Perk List (LWOTC)
Long War of the Chosen includes numerous changes to existing perks from Long War 2, 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 using AP (Ability Points) after building the Training Center.
Adaptive Aim
- Adaptive Aim eliminates the -15% Aim penalty for consecutive Standard Shots when Overdrive is active.
Available for: SPARK (Aspirant)
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 (SSgt), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 3), Ranger (Sgt), Sharpshooter (TSgt), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 3), Technical (XCOM Tier 2), Templar (XCOM Tier 2)
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 (Squaddie)
Aim
- The bonus granted by Aim can apply to any weapon shot.
Available for: Sharpshooter (XCOM Tier 1), Technical (XCOM Tier 1), Reaper (XCOM Tier 1)
Aim Assist
Notes: Either the Holotargeter or the Holo Targeting perk works for this perk.
Available for: Assault (XCOM Tier 1), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 1), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 1)
Airdrop
- Grants an explosive grenade to the targeted ally.
- Airdrop initially confers a frag grenade, but will grant a plasma grenade once researched.
- Activating Airdrop uses one action and does not end the soldier's turn.
- Activating Airdrop does not break concealment.
- Usable 2 time(s) per mission.
Available for: Specialist (SSgt)
Alpha Mike Foxtrot
Available for: Sharpshooter (MSgt)
Amplify
- Amplify will last for three damage instances.
- This ability is a free action, costs 1 focus and has a 3-turn cooldown.
Available for: Templar (Acolyte)
Arc Pulser
- The Arc Pulser is effective anywhere in the soldier's sight range.
- Requires one action and ends the soldier's turn when fired.
- Can use every other turn.
- Damage to mechanical units increases as arc thrower technology improves.
- Reduces enemy hack defense by 20.
Available for: Assault (Cpl)
Arsenal
- Arsenal allows the SPARK to equip heavy weapons in their loadout.
Available for: SPARK (Squire)
Apex Predator
- Critical hits with your primary weapon have a chance to panic the target and nearby (within 4 tiles) enemies.
Available for: Grenadier (XCOM Tier 3), Gunner (XCOM Tier 4), Sharpshooter (XCOM Tier 4), Technical (XCOM Tier 3), Reaper (XCOM Tier 4)
Apotheosis
- A free action that makes the Templar substantially more powerful for two turns.
- Increases Rend damage by 50% for each point of focus above 2.
- Increases Dodge by 20 for each point of focus above 2.
- Increases mobility by 2 for each point of focus above 2.
- Requires a minimum of 3 focus.
- Consumes all focus.
- 5 Turn Cooldown
Available for: Templar (Master)
Arc Welder
- Starts each battle with 2 charges that heal 4 HP.
- Works for any friendly robotic unit, including SPARKs, resistance MECs and hacked ADVENT units.
Available for: Assault (XCOM Tier 1)
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 not stack.
- Suppression restricts many of the target's abilities, including the use of rockets and grenades.
Available for: Gunner (Squaddie)
Arc Wave
- Arc Wave does not affect the target of the original Rend attack.
- Arc Wave deals 4/7/10 damage depending on weapon tier and ignores armor.
- Arc Wave travels through environmental objects.
Available for: Templar (Warlock)
Avenger
- Avenger will not activate if this unit is shot at.
- Can only activate during the enemy's turn.
- Can only trigger once per turn.
Available for: Grenadier (XCOM Tier 3), Sharpshooter (XCOM Tier 4), Technical (XCOM Tier 3)
Banish
- Each shot in Banish rolls a separate chance to hit.
- Banish cannot be activated with only 1 ammo remaining.
- Banish shots can crit.
- Banish can fire from squadsight
Available for: Reaper (TSgt)
Battlefield Awareness
- When Battlefield Awareness is triggered the soldier is immune to the next damage-dealing attack during the enemy turn, including area of effect attacks.
Available for: Skirmisher (LCpl)
Battlelord
- Battlelord can allow the Skirmisher to prevail in the most dire of circumstances.
- Battlelord has a 5 turn cooldown.
- Turns from the Lost and enemy pod reveals do not grant the immediate action.
- Abilities that refund action points, like Implacable and Hit and Run, will not work during Battlelord.
Available for: Skirmisher (MSgt)
Biggest Booms
- Grenades, standard rockets, and MEC micromissiles can inflict critical damage (50% chance for +3 damage).
- 50% chance for critical damage is not affected by other critical chance modifiers.
- Does not apply to non-damaging grenades or the concussion rocket or Bunker Buster abilities.
- Grenade crits will grant +1 damage to ongoing damaging effects such as fire.
Available for: Grenadier (TSgt), Technical (Sgt)
Blademaster
- Blademaster deals a bonus +1 damage on every successful melee attack.
- Blademaster grants +10 Aim to melee attacks.
Available for: Gunner (XCOM Tier 1), Shinobi (LCpl), Templar (XCOM Tier 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.
- Bladestorm does not trigger on your own turn.
Available for: Gunner (XCOM Tier 2), Shinobi (SSgt), Templar (Magus)
Blinding Protocol
- Works with Squadsight.
- Blinding Protocol has a 4 turn cooldown and ends the turn.
Available for: Specialist (XCOM Tier 2)
Blood Trail
- Only applies on the same turn the enemy is damaged.
- Plan ahead with squadmate attacks to take full advantage of Blood Trail.
- Works with all weapons, including grenades.
Available for: Reaper (LCpl)
Bluescreen Bombs
- Your flashbang grenades now disorient robotic units.
- Your flashbang grenades also reduce robotic hack defense by 25.
Available for: Grenadier (Sgt)
Bluescreen Knives
Available for: Reaper (SSgt)
Body Shield
- A targeted enemy receives -20 aim and -50 critical chance against the soldier.
- This is a free action.
- Body Shield has a 2 turn cooldown.
Available for: SPARK (Knight)
Bombard
- Bombard can be fired at any location within squadsight.
- Upgrading your BIT will lead to more Bombard damage.
Available for: SPARK (Paladin)
Bombardier
- Your grenades have 2 tiles extra range.
- This includes both launched and thrown grenades.
Available for: Grenadier (GSgt)
Boosted Cores
- Your grenades have extra explosives and do one additional damage but require special training to handle.
- Damage over time effects applied by grenades such as poison will also do one additional damage.
Available for: Grenadier (Sgt), Technical (XCOM Tier 2)
Both Barrels
- Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
- Uses 2 ammo.
- Uses one action.
Available for: Ranger (Squaddie)
Brawler
- Take 35% less damage against attacks within four tiles.
Available for: Templar (Adept)
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.
- Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
Available for: Assault (GSgt), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 2), Ranger (TSgt), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 2), Technical (XCOM Tier 1), Templar (XCOM Tier 2)
Brutality
- Use Brutality as a crowd-control tool to allow the soldier to move forward more aggressively and combine it with the Ruthless ability to increase your killing power.
Available for: Ranger (XCOM Tier 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 (Cavalier)
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 (MSgt)
Burnout
- When fired, your Flamethrower leaves a small smoke cloud around your position, providing a +20 defensive bonus to anyone within.
- Area of effect radius of smoke cloud is 1.5 tiles.
Available for: Technical (Sgt)
Capacitor Discharge
- Capacitor Discharge has one charge per mission.
- Capacitor Discharge will deal more damage as you upgrade your GREMLIN.
Available for: Specialist (MSgt)
Center Mass
- You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
Available for: Grenadier (Cpl), Gunner (LCpl), Ranger (Sgt), Sharpshooter (Cpl), Shinobi (XCOM Tier 2), Reaper (XCOM Tier 3), Templar (XCOM Tier 3)
Chain Lightning
- Fire your Arc Thrower at a target that is capable of being stunned and bounces up to 3 other targets within 6 tiles.
- Requires one action and ends your turn.
- Chain Lightning has a 4 turn cooldown.
- Cannot be used from concealment.
Available for: Assault (MSgt)
Chain Shot
- Chain Shot requires 2 ammo points.
- Chain Shot has a 3 turn cooldown.
- Chain Shot has a -10 aim penalty.
- Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.
Available for: Grenadier (TSgt), Gunner (SSgt), Sharpshooter (XCOM Tier 3), Reaper (XCOM Tier 4), Skirmisher (Sgt)
Channel
- Enemies have a 20% chance to drop Psionic loot.
- Psionic enemies have a 50% chance to drop Psionic loot.
Available for: Templar (Mystic)
Channeling Field
- Each point of energy channeled by Channeling Field increases the damage of the next weapon attack by 1.
- The energy stored by channeling field is expended even if the next shot misses.
Available for: SPARK (Paladin)
Cheap Shot
- Cheap Shot triggers if the target was previously damaged by any type of damage since the player's last turn, i.e. overwatch and damage over time during the enemy turn counts.
- Works for Light 'em Up, Chain Shot and Banish in addition to the standard shot.
- The movement action can be used to enter Shadow if it's off cooldown.
Available for: Reaper (SSgt)
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 (Cpl), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 2), Ranger (LCpl), Specialist (XCOM Tier 1), Technical (XCOM Tier 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 requires 2 ammo.
Available for: Assault (GSgt), Grenadier (XCOM Tier 4), Gunner (XCOM Tier 4), Shinobi (XCOM Tier 4), Specialist (XCOM Tier 4), Technical (XCOM Tier 4), Skirmisher (XCOM Tier 4)
Close Encounters
- Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles.
- A red ring will mark the range of this ability.
- Close Encounters cannot be used on the same turn as Run and Gun.
Available for: Assault (TSgt), Grenadier (XCOM Tier 4), Gunner (XCOM Tier 4), Ranger (XCOM Tier 4), Shinobi (XCOM Tier 4), Specialist (XCOM Tier 4), Technical (XCOM Tier 4), Skirmisher (GSgt)
Combat Awareness
- Gain 15 defense and an armor point when in overwatch.
- This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
- This ability goes into effect if the unit uses suppression.
Available for: SPARK (Aspirant)
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: Assault (XCOM Tier 2), Grenadier (MSgt), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2), Shinobi (XCOM Tier 2), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 3)
Combat Fitness
Available for: Assault (XCOM Tier 3), Gunner (MSgt), Ranger (MSgt), Shinobi (XCOM Tier 3), Templar (XCOM Tier 3)
Combat Presence
- Combat Presence can be used to get squadmates out of tough situations where they need an extra attack or move.
