Difference between revisions of "Perk List (LW2)"
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==Class Perks== |
==Class Perks== |
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Some of these abilities can also be learned in the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]]. |
Some of these abilities can also be learned in the [[Advanced_Warfare_Center_(LW2)|Advanced Warfare Center]]. |
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+ | ---- |
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+ | <div id="Adaptive Aim"><h4 style="display: none">Adaptive Aim</h4></div> |
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+ | {{Adaptive Aim (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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+ | {{Adaptive Aim (LW2)/Info}} |
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+ | Available for: [[SPARK (LW2)|SPARK]] |
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+ | ---- |
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+ | <div id="Aid Protocol"><h4 style="display: none">Aid Protocol</h4></div> |
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+ | {{Aid Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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+ | {{Aid Protocol (LW2)/Info}} |
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+ | Available for: [[Specialist (LW2)|Specialist]] |
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+ | ---- |
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+ | <div id="Airdrop"><h4 style="display: none">Airdrop</h4></div> |
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+ | {{Airdrop (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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+ | {{Airdrop (LW2)/Info}} |
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+ | Available for: [[Specialist (LW2)|Specialist]] |
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---- |
---- |
||
<div id="Aggression"><h4 style="display: none">Aggression</h4></div> |
<div id="Aggression"><h4 style="display: none">Aggression</h4></div> |
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{{Area Suppression (LW2)/Info}} |
{{Area Suppression (LW2)/Info}} |
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Available for: [[Gunner (LW2)|Gunner]] |
Available for: [[Gunner (LW2)|Gunner]] |
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+ | ---- |
||
+ | <div id="Arc Pulser"><h4 style="display: none">Arc Pulser</h4></div> |
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+ | {{Arc Pulser (LW2)| b_name = 1 | b_descr = 1 | b_info = 0 | b_style = inline}}</div> |
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+ | {{Arc Pulser (LW2)/Info}} |
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+ | Available for: [[Assault (LW2)|Assault]] |
||
+ | ---- |
||
+ | <div id="Arsenal"><h4 style="display: none">Arsenal</h4></div> |
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+ | {{Arsenal (LW2)| b_name = 1 | b_descr = 1 | b_info = 0 | b_style = inline}}</div> |
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+ | {{Arsenal (LW2)/Info}} |
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+ | Available for: [[SPARK (LW2)|SPARK]] |
||
---- |
---- |
||
<div id="Biggest Booms"><h4 style="display: none">Biggest Booms</h4></div> |
<div id="Biggest Booms"><h4 style="display: none">Biggest Booms</h4></div> |
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{{Biggest Booms (LW2)/Info}} |
{{Biggest Booms (LW2)/Info}} |
||
Available for: [[Grenadier (LW2)|Grenadier]], [[Technical (LW2)|Technical]] |
Available for: [[Grenadier (LW2)|Grenadier]], [[Technical (LW2)|Technical]] |
||
+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 1 |
||
+ | ---- |
||
+ | <div id="Blademaster"><h4 style="display: none">Blademaster</h4></div> |
||
+ | {{Blademaster (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Blademaster (LW2)/Info}} |
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+ | Available for: [[Shinobi (LW2)|Shinobi]] |
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+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 2 |
||
+ | ---- |
||
+ | <div id="Bladestorm"><h4 style="display: none">Bladestorm</h4></div> |
||
+ | {{Bladestorm (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Bladestorm (LW2)/Info}} |
||
+ | Available for: [[Shinobi (LW2)|Shinobi]] |
||
+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Defense Level 2 |
||
+ | ---- |
||
+ | <div id="Bluescreen Bombs"><h4 style="display: none">Bluescreen Bombs</h4></div> |
||
+ | {{Bluescreen Bombs (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Bluescreen Bombs (LW2)/Info}} |
||
