Perk List (LW2)

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Long War 2 Main Page

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

Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
  • 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

Alpha Mike Foxtrot
You do 4 additional points of base damage and 2 additional points of crit damage with your primary weapon.
  • 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
Fire a barrage that pins down multiple targets within a 4-tile radius, granting reaction fire against anyone that moves, and imposing a -25 penalty to all targets' aim until suppression is removed. Cannot be used when concealed.
  • 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

Biggest Booms
Your grenades and standard rockets can inflict critical damage (50% chance for +2 damage).
  • 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

Both Barrels
Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
  • 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

Bring 'Em On
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8.
  • 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

Bunker Buster
Fire a special rocket that destroys buildings and other objects in the environment.
  • 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

Burnout
Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus.
  • 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

Center Mass
You do one additional point of base damage when using guns.
  • 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

Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
  • 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

Close Combat Specialist
During enemy turns, fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires. Will not trigger if soldier is concealed.
  • 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

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.
  • 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
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
  • Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.

Available for: Gunner, Ranger

Available in the AWC: Offense Level 3, Defense Level 3


Concussion Rocket

Concussion Rocket
Fire a special rocket that does limited damage but has a chance to stun or disorient organic enemies within its area of effect and leaves a cloud of smoke.
  • 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

Coup de Grâce
Sword attacks against unconscious, stunned, panicked or disoriented enemies have +50 aim, +50 crit and deal two points of additional base damage.
  • 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

Cutthroat
Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
  • 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

Executioner
Confers +10 aim and +10 critical chance against targets at half or less of their original hit points.
  • 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

Fire in the Hole
Your rockets are more accurate.
  • 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

Firestorm
Once per battle, attack all units in a complete circle around the soldier's position. Also grants immunity to fire damage.
  • 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
Your gear includes an extra layer of protection, granting two extra points of Ablative HP and 50% less damage from explosive attacks.
  • 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

Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5-turn cooldown.
  • 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

Ghostwalker
Activate this ability to reduce enemy detection range against you by 25% for the rest of your turn as well as the following turn. Four-turn cooldown.
  • 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

Heavy Weapons
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower.
  • 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

Implacable
If you score one or more kills on your turn, you are granted a single bonus move.
  • 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

Javelin Rockets
The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range.
  • The range of your rockets is increased by 6 tiles and you may hit targets beyond your visual range.

Available for: Technical


Napalm-X

Napalm-X
Your Flamethrower can now disorient or panic enemies.
  • Your Flamethrower can now disorient or panic enemies.
  • Enemy units must pass a will check to avoid negative effects.

Available for: Technical


Phosphorus

Phosphorus
Your flamethrower can now damage mechanical units and shreds armor.
  • Your flamethrower can now damage mechanical units and shreds one point of armor from all targets.

Available for: Technical


Point Blank

Implacable
If you score one or more kills on your turn, you are granted a single bonus move.
  • The Fleche ability cannot be used after gaining a bonus move from Implacable.

Available for: Ranger


Quickburn

Quickburn
Activate so your next use of the flamethrower will not cost an action.
  • Activate so your next use of the flamethrower will not cost an action.
  • 5-turn cooldown.

Available for: Technical


Rapid Fire

Rapid Fire
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.
  • 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

Roust
Special Flamethrower shot that does limited damage but forces enemies to change their position.
  • 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
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability.
  • 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
A Rupture shot has a large bonus to crit chance and ensures that the target takes an additional +3 damage from all attacks in the future.
  • Rupture requires 3 ammo points and has a 3 turn cooldown.
  • Ruptured targets take 3 additional damage from every attack.

Available for: Gunner, Ranger

Available in the AWC: Offense Level 3


Salvo

Salvo
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
  • Soldiers with the Salvo ability are prime candidates for heavy armor.

Available for: Grenadier, Technical

Available in the AWC: Offense Level 1/2


Shredder

Shredder
Your primary weapon attacks shred armor.
  • 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

Street Sweeper
Cone-based shotgun attack that does bonus damage to unarmored targets. Blocked by heavy cover.
  • 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

Stun
Fire your Arc Thrower to incapacitate a target.
  • 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

Stun Gunner
Your Arc Thrower now has a bonus to hit.
  • The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.

Available for: Assault


Suppression

Suppression
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposes a -25 penalty to the target's aim.
  • 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

Tactical Sense
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
  • 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

Tandem Warheads
Your grenades and rockets do full damage to units to the maximum extent of their area of effect.
  • 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

Tradecraft
This soldier has significantly reduced infiltration times while on missions.
  • 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

Deadshot
Bonus 10% chance to critically hit enemies.
  • Bonus 10% chance to critically hit enemies.