- Combat Presence has a 4 turn cooldown.
Available for: Skirmisher (Sgt)
Combat Protocol
- This ability has a 3-turn cooldown.
- Upgrading your GREMLIN will lead to more damage per charge.
Available for: Specialist (LCpl)
Combatives
- You will parry any grazed melee attack against you and counterattack with your melee weapon.
- Combatives grant +90 dodge against first melee attack against you in a turn.
- Soldier also gains 10 dodge.
Available for: Gunner (LCpl), Shinobi (Cpl)
Conceal
- Concealment cannot be used when flanked by nearby enemies.
- Requires one action and ends the soldier's turn.
Available for: Shinobi (MSgt), Templar (XCOM Tier 2)
Concentration
- Attacks that would normally graze their target are automatically upgraded to normal hits.
- Applies to primary weapons, secondary weapons, and pistols.
Available for: Sharpshooter (XCOM Tier 2), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 2), Technical (XCOM Tier 1), Reaper (XCOM Tier 2), Templar (XCOM Tier 4)
Concussion Rocket
- One use per mission.
- It is guaranteed to disorient targets and has a 20% chance to stun.
- Requires one action and ends the soldier's turn.
- Elite Codexes and Psi Zombies are immune to all effects including damage.
- Allies cannot be injured by this attack.
Available for: Technical (Cpl)
Cool Under Pressure
Available for: Gunner (TSgt), Ranger (Sgt), Sharpshooter (XCOM Tier 2), Specialist (TSgt), SPARK (Paladin)
Coup de Grace
- Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies.
- The bonuses are halved against disoriented enemies.
- For Shinobis and Gunners, this perk is applied to their secondary weapon.
Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 3), Shinobi (MSgt), Specialist (XCOM Tier 1), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 4)
Covering Fire
- If triggered by an enemy action, Covering Fire will trigger before the enemy action completes.
- In addition, having the Covering Fire ability confers a -10 aim penalty upon any units you take a reaction shot at, regardless of whether it was a covering fire shot or not and this penalty can be stacked.
- The penalty does not affect the current action an enemy takes if it is aim-based and would only apply in the next turn. This means that if a covering fire shot was taken against an enemy performing an aim-based action, that action does not suffer the penalty.
Available for: Ranger (Cpl), Specialist (Cpl)
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 (Sgt), Skirmisher (XCOM Tier 1), Templar (XCOM Tier 1)
Crippling Strike
- Throws a throwing knife, without breaking Shadow.
- This ability has a 2 turn cooldown.
- The maimed status reduces the target's mobility to 0, making it immobile.
Available for: Reaper (Cpl)
Crusader's Rage
- Wound reduction does not work if the soldier entered a bleeding out state during the mission.
Available for: Skirmisher (XCOM Tier 4), Templar (Warlock)
Cutthroat
Available for: Gunner (XCOM Tier 1), Shinobi (Sgt), Skirmisher (XCOM Tier 1), Templar (XCOM Tier 3)
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 3 ammo.
- Cyclic Fire has a 3 turn cooldown.
- Requires a burst-fire weapon; ability will not be available when a shotgun or sniper rifle is equipped as a primary weapon.
Available for: Grenadier (XCOM Tier 2), Gunner (TSgt), Specialist (XCOM Tier 2), Technical (XCOM Tier 2)
Damage Control
- Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.
Available for: SPARK (Champion)
Damn Good Ground
- Confers +10 aim and +10 defense against targets at a lower elevation.
- This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Available for: Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (Cpl), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1), Technical (XCOM Tier 1), Skirmisher (SSgt)
Danger Zone
Available for: Gunner (TSgt)
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 3 turn cooldown.
- Works with Snap Shot.
Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (TSgt), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1), Technical (XCOM Tier 1), Reaper (XCOM Tier 3)
Death Dealer
- Use Shadow's increased mobility and smaller enemy detection radii to flank enemies and deal massive damage.
Available for: Reaper (TSgt)
Death From Above
- Death From Above can combo well with pistol abilities or can simply make a soldier more mobile.
- Also grants a long-range accuracy bonus for sniper rifles and vektor rifles at any elevation.
Available for: Assault (XCOM Tier 2), Ranger (XCOM Tier 3), Sharpshooter (LCpl), Shinobi (XCOM Tier 2), Technical (XCOM Tier 2), Reaper (XCOM Tier 4)
Dedicated Suppression
Available for: Gunner (XCOM Tier 1)
Dedication
- Gain 2 mobility and ignore reaction fire for the rest of the turn.
- Free action.
- Dedication has a 4 turn cooldown.
Available for: Assault (XCOM Tier 1), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 2), Technical (XCOM Tier 2), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 1), Templar (XCOM Tier 2)
Deep Cover
- Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1), Technical (XCOM Tier 1), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 1)
Demolition
- Demolition requires 3 ammo points and has a 5 turn cooldown.
- Demolition does increased environmental damage, and will destroy most cover objects.
Available for: Gunner (SSgt)
Dense Smoke
- Your smoke grenades confer an additional 10 defense to those within the smoke, for a total of 30.
Available for: Grenadier (SSgt)
Disabling Shot
- Stuns enemies for 2 actions if the shot hits (including if it grazes).
- Stuns for an extra 2 actions if the shot crits, but the shot won't inflict the critical damage.
- Disabling Shot requires 1 ammo to use.
- Disabling Shot has a 5 turn cooldown.
- Only Avatars and Psi Zombies can not be stunned.
Available for: Assault (XCOM Tier 4), Ranger (XCOM Tier 4), Sharpshooter (GSgt), Shinobi (XCOM Tier 4), Skirmisher (XCOM Tier 4)
Disassembly
Available for: Specialist (XCOM Tier 4)
Double Tap
- Activate to fire a standard shot and gain a second action restricted to several different shooting abilities or overwatch.
- Double Tap has a 2 turn cooldown.
- Costs the same action it would take to fire a standard shot (Snipers cost 2 AP and all other weapons cost 1)
Available for: Grenadier (XCOM Tier 4), Sharpshooter (MSgt), Shinobi (XCOM Tier 4), Specialist (XCOM Tier 4), Technical (XCOM Tier 4)
Electroshock
- A miss with your Arc Thrower still disorients non-robotic targets.
Available for: Assault (LCpl)
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: Assault (XCOM Tier 3), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Shinobi (TSgt), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 3)
Ever Vigilant
- Ever Vigilant enables an extremely mobile style of play for the soldier.
- LITERALLY any action other than moving will invalidate Ever Vigilant.
Available for: Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (LCpl), Sharpshooter (XCOM Tier 2), Specialist (SSgt), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 1)
WARNING: this perk is currently bugged such that it prioritizes pistol overwatch over standard overwatch. Installing the mod WOTC Reliable Ever Vigilant will fix this.
Executioner
Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 2), Ranger (SSgt), Sharpshooter (XCOM Tier 3), Shinobi (Cpl), Specialist (XCOM Tier 1), Technical (XCOM Tier 2), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 3)
Extra Conditioning
Available for: Assault (SSgt)
Failsafe
Available for: Specialist (TSgt)
Field Medic
- If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1), Specialist (SSgt), Technical (XCOM Tier 1), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 1), Templar (XCOM Tier 1)
Field Surgeon
- Field Surgeon reduces the number of hit points a soldier must heal after being wounded in battle by 1.
- Multiple Field Surgeons on a mission have a chance to reduce wound recovery time further.
- The effect includes the soldier with the ability.
- It does not affect soldiers who suffered killing wounds and are stabilized from bleeding out.
Available for: Specialist (Cpl)
Fire and Steel
- Attacks with your gauntlet, and fires set by gauntlet weapons, do +1 damage.
- This applies to both rocket launcher and flamethrower weapons, and the fires they set.
Available for: Technical (TSgt)
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 (LCpl)
Firestorm
- This will light fires and do fire damage to all enemies in a circle around the soldier's position, doing +2 bonus damage over regular Flamethrower attacks.
- Requires two action point and will end the soldier's turn when used.
- This ability does not benefit from Quickburn
- It is not recommended the soldier uses Firestorm on rooftops.
Available for: Technical (MSgt)
Flashbanger
Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1), Technical (XCOM Tier 1), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 2), Templar (XCOM Tier 1)
Fleche
- You can trigger the Fleche ability by placing the movement cursor over an enemy.
- A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy.
- Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position up to 5 maximum bonus damage.
Available for: Gunner (XCOM Tier 2), Shinobi (Squaddie)
Flush
- Flush has a 3 turn cooldown.
- +30 bonus to aim.
- Damage is reduced by 50%
- Cannot crit or apply bonus ammo effects.
- Cannot be used from concealment.
- Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.
Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 1), Gunner (Cpl), Technical (XCOM Tier 1), Skirmisher (XCOM Tier 1)
Focus
- Templars begin missions weaker than other soldiers, but can become extremely powerful at higher Focus levels.
- Focus is gained by attacking enemies with Rend (even misses count).
Available for: Templar (Initiate)
Formidable
- Formidable reduces explosive damage taken by 50%.
Available for: Assault (SSgt), Grenadier (Sgt), Gunner (Cpl), Sharpshooter (XCOM Tier 2), Technical (SSgt), Reaper (XCOM Tier 2), Skirmisher (SSgt), Templar (XCOM Tier 2), SPARK (Aspirant)
Fortify
- Activate to grant the soldier +20 defense until the beginning of the soldier's next turn.
- This ability is a free action and has a 4-turn cooldown.
Available for: Assault (Sgt), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (SSgt), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 2), Technical (Cpl), Templar (XCOM Tier 3)
Full Kit
- Grants +1 charge per grenade item in a utility slot.
- Applies to explosive and support grenades as well as Battle Scanners.
- Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.
Available for: Assault (XCOM Tier 3), Grenadier (MSgt), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Templar (XCOM Tier 2)
Full Override
- Full Override is a special hack action usable against enemy robotic units.
- It has one charge that is only expended if a successful override occurs.
