Perk List (LWOTC)

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Long War of the Chosen Main Page

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

Aggression
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
  • Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
  • Units visible at squadsight ranges do confer bonus.

Available for: Assault (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
Command your GREMLIN to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.
  • 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

Aim
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn.
  • 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

Aim Assist
Gain additional +15 aim and +15 crit against holotargeted units.

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

Airdrop
The GREMLIN grants an explosive grenade to the targeted ally. Usable 2 time(s) per mission.
  • 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

Alpha Mike Foxtrot
You do 4 additional points of base damage and 2 additional point(s) of bonus critical damage with your primary weapon.

Available for: Sharpshooter (MSgt)


Amplify

Amplify
Mark a single target with a Psionic lens, causing them to take an additional 50% damage from the next 3 attacks. Costs 1 Focus, free action.
  • 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

Arc Pulser
Your Arc Thrower now damages mechanical enemies and reduces their defense against hacking attempts.
  • 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

Apex Predator
Critical hits with your primary weapon have a chance to panic the target and nearby enemies.
  • 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

Apotheosis
Become a god, massively increasing your dodge, Rend damage and mobility. Requires a minimum of 3 focus and consumes it all.
  • 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

Arc Welder
You can use your arc thrower to heal friendly mechanical units.
  • 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

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
Rend generates a wave of Psionic energy in the direction of the attack. Damage increases with Gauntlet tier.
  • 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
Once per turn, take a reaction shot with your primary weapon at a visible enemy that has fired upon a visible ally.
  • 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

Banish
Fire at a target until you run out of ammo or it dies. Each shot has 20 aim less and deals 1 less damage than the previous one. Reveals the Reaper. 5 Turn Cooldown.
  • 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

Battlefield Awareness
If you score a kill during your turn, the next attack against you during the enemy turn will miss. Upon usage, the ability goes on a 3 turn cooldown.
  • 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
After each enemy in line of sight takes a turn, take an action after their turn is completed. No action points will be refunded (e.g. from Hit and Run).
  • 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

Biggest Booms
Your grenades and standard rockets can inflict critical damage (50% chance for +3 damage).
  • 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 (Cpl)


Blademaster

Blademaster
All melee attacks deal +1 extra damage and have +10 Aim.
  • 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)


Bladestorm

Bladestorm
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
  • 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

Blinding Protocol
Send the Gremlin to deploy a small flashbang on an enemy target, disorienting all enemy units within a small radius (reducing their Aim by 20 and Mobility by 6).
  • Works with Squadsight.
  • Blinding Protocol has a 4 turn cooldown and ends the turn.

Available for: Specialist (XCOM Tier 2)


Blood Trail

Blood Trail
Shots deal +2 damage and ignore target's Dodge by -40 if the target has been wounded this turn.
  • 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

Bluescreen Bombs
Your flashbang grenades now disorient robotic units and reduce their resistance to hacking.
  • Your flashbang grenades now disorient robotic units.
  • Your flashbang grenades also reduce robotic hack defense by 25.

Available for: Grenadier (Sgt)


Bluescreen Knives

Bluescreen Knives
Throwing knives gain +2 pierce and will disorient robotic units.

Available for: Reaper (SSgt)


Bombardier

Bombardier
You may throw or launch grenades two additional tiles.
  • Your grenades have 2 tiles extra range.
  • This includes both launched and thrown grenades.

Available for: Grenadier (GSgt)


Boosted Cores

Boosted Cores
Explosive grenades and any damage over time effects inflicted by grenades do one additional damage.
  • 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

Both Barrels
Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
  • Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
  • Uses 2 ammo.
  • Uses one action.

Available for: Ranger (Squaddie)


Brawler

Brawler
Take 35% less damage against attacks within four tiles.
  • Take 35% less damage against attacks within four tiles.

Available for: Templar (Adept)


Bring 'Em On

Bring 'Em On
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.
  • 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

Brutality
Killing organic enemies with your sawed-off shotgun have a 50% chance to panic other organic enemies within 10 tiles of the target.
  • 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)


Bunker Buster

Bunker Buster
Fire a special rocket that destroys buildings and other objects in the environment.
  • Fire a special rocket with a large area of effect that does moderate damage to enemies but huge damage to buildings, vehicles and other objects in the environment.
  • Requires both actions and usable only once per mission.

