Confers +5 Defense per enemy in sight (max +20).
RANK SERGEANT.png
Sergeant
ASSAULT LIGHTNINGREFLEXES.png
Lightning Reflexes
Forces the first reaction shot against this unit each turn to miss.
RANK LIEUTENANT.png
Lieutenant
ASSAULT FLUSH.png
Flush
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
RANK CAPTAIN.png
Captain
ASSAULT CLOSECOMBAT.png
Close Combat Specialist
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
RANK MAJOR.png
Major
ASSAULT EXTRACONDITIONING.png
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
RANK COLONEL.png
Colonel
ASSAULT RESILLIENCE.png
Resilience
Confers immunity to critical hits.
  • The Scout build is designed for evasion and survival. The two first abilities, Tactical Sense and Lightning Reflexes greatly increase the soldier's defense while Resillience allows him/her to soak hits.
  • Run & Gun give it the ability to easily finish off already wounded hostiles and set Overwatch over outflank enemies.
  • Lightning Reflexes can be used to prevent an enemy on Overwatch from hitting anyone, by moving the Assault Scout first before the other units.

Assault Beta (Assault)

Rank Ability Assault
RANK SQUADDIE.png
Squaddie
ASSAULT RUNGUN.png
Run & Gun
Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
AssaultB (EU2012).png
RANK CORPORAL.png
Corporal
ASSAULT AGGRESSION.png
Aggression
Confers +10% critical chance per enemy in sight (max +30%).
RANK SERGEANT.png
Sergeant
ASSAULT CLOSEPERSONAL.png
Close & Personal
Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target.
RANK LIEUTENANT.png
Lieutenant
ASSAULT RAPIDFIRE.png
Rapid Fire
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
RANK CAPTAIN.png
Captain
ASSAULT BRINGTHEMON.png
Bring 'Em On
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
RANK MAJOR.png
Major
ASSAULT EXTRACONDITIONING.png
Extra Conditioning
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
RANK COLONEL.png
Colonel
ASSAULT KILLERINSTINCT.png
Killer Instinct
Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
  • XCOM's equivalent of the Berserker. The Assault is able of killing nearly any alien unit that comes within close range.
  • Aggression, Close & Personal plus the Shotgun's own critical chance bonus turn most shots into critical hits. Rapid Fire gives it two shots and Bring 'Em On and Killer Instinct add even more critical damage to each one.

Heavy

Heavy Alpha (Heavy)

Rank Ability Heavy
RANK SQUADDIE.png
Squaddie
HEAVY FIREROCKET.png
Fire Rocket
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
HeavyA (EU2012).png
RANK CORPORAL.png
Corporal
HEAVY BULLETSWARM.png
Bullet Swarm
Firing the primary weapon as the first action no longer ends the turn.
RANK SERGEANT.png
Sergeant
HEAVY SHREDDER.png
Shredder Rocket
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.
RANK LIEUTENANT.png
Lieutenant
HEAVY HEAT AMMO.png
HEAT Ammo
+100% to damage against robotic enemies.
RANK CAPTAIN.png
Captain
HEAVY GRENADIER.png
Grenadier
Allows to carry 2 grenades in a single inventory slot.
RANK MAJOR.png
Major
HEAVY WILLTOSURVIVE.png
Will to Survive
Reduces all normal damage taken by 2 if in cover and not flanked.
RANK COLONEL.png
Colonel
HEAVY ROCKETEER.png
Rocketeer
Allows 1 additional standard rocket to be fired per battle.

Heavy Beta (Tagger)

Rank Ability Tagger
RANK SQUADDIE.png
Squaddie
HEAVY FIREROCKET.png
Fire Rocket
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
HeavyB (EU2012).png
RANK CORPORAL.png
Corporal
HEAVY HOLO.png
Holo-Targeting
Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
RANK SERGEANT.png
Sergeant
HEAVY SUPPRESSION.png
Suppression
Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
RANK LIEUTENANT.png
Lieutenant
HEAVY RAPIDREACTION.png
Rapid Reaction
Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
RANK CAPTAIN.png
Captain
HEAVY DANGERZONE.png
Danger Zone
Increases hit area of rockets and suppression by 2 tiles.
RANK MAJOR.png
Major
HEAVY WILLTOSURVIVE.png
Will to Survive
Reduces all normal damage taken by 2 if in cover and not flanked.
RANK COLONEL.png
Colonel
HEAVY MAYHEM.png
Mayhem
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.