- Requires one action and ends the soldier's turn.
- The first hack option, Greater Shutdown, will disable (stun) the unit for 3 turns.
- The second hack option, Master Enemy, will grant control of the unit for rest of the mission with a stat bonus for all robots, and will permanently transfer any MEC units to the Resistance.
- If the Master Enemy hack succeeds, and the MEC and the specialist both survive the mission, the MEC will follow new programming and make its way to a Resistance base, where it will serve the Resistance. It does not need to be evacuated when the mission ends.
Available for: Specialist (GSgt)
Full Throttle
- Only kills by the Skirmisher count towards Full Throttle.
Available for: Skirmisher (GSgt)
Ghost
- Ghosts start with Focus equal to the Templar's Focus level when created minus 1.
- Ghosts cannot gain Focus, and disappear when all Focus is spent, or their health reaches 0.
- Rend costs 1 Focus when used by Ghosts.
- Ghost must be cast on the corpse of a humanoid enemy, and cannot be cast on the same corpse twice.
- Ghost has a 5 turn cooldown.
- Ghosts cannot gain following abilities: Volt, Shield bash, Shield abilities, Deflect, Reflect, Solace, Void Conduit, Bladestorm, Apotheosis, Superior Aptitude, Ionic Storm and Sustain.
Available for: Templar (Master)
Ghost Grenade
- This ability only affects a single targeted ally; others in the smoke cloud are not concealed but do receive the defense bonus.
- Uses one action and ends your turn.
- One use per mission; abilities that add grenade charges do not provide any bonuses.
- Only works on XCOM soldiers, as civilians do not have training in concealment techniques.
- Small smoke cloud grants 20 defense; dense smoke bonuses do not apply.
- It does not fit in the standard XCOM grenade launcher and must be thrown at a visible ally.
- The Grenadier cannot use this ability when concealed.
Available for: Grenadier (MSgt), Reaper (SSgt)
Ghostwalker
- Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s) (including the current turn), as denoted by red tiles surrounding enemies who are not alerted to your presence.
- Ghostwalker has a 4 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: Assault (XCOM Tier 1), Shinobi (LCpl)
Grapple (Skirmisher)
- Grapple allows the Skirmisher to get into position without using an action.
- Grapple has a 3 turn cooldown.
Available for: Skirmisher (Squaddie)
Grazing Fire
- Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze.
- This effect occurs after normal hit-miss-graze processing.
- Targets with a dodge score subtract that score from the ability's success chance.
Available for: Assault (XCOM Tier 1), Gunner (LCpl), Ranger (TSgt), Skirmisher (XCOM Tier 1)
Hack
- Map items (chests, workstations, etc.) can be hacked from a distance using the GREMLIN/BIT.
Available for: Specialist (Squaddie), SPARK (Squire)
Hail of Bullets
- Hail of Bullets requires 3 ammo points.
- Hail of Bullets has a 5 turn cooldown.
- Hail of Bullets does not work with sniper rifles.
Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 2), Gunner (Sgt), Ranger (XCOM Tier 2), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 2), Technical (XCOM Tier 2), Skirmisher (XCOM Tier 2)
Hard Target
- Gain 5 dodge per enemy you can see, up to a maximum of +30.
- Units visible at squadsight ranges do not confer bonus.
- This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Available for: Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 1), Shinobi (Sgt), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 2), Templar (XCOM Tier 3)
Haywire Protocol
- Hacking a robotic enemy or turret pits the Specialist's Hacking stat against the enemy's Tech Defense stat.
- Upgrading your GREMLIN will lead to an increased Hacking stat.
- Hacked robotic enemies can only be controlled for a short time.
- This ability has a 4-turn cooldown.
Available for: Specialist (Squaddie)
HEAT Warheads
- Your grenades now pierce (ignore) up to 2 point(s) of armor and shred 1 additional point(s) of armor.
Available for: Grenadier (SSgt), Technical (XCOM Tier 2), Skirmisher (XCOM Tier 1)
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 spanning 5 tiles wide and and 7 tiles length.
- The flamethrower has two uses per battle. It does not damage mechanical units without upgrades.
- The flamethrower has a 60% chance to inflict burn and has about a 50% chance to burn tiles within the area.
- Using either gauntlet ability requires one action and ends your turn.
- Rocket accuracy is affected by the soldier's aim, target distance, and whether the soldier has used any actions already this turn. Low accuracy-rockets will have higher scatter values, meaning they are more likely to miss the target tile by greater distances. The rocket's maximum possible scatter is noted in the popup, while a value appearing with the targeting cursor will show the expected (average) scatter for a shot on that location.
Available for: Technical (Squaddie)
Heavy Ordnance
- All damaging grenades are viable for Heavy Ordnance.
Available for: Grenadier (Cpl)
HiDef Holo
- The critical hit bonus is +10 with the basic Holotargeter, but improves to +15 and +20 with advanced technology Holotargeting devices.
Available for: Sharpshooter (Sgt)
Hipfire
- With this ability, Point Blank and Both Barrels do not end the turn, allowing the soldier to shoot or move afterwards.
Available for: Ranger (XCOM Tier 1)
Hit and Run
- Cannot be used on the same turn as Run and Gun.
- Bonus full actions from Serial and Death from Above will be awarded first.
Available for: Assault (TSgt), Grenadier (XCOM Tier 4), Gunner (XCOM Tier 4), Shinobi (TSgt), Specialist (XCOM Tier 4), Technical (XCOM Tier 4), Skirmisher (Squaddie)
Holo Targeting
- Directed primary weapon-specific abilities will grant Holo Targeting.
- Any abilities that target multiple units will not grant Holo Targeting.
Available for: Grenadier (XCOM Tier 2), Ranger (XCOM Tier 2), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Reaper (XCOM Tier 2), SPARK (Cavalier)
Holotarget
- Holotargeting takes a single action.
- The Holotargeting effect lasts until the start of your next turn.
- Multiple holotarget effects do not stack with each other.
- The aim bonus is +10 for the basic Holotargeter, and improves to +15 and +20 with better technology.
- Holotargeting does not break concealment for you or your squad.
Available for: Sharpshooter (Squaddie)
Homing Mine
- Shots against the mined target are guaranteed to hit.
- Homing Mine has 4 charges per mission.
- Homing Mine requires one action and does not end your turn.
- This ability deals 8 damage and shreds 3 armor
Available for: Reaper (MSgt)
Hunter Protocol
- Hunter Protocol makes the SPARK an ideal unit for scouting into the fog of war, since any revealed enemy can be instantly attacked.
Available for: SPARK (Templar)
Hunter's Instincts
Available for: Grenadier (XCOM Tier 3), Gunner (XCOM Tier 4), Sharpshooter (GSgt), Shinobi (GSgt), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Skirmisher (XCOM Tier 4)
Impact Compensation
Available for: Templar (Magus)
Impact Fields
- Activate a force field that reduces incoming damage by 33% for two turns.
- Six-turn cooldown (including the turn in which it was activated).
- Uses one action and doesn't automatically end your turn.
- Armor-Piercing weapons do not mitigate this effect.
Available for: SPARK (Templar)
Impersonal Edge
Available for: Reaper (GSgt)
Implacable
- The Fleche ability cannot be used after gaining a bonus move from Implacable.
Available for: Assault (XCOM Tier 4), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (TSgt), Sharpshooter (XCOM Tier 4), Shinobi (XCOM Tier 4), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Reaper (XCOM Tier 4), Skirmisher (Sgt), Templar (XCOM Tier 4)
Impulse
Available for: Ranger (XCOM Tier 2), Shinobi (XCOM Tier 1), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 3), Sharpshooter (XCOM Tier 2)
Incinerator
- The length of the flamethrower increases by 2 tiles and the width increases by 1 tile.
Available for: Technical (TSgt)
Independent Tracking
- A Holotargeted enemy remains so for 1 additional turn(s).
- Additional uses of Holotargeting on the same target will not stack.
Available for: Sharpshooter (SSgt)
Indomitable
- Once per turn, gain 1 focus when you're attacked.
- Applies to both melee and ranged attacks.
Available for: Templar (Acolyte)
Infighter
- Gain 40 dodge against attacks within four tiles.
- Dodge bonus also applies to melee attacks.
- This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 1), Technical (XCOM Tier 1), Skirmisher (XCOM Tier 2), Templar (XCOM Tier 2)
Inspire Agility
- Give a friendly unit 30 Dodge until the start of your next turn.
- Killing an enemy unit grants an extra charge.
- Usable once per turn.
- Starts with one charge and is a free action.
Available for: Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 2)
Interference
- Cancels overwatch on targeted unit.
- Is a free action.
- 3 charges per battle, plus 2 extra charges per better Gremlin tech.
Available for: Specialist (Cpl)
Interrupt
- This is a free action.
- Some actions are not available during Interrupt, like Overwatch.
- Interrupt has a 3 turn cooldown.
Available for: Skirmisher (TSgt)
Intimidate
- Intimidate's chance to panic the attacker increases with higher tier SPARK armors.
- Intimidate can be triggered by melee and area of effect attacks.
- Intimidate will not trigger when targeted by Overwatch fire.
Available for: SPARK (Vanguard)
Invert
- Invert costs 1 action, is non-turn ending, costs 1 focus and has a 5-turn cooldown
- Can target both ally and enemy units but cannot target large units or the Chosen.
Available for: Templar (Acolyte)
Ionic Storm
- Ionic Storm's radius increases at higher Focus levels.
- Ionic Storm deals double damage to Psionic units.
- Ionic Storm has a 5 turn cooldown.
Available for: Templar (Master)
Iron Curtain
- If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s).
- Iron Curtain has a 3 turn cooldown.
- Uses 3 ammo.
- Can be used after moving.
- Iron Curtain does not work with shotguns or sniper rifles.
- Allies in the cone can be hit by this ability.
Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 1), Gunner (SSgt), Ranger (XCOM Tier 1), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1)
Javelin Rockets
Available for: Technical (TSgt)
Judgement
- Judgement can be triggered by melee and area of effect attacks.
- Judgement will not trigger when targeted by Overwatch fire.
- The chance of panic depends on both the will of the attacking unit and the will of the unit with Judgement.