Available for: Technical (MSgt)


Burnout

Burnout
Activating your Flamethrower leaves a small smoke cloud around your position, providing a defensive bonus.
  • When fired, your Flamethrower leaves a small smoke cloud around your position, providing a +20 defensive bonus to anyone within.
  • Area of effect radius of smoke cloud is 1.5 tiles.

Available for: Technical (Sgt)


Capacitor Discharge

Capacitor Discharge
Send the GREMLIN to a location where it emits a substantial electric discharge, damaging and potentially stunning all nearby units. Robotic units take more damage.
  • Capacitor Discharge has one charge per mission.
  • Capacitor Discharge will deal more damage as you upgrade your GREMLIN.

Available for: Specialist (MSgt)


Center Mass

Center Mass
You do one additional point of base damage when using guns.
  • You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.

Available for: Grenadier (Cpl), Gunner (LCpl), Ranger (Sgt), Sharpshooter (Cpl), Shinobi (XCOM Tier 2), Reaper (XCOM Tier 3), Templar (XCOM Tier 3)


Chain Lightning

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.
  • 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
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
  • 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

Channel
When an enemy dies, it may leave behind Psionic energy the Templar can collect to raise their Focus level.
  • Enemies have a 20% chance to drop Psionic loot.
  • Psionic enemies have a 50% chance to drop Psionic loot.

Available for: Templar (Mystic)


Close and Personal

Close and Personal
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
  • Confers +30 critical chance against adjacent targets.
  • Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.

Available for: Assault (Cpl), Grenadier (XCOM Tier 1), Gunner (XCOM Tier 2), Ranger (LCpl), Specialist (XCOM Tier 1), Technical (XCOM Tier 1)


Close Combat Specialist

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

Close Encounters
Once per turn, gain a bonus action after taking a standard shot with your primary weapon at an enemy within four tiles. Cannot trigger on the same turn as Hit and Run.
  • 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 Engineer

Combat Engineer
Your explosives do significantly greater damage to cover objects and other things on the battlefield.
  • 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), Templar (XCOM Tier 2)


Combat Fitness

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

Available for: Assault (XCOM Tier 3), Gunner (MSgt), Ranger (MSgt), Shinobi (XCOM Tier 3), Templar (XCOM Tier 3)


Combat Presence

Combat Presence
Grant an extra action to a squadmate.
  • 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

Combat Protocol
Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies.
  • This ability has a 3-turn cooldown.
  • Upgrading your GREMLIN will lead to more damage per charge.

Available for: Specialist (LCpl)


Combatives

Combatives
You may parry melee attacks and counterattack with your melee weapon. Also gain +10 dodge.
  • 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

Conceal
Immediately enter concealment once per mission.
  • 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

Concentration
Your grazing attacks are automatically upgraded to normal hits.
  • 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

Concussion Rocket
Fire a special rocket that does 2 damage but has a chance to stun or disorient organic enemies within its area of effect.
  • 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 (Sgt)


Cool Under Pressure

Cool Under Pressure
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.

Available for: Gunner (TSgt), Ranger (Sgt), Sharpshooter (XCOM Tier 2), Specialist (TSgt)


Coup de Grace

Coup de Grâce
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
  • 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), Shinobi (MSgt), Specialist (XCOM Tier 1), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 3), Templar (XCOM Tier 4)


Covering Fire

Covering Fire
Reaction shots confer an aim malus on enemies and can now be triggered by any enemy action, not just movement.
  • 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

Covert
Enemies have 25% smaller detection range against you.
  • 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

Crippling Strike
Throw a knife that causes the target to be maimed for 1 turn (zero mobility).
  • 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

Crusader's Rage
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP.
  • 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

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

Available for: Gunner (XCOM Tier 1), Shinobi (Sgt), Skirmisher (XCOM Tier 1), Templar (XCOM Tier 3)


Cyclic Fire

Cyclic Fire
Special Shot: Fire three shots at a target in a single attack. Requires both actions and all shots have a -15 aim penalty. Has a 3 turn cooldown.
  • 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)


Damn Good Ground

Damn Good Ground
Confers +10 aim and +10 defense against targets at a lower elevation.
  • 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

Danger Zone
Area Suppression suppresses enemies in a 5-tile radius.