Level 1/2


Holo Targeting

Holo Targeting
Holotarget your enemy to grant an aim bonus to all attacks on this target by you and your allies for the remainder of the turn.
  • 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

Steady Hands
If you did not move last turn, gain +10 Aim and +10 Critical chance.
  • 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

Aim
Hunker Down now confers +20 Aim to the first shot on the following turn.
  • The bonus granted by Aim can apply to either a pistol or primary weapon shot.

Level 1/2


Deep Cover

Deep Cover
If you did not attack this turn, hunker down automatically.
  • Non-offensive actions like Reload can still be performed without invalidating Deep Cover.

Level 1/2


Field Medic

Field Medic
Equipped medikits have 2 extra charges.
  • If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.

Level 2


Flashbanger

Flashbanger
Grants 1 free flashbang item to your inventory.
  • Grants 1 free flashbang item to your inventory.

Level 1


Resilience

Resilience
Enemy attacks against you suffer a -50 penalty to critical hit chances.
  • Enemy attacks against you suffer a -50 penalty to critical hit chances.

Level 1/2


Smoker

Smoker
Grants one free smoke grenade item to your inventory.
  • Grants one free smoke grenade item to your inventory.

Level 1


Will to Survive

Will to Survive
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
  • 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

Clutch Shot
Once per mission, fire a pistol shot that cannot miss.
  • Once per mission, fire a pistol shot that cannot miss.

Faceoff

Faceoff
Fire once at every visible enemy with your pistol.
  • 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

Fan Fire
Fire the pistol three times at the same target.
  • 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

Gunslinger
Take a reaction shot with your pistol against any enemy that moves or attacks within 8 tiles and a wide cone of fire.
  • Range is eight tiles.
  • Three-turn cooldown.

Lightning Hands

Lightning Hands
Fire your pistol at a target. This attack does not cost an action.
  • 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
Firing your pistol with your first action no longer ends your turn.
  • Quickdraw allows the soldier to spread their fire around to different targets in the same turn.

Return Fire

Return Fire
When targeted by enemy fire, automatically fire back with your pistol once per turn.
  • 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

Air Controller
The Skyranger will arrive 2 turns sooner during evacuations.
  • 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

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.
  • 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

Combined Arms
All allies within Command Range of the Officer do +1 damage with all successful attacks.
  • 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

Command
End your turn to grant a bonus action to any visible member of the squad. The number of charges is dependent on the officer's rank.
  • 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

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.
  • 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

Defilade
Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.
  • 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

Fire Discipline
All allies within Command Range of the Officer gain +10% to hit on reaction fire.
  • 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

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.
  • 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

Get Some
Twice per mission, spend an action to grant all allies within Command Range a +20 bonus to Critical Hit chances for the remainder of the turn.
  • 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!

Incoming!
Activate this ability to grant everyone within command range four points of damage resistance against explosive attacks through the end of the next alien turn.
  • 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

Infiltrator
The officer's squad will infiltrate enemy targets more quickly.
  • 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

Intervention
Activate this ability to spend 10 intel and gain two turns on the current mission timer. The number of charges is dependent on the officer's rank.
  • 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

Jammer
Once per battle, delay the arrival of incoming enemy reinforcements by one turn.
  • 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

Lead By Example
The Officer improves the Aim, Will and Hack of soldiers within Command Range by half the difference between soldier and Officer.
   Template:Lead by Example (LW2)/Info

Rank: Major


Leadership

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.
  • 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

Oscar Mike
Spend an action to give all allies within Command Range +5 Mobility for the remainder of the turn. Usable once per mission.
  • 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

Scavenger
Mission rewards of supplies, Alien Alloys and Elerium increased by 30% after successful missions. Squad members have a chance of collecting extra Alien Alloys and Elerium from aliens.
  • 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

Trial By Fire
Any soldiers below the rank of sergeant will be automatically promoted after a successful mission with this officer.
  • 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

You'll Need This
Pass a spare pistol to a civilian ally.
  • 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

Bind and Crush
Bind and crush an adjacent humanoid enemy, dealing minor damage. Allied units can fire upon the immobilized target.

Available for: Viper


Counterattack

Counterattack
Chance to ignore melee damage and instantly respond with a melee strike, possibly stunning the attacker.

Available for: Muton


Execute

Execute
Mutons can perform a finishing move on an adjacent stunned enemy.

Available for: Muton


Poison Spit

Poison Spit
Spit deadly poison at an area.

Available for: Viper


Tongue Pull

Tongue Pull
Grab a target with your tongue and pull them to melee range. Only humanoid targets can be pulled.

Available for: Viper