- Judgement works best on units with high will.
- Panic chance is (30 + User's Will) - Enemy Will with a minimum apply chance of 5% and a maximum apply chance of 90%
Available for: Skirmisher (GSgt)
Justice
- Justice is a great way to pull an enemy out of position.
- The Ripjack strike is guaranteed to hit if the pull is successful.
- An open space adjacent to the Skirmisher is needed to use Justice.
- This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.
Available for: Skirmisher (LCpl)
Kill Zone
- There is no limit to the amount of Kill Zone shots a soldier can take outside of ammo counts.
- Kill Zone utilizes Squadsight, even if the soldier does not have the Long Watch ability.
- Kill Zone has a 4 turn cooldown.
Available for: Grenadier (XCOM Tier 3), Gunner (GSgt), Ranger (MSgt), Shinobi (XCOM Tier 3), Specialist (MSgt), Technical (XCOM Tier 3)
Killer Instinct
Available for: Assault (Sgt)
Knife Encounters
- Once per turn, gain a bonus action after throwing a knife at an enemy within 5 tiles.
- A red ring will mark the range of this ability.
- Knife Encounters cannot be used on the same turn as Run and Gun.
Available for: Reaper (TSgt)
Knife Fighter
- Knife attacks use one action and do not end your turn.
Available for: Gunner (Squaddie)
Knife Juggler
Available for: Reaper (LCpl)
Launch Grenade
- All grenades benefit from the grenade launcher's range increase, including non-offensive munitions like Smoke Grenades.
- An additional grenade can be equipped in a unique grenade-only slot.
- The range of launched grenades can be further improved by upgrading to more advanced grenade launchers.
Available for: Grenadier (Squaddie)
Lead The Target
- Carefully lead the target, granting a +20% increased chance to hit, but delaying the shot until the enemies turn. Takes two actions.
- Lead The Target has a 3 turn cooldown.
Available for: Sharpshooter (XCOM Tier 2)
Lethal
Available for: Assault (MSgt), Grenadier (XCOM Tier 4), Ranger (XCOM Tier 4), Sharpshooter (XCOM Tier 4), Shinobi (XCOM Tier 4), Technical (XCOM Tier 4), Reaper (XCOM Tier 4), Skirmisher (MSgt), Templar (XCOM Tier 4)
Lick Your Wounds
- Hunker Down restores 2 health when used, up to a maximum of 8 per mission.
- Removes poison, burning, and acid burning.
Available for: Sharpshooter (XCOM Tier 1), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 1)
Light 'Em Up
Available for: Grenadier (XCOM Tier 3), Ranger (Squaddie), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 3), Technical (XCOM Tier 2), Reaper (MSgt)
Lightning Reflexes
- Reaction fire shots against you have a significantly decreased chance to hit.
- The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances.
- This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Available for: Assault (LCpl), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 4), Templar (XCOM Tier 4)
Lightning Slash
- Attack any enemy within blue movement range with your weapon.
- This attack does not end the turn.
- Lightning Slash has a 3 turn cooldown.
Available for: Gunner (XCOM Tier 3), Shinobi (XCOM Tier 4), Templar (XCOM Tier 4)
Like Lightning
- When Run and Gun is activated, your Arc Thrower cooldown is immediately removed.
- Does not apply to Chain Lightning.
Available for: Assault (XCOM Tier 1)
Lingering Shadow
- Provides +15 Defense and +30 Dodge as soon as the Reaper loses Shadow, either because they break concealment or Shadow expires.
- Lasts until the start of XCOM's next turn.
Available for: Reaper (XCOM Tier 2)
Lock N Load
Available for: Assault (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 3), Skirmisher (XCOM Tier 3)
Lockdown
- Gain +20 to hit against enemies who attempt to move when suppressed.
- This stacks with other reaction fire bonuses.
Available for: Gunner (Cpl)
Locked On
- Gain +20 aim and +10 crit for repeated shots at the same target. Not cumulative, and only applies to enemy units.
- The effect persists in between multiple turns as long as the same target has been fired upon.
- Area-of-Effect-based shots do not grant the bonus.
Available for: Assault (XCOM Tier 1), Ranger (Cpl), Shinobi (XCOM Tier 1), Skirmisher (XCOM Tier 2)
Lone Wolf
- Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant.
- Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally.
- This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (Sgt), Shinobi (LCpl), Technical (XCOM Tier 2), Templar (XCOM Tier 2)
Long Watch
- Like the Overwatch ability it upgrades, Long Watch suffers a base penalty to aim.
- Long Watch also suffers the Squadsight penalty to aim that increases with distance.
Available for: Sharpshooter (XCOM Tier 1)
Low Profile
Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (SSgt), Shinobi (SSgt), Specialist (XCOM Tier 2), Technical (XCOM Tier 2), Skirmisher (XCOM Tier 2)
Maim
- Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn.
- Useful to isolate a high-value target during an ambush.
- Uses 1 ammo.
- Maim has a 3 turn cooldown.
Available for: Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Technical (XCOM Tier 1)
Manual Override
- Use the allies' abilities early and often to take full advantage of Manual Override.
- Costs 1 action.
- Manual Override has a 4 turn cooldown.
Available for: Skirmisher (TSgt)
Marauder
- Marauder provides more tactical options when planning the Skirmisher's turn.
- Paired with Grapple, Marauder allows the Skirmisher to shoot twice and move on a single turn.
Available for: Skirmisher (XCOM Tier 2)
Mayhem
Available for: Gunner (Sgt)
Mechanical Chassis
Available for: SPARK (Squire)
Medical Protocol
- Upgrading your GREMLIN will lead to more HP healed per charge.
- GREMLIN Heal or GREMLIN Stabilize, when used as your first action, will not end your turn.
Available for: Specialist (Sgt)
Momentum
Available for: Templar (Initiate)
Multitargeting
- HiDef Holo, Independent Tracking, and Vital Point Targeting apply to all targets.
- Area of effect radius is 4 tiles for the basic Holotargeter and improves to 5 and 6 tiles with better technology.
- Multitargeting has a 2 turn cooldown.
- Holotargeting does not break concealment for your squad.
Available for: Sharpshooter (GSgt)
Napalm-X
- Your Flamethrower can now panic enemies. Enemy units must pass a will check to avoid negative effects.
- The chance to panic is 75% + 50/65/85 (based on gauntlet tech) - enemy will
- Enemies hit by Roust are not affected by Napalm-X.
Available for: Technical (Cpl)
Needle
- Use Shadow's extra mobility to get close and deal major damage with Needle.
- Only applies while the Reaper is in Shadow.
Available for: Reaper (XCOM Tier 2)
Needle Grenades
- You have received extra training that enables you to employ explosive grenades that deploy specialized slivers that leave enemy loot and corpse intact and tears through unreinforced material.
- Loot and corpses of enemies killed by any other explosives of this soldier, such as heavy weapons, are also preserved.
Available for: Grenadier (LCpl)
Neutralizing Agents
- Aid Protocol now neutralizes fire, poison, acid and bleeding.
Available for: Specialist (XCOM Tier 2)
None Shall Pass
- Will not trigger if soldier is concealed.
- Only triggers once per turn.
- Uses 1 ammo and will only trigger if the sawed-off shotgun is loaded.
- Can critically hit.
- Works during any enemy turn: alien, Lost, Chosen and Ruler.
Available for: Ranger (XCOM Tier 4)
Nova
- Nova has no action point cost and no cooldown.
- This ability deals 6 damage and ignores armor.
- The first Nova attack each mission will deal 0 damage to the SPARK.
- All Nova attacks after the first will deal a stacking 2 damage to the SPARK.
Available for: SPARK (Champion)
Open Fire
Available for: Sharpshooter (XCOM Tier 3), Specialist (XCOM Tier 2), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 3)
Overcharge
- Each point of focus provides +10 aim and +15 crit chance.
- Based on the current focus, not max focus.
Available for: Templar (Disciple)
Overdrive
- A recoil penalty of -15% Aim is applied after each Standard Shot while Overdrive is active.
- Overdrive has no cost to activate, but has a 5 turn cooldown.
Available for: SPARK (Squire)
Overkill
Available for: Assault (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 3), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 3)
Packmaster
- Grants +1 charge to every utility item equipped.
- Applies to the grenade slot as well as the standard utility slots, but not other slots.
- Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.
Available for: Reaper (GSgt), Skirmisher (Cpl)
Paramedic
Available for: Reaper (Cpl), Skirmisher (XCOM Tier 2)
Parkour
- Improves the Skirmisher's mobility around the map.
Available for: Skirmisher (XCOM Tier 3)
Phantom
- Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment.
- If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
Available for: Assault (XCOM Tier 3), Sharpshooter (Cpl), Shinobi (Squaddie), Templar (XCOM Tier 1)
Phosphorus
- Your flamethrower can now ignore fire immunities being able to deal damage to targets but does not affect their burn immunity.
- Flamethrower attacks shred 1 armor per gauntlet tier.
Available for: Technical (SSgt)
Pillar
- The pillar will last for a number of turns equal to the Templar's Focus level when summoned.
- Pillar is a free action.
- Can be used after Rend.
- Pillar has a 4 turn cooldown.
Available for: Templar (Disciple)
Point Blank
- Rapidly loses accuracy beyond four tiles range.
- Uses one action.
- Shotgun has two ammo.
Available for: Ranger (Squaddie)
Precision Shot
Available for: Grenadier (XCOM Tier 1), Gunner (XCOM Tier 3), Sharpshooter (Sgt), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1), Technical (XCOM Tier 1)
Predator
Available for: Grenadier (XCOM Tier 2), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Reaper (XCOM Tier 3)
Preservation
- When your concealment is broken, gain +15 defense for 2 turns.
Available for: Shinobi (XCOM Tier 1)
Protector
- All non-damaging grenades except Ghost Grenades are viable for Protector.
Available for: Grenadier (Cpl)
Pump Action
Available for: Ranger (Cpl)
Quickburn
- Activate so your next use of the flamethrower will not cost an action.
- Quickburn has a 5 turn cooldown.
Available for: Technical (GSgt)
Quick Zap
- Activate this ability to make your next arc thrower shot a free action.
