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.
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)
Aim Assist
Notes: Either the Holotargeter or the Holotargeting perk works for this perk.
Available for: Assault (XCOM Tier 1), Sharpshooter (XCOM Tier 3)
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)
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)
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
- 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)
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)
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)
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)
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)
Bluescreen Bombs
- Your flashbang grenades now disorient robotic units.
- Your flashbang grenades also reduce robotic hack defense by 25.
Available for: Grenadier (Sgt)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
Combat Fitness
Available for: Assault (XCOM Tier 3), Gunner (MSgt), Ranger (MSgt)
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)
Cool Under Pressure
Available for: Gunner (TSgt), Ranger (Sgt), Sharpshooter (XCOM Tier 2)
Coup de Grace
- Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies.
- The bonuses are reduced 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)
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)
Cutthroat
Available for: Gunner (XCOM Tier 1)
Cyclic Fire
- Special Shot: Fire three shots at a target in a single attack. Requires two actions and all shots have a -15 penalty to aim.
- Requires 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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
Executioner
Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 2), Ranger (SSgt), Sharpshooter (XCOM Tier 3)
Extra Conditioning
Available for: Assault (SSgt)
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)
Flashbanger
Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 1), Ranger (XCOM Tier 1), Sharpshooter (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)
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)
Formidable
- Formidable reduces explosive damage taken by 50%.
Available for: Assault (SSgt), Grenadier (Sgt), Gunner (Cpl), Sharpshooter (XCOM Tier 2)
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)
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)
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)
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)
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)
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)
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)
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)
Heavy Ordnance
- All damaging grenades are viable for Heavy Ordnance.
Available for: Grenadier (Cpl)
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)
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)
Hunter's Instincts
Available for: Grenadier (XCOM Tier 3), Gunner (XCOM Tier 4), Sharpshooter (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)
Impulse
Available for: Ranger (XCOM Tier 2)
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)
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)
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)
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)
Killer Instinct
Available for: Assault (Sgt)
Knife Fighter
- Knife attacks use one action and do not end your turn.
Available for: Gunner (Squaddie)
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)
Lethal
Available for: Assault (MSgt), Grenadier (XCOM Tier 4), Ranger (XCOM Tier 4), Sharpshooter (XCOM Tier 4)
Light 'Em Up
Available for: Grenadier (XCOM Tier 3), Ranger (Squaddie)
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)
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)
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)
Lock N Load
Available for: Assault (XCOM Tier 3), Gunner (XCOM Tier 3), Ranger (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)
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)
Low Profile
Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (SSgt)
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)
Mayhem
Available for: Gunner (Sgt)
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)
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)
Overkill
Available for: Assault (XCOM Tier 3), Sharpshooter (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)
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)
Predator
Available for: Grenadier (XCOM Tier 2), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3)
Protector
- All non-damaging grenades except Ghost Grenades are viable for Protector.
Available for: Grenadier (Cpl)
Pump Action
Available for: Ranger (Cpl)
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)
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)
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)
Rapid Reaction
Available for: Ranger (GSgt)
Ready For Anything
Available for: Assault (XCOM Tier 4), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 3)
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 (XCOM Tier 2)
Resilience
Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 1)
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)
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)
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)
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)
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)
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 (XCOM Tier 3)
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)
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)
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)
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)
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)
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)
Stiletto
Available for: Assault (XCOM Tier 4), Grenadier (XCOM Tier 3), Gunner (XCOM Tier 4), Ranger (XCOM Tier 4)
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)
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)
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)
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)
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 (GSgt), Sharpshooter (XCOM Tier 2)
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)
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)
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)
Tradecraft
Available for: Assault (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (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)
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)
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)
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)
Weapon Handling
- Weapon Handling does not affect the aim penalty from Snap Shot.
Available for: Gunner (XCOM Tier 1), Sharpshooter (XCOM Tier 2)
Whirlwind
- A soldier can only gain one move per turn with this ability.
Available for: Gunner (XCOM Tier 2)
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)
Zone of Control
Available for: Assault (XCOM Tier 2)