Available for: Gunner (TSgt)


Deadeye

Deadeye
Take a shot with a small aim penalty for a significant damage boost.
  • 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

Death Dealer
Grants +25 crit chance. Critical shots against a flanked target while in Shadow will deal double critical damage.
  • 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
Killing an enemy at a lower elevation with your primary weapon refunds a single action, and does not end your turn. Also grants a long-range accuracy bonus for sniper rifles.
  • 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 (GSgt)


Dedication

Dedication
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
  • 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

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

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
Unleash a volley of bullets at your target's cover, significantly damaging or destroying it. Deals no damage to your target.
  • 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

Dense Smoke
Your smoke grenades confer an additional 10 defense.
  • Your smoke grenades confer an additional 10 defense to those within the smoke, for a total of 30.

Available for: Grenadier (SSgt)


Disabling Shot

Disabling Shot
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
  • 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

Disassembly
Killing an enemy grants a stackable +20 hack bonus that lasts 3 turns.

Available for: Specialist (XCOM Tier 4)


Double Tap

Double Tap
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching.
  • 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

Electroshock
Your Arc Thrower disorients the target when it misses.
  • A miss with your Arc Thrower still disorients non-robotic targets.

Available for: Assault (LCpl)


Evasive

Evasive
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
  • 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
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
  • 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)


Executioner

Executioner
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.

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

Extra Conditioning
Run and Gun cooldown is reduced by one turn.

Available for: Assault (SSgt)


Failsafe

Failsafe
If you fail a hack, you prevent any negative effects from occurring.

Available for: Specialist (TSgt)


Field Medic

Field Medic
Equipped medikits have 2 extra charges.
  • 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
Reduce wound recovery times for most soldiers.
  • 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

Fire and Steel
Attacks with your gauntlet, and fires set by gauntlet weapons, do +1 damage.
  • 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

Fire in the Hole
Your rockets are more accurate.
  • Your rockets are more likely to hit their intended point of impact, or at least close to it.
  • The maximum it can miss by is reduced by two tiles.

Available for: Technical (LCpl)


Firestorm

Firestorm
Once per battle, dash to a position within movement and attack all units in a complete circle around the soldier's position. Also grants immunity to fire.
  • 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

Flashbanger
Grants 1 free flashbang item to your inventory.

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

Fleche
Attack any enemy within movement range with your sword. Deals +1 damage for every 4 tiles between your starting position and the target.
  • 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
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits.
  • 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

Focus
Gain Focus during missions, increasing stats, damage, and ability effectiveness. Focus can be spent on powerful abilities.
  • 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
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
  • 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)


Fortify

Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown.
  • 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

Full Kit
Grants +1 charge per grenade item in a utility slot.
  • 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
Take permanent control of a robotic unit and potentially acquire ADVENT MECs for the Resistance.
  • 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

Full Throttle
Gain +3 mobility with every kill this turn. Lasts 2 turns, including the current one.
  • Only kills by the Skirmisher count towards Full Throttle.

Available for: Skirmisher (GSgt)


Ghost

Ghost
Create a duplicate of the Templar from the body of a fallen humanoid. The Ghost disappears when it loses all Focus. Costs 2 Focus.
  • 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

Ghost Grenade
A specialized smoke grenade that causes the targeted ally to enter concealment.
  • 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

Ghostwalker
Activate this ability to reduce enemy detection range against you by almost 25% for 2 turn(s).
  • 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 (Skirmisher)
Deploy a grappling hook to move quickly to an elevated position.
  • Grapple allows the Skirmisher to get into position without using an action.
  • Grapple has a 3 turn cooldown.

Available for: Skirmisher (Squaddie)


Grazing Fire

Grazing Fire
Missed shots with your primary weapon have an additional roll to become a graze.
  • 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)


Greater Padding

Greater Padding
Reduce wound recovery times for this soldier by 1/2/4 HP. Doesn't work if the soldier bleeds out.
  • Greater Padding reduces the number of hit points a soldier must heal after being wounded in battle by 1/2/4.
  • It does not affect soldiers who suffered killing wounds and are stabilized from bleeding out.