- Quick Zap has a 4 turn cooldown.
- Applies to the abilities Stun, Arc Pulser and Chain Lightning.
Available for: Assault (XCOM Tier 4)
Rainmaker
- Rainmaker adds +2 damage to all heavy weapons.
- Heavy weapons with circular areas of effect have their radius increased by +2.
- Heavy weapons with conic areas of effect have their diameter increased by +2 and length increased by +2.
Available for: SPARK (Knight)
Rapid Deployment
- Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
- Applies to Smoke Grenades, Flashbangs, Shaped Charges and Battle Scanners.
- Rapid Deployment has a 3 turn cooldown.
Available for: Assault (XCOM Tier 2), Grenadier (LCpl), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 2), Reaper (Sgt), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 2)
Rapid Fire
- Rapid Fire has a 1 turn cooldown.
Available for: Assault (TSgt), Grenadier (XCOM Tier 4), Gunner (GSgt), Ranger (GSgt), Sharpshooter (XCOM Tier 4), Shinobi (MSgt), Specialist (XCOM Tier 4), Technical (MSgt)
Rapid Reaction
Available for: Ranger (GSgt), Reaper (XCOM Tier 3)
Rapid Targeting
- Using your Holotargeter no longer ends your turn.
- In addition, Rapid Targeting lets you periodically use Holotargeting against a single enemy as a free action.
- This works with HiDef Holo, Independent Tracking, and Vital Point Targeting.
- This does not stack with Multitargeting.
- Rapid Targeting has a 4 turn cooldown.
- Holotargeting does not break concealment for your squad.
Available for: Sharpshooter (LCpl)
Ready For Anything
Available for: Assault (XCOM Tier 4), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Specialist (XCOM Tier 4), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 3)
Reaper
- Reaper has a 4 turn cooldown.
- Reaper cannot be combined with Run and Gun.
- As the damage with each successful Reaper strike is reduced, careful ordering of targets may be required to ensure the longest chain of attacks.
- Each kill will reduce damage dealt by 3.
Available for: Shinobi (TSgt)
Reckoning
- You can trigger the Charge ability by placing the movement cursor over an enemy and right-clicking (as with Fleche on Shinobis).
- Charge costs 1 action point, is not turn ending, and has a 4 turn cooldown.
- A Skirmisher can perform a dash move with the Charge attack and it will still only cost 1 action point.
Available for: Skirmisher (MSgt)
Reflex
- The Grapple makes the Skirmisher a great advance scout, and Reflex rewards their aggressive positioning.
- Reflex can only be triggered once per turn.
Available for: Skirmisher (Cpl)
Remote Start
- Make sure squadmates are clear of the blast zone!
- Remote Start requires 1 ammo point, and has a 5 turn cooldown.
- Remote Start has 1 charge(s) per mission.
Available for: Reaper (XCOM Tier 2)
Rend
- Using Rend is the Templar's primary method for generating Focus.
- After casting Rend, the Templar will gain Momentum, allowing them one movement action. Use this to return to cover after attacking.
- Rend has a 5% chance to Stun. Stunned targets will also be knocked back.
- Rend has a 10% chance to Disorient.
Available for: Templar (Initiate)
Rend The Marked
Available for: Reaper (MSgt)
Repair
- Repair will restore 6 health.
- Upgrading your BIT will lead to more HP repaired.
- Using Repair as your first action will not end your turn.
- Repair has 2 charges per mission.
Available for: SPARK (Vanguard)
Reposition
- Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
- Works with Hit and Run.
Available for: Assault (XCOM Tier 3), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (Ssgt)
Rescue Protocol
- Rescue Protocol grants +15 dodge and +5 mobility.
- Rescue Protocol can only be used on allies with no action points left.
- It cannot be used on concealed, suppressing or overwatching units.
- An ally cannot benefit from both Command and Rescue Protocol in the same turn.
- Uses one action and does not end your turn.
- Rescue Protocol has 2 charges per mission.
- Charges increase with improved Gremlin technology.
Available for: Specialist (GSgt)
Resilience
Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 2), Technical (XCOM Tier 3), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 3)
Restoration
- Restoration has one charge per mission.
- Restoration will heal more HP as you upgrade your GREMLIN.
Available for: Specialist (MSgt)
Retribution
- If an enemy begins their turn in an adjacent tile, Retribution will trigger if that enemy tries to attack the Skirmisher.
- If an enemy does not begin their turn in an adjacent tile, then Retribution will trigger when that enemy moves into melee range.
- Retribution does not trigger on your own turn.
Available for: Skirmisher (TSgt)
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.
Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 2), Technical (XCOM Tier 2), Skirmisher (XCOM Tier 2)
Revival Protocol
- Revival Protocol can be used to revive unconscious soldiers, including those who have been stabilized after bleeding out.
- Revival Protocol, if used with your first action, will not end your turn.
- Starts with two charges, but upgrading your GREMLIN may provide more.
Available for: Specialist (LCpl)
Ripjack Slash
- Ripjack Slash can only be used against adjacent targets.
Available for: Skirmisher (Squaddie)
Roust
- Has a 50% 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.
- The area of effect is 50% less wide and 50% longer than the standard flamethrower reaching about 2.5 tiles wide and 10.5 tiles long.
- Units hit by the shot will be forced to move, often triggering overwatch fire.
- Units hit will be debuffed losing 6 mobility and 10 defense for 1-turn.
- One use per mission, but can gain an additional use with additional gear.
- Cannot be used from concealment.
Available for: Technical (LCpl)
Ruthless
- By cleverly combining the effects of Brutality and Ruthless, you can kill multiple enemies per turn with your sawed-off shotgun.
- There is no limit to the number of Ruthless activations per turn.
Available for: Ranger (XCOM Tier 3)
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 4 turn cooldown.
Available for: Assault (Squaddie), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 4), Sharpshooter (XCOM Tier 4), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 3), Technical (XCOM Tier 4), Reaper (XCOM Tier 4)
Rupture
- Rupture requires 3 ammo points.
- Rupture has a 4 turn cooldown.
- Ruptured targets take 3 additional damage from every attack.
Available for: Gunner (GSgt), Ranger (MSgt), Sharpshooter (XCOM Tier 4), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Reaper (XCOM Tier 4)
Sacrifice
- The SPARK gains +10 defense and +1 armor while Sacrifice is active.
- Sacrifice has a 6 turn cooldown.
Available for: SPARK (Templar)
Salvo
- Soldiers with the Salvo ability are prime candidates for heavy armor.
Available for: Assault (XCOM Tier 1), Grenadier (GSgt), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1), Technical (GSgt), Reaper (XCOM Tier 1), Templar (XCOM Tier 1)
Sapper
- Sapper allows frag grenades and other explosives to destroy many cover objects.
Available for: Grenadier (LCpl)
Saturation Fire
- Saturation Fire requires 4 ammo points.
- Saturation Fire has a 7 turn cooldown.
- Saturation Fire will take a standard shot at every enemy in the cone, and will damage or destroy random cover elements in the cone.
Available for: Gunner (MSgt)
Savior
- Effect applies to GREMLIN heal, Medikits and Restoration abilities.
Available for: Specialist (TSgt)
Scanning Protocol
- Scanning Protocol has 2 initial charges.
- Scanning Protocol gains bonus charges with improved Gremlins.
- In addition to hidden and disguised enemies, enemies blocked from line of sight by walls or obstructions will also be revealed by Scanning Protocol.
- Scanning Protocol is a free action.
- If the Specialist is employed as Haven Advisor Scanning Protocol will reduce the chance of recruiting Faceless rebels by 40% (stacking cumulatively with other similar abilities).
Available for: Specialist (Sgt)
Scrap Metal
- Kills with your primary weapon restore one sawed-off shotgun charge.
- This does not apply to kills from using the sawed-off shotgun itself.
- This ability cannot grant ammo if the sawed-off shotgun charges are already at their starting value.
Available for: Ranger (GSgt)
Sentinel
- Reaction shots may only target an enemy once.
Available for: Specialist (LCpl), Technical (XCOM Tier 3), SPARK (Vanguard)
Serial
- Serial is meant to chain enemy kills in a single action, as every kill is essentially free.
- Every successful kill does result in a reduction to critical hit chance and damage, however.
- Serial has a 7 turn cooldown.
Available for: Assault (XCOM Tier 4), Gunner (XCOM Tier 4), Ranger (XCOM Tier 4), Sharpshooter (MSgt), Reaper (Sgt), Skirmisher (XCOM Tier 4)
Shadow
- Shadow reduces detection ranges to just a few tiles at most.
- Reaper has increased mobility while in Shadow.
- Entering Shadow is a free action and has a 4 turn cooldown.
Available for: Reaper (Squaddie)
Shadowstep
- A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates.
- This ability cannot be disabled in any way.
Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 1), Shinobi (Cpl), Specialist (XCOM Tier 2), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 2)
Shadowstrike
- Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
Available for: Assault (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 2), Shinobi (SSgt), Skirmisher (XCOM Tier 1)
Shield Bash
- The damage is equivalent to the base damage of the currently equipped shield.
- Shield Bash is a free action with a 3 turn cooldown.
- Can target enemies in adjacent tiles on the diagonal as well.
Available for: Templar (Adept)
Shooting Sharp
Available for: Sharpshooter (XCOM Tier 3), Reaper (Cpl), Skirmisher (XCOM Tier 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: Grenadier (XCOM Tier 2), Gunner (Sgt), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 3), Technical (Sgt), Reaper (XCOM Tier 2), SPARK (Knight)
Silent Killer
- Allows a Reaper to stay safely in Shadow during the enemy turn if they kill a unit with their primary weapon.
Available for: Reaper (Sgt)
Slash
- Attack an adjacent target with your sword.
- Uses one action and doesn't automatically end your turn, so two attacks a turn are possible.
Available for: Shinobi (Squaddie)
Slug Shot
- Special shot for primary-weapon shotguns only: Fire a shot with no range penalties.
- The shot will pierce 2 armor point(s).
- The shot also gains +10 aim
- Slug shot has a 2 turn cooldown.
- Requires 1 ammo.