+ | Available for: [[Grenadier (LW2)|Grenadier]] |
||
+ | ---- |
||
+ | <div id="Body Shield"><h4 style="display: none">Body Shield</h4></div> |
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+ | {{Body Shield (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Body Shield (LW2)/Info}} |
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+ | Available for: [[SPARK (LW2)|SPARK]] |
||
+ | ---- |
||
+ | <div id="Bombard"><h4 style="display: none">Bombard</h4></div> |
||
+ | {{Bombard (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Bombard (LW2)/Info}} |
||
+ | Available for: [[SPARK (LW2)|SPARK]] |
||
+ | ---- |
||
+ | <div id="Bombardier"><h4 style="display: none">Bombardier</h4></div> |
||
+ | {{Bombardier (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Bombardier (LW2)/Info}} |
||
+ | Available for: [[Grenadier (LW2)|Grenadier]] |
||
+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 2/3 |
||
+ | ---- |
||
+ | <div id="Boosted Cores"><h4 style="display: none">Boosted Cores</h4></div> |
||
+ | {{Boosted Cores (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Boosted Cores (LW2)/Info}} |
||
+ | Available for: [[Grenadier (LW2)|Grenadier]] |
||
Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 1 |
Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 1 |
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Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 2/3 |
Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 2/3 |
||
+ | ---- |
||
+ | <div id="Bulwark"><h4 style="display: none">Bulwark</h4></div> |
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+ | {{Bulwark (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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+ | {{Bulwark (LW2)/Info}} |
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+ | Available for: [[SPARK (LW2)|SPARK]] |
||
---- |
---- |
||
<div id="Bunker Buster"><h4 style="display: none">Bunker Buster</h4></div> |
<div id="Bunker Buster"><h4 style="display: none">Bunker Buster</h4></div> |
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{{Burnout (LW2)/Info}} |
{{Burnout (LW2)/Info}} |
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Available for: [[Technical (LW2)|Technical]] |
Available for: [[Technical (LW2)|Technical]] |
||
+ | ---- |
||
+ | <div id="Capacitor Discharge"><h4 style="display: none">Capacitor Discharge</h4></div> |
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+ | {{Capacitor Discharge (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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+ | {{Capacitor Discharge (LW2)/Info}} |
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+ | Available for: [[Specialist (LW2)|Specialist]] |
||
---- |
---- |
||
<div id="Center Mass"><h4 style="display: none">Center Mass</h4></div> |
<div id="Center Mass"><h4 style="display: none">Center Mass</h4></div> |
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Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 1/2 |
Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 1/2 |
||
+ | ---- |
||
+ | <div id="Chain Lightning"><h4 style="display: none">Chain Lightning</h4></div> |
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+ | {{Chain Lightning (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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+ | {{Chain Lightning (LW2)/Info}} |
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+ | Available for: [[Assault (LW2)|Assault]] |
||
+ | ---- |
||
+ | <div id="Chain Shot"><h4 style="display: none">Chain Shot</h4></div> |
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+ | {{Chain Shot (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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+ | {{Chain Shot (LW2)/Info}} |
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+ | Available for: [[Grenadier (LW2)|Grenadier]], [[Gunner (LW2)|Gunner]] |
||
+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 2 |
||
+ | ---- |
||
+ | <div id="Channeling Field"><h4 style="display: none">Channeling Field</h4></div> |
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+ | {{Channeling Field (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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+ | {{Channeling Field (LW2)/Info}} |
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+ | Available for: [[SPARK (LW2)|SPARK]] |
||
---- |
---- |
||
<div id="Close and Personal"><h4 style="display: none">Close and Personal</h4></div> |
<div id="Close and Personal"><h4 style="display: none">Close and Personal</h4></div> |
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{{Close Encounters (LW2)/Info}} |
{{Close Encounters (LW2)/Info}} |
||
Available for: [[Assault (LW2)|Assault]] |
