The Infantry class borrows elements from the Assault and Heavy classes. Their signature ability is Light 'Em Up, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.
- Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
- Class-Limited items: None.
Light 'Em Up
Standard shots gain +1 damage and +10 crit for every instance of damage their target took this turn and cost only 1 AP.
Will To Survive
When protected by cover: This unit receives 30% DR + 2% per enemy in sight, partial cover grants the DR of full cover, and cover defense is lowered by 10. For XCOM only: Reduces injury time by 50% and grants Steadfast.
Immunity to panic (except from flames or psionics) and grants 30 will when defending against psionic attacks and overpower.
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist.
Reaction shots gain +15 aim and can critically hit.
Using a destructive grenade or MiNE costs only 1 AP and deals +1 damage. Equipped destructive grenades and MiNEs receive an additional use. For MECs only: Gain 30% throw range when using One For All.
Grants +3 armor HP. Grants +20% crit resistance when protected by cover.
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
Suppression has 1 turn less cooldown and deals suppressive fire damage immediately. Grants +65% weapon damage to grenades, sniper rifles, and strike rifles.
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
Shooting or Overwatching will not trigger reaction fire and gain +20 crit. For XCOM only: Grants a 20% chance for shots to cost 0 AP.
Grants a medikit, a smoke grenade, +1 ammo to non-arc primary weapons, and +1 armor HP.
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty, gain double the close-range aim bonus, and reloading costs only 1 AP.
Bring 'Em On
Grants shots and grenades additional damage equal to half the number of enemies in sight or squadsight. Attacks against this unit have a chance to graze (dealing half their original damage) equal to 5x the number of enemies in sight or squadsight.
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
Grants the primary weapon additional crit damage equal to the number of enemies in sight or squadsight.
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons.
Role: Medium Range Offense
Infantry are mid-range damage dealers. They can fire twice per turn if they don't move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who's designed for mobility and getting flanks, look to the Assault class. The Infantry's ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry's ammunition, as it can run out very quickly.
Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in Sentinel, and Lock n' Load, and Ranger.
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of Light 'Em Up to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enchancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.
Sample Tank Build: Will To Survive -> Tenacious Defense or Lock n' Load -> Extra Conditioning or First Aid -> Ranger -> Critical System Targeting or Snapshot or Vital Point Targeting -> Aggression
Recommended Weapons: Assault rifle, Battle Rifle
Recommended Equipment: Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .
- Tenacious Defense can be switched out for Lock n' Load for more offensive uptime. This switch is even more justified if you plan to use Psi defender(psi).
- Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain.
This straightforward build focuses on using mid-range reaction shots to cover front line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With Lock n' Load and Sentinel providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. Light 'Em Up also allows it to shoot directly at a target if needed and immediately return to overwatching, enabling a valuable maximum of 3 shots per turn. This can be further increased with Snapshot (+1 OW shot) and Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot), up to a theoretical maximum of 5 shots a turn.
Sample OW Build: Sentinel -> Lock n' Load -> Impact -> Ranger -> Snapshot -> Aggression
Recommended Weapons: Assault rifle, Battle Rifle, SMG
Recommended Equipment: Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).
- This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.
- Psi is also a strong option thanks to the Infantry high will growth
- An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains Packmaster very late on the build.
Sample Grenadier Build: Grenadier -> Mayhem -> Extra Conditioning -> Ranger -> HEAT Warheads -> Packmaster
Recommended Weapons: SMG, Carbine, Arc Rifle with secondary autopistol.
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades.
- This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.
- High aim growth and Light 'Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack Mechs.