Available for: Assault (LCpl)
Smoker
Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 1), Technical (XCOM Tier 1), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 2), Templar (XCOM Tier 1)
Snap Shot
- The soldier may now use the sniper rifle for standard shots after moving, but suffers extreme aim penalties at targets beyond 22 tiles range on those shots.
- The soldier may not enter overwatch with the sniper rifle after moving.
- Snap shot reduces close range penalties by 67%
- Snap shot can be used for the following abilities: Chain Shot, Rapid Fire, Disabling Shot, Precision Shot, Deadeye
Available for: Sharpshooter (LCpl)
Soul Harvest
- Bonus crit chance applies to both primary and secondary weapons.
- The +20% max crit chance bonus applies only to the per-kill component, i.e. it's in addition to the base +10% bonus.
Available for: Reaper (XCOM Tier 3)
Soul Shot
- This ability has +20 aim.
- This ability costs 1 action, is non-turn ending, costs 1 focus and has no cooldown.
Available for: Templar (Adept)
Squadsight
- Squadsight is best augmented by high ground, allowing soldiers relatively clear sight lines and an additional aim bonus to offset Squadsight's aim penalty.
- When using Squadsight, there is no limit on how far your targets can be, but an aim penalty accumulates with distance.
- Overwatch shots do not use squadsight by default.
Available for: Sharpshooter (Squaddie), Reaper (SSgt)
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.
Available for: Grenadier (XCOM Tier 1), Gunner (XCOM Tier 1), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 2), Specialist (XCOM Tier 1), Reaper (XCOM Tier 1)
Stiletto
Available for: Assault (XCOM Tier 4), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 4), Ranger (XCOM Tier 4), Shinobi (XCOM Tier 3), Specialist (XCOM Tier 3), Technical (XCOM Tier 3), Skirmisher (XCOM Tier 4)
Sting
- Sting allows for the Reaper to attack in situations where they absolutely do not want to be revealed.
- Sting has 2 charge(s) per mission, requires 1 ammo points, and has a 1 turn cooldown.
Available for: Reaper (XCOM Tier 3)
Sting Grenades
- Your flashbang grenades have a 50% chance to stun enemies.
- Enemies' innate flashbang resistance does not affect stun chance.
- Bluescreen Bombs is not required to affect mechanical units.
Available for: Grenadier (TSgt)
Street Sweeper
- Medium-range, cone-based shotgun attack.
- The spread pattern is blocked by heavy cover.
- Uses one action and 2 ammo.
- Street Sweeper has a 5 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 (MSgt)
Strike
- You can trigger the Strike ability by placing the movement cursor over an enemy.
- A SPARK can perform a "Dash" move, using both actions to move, and still trigger a Strike against an adjacent enemy.
Available for: SPARK (Cavalier)
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 (Squaddie)
Stun Gunner
- The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.
Available for: Assault (Sgt)
Stun Strike
- Stun Strike has a 85% chance to hit, increased by 5% for each Focus level.
- Stun Strike has a 100% chance to stun the target if successful.
- Stun Strike does not end the Templar's turn.
- Stun Strike has a 2 turn cooldown.
Available for: Templar (Adept)
Superior Aptitude
Available for: Templar (Warlock)
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 not stack.
- 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 (Squaddie), Ranger (SSgt), Technical (LCpl)
Survival Instinct
- The bonuses are lost if you are healed back to full health.
Available for: Assault (XCOM Tier 2), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 1), Technical (XCOM Tier 3), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 2), Templar (XCOM Tier 3)
Sustain
- Beware that a sustained soldier may retain damaging status effects like poison or burning after emerging from Stasis.
- Wound reduction does not work if the soldier entered a bleeding out state during the mission.
Available for: Templar (Disciple)
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.
- This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 2), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 2), Shinobi (XCOM Tier 3), Technical (GSgt), Reaper (XCOM Tier 2), Templar (XCOM Tier 4)
Tandem Warheads
- Your grenades, rockets and heavy weapons do full damage to units to the maximum extent of their area of effect.
- This doesn't apply to environmental damage.
Available for: Grenadier (SSgt), Technical (SSgt)
Target Focus
- Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
- Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.
Available for: Assault (XCOM Tier 2), Sharpshooter (XCOM Tier 3), Shinobi (XCOM Tier 1), Specialist (XCOM Tier 2), Reaper (XCOM Tier 1), Skirmisher (XCOM Tier 1)
Templar Shield
- The Shield will grant 5/9/14 shield HP when used.
- The Shield grants 20 crit resistance when active.
Available for: Templar (Initiate)
Terrorize
- Volt can now panic the enemy.
- The chance to panic is based on the Templar's Will stat + base chance of 75% versus the target's Will.
Available for: Templar (Magus)
Thats Close Enough
- Will not trigger if soldier is concealed.
- This ability can trigger 1 time(s) per turn.
Available for: Assault (XCOM Tier 4)
Threat Assessment
Available for: Specialist (GSgt)
Total Combat
- Total Combat adds even more flexibility to the Skirmisher's turns, allowing actions to be taken exactly when needed.
- Removes the cooldown for grenades.
- Grants both Bombard and Volatile Mix, hence it does not stack with either of them.
Available for: Skirmisher (LCpl)
Tracking
- Tracking allows the unit to detect units that are behind walls and other line-of-sight blockers.
- Tracking detects enemies up to 14 tiles.
- Detected units will appear as a visual outline.
- Units will remain detected until the end of the player's turn. If they are outside Tracking's range at that point, they will count as no longer detected.
Available for: Reaper (Squaddie)
Tradecraft
Available for: Assault (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Shinobi (GSgt), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 3)
Traverse Fire
Available for: Assault (XCOM Tier 2), Gunner (MSgt)
Trench Gun
- Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets.
- Trench Gun has a 4 turn cooldown.
- Requires 1 ammo.
- Ability will not be available with other primary weapons.
- The shot will not penetrate heavy cover, so this ability is best used in flanking situations.
- Allies in the area of effect can take damage.
Available for: Assault (Cpl)
Trench Warfare
- If you get at least one kill during your turn, automatically Hunker Down at the end of it.
- You will only Hunker Down if you would normally be able to.
Available for: Grenadier (XCOM Tier 2), Shinobi (XCOM Tier 2), Technical (XCOM Tier 2), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 2)
Trojan
- Enemy units hacked by Haywire Protocol take 0 to 8 damage and lose their actions on the turn the hack effect ends.
- Applies to units stunned or taken over by Haywire Protocol.
- Damage calculated based on Hacking Stat vs. target's Hack Defense.
Available for: Specialist (Sgt)
True Predator
Available for: Reaper (MSgt)
Unlimited Power
- Works for all arc thrower abilities, including Chain Lightning.
Available for: Assault (XCOM Tier 2)
Untouchable
- When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
Available for: Assault (GSgt), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 2), Technical (XCOM Tier 4), Reaper (XCOM Tier 3)
Vital Point Targeting
- The Vital Point Targeting damage bonus is +1 for the basic Holotargeter, and increases to +2 with improved Holotargeting technology.
- Damage bonus is applied to melee and direct (non-Area of Effect) projectile attacks.
Available for: Sharpshooter (TSgt)
Void Conduit
- Void Conduit will deal 1 damage initially, then drain 3 health per enemy action.
- Void Conduit locks the target for 1 turn.
- Targets trapped by Void Conduit cannot take actions or dodge, but can be targeted by other attacks.
Available for: Templar (Mystic)
Volatile Mix
- Your grenades do regular and environmental damage in the expanded area of effect, and apply any additional effects there as well.
Available for: Grenadier (GSgt), Technical (XCOM Tier 2)
Volt
- This ability costs 1 action, is non-turn ending, has no cooldown and costs 1 Focus.
- Volt increases your squad's aim by +15 against the targets.
Available for: Templar (Initiate)
Walk Fire
- This is a special shot in which the soldier adjusts their aim in the middle of an automatic weapon burst, conferring +30 aim and -30 crit and doing 66% damage.
- Consumes 2 ammo.
Available for: Ranger (LCpl)
Watch Them Run
- After throwing or launching a grenade, you will automatically enter overwatch.
Available for: Grenadier (XCOM Tier 4), Specialist (XCOM Tier 3)
Whiplash
- Whiplash does extra damage to robotic enemies.
- Whiplash requires one action and does not end your turn.
- Whiplash has a 4 turn cooldown.
Available for: Skirmisher (SSgt)
Whirlwind
- A soldier can only gain one move per turn with this ability.
Available for: Gunner (XCOM Tier 2), Shinobi (GSgt)
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.
- This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Available for: Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (XCOM Tier 1), Reaper (XCOM Tier 1)
Wrath
- Wrath adds extra mobility for the Skirmisher, and can be used while the Grapple is on cooldown.
- The Ripjack strike is guaranteed to hit if the Grapple is successful.
- An open space adjacent to the enemy is needed to use Wrath.
- This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.
Available for: Skirmisher (Cpl)
Wrecking Ball
- Wrecking Ball can be used to expose enemies to flanking shots.
- Use movement waypoints to guide the SPARK on an optimal path for destroying cover and the environment.
Available for: SPARK (Champion)
Zone of Control
Available for: Assault (XCOM Tier 2), Shinobi (XCOM Tier 2), Skirmisher (XCOM Tier 1), Templar (XCOM Tier 1)
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
- There is no limit to the amount of shots a soldier can take.
- Range is 8 tiles.
- Gunslinger has a 3 turn cooldown.
- Cannot be used from concealment.
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.
- Quickdraw negates the weight allowing the soldier to carry a pistol without any reduction to mobility. Note this bonus does not apply to the soldier's base stats and will only apply during the mission meaning it will not show up when viewing from the loadout menu
Return Fire
- Only applies to standard pistol shot, and pistol overwatch.
- Does not apply to special abilities like Lightning Hands, Gunslinger or Faceoff.
Officer Perks
These perks are only 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 (6)
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 (4)
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 (7)
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 (1)
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 (1)
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 (5)
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 (5)
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 (1)
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 (2)
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 (2)
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 (6)
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 (1)
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 (3)
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 (4)
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 (1)
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 (1)
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 (7)
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 (3)
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 (1)
Psionic Perks
Bastion
- Bastion has a 4 tile radius.
