Perk List (LW2)
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.
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
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
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
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
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
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 Fitness
- Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Available in the AWC: Offense Level 3, Defense Level 3
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
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
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
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
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
Implacable
- The Fleche ability cannot be used after gaining a bonus move from Implacable.
Available for: Shinobi
Available in the AWC: Defense 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
- Rapid Fire has no cooldown, making it a devastating ability for dealing ranged damage.
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
Holo Targeting
- Directed cannon-specific abilities, like Suppression, will grant Holo Targeting.
- Any cannon abilities that target multiple units will not grant Holo Targeting.
Level 3
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
Field Medic
- If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Level 2
Flashbanger
- Grants 1 free flashbang item to your inventory.
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!
Template:Incoming! (LW2)/Info
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
Template:Lead by Example (LW2)/Info
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
Template:You'll Need This (LW2)/Info
Rank: Second Lieutenant
Alien Exclusive Perks
Bind and Crush
Available for: Viper
Counterattack
Available for: Muton
Execute
Available for: Muton
Poison Spit
Available for: Viper
Tongue Pull
Available for: Viper