Available for: Templar (Initiate)


Hack

Hack
Attempt to remotely breach security on a network access point with your GREMLIN/BIT.
  • Map items (chests, workstations, etc.) can be hacked from a distance using the GREMLIN/BIT.

Available for: Specialist (Squaddie)


Hail of Bullets

Hail of Bullets
Unleash a hail of bullets that is guaranteed to hit your target, but uses a lot of ammunition.
  • 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

Hard Target
Gain 5 dodge per enemy you can see, up to a maximum of +30.
  • 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

Haywire Protocol
You may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control. 4-Turn cooldown.
  • 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

HEAT Warheads
Your grenades now pierce up to 2 point(s) of armor and shred 1 additional point(s) of armor.
  • 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

Heavy Weapons
This soldier is trained to use the XCOM gauntlet, a combination Rocket Launcher and Flamethrower.
  • The XCOM gauntlet is an advanced device that carries both a mini-rocket launcher and a flamethrower.
  • The Rocket Launcher carries one rocket initially and that has a three-tile radius for its area of effect.
  • It may target anything in sight range.
  • Damage from rockets falls off from the point of impact.
  • The flamethrower is a short-range weapon that causes damage to multiple targets within a cone-shaped area of effect 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

Heavy Ordnance
Any damaging grenade in your grenade-only slot gains a bonus use.
  • All damaging grenades are viable for Heavy Ordnance.

Available for: Grenadier (Cpl)


HiDef Holo

HiDef Holo
Your Holotargeted enemies are easier to critically hit.
  • 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

Hipfire
Firing the sawed-off shotgun no longer ends the turn.
  • 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

Hit and Run
Once per turn, gain an additional action after taking a standard shot at a flanked or exposed target with your primary weapon. Cannot trigger on the same turn as Close Encounters.
  • 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

Holo Targeting
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target.
  • 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)


Holotarget

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

Homing Mine
Attach a claymore onto an enemy (does not alert the enemy). The Homing mine will explode upon that enemy taking damage.
  • 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's Instincts

Hunter's Instincts
Ranged attacks against flanked enemies deal +2 damage.

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

Impact Compensation
After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks.

Available for: Templar (Magus)


Impersonal Edge

Impersonal Edge
Reduce shadow cooldown by 1 and gain a stackable +20 aim buff for 3 turns when you get a kill with a throwing knife.

Available for: Reaper (GSgt)


Implacable

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

Available for: 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

Impulse
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn.

Available for: Ranger (XCOM Tier 2), Shinobi (XCOM Tier 1), Reaper (XCOM Tier 2), Skirmisher (XCOM Tier 3)


Incinerator

Incinerator
Your flamethrower has an increased range and covers a wider area of effect.
  • The length of the flamethrower increases by 2 tiles and the width increases by 1 tile.

Available for: Technical (TSgt)


Independent Tracking

Independent Tracking
A Holotargeted enemy will remain so for 1 additional turn(s).
  • 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

Indomitable
Once per turn, gain 1 focus when you're attacked.
  • Once per turn, gain 1 focus when you're attacked.
  • Applies to both melee and ranged attacks.

Available for: Templar (Acolyte)


Infighter

Infighter
Gain 40 dodge against attacks within four tiles.
  • 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

Inspire Agility
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action.
  • 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

Interference
GREMLIN cancels overwatch on targeted unit.
  • 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

Interrupt
A powerful form of Overwatch. Instead of firing automatically, perform any single action. Free action.
  • This is a free action.
  • Some actions are not available during Interrupt, like Overwatch.
  • Interrupt has a 3 turn cooldown.

Available for: Skirmisher (TSgt)


Invert

Invert
Switch locations with a unit. Costs 1 Focus.
  • 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
Summon lightning to strike all nearby enemies. Damage increases with Focus level. Costs all Focus.
  • 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

Iron Curtain
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
  • 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

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

Available for: Technical (TSgt)


Judgement

Judgement
Has a chance to panic any enemy that attacks this unit. The higher the will of this unit, the higher the panic chance.
  • 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
Use the Grapple to pull a humanoid target to you and deliver a Ripjack strike.
  • 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

Kill Zone
Take a reaction shot against any enemy that moves or attacks within a cone of fire.
  • 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

Killer Instinct
Activating Run and Gun grants +50% critical damage for the rest of the turn.