- Moving next to afflicted allies will immediately cleanse their negative physical status effects.
Available for: Psi Operative (Warlock), Templar (XCOM Tier 3)
Domination
- Domination requires a contest of the Psi Operative's Psi Strength stat versus the Will of the target.
- If an attempted Domination fails, there is a 4 turn cooldown before another Domination can be attempted.
- If the Psi Operative dies or leaves the battlefield, the Domination is broken.
Available for: Psi Operative (Master)
Fortress
- A soldier with the Fortress ability can walk through fire, poison and acid with no ill effects.
Available for: Psi Operative (Mystic), Templar (Mystic)
Fuse
- This ability costs 1 action, is non-turn ending and has no cooldown.
Available for: Psi Operative (Disciple)
Insanity
- Insanity has a 1 turn cooldown.
- Insanity requires a contest between the Psi Operative's Psi Strength stat, and the target's will.
- Insanity can disorient, panic, or mind control the target if it succeeds.
- There is about a 10%, 85%, 5% chance to trigger the respective effects (Very approximate chances)
- Mechanical enemies are completely immune to Insanity.
- Insanity requires one action and does not end your turn.
Available for: Psi Operative (Acolyte)
Mind Merge
- Grants the targeted ally 1 ablative (shield) hit point, plus another one per 20 psi offense score of the Psi Operative using Mind Merge.
- Grants the targeted ally 1 will per 5 psi offense score of the Psi Operative.
- Also grants the ally +1 critical chance per 5 psi offense score of the Psi Operative.
- Effect lasts until the Psi Operative's next turn.
- Mind Merge has a 4 turn cooldown.
- Mind Merge requires one action and does not end your turn.
- Only visible allies may be targeted.
- Improved Psi Amps grant additional bonuses to these effects.
- If the Psi Operative is employed as Haven Adviser Mind Merge will reduce the chance of recruiting Faceless rebels by 40% (stacking cumulatively with other similar abilities).
Available for: Psi Operative (Acolyte)
Null Lance
- Null Lance has a 4 turn cooldown.
- Null Lance ignores armor.
- Null Lance damage can be increased by improving the Psi Operative's Psi Amp.
Available for: Psi Operative (Magus)
Null Ward
- Project psionic shields around the soldier and nearby allies. The shields will collapse if this soldier is killed.
- Null Ward grants 3 ablative hit points.
- Improved Psi Amps grant additional bonuses to ablative hit points.
- Null Ward requires one action and does not end your turn.
- Null Ward has a 5 turn cooldown.
- Null Ward has a radius of 8 tiles.
- The ablative hit points granted by Null Ward persist for the next 3 enemy turns
Available for: Psi Operative (Warlock)
Phase Walk
- Temporarily phase out of existence to teleport to a nearby location.
- The targeted tile must be visible (works with squadsight).
- Phase Walk requires one action and does not end your turn.
- Phase Walk has a 2 turn cooldown.
- Phase Walk has a radius of 17 tiles.
- Moving with Phase Walk can trigger reaction attacks if entering within range except for overwatch which will not trigger at all.
Available for: Psi Operative (Disciple)
Quick Study
Available for: Psi Operative (Initiate)
Solace
- Solace cleanses disorientation, mind control, panic and stun effects.
- Solace requires one action and does not end your turn.
- Solace has a 3 turn cooldown.
Available for: Psi Operative (Adept)
Soul Steal
- Soul Steal will replenish lost health for a wounded operative and provide 3/4/6 ablative hit point for 3 turns.
- An operative may increase to no more than 15 ablative HP when using Soul Steal.
Available for: Psi Operative (Adept)
Soul Storm
- Summon meteors of psionic energy to deal damage to enemies inside a target area, and destroy their cover.
- Soul Storm area of effect is centered on the user.
- Cannot destroy floors or ceilings.
- Soul Storm has a 5 turn cooldown.
- Soul Storm has a radius of 5 tiles.
Available for: Psi Operative (Magus)
Soulfire
- Soulfire has a 3 turn cooldown.
- The damage done by the Soulfire ability can be increased by upgrading the Psi Operative's Psi Amp.
- Robotic and mechanical enemies are completely immune to Soulfire.
Available for: Psi Operative (Initiate)
Stasis
- Stasis has a 5 turn cooldown.
- Stasis cannot target units larger than 1 tile such as sectopods.
- As Stasis completely removes an enemy unit from combat for a turn, it can be used defensively to protect vulnerable soldiers, or it can be used offensively to set up a coordinated attack.
Notes: Stasis Shield is automatically included, being able to cast Stasis on allies.
Available for: Psi Operative (Mystic)
Void Rift
- Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity.
- Void Rift ruptures targets for 1. Rupture amount increases with better Psi Amp technology.
- Void Rift ignores armor.
- Void Rift has a 5 turn cooldown.
Available for: Psi Operative (Master)
Equipment Perks
Blood Thirst (XCOM)
- Making any attack will provide a stack regardless of whether it hits.
- Ideal with reaper, being able to not only execute several enemies but performing several attacks will grant several stacks for providing a large damage boost and also mitigating the damage penalty of reaper to create larger chains.
Available for: Katana
Fatality
Available for: Darkclaw
Grapple
Available for: Spider Suit, Wraith Suit
Mark for Death
- Marking a target reveals the soldier and ends their turn.
- Marking a target refunds the soldier's actions when firing a standard shot or snap shot, allowing to deal heavy damage against a single target. Ideal for taking out durable enemies.
- This bonus applies to the marker, it does not apply for allies.
Available for: Darklance
Overbearing Superiority
- Whenever you get a critical hit with your primary weapon, your actions are refunded.
- This does not work for multi-shot abilities.
Available for: Disruptor Rifle
Shieldwall
Available for: WAR Suit
Vampirism
Available for: Arashi
Wraith
Available for: Spider Suit, Wraith Suit
Soldier Perks
These are basic perks all soldiers can use when applicable.
Get Up
Stock Strike
Enemy Perks
General Perks
Environmental Immunities
- Immune to fire, poison and acid but not frozen
Available for: Codex, Andromedon
Fire Immunity
Available for: Gatekeeper, ADVENT Purifier
Flashbang Resistance
- This does not allow the unit to resist sting grenade's effect
- Muton Centurion has 20% resist, Sectoid Commanders/Great Archon has 33% resist, General (T1) has 50% resist, Muton elite has 67% resist, Gatekeeper/General (T2) has 75% resist. Rulers guaranteed resist
Available for: Muton Centurion/Muton Elite, Sectoid Commander, Great Archon, ADVENT General, Gatekeeper, Viper King, Berserker Queen, Archon King,
MEChanical Chasis
Available for: ADVENT Drone, ADVENT MEC, ADVENT MEC Archer, ADVENT Turret, Sectopod, Spectre
Mind Control
Available for: ADVENT Priest, The Warlock, Avatar
Poison Immunity
Available for: Chryssalid, Viper, Sidewinder, Naja
Vault
Available for: Icarus Armor, SPARK, ADVENT MEC, ADVENT MEC Archer, Chryssalid, Faceless
Advent Perks
Advent Acid Grenade
Available for: ADVENT Engineer
Advent Flashbang
Available for: ADVENT Grenadier
Advent Incendiary Grenade
Available for: ADVENT Heavy Grenadier
Advent Rocket
Available for: ADVENT Rocketeteer
Drone Repair
- This ability costs 1 action, is non-turn ending and has a 1-turn cooldown.
- The drone repairs for 3/5 hp based on the unit tier.
Available for: ADVENT Drone
Drone Shock
Available for: ADVENT Drone
Energy Shield
- This ability generates 3/5 Shield HP based on the unit tier. Can be used once per mission
Available for: ADVENT Shieldbearer
Flamethrower
- The flamethrower shoots an outward clone expanding up to 5 tiles wide and 7 tiles long.
Available for: ADVENT Purifier
Guardian
- This ability can grant bonus overwatch shots and continue to fire as long as shots land and there is still ammo remaining.
- This ability does not allow to fire at the same target with additional shots.
Available for: Advent Guardian
High Stance
- This ability is a free action and has no cooldown.
Available for: Sectopod
Holy Warrior
- The merged unit gains 15/20/25 aim, 15/20/25 crit chance, 2/4/6 mobility and 3/6/9 Shield HP based on the priest's tier.
- This ability costs 1 action, is non-turn ending and has a 1 turn cooldown.
Available for: ADVENT Priest
Lightning Field
- This ability costs 1 action, is non-turn ending and has a 2-turn cooldown.
Available for: Sectopod
Mark Target
- This Ability costs 1 action, is non-turn ending and has a 2-turn cooldown.
- The effect can also be removed by killing the marker.
Available for: ADVENT Officer, ADVENT General
Micro Missiles
Available for: ADVENT Mec, ADVENT Mec Archer
Mindshield
- This effect cannot be disabled.
Available for: Advanced Priest
Priest Solace
- This effect cannot be disabled.
Available for: Elite Priest
Priest Sustain
- This ability can occur once per mission
- The chance is reduced by 25%/17%/10% per point of overkill damage taken.
- To guarantee prevent the priest entering stasis, you must deal 4/6/10 overkill damage.
Available for: ADVENT Priest
Stun Lance
- The severity of the effect is based on the target's will. The higher the will, the less severe the effect.
- This ability can inflict disorient, stun or unconscious.
Available for: ADVENT Stun Lancer
Stunner
- This ability has +30 aim to hit.
Available for: ADVENT Drone
Wrath Cannon
- This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.
Available for: Sectopod
Alien Perks
Acid Bomb
- This ability is not disabled through disorientation
Available for: Andromedon
Acid Trail
- The acid pool inflicts acid to any unit that walks through it.
- The acid pool lasts for two turns.
Available for: Andromedon Battlesuit
Avatar Regeneration
- This ability has no limit and will regenerate as long as they are alive.