Available for: [[Assault (LW2)|Assault]] |
||
+ | ---- |
||
+ | <div id="Combat Awareness"><h4 style="display: none">Combat Awareness</h4></div> |
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+ | {{Combat Awareness (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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+ | {{Combat Awareness (LW2)/Info}} |
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+ | Available for: [[SPARK (LW2)|SPARK]] |
||
+ | ---- |
||
+ | <div id="Combat Protocol"><h4 style="display: none">Combat Protocol</h4></div> |
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+ | {{Combat Protocol (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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+ | {{Combat Protocol (LW2)/Info}} |
||
+ | Available for: [[Specialist (LW2)|Specialist]] |
||
+ | ---- |
||
+ | <div id="Combat Engineer"><h4 style="display: none">Combat Engineer</h4></div> |
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+ | {{Combat Engineer (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Combat Engineer (LW2)/Info}} |
||
+ | Available for: [[Grenadier(LW2)|Grenadier]] |
||
---- |
---- |
||
<div id="Combat Fitness"><h4 style="display: none">Combat Fitness</h4></div> |
<div id="Combat Fitness"><h4 style="display: none">Combat Fitness</h4></div> |
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Available for: [[Gunner (LW2)|Gunner]], [[Ranger (LW2)|Ranger]] |
Available for: [[Gunner (LW2)|Gunner]], [[Ranger (LW2)|Ranger]] |
||
− | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense |
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense/Defense Level 3 |
+ | ---- |
||
+ | <div id="Combatives"><h4 style="display: none">Combatives</h4></div> |
||
+ | {{Combatives (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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+ | {{Combatives (LW2)/Info}} |
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+ | Available for: [[Gunner (LW2)|Gunner]], [[Shinobi (LW2)|Shinobi]] |
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+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Defense Level 2 |
||
---- |
---- |
||
<div id="Concussion Rocket"><h4 style="display: none">Concussion Rocket</h4></div> |
<div id="Concussion Rocket"><h4 style="display: none">Concussion Rocket</h4></div> |
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{{Concussion Rocket (LW2)/Info}} |
{{Concussion Rocket (LW2)/Info}} |
||
Available for: [[Technical (LW2)|Technical]] |
Available for: [[Technical (LW2)|Technical]] |
||
+ | ---- |
||
+ | <div id="Conceal"><h4 style="display: none">Conceal</h4></div> |
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+ | {{Conceal (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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+ | {{Conceal (LW2)/Info}} |
||
+ | Available for: [[Shinobi (LW2)|Shinobi]] |
||
+ | ---- |
||
+ | <div id="Cool Under Pressure"><h4 style="display: none">Cool Under Pressure</h4></div> |
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+ | {{Cool Under Pressure (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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+ | {{Cool Under Pressure (LW2)/Info}} |
||
+ | Available for: [[Gunner (LW2)|Gunner]], [[Ranger (LW2)|Ranger]], [[Specialist (LW2)|Specialist]], [[SPARK (LW2)|SPARK]] |
||
+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Defense Level 2/3 |
||
---- |
---- |
||
<div id="Coup de Grace"><h4 style="display: none">Coup de Grace</h4></div> |
<div id="Coup de Grace"><h4 style="display: none">Coup de Grace</h4></div> |
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{{Coup de Grace (LW2)/Info}} |
{{Coup de Grace (LW2)/Info}} |
||
Available for: [[Shinobi (LW2)|Shinobi]] |
Available for: [[Shinobi (LW2)|Shinobi]] |
||
+ | ---- |
||
+ | <div id="Covering Fire"><h4 style="display: none">Covering Fire</h4></div> |
||
+ | {{Covering Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
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+ | {{Covering Fire (LW2)/Info}} |
||
+ | Available for: [[Ranger (LW2)|Ranger]], [[Specialist (LW2)|Specialist]] |
||
+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Defense Level 1 |
||
+ | ---- |
||
+ | <div id="Covert"><h4 style="display: none">Covert</h4></div> |
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+ | {{Covert (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Covert (LW2)/Info}} |
||
+ | Available for: [[Shinobi (LW2)|Shinobi]] |
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+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Defense Level 1/2 |
||
---- |
---- |
||
<div id="Cutthroat"><h4 style="display: none">Cutthroat</h4></div> |