Available for: Assault (Sgt)


Knife Encounters

Knife Encounters
Once per turn, gain a bonus action after throwing a knife at an enemy within 5 tiles.
  • 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 Fighter
You may make a melee attack with your knife against adjacent enemies.
  • Knife attacks use one action and do not end your turn.

Available for: Gunner (Squaddie)


Knife Juggler

Knife Juggler
Adds +1 bonus damage to throwing knives and provides 1 additional throwing knives. Each kill with a primary weapon grants a knife charge.

Available for: Reaper (LCpl)


Launch Grenade

Launch Grenade
The Grenadier uses a grenade launcher to fire grenades rather than throwing them. This allows for greater range and grenade capacity.
  • 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

Lead The Target
Grants a +20% increased chance to hit, but delays the shot until the target takes an action on their turn. Costs two actions and has a 3 turn cooldown.
  • 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

Lethal
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

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

Lick Your Wounds
Hunker Down restores 2 health when used, up to a maximum of 8 per mission, and removes poison, burning, and acid burning.
  • 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

Light 'Em Up
Standard shots with your primary weapon are not turn-ending.

Available for: Grenadier (XCOM Tier 3), Ranger (Squaddie), Shinobi (XCOM Tier 2), Specialist (XCOM Tier 3), Technical (XCOM Tier 2), Reaper (MSgt)


Lightning Reflexes

Lightning Reflexes
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
  • 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

Lightning Slash
Attack any enemy within blue movement range with your weapon. This attack does not end the turn.
  • 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

Like Lightning
When Run and Gun is activated, your Arc Thrower cooldown is immediately reset to 0.
  • 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

Lingering Shadow
Provides +15 Defense and +30 Dodge for one turn when the Reaper loses 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

Lock 'N Load
Kills with your primary weapon restore 1 ammo.

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

Lockdown
Gain +20 to hit against enemies who attempt to move when suppressed.
  • 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

Locked On
Gain +20 aim and +10 crit for successive shots at the same enemy unit.
  • 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

Lone Wolf
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
  • 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

Long Watch
Allow Overwatch to trigger with Squadsight.
  • 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 (SSgt)


Low Profile

Low Profile
Makes partial cover count as full.

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

Maim
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown.
  • 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

Manual Override
Lowers all ability cooldowns on a selected ally soldier by up to 3 turns.
  • 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
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
  • 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

Mayhem
Gain 25% bonus damage against enemies who attempt to move when suppressed.

Available for: Gunner (Sgt)


Medical Protocol

Medical Protocol
The GREMLIN can perform healing actions remotely: GREMLIN Heal and GREMLIN Stabilize. The GREMLIN has a single charge. If a medikit is equipped, the GREMLIN will gain an additional charge.
  • 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

Momentum
After using Rend, gain a bonus movement action.

Available for: Templar (Initiate)


Multitargeting

Multitargeting
You may Holotarget multiple enemies with a 2 turn cooldown.
  • 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

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

Available for: Technical (Cpl)


Needle

Needle
Shots taken in Shadow have +2 armor piercing.
  • 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

Needle Grenades
Your explosives do not destroy loot when they kill enemies and deal 1 bonus damage to unarmored enemies.
  • 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

Neutralizing Agents
Aid Protocol now neutralizes fire, poison, acid and bleeding.
  • Aid Protocol now neutralizes fire, poison, acid and bleeding.

Available for: Specialist (XCOM Tier 2)


None Shall Pass

None Shall Pass
During enemy turns, fire a free reaction shot that can critically hit with your sawed-off shotgun at any visible enemy within 3 tiles who moves or fires. Can only trigger once per turn.
  • 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)


One For All

One For All
Provide high cover to squadmates wherever you stand, and gain -30 defense. Moving or attacking will cancel the effect. Grants bonus ablative HP based on the shield tier for the duration of the effect.

Available for: Templar (Initiate)


Open Fire

Open Fire
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health.