Available for: Avatar
Battle Frenzy
- This ability has a 75% chance to trigger whenever damaged
Available for: Archon
Bayonet
- This ability can inflict disorient, stun or unconscious
Available for: Muton
Bayonet Charge
- This ability has a 3-turn cooldown and shares cooldown with Bayonet
- Using this ability inflicts a 10 defense penalty to self
- This ability can inflict disorient, stun or unconscious
Available for: Muton Centurion/Muton Elite
Beastmaster
- You are immune to damage from any berserkers but not immune to their ability to inflict a negative mental effect
Available for: Muton Centurion/Muton Elite
Bind and Crush
- This ability binds the target preventing either the target or the viper from acting in their turn while receiving damage at the start of the Viper's turn This can be cancelled by dealing damage to the viper or inflicting any form of disabling ability such as disorientation.
- Bind initially deals 1 damage and continues dealing damage if the target remainds bound. The damage doubles after being bound for more than 1-turn and continues doubling for each turn bound. If the target is armored, the damage is reduced by 1 additional point on top of their armor
- This ability cannot bind targets diagonally.
Available for: Viper
Blazing Pinions
- This ability has a 3-turn cooldown.
- The targeting area is a 5-tile radius circle that can target up to 16 tiles away, can target up to 4 enemies and the impact area of the explosives is a 2.5 tile radius
Available for: Archon
Burrow
- The chryssalid will attack an enemy when entering within 10 tiles even when concealed or in shadow.
Available for: Chryssalid
Chryssalid Poison
- The damage the poison deals depend on the unit tier.
- The poison can be cleared using a medkit or damage prevented if immune to poison. It can not be prevented from applying.if only equipped with a medkit.
- The cocoon that spawns has 16/20/36/40 HP based on difficulty
Available for: Chryssalid
Chryssalid Slash
Available for: Chryssalid
Clone
- When damaged, splits into another codex splitting the HP in half between the two.
- The codex will teleport to a random location within 6 - 18 tiles from their original location
Available for: Codex
Consume
- This ability restores HP equal to 1.5 times the damage dealt.
Available for: Gatekeeper
Counterattack
- Parry against any melee attacks that graze, preventing any damage from being taken and striking back at the target
- Gain +66 dodge against melee attacks
Available for: Muton
Devastating Blow
- This ability can inflict disorient, stun or unconscious
Available for: Berserker
Dimensional Rift
- This ability has a 6 tile radius, can cast up to 16 tiles away and deals 30 environmental damage
- This ability costs 1-action, is non-turn ending and has a 4-turn cooldown.
- This ability ignores armor.
Available for: Avatar
Fist Strike
- The strike, while devastating, is fairly inaccurate due to the bulkiness of the suit suffering a -15 aim penalty.
- The strike destructs the environment within 2.5 tiles of the attack.
Available for: Andromedon
Gateway
- This ability has a 7-tile radius and can be fired up to 13 tiles away
- Each corpse can only be raised once.
- Damage ignores all armor.
Available for: Gatekeeper
Hit and Slither
Available for: Sidewinder Serpens/Sidewinder Elite
Horror
- The spectre is healed equal to the amount of damage dealt.
- Horror deals 3/5 damage based on the unit tier.
Available for: Spectre
Mass Mindspin
- This ability can inflict disorient, panic or mind control
- The area of effect is 9-tiles long and extends to 10-tiles wide
Available for: Sectoid Commander
Mass Reanimation
- This ability can be used anywhere within line of sight and targets in a 13-tile radius area
- Each corpse can only be raised once.
Available for: Sectoid Commander
Mindspin
- This ability can inflict disorient, panic or mind control
Available for: Sectoid
Melee Attack
Available for: Archon
Melee Vulnerability
Available for: Sectoid
Mental Fortress
- This ability can't be disabled.
Available for: Avatar
Open/Close State
- This ability is a free action and has no cooldown
- The open state allows the gatekeeper to use powerful psionic abilities
- The closed state grants 3 armor, 25 defense, and 33% damage reduction
Available for: Gatekeeper
Personal Shield
- This ability costs 1-action, is non-turn ending and has a 5-turn cooldown.
Available for: Muton Elite
Poison Spit
- This ability costs 1-action, is non-turn ending and is usable once per mission
- This ability has a range of 12 tiles and hits in a 4 tile radius.
Available for: Viper, Naja, Sidewinder
Psionic Bomb
- This ability disables the weapons of any units within range forcing them to reload.
Available for: Codex
Psi Reanimation
- Each corpse can only be raised once.
Available for: Sectoid
Rage
- This ability does not stack and the duration is unlimited
- This ability has a 50% chance to trigger whenever damaged
Available for: Berserker
Regeneration
- Regenerate 3 HP at the start of the turn with no limit.
Available for: Faceless
Robot Battlesuit
- The battlesuit loses its finer control and pilot's abilities, unable to fire the weapon or launch Acid Bomb
- With the pilot dead and the interior exposed, it now leaves an Acid Trail
Available for: Andromedon
Scything Claws
- The area of this attack is 3-tiles long and extends to 5-tiles wide.
Available for: Faceless
Shadowbind
- This ability costs 1-action, is non-turn ending and has a 4-turn cooldown.
- The effect of this ability is not cancelled when the Spectre is disoriented but it can be prevented from being used if disoriented earlier
- The bound target can be revived by destroying the shadow copy, the Spectre or using an ability to revive them.
- This ability cannot target those immune to negative mental effects
Available for: Spectre
Teleport
- This ability costs 1-action, is non-turn ending, has a 1-turn cooldown and can be used within 16 tiles.
Available for: Codex
Teleport Escape
- This ability has no cooldown and will trigger whenever damaged
- The avatar will teleport between 10-20 tiles from their original location
- This ability triggers only after an attack is complete, this means that they will not teleport away when performing attacks such as rapid fire until after it is complete
Available for: Avatar
Tongue Pull
- This ability costs 1 action, is non-turn ending, has a 1-turn cooldown and can target enemies within 3-8 tiles away.
- This ability gains +20 aim and is affected by range modifiers.
Available for: Viper
Vanishing
- This ability costs 1-action, is non-turn ending and has a 3-turn cooldown
Available for: Spectre
Wall Smash
- This ability will completely destroy any cover that the Andromedon walks through as long as it is destructible
Available for: Andromedon
War Cry
- This ability costs 1-action, is non-turn ending, has a 6-turn cooldown and affects all units within 13-tiles.
- This ability grants 10 aim, 10 will and 2 mobility. The bonus is doubled for all mutons. The effect lasts 2-turns.
Available for: Muton Centurion/Muton Elite
Chosen Perks
All Seeing
Available for: The Assassin, The Hunter, The Warlock
Anticipation
Available for: The Hunter, The Warlock
Blast Shield
Available for: The Assassin, The Hunter, The Warlock
Blood Bath (Chosen)
Available for: The Assassin
Blood Thirst (Chosen)
- The damage bonus is based on the chosen tier, gaining +1/1/2/2/3 damage per attack.
Available for: The Assassin
Disabler
- Pistol attacks remove all remaining ammo, meaning that the affected unit will have to reload before being able to fire again.
Available for: The Hunter
Flashbang
Available for: The Hunter
Harbor Wave
- This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.
- This ability fires in a cone up to 15 tiles which expands up to 6 tiles wide.
Available for: The Assassin
Hazmat Vest
Available for: The Assassin, The Hunter, The Warlock
Hero Slayer
Available for: The Assassin, The Hunter, The Warlock
Hit it where it hurts
Available for: The Hunter
Hunter's Grapple
- This ability is a free action and has a 3-turn cooldown.
- The Hunter can grapple to a point up to 14 tiles away.
Available for: The Hunter
Impenetrable
Available for: The Assassin
Infernal Fury
Available for: The Hunter
Instant Reaction Time
Available for: The Assassin, The Hunter, The Warlock
Mark
Available for: The Hunter, The Warlock
High Voltage
Available for: The Warlock
Mind Scorch
Available for: The Warlock
Misty Madness
Available for: The Assassin
Mountain Mist
- The assassin can throw the mountain mist up to 15 tiles and hits in a 3x3 tile radius.
- This ability has a 2-turn cooldown.
Available for: The Assassin
Moving Target
Available for: The Assassin, The Hunter, The Warlock
Parting Silk
Available for: The Assassin
Psychotic Rage
Available for: The Assassin, The Hunter, The Warlock
Spectral Army
- This ability can only be used as a Prime Reaction.
- This ability summons 1 spectral Stun Lancer for each tier the Warlock is (except for 5).
- The Spectral Stun Lancers possess the same abilities as a basic Stun Lancer
Available for: The Warlock
Spectral Zombie
- This ability can only be used as a Prime Reaction.
- This ability summons 1 spectral zombie for each tier the Warlock is (except for 5).
- The Spectral Zombie can slash at adjacent enemies or prepare themselves to self destruct.
Available for: The Warlock
Sprinter
Available for: The Assassin
Summon Followers
- Usable once per mission. Gain one use upon revival during Chosen HQ Assault
- The Warlock summons 2 units for alert level 0-5
- The Warlock summons 3 units for alert level 6-11
- The Warlock summons 4 units for alert level 12-14
- The Warlock summons 5 units for alert level 15+
Available for: The Warlock
Teleport Ally
- This ability costs 1 action and is non-turn ending.
Available for: The Warlock
Toxic Nightmare
Available for: The Hunter
Tracking Shot
Available for: The Hunter
Trigger Bot
- Trigger Bot will only trigger once per turn.
- Trigger Bot can be triggered by melee attacks and area of effect attacks.
- Trigger Bot will not trigger when targeted by overwatch fire.
Available for: The Hunter
Unbreakable
Available for: The Assassin, The Hunter, The Warlock
Unholy Ascension
Available for: The Warlock
Unstoppable
Available for: The Assassin
Vanishing Wind
- This ability is a free action and has a 1-turn cooldown.
Available for: The Assassin
Warlock's Greatest Champion
- The champion gains 15 aim, 25 crit chance, 30 will, and 30 psi. The shield gained is 4/6/8/12/15 based on chosen tier.
- This ability is a free action and has a 3-turn cooldown.
Available for: The Warlock
You Cannot Hide
- While cover may no longer make you less likely to be hit, it can still be beneficial by preventing flanking bonuses.
Available for: The Hunter