<div id="Cutthroat"><h4 style="display: none">Cutthroat</h4></div> |
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Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 1 |
Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 1 |
||
+ | ---- |
||
+ | <div id="Cyclic Fire"><h4 style="display: none">Cyclic Fire</h4></div> |
||
+ | {{Cyclic Fire (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Cyclic Fire (LW2)/Info}} |
||
+ | Available for: [[Gunner (LW2)|Gunner]] |
||
+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 3 |
||
+ | ---- |
||
+ | <div id="Damage Control"><h4 style="display: none">Damage Control</h4></div> |
||
+ | {{Damage Control (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Damage Control (LW2)/Info}} |
||
+ | Available for: [[SPARK (LW2)|SPARK]] |
||
+ | ---- |
||
+ | <div id="Damn Good Ground"><h4 style="display: none">Damn Good Ground</h4></div> |
||
+ | {{Damn Good Ground (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Damn Good Ground (LW2)/Info}} |
||
+ | Available for: [[Sharpshooter (LW2)|Sharpshooter]] |
||
+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense/Defense Level 1 |
||
+ | ---- |
||
+ | <div id="Danger Zone"><h4 style="display: none">Danger Zone</h4></div> |
||
+ | {{Danger Zone (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Danger Zone (LW2)/Info}} |
||
+ | Available for: [[Gunner (LW2)|Gunner]] |
||
+ | ---- |
||
+ | <div id="Deadeye"><h4 style="display: none">Deadeye</h4></div> |
||
+ | {{Deadeye (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Deadeye (LW2)/Info}} |
||
+ | Available for: [[Sharpshooter (LW2)|Sharpshooter]] |
||
+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 2 |
||
+ | ---- |
||
+ | <div id="Death From Above"><h4 style="display: none">Death From Above</h4></div> |
||
+ | {{Death From Above (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Death From Above (LW2)/Info}} |
||
+ | Available for: [[Sharpshooter (LW2)|Sharpshooter]] |
||
+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 3 |
||
+ | ---- |
||
+ | <div id="Demolition"><h4 style="display: none">Demolition</h4></div> |
||
+ | {{Demolition (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Demolition (LW2)/Info}} |
||
+ | Available for: [[Gunner (LW2)|Gunner]] |
||
+ | ---- |
||
+ | <div id="Dense Smoke"><h4 style="display: none">Dense Smoke</h4></div> |
||
+ | {{Dense Smoke (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Dense Smoke (LW2)/Info}} |
||
+ | Available for: [[Grenadier (LW2)|Grenadier]] |
||
+ | ---- |
||
+ | <div id="Double Tap"><h4 style="display: none">Double Tap</h4></div> |
||
+ | {{Double Tap (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Double Tap (LW2)/Info}} |
||
+ | Available for: [[Sharpshooter (LW2)|Sharpshooter]] |
||
+ | ---- |
||
+ | <div id="Electroshock"><h4 style="display: none">Electroshock</h4></div> |
||
+ | {{Electroshock (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Electroshock (LW2)/Info}} |
||
+ | Available for: [[Assault (LW2)|Assault]] |
||
+ | ---- |
||
+ | <div id="Evasive"><h4 style="display: none">Evasive</h4></div> |
||
+ | {{Evasive (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Evasive (LW2)/Info}} |
||
+ | Available for: [[Shinobi (LW2)|Shinobi]] |
||
+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Defense Level 2 |
||
+ | ---- |
||
+ | <div id="Ever Vigilant"><h4 style="display: none">Ever Vigilant</h4></div> |
||
+ | {{Ever Vigilant (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Ever Vigilant (LW2)/Info}} |
||
+ | Available for: [[Ranger (LW2)|Ranger]], [[Specialist (LW2)|Specialist]] |
||
+ | |||
+ | Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Defense Level 1/2 |
||
---- |
---- |
||
<div id="Executioner"><h4 style="display: none">Executioner</h4></div> |
<div id="Executioner"><h4 style="display: none">Executioner</h4></div> |
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Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 1/2 |
Available in the [[Advanced_Warfare_Center_(LW2)|AWC]]: Offense Level 1/2 |
||
+ | ---- |
||
+ | <div id="Extra Conditioning"><h4 style="display: none">Extra Conditioning</h4></div> |
||
+ | {{Extra Conditioning (LW2)| b_name = 1 | b_descr = 1 | b_info = 0}} |
||
+ | {{Extra Conditioning (LW2)/Info}} |
||
+ | Available for: [[Assault (LW2)|Assault]] |
||
---- |
---- |
||
<div id="Field Medic"><h4 style="display: none">Field Medic</h4></div> |
<div id="Field Medic"><h4 style="display: none">Field Medic</h4></div> |
Revision as of 12:54, 21 August 2020
As with Long War 1, Long War 2 includes numerous changes to existing perks, 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 in the Advanced Warfare Center.