Available for: Sharpshooter (XCOM Tier 3), Specialist (XCOM Tier 2), Reaper (XCOM Tier 3), Skirmisher (XCOM Tier 3)


Overcharge

Overcharge
Gain bonus aim and crit chance for each point of focus the Templar has.
  • Each point of focus provides +10 aim and +15 crit chance.
  • Based on the current focus, not max focus.

Available for: Templar (Disciple)


Overkill

Overkill
Your ranged attacks deal +2 more damage to units at 50% HP or less.

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

Packmaster
Grants +1 charge to every utility item and grenade equipped.
  • 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

Paramedic
Unlocks an ability to perform a dash move to use a medikit on an ally (this ability still costs 1 action and is non-turn ending). Gain a free medikit. Equipped medikits have 2 extra charges.

Available for: Reaper (Cpl), Skirmisher (XCOM Tier 2)


Parkour

Parkour
The cooldown for the Skrimisher's Grapple is reduced by one turn.
  • Improves the Skirmisher's mobility around the map.

Available for: Skirmisher (XCOM Tier 3)


Phantom

Phantom
When the squad is revealed, this soldier remains concealed.
  • 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

Phosphorus
Your flamethrower's base damage can now ignore fire immunities, and shred armor.
  • 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

Pillar
Summon a pillar of Psionic energy to act as a high cover point. Free action, does not cost focus.
  • 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

Point Blank
Fire your sawed-off shotgun at a nearby enemy.
  • Rapidly loses accuracy beyond four tiles range.
  • Uses one action.
  • Shotgun has two ammo.

Available for: Ranger (Squaddie)


Precision Shot

Precision Shot
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.

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

Predator
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover.

Available for: Grenadier (XCOM Tier 2), Gunner (XCOM Tier 3), Ranger (XCOM Tier 3), Sharpshooter (XCOM Tier 3), Reaper (XCOM Tier 3)


Preservation

Preservation
When your concealment is broken, gain +15 defense for 2 turns.
  • When your concealment is broken, gain +15 defense for 2 turns.

Available for: Shinobi (XCOM Tier 1)


Protector

Protector
Non-damaging grenades in your grenade-only slot gain a bonus use.
  • All non-damaging grenades except Ghost Grenades are viable for Protector.

Available for: Grenadier (Cpl)


Pump Action

Pump Action
Gain two extra ammo in your sawed-off shotgun.

Available for: Ranger (Cpl)


Quickburn

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

Available for: Technical (GSgt)


Quick Zap

Quick Zap
Activate this ability to make your next arc thrower shot a free action. Has a 4 turn cooldown.
  • 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

Rapid Deployment
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
  • 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
Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. Can be used once per turn.
  • 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

Rapid Reaction
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.

Available for: Ranger (GSgt), Reaper (XCOM Tier 3)


Rapid Targeting

Rapid Targeting
You may Holotarget an enemy as a free action with a 4 turn cooldown. In addition, Holotargeting no longer ends your turn.
  • 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

Ready For Anything
Enter overwatch after firing a turn ending standard shot with your primary weapon.

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
A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action, but further melee attacks have reduced damage.
  • 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

Reckoning
Unlocks the Ripjack Charge.
  • 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

Reflex
When fired upon, gain one extra action on the next turn. Triggers no more than once per turn. Attacks against you suffer a -15 penalty to critical hit chances.
  • 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

Remote Start
Detonate an environmental explosive, causing it to deal double damage within twice its normal radius. Does not reveal the Reaper.
  • 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

Rend
Melee attack with a chance to stun or disorient the target. Triggers Momentum, and generates Focus on attacks.
  • 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

Rend The Marked
Throwing knives apply a stacking +50 Crit chance against the target from all sources for the remainder of the turn.

Available for: Reaper (MSgt)


Reposition

Reposition
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
  • 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)


Rescue Protocol

Rescue Protocol
Use your GREMLIN to grant a movement action to an ally and grant them a small boost to dodge and mobility.
  • 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

Resilience
Enemy attacks against you suffer a -30 penalty to critical hit chances.

Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 2), Gunner (XCOM Tier 2), Ranger (XCOM Tier 2), Sharpshooter (XCOM Tier 1), 