Sniper

Sniper Alpha (Gunslinger)

Rank Ability Gunslinger
RANK SQUADDIE.png
Squaddie
SNIPER HEADSHOT.png
Headshot
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.
SniperA (EU2012).png
RANK CORPORAL.png
Corporal
SNIPER SNAPSHOT.png
Snap Shot
Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
RANK SERGEANT.png
Sergeant
SNIPER GUNSLINGER.png
Gunslinger
Confers 2 bonus damage with pistols.
RANK LIEUTENANT.png
Lieutenant
SNIPER DISABLINGSHOT.png
Disabling Shot
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
RANK CAPTAIN.png
Captain
SNIPER EXECUTIONER.png
Executioner
+10% Aim against targets with less than 50% Health.
RANK MAJOR.png
Major
SNIPER LOWPROFILE.png
Low Profile
Makes partial cover count as full.
RANK COLONEL.png
Colonel
SNIPER ITZ.png
In The Zone
Killing a flanked or uncovered target with the sniper rifle does not cost an action.

Sniper Beta (Sniper)

Rank Ability Sniper
RANK SQUADDIE.png
Squaddie
SNIPER HEADSHOT.png
Headshot
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.
SniperB (EU2012).png
RANK CORPORAL.png
Corporal
SNIPER SQUADSIGHT.png
Squad Sight
Allows firing at targets in any ally's sight radius.
RANK SERGEANT.png
Sergeant
SNIPER DGG.png
Damn Good Ground
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
RANK LIEUTENANT.png
Lieutenant
SNIPER BATTLESCANNER.png
Battle Scanner
Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
RANK CAPTAIN.png
Captain
SNIPER OPPORTUNIST.png
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
RANK MAJOR.png
Major
SNIPER LOWPROFILE.png
Low Profile
Makes partial cover count as full.
RANK COLONEL.png
Colonel
SNIPER DOUBLETAP.png
Double Tap
Allows both actions to be used for Standard Shot, Headshot, or Disable Shot, provided no moves were made. 1 turn cooldown.


Support

Support Alpha (Medic)

Rank Ability Medic
RANK SQUADDIE.png
Squaddie
SUPPORT SMOKEGRENADE.png
Smoke Grenade
Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
SupportA (EU2012).png
RANK CORPORAL.png
Corporal
SUPPORT SPRINTER.png
Sprinter
Allows the support to move 3 additional tiles.
RANK SERGEANT.png
Sergeant
SUPPORT FIELDMEDIC.png
Field Medic
Allows medikits to be used 3 times per battle instead of once.
RANK LIEUTENANT.png
Lieutenant
SUPPORT REVIVE.png
Revive
Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.
RANK CAPTAIN.png
Captain
SUPPORT DENSESMOKE.png
Dense Smoke
Smoke Grenades have increased area of effect and further increase units' Defense by 20.
RANK MAJOR.png
Major
SUPPORT DEEPPOCKETS.png
Deep Pockets
Confers an additional item slot in inventory.
RANK COLONEL.png
Colonel
SUPPORT SAVIOR.png
Savior
Medikits restore 4 more health per use.

Support Beta (Support)

Rank Ability Support
RANK SQUADDIE.png
Squaddie
SUPPORT SMOKEGRENADE.png
Smoke Grenade
Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts during the enemy turn.
SupportB (EU2012).png
RANK CORPORAL.png
Corporal
SUPPORT COVERINGFIRE.png
Covering Fire
Allows reaction shot to trigger on enemy attacks, not just movement.
RANK SERGEANT.png
Sergeant
SUPPORT SMOKEMIRRORS.png
Smoke and Mirrors
Allows 1 additional use of Smoke Grenade each mission.
RANK LIEUTENANT.png
Lieutenant
SUPPORT RIFLESUPPRESSION.png
Rifle Suppression
Fires a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.
RANK CAPTAIN.png
Captain
SUPPORT COMBATDRUGS.png
Combat Drugs
Smoke Grenades now contain powerful stimulants that grant +20 Will and +10% Critical Chance for all units in the cloud. (Also grants +20 Aim Bonus)
RANK MAJOR.png
Major
SUPPORT DEEPPOCKETS.png
Deep Pockets
Confers an additional item slot in inventory.
RANK COLONEL.png
Colonel
SUPPORT SENTINEL.png
Sentinel
Allows two reaction shots during Overwatch, instead of only one.


See Also