Adaptive Aim
- Adaptive Aim eliminates the 15% Aim penalty for consecutive Standard Shots when Overdrive is active.
Available for: SPARK
Aid Protocol
- 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
Airdrop
- Grants an explosive grenade to the targeted ally.
- Airdrop initially confers a frag grenade, but as XCOM's technology improves it will instead provide a more advanced device.
- Activating Airdrop uses one action and does not end the soldier's turn.
- Use twice per mission.
Available for: Specialist
Aggression
- 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, Ranger, Sharpshooter
Available in the AWC: Offense Level 2/3
Alpha Mike Foxtrot
- You do 4 additional points of base damage and 2 additional points of crit damage with your primary weapon.
Available for: Sharpshooter
Area Suppression
- 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 stack. (Note: This information is incorrect as LW2 inherits the properties of suppression not stacking in vanilla, despite vanilla game claiming suppression can stack as well)
- Suppression restricts many of the target's abilities, including the use of rockets and grenades.
Available for: Gunner
Arc Pulser
- 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.
- Damage to mechanical units starts at 3 and increases as arc thrower technology improves.
- Reduces enemy hack defense by 20.
Available for: Assault
Arsenal
- Arsenal allows the SPARK to equip heavy weapons in their loadout.
Available for: SPARK
Biggest Booms
- Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +2 damage).
- Does not apply to non-damaging grenades or the Concussion Rocket or Bunker Buster abilities.
Available for: Grenadier, Technical
Available in the AWC: Offense Level 1
Blademaster
- Blademaster deals a bonus +1 damage on every successful melee attack.
- Blademaster grants +10 Aim to melee attacks.
Available for: Shinobi
Available in the AWC: Offense Level 2
Bladestorm
- 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.
Available for: Shinobi
Available in the AWC: Defense Level 2
Bluescreen Bombs
- Your flashbang grenades now disorient robotic units.
- Your flashbang grenades also reduce robotic hack defense.
Available for: Grenadier
Body Shield
- A targeted enemy receives -20 aim and -50 critical chance against the soldier.
Available for: SPARK
Bombard
- Bombard can be fired at any location within squadsight.
- Upgrading your BIT will lead to more Bombard damage.
Available for: SPARK
Bombardier
- Your grenades have 2 tiles extra range.
- This includes either launched or thrown grenades.
Available for: Grenadier
Available in the AWC: Offense Level 2/3
Boosted Cores
- Your grenades have extra explosives and do one additional damage but require special training to handle.
- This also applies to grenade effects, like fire from incendiary weapons.
Available for: Grenadier
Available in the AWC: Offense Level 1
Both Barrels
- Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
- Uses 2 ammo.
- Uses one action, does not end turn.
Available for: Ranger
Bring 'Em On
- 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.
Available for: Assault, Ranger
Available in the AWC: Offense Level 2/3
Bulwark
- Bulwark adds one point of Armor.
- Any squadmate standing adjacent to the SPARK will gain the high cover Defense bonus.
Available for: SPARK
Bunker Buster
- 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
Burnout
- When fired, your Flamethrower leaves a small smoke cloud around your position, providing a +20 defensive bonus to anyone within.
Available for: Technical
Capacitor Discharge
- Capacitor Discharge has one charge per mission.
- Capacitor Discharge will deal more damage as you upgrade your GREMLIN.
Available for: Specialist
Center Mass
- You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
Available for: Grenadier, Gunner, Ranger, Sharpshooter
Available in the AWC: Offense Level 1/2
Chain Lightning
- Fire your Arc Thrower at every visible enemy who is capable of being stunned.
- Requires one action and ends your turn.
- Five-turn cooldown.
- Can not be used from concealment.
Available for: Assault
Chain Shot
- Chain Shot requires 2 ammo points, and has a 3 turn cooldown.
- Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.
Available for: Grenadier, Gunner
Available in the AWC: Offense Level 2
Channeling Field
- Each point of energy channeled by Channeling Field increases the damage of the next primary weapon attack by 1.
- The energy stored by channeling field is expended even if the next shot misses.
Available for: SPARK
Close and Personal
- 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, Ranger
Available in the AWC: Offense Level 1
Close Combat Specialist
- Will not trigger if soldier is concealed.
- You may shoot at each enemy with this ability once per turn.
- Each shot costs two points of ammo.
Available for: Assault
Available in the AWC: Offense Level 3
Close Encounters
- Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles.
- Close Encounters cannot be used after Run and Gun is activated.
- A red ring will mark the range of this ability.
Available for: Assault
Combat Awareness
- Gain 15 defense and an armor point when in overwatch.
Available for: SPARK
Combat Protocol
- Combat Protocol has two charges per mission.
- Upgrading your GREMLIN will lead to more damage per charge.
Available for: Specialist
Combat Engineer
- 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: Grenadier
Combat Fitness
- Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Available in the AWC: Offense/Defense Level 3
Combatives
- You are very likely to parry the first melee attack against you in a turn and counterattack with your combat knife.
- Soldier also gains 10 dodge.
Available for: Gunner, Shinobi
Available in the AWC: Defense Level 2
Concussion Rocket
- One use per mission.
- Stun and disorientation chances based on target's will score.
- Requires one action and ends the soldier's turn.
Available for: Technical
Conceal
- Concealment can be entered at any location, but when done inside the detection radii of nearby enemies the soldier will be revealed when flanked.
Available for: Shinobi
Cool Under Pressure
- You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Available for: Gunner, Ranger, Specialist, SPARK
Available in the AWC: Defense Level 2/3
Coup de Grace
- Sword attacks against unconscious, stunned, panicked or disoriented enemies have +50 aim, +50 crit and deal two points of additional base damage.
Available for: Shinobi
Covering Fire
- If triggered by an enemy action, Covering Fire will trigger before the enemy action completes.
- If triggered by an enemy in cover, Covering Fire will respect that cover with "to-hit" calculations.
Available for: Ranger, Specialist
Available in the AWC: Defense Level 1
Covert
- 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
Available in the AWC: Defense Level 1/2
Cutthroat
- Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Available for: Shinobi
Available in the AWC: Offense Level 1
Cyclic Fire
- 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 5 ammo.
- Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
Available for: Gunner
Available in the AWC: Offense Level 3
Damage Control
- Your armor hardens temporarily after an impact. After taking damage, gain two armor through the end of the next turn.
- Taking multiple hits on successive turns extends the timer.
Available for: SPARK
Damn Good Ground
- Confers +10 aim and +10 defense against targets at a lower elevation.
Available for: Sharpshooter
Available in the AWC: Offense/Defense Level 1
Danger Zone
- Area Suppression suppresses enemies in a 6-tile radius.
Available for: Gunner
Deadeye
- Deadeye reduces the overall hit chance of a shot by 15%, but increases the base damage of the shot by 50%.
- Deadeye has a 2 turn cooldown.
Available for: Sharpshooter
Available in the AWC: Offense Level 2
Death From Above
- Death From Above can combo well with pistol abilities or can simply make a soldier more mobile.
- This ability also removes all squadsight-range aim penalties when using sniper rifles at any elevation.
Available for: Sharpshooter
Available in the AWC: Offense Level 3
Demolition
- Demolition requires 5 ammo points and has a 4 turn cooldown.
- Demolition does increased environmental damage, and will destroy most cover objects.
Available for: Gunner
Dense Smoke
- Your smoke grenades confer an additional 10 defense to those within the smoke, for a total of 30.
Available for: Grenadier
Double Tap
- Activate to fire a standard shot and gain a second action restricted to Standard Shot, Precision Shot, Deadeye, Kubikiri or Overwatch.
- One-turn cooldown.
Available for: Sharpshooter
Electroshock
- A miss with your Arc Thrower still disorients non-robotic targets.
Available for: Assault
Evasive
- 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: Shinobi
Available in the AWC: Defense Level 2
Ever Vigilant
- Ever Vigilant enables an extremely mobile style of play for the soldier.
- Any action other than moving will invalidate Ever Vigilant.
Available for: Ranger, Specialist
Available in the AWC: Defense Level 1/2
Executioner
- Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.
Available for: Ranger
Available in the AWC: Offense Level 1/2
Extra Conditioning
- Run and Gun cooldown is reduced by one turn.
Available for: Assault
Field Medic
- If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Available for: Specialist
Available in the AWC: Defense Level 2
Fire in the Hole
- 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
Firestorm
- This will light fires and do fire damage to all enemies in a circle around the soldier's position, doing +3 bonus damage over regular Flamethrower attacks.
- Firestorm also grants immunity to fire damage.
- Requires one action point and will end the soldier's turn when used.
- Usable once per battle.
- It is not recommended the soldier uses Firestorm on rooftops.
Available for: Technical
Formidable
- Formidable reduces explosive damage taken by 50%.
- It grants two points of Ablative HP
Available for: Assault, Grenadier, Gunner, Ranger, Technical
Available in the AWC: Defense Level 2/3
Fortify
- Activate to grant the soldier +20 defense until the beginning of the soldier's next turn.
- Does not cost an action. Has a 5-turn cooldown.
Available for: Assault, Ranger, Technical
Available in the AWC: Defense Level 1/2
Ghostwalker
- Activate this ability to reduce enemy detection range against you by 25% for two turns (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence.
- Four-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: Shinobi
Available in the AWC: Defense Level 1/2
Heavy Weapons
- 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.
- The flamethrower has two uses per battle. It does not damage mechanical units without upgrades.
- Using either gautlet ability requires one action and ends your turn.
Available for: Technical
Holo Targeting
- Directed cannon-specific abilities, like Suppression, will grant Holo Targeting.
- Any cannon abilities that target multiple units will not grant Holo Targeting.
Available for: Sharpshooter, SPARK
Available in the AWC: Offense Level 3
Javelin Rockets
- The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range.
Available for: Technical
Napalm-X
- Your Flamethrower can now disorient or panic enemies.
- Enemy units must pass a will check to avoid negative effects.
Available for: Technical
Phosphorus
- Your flamethrower can now damage mechanical units and shreds one point of armor from all targets.
Available for: Technical
Point Blank
- The Fleche ability cannot be used after gaining a bonus move from Implacable.
Available for: Ranger
Quickburn
- Activate so your next use of the flamethrower will not cost an action.
- 5-turn cooldown.
Available for: Technical
Rapid Fire
- Rapid Fire has no cooldown, making it a devastating ability for dealing ranged damage.
Available for: Assault, Ranger, Shinobi, Technical
Available in the AWC: Offense Level 3
Roust
- Has a 33% 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.
- Units hit by the shot will be forced to move, often triggering overwatch fire.
- One use per mission, but can gain an additional use with additional gear.
Available for: Technical
Run and Gun
- 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 3 turn cooldown.
Available for: Assault
Available in the AWC: Offense Level 3
Rupture
- Rupture requires 3 ammo points and has a 3 turn cooldown.
- Ruptured targets take 3 additional damage from every attack.
Available in the AWC: Offense Level 3
Salvo
- Soldiers with the Salvo ability are prime candidates for heavy armor.
Available for: Grenadier, Technical
Available in the AWC: Offense Level 1/2
Shredder
- 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: Gunner, Technical, SPARK
Available in the AWC: Offense Level 1/2
Street Sweeper
- Medium-range, cone-based shotgun attack.
- Uses one action and 2 ammo, and has four-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
Stun
- 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
Stun Gunner
- The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.
Available for: Assault
Suppression
- 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 stack. (Note: This information is incorrect as LW2 inherits the properties of suppression not stacking in vanilla, despite vanilla game claiming suppression can stack as well)
- 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, Ranger, Specialist, Technical
Available in the AWC: Defense Level 1/2
Tactical Sense
- 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.
Available for: Ranger, Shinobi, Technical
Available in the AWC: Defense Level 3
Tandem Warheads
- Your grenades and rockets do full damage to units to the maximum extent of their area of effect.
- This doesn't apply to environmental damage.
Available for: Technical
Tradecraft
- This soldier has significantly reduced infiltration times while on missions.
Available for: Shinobi
Available in the AWC: Defense Level 3
AWC Exclusive Perks
These abilities can only be obtained from the Advanced Warfare Center.
Offense
Deadshot
- Bonus 10% chance to critically hit enemies.
Level 1/2
Quick Study
- Learn officer and AWC bonus abilities in half the time.
Level 1
Steady Hands
- 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.
Level 1
Defense
Aim
- The bonus granted by Aim can apply to either a pistol or primary weapon shot.
Level 1/2
Deep Cover
- Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
Level 1/2
Flashbanger
- Grants 1 free flashbang item to your inventory.
Level 1
Implacable
- The Fleche ability cannot be used after gaining a bonus move from Implacable.
Level 3
Infighter
- Gain 25 dodge against attacks within four tiles.
- Dodge bonus also applies to melee attacks.
Level 1/2
Quick Study
- Learn officer and AWC bonus abilities in half the time.
Level 1
Resilience
- Enemy attacks against you suffer a -50 penalty to critical hit chances.
Level 1/2
Smoker
- Grants one free smoke grenade item to your inventory.
Level 1
Will to Survive
- 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.
Level 1/2
Pistol Perks
Clutch Shot
- Once per mission, fire a pistol shot that cannot miss.
Faceoff
- 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
- 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
- Range is eight tiles.
- Three-turn cooldown.
Lightning Hands
- 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 allows the soldier to spread their fire around to different targets in the same turn.
Return Fire
- 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.
Officer Perks
These are perks available to Officers.
Air Controller
- 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
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.
Rank: Major
Combined Arms
- 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
Command
- 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
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.
Rank: Second Lieutenant
Defilade
- 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
Fire Discipline
- 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
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.
- Each successive direct weapon attack against the target in the same turn grants an additional +5 aim bonus.
- 3-turn cooldown.
Rank: Second Lieutenant
Get Some
- 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
Incoming!
- 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
Infiltrator
- 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
Intervention
- 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
Jammer
- 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
Lead By Example
- 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
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.
Rank: Second Lieutenant
Oscar Mike
- 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
Scavenger
- 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
Trial By Fire
- 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
You'll Need This
- 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
ADVENT Exclusive Perks
These perks are exclusive to ADVENT Units, so the player only has access to them when Mind Controlling or hacking them.
Bind and Crush
Available for: Viper
Counterattack
Available for: Muton
Execute
Available for: Muton
Poison Spit
Available for: Viper
Tongue Pull
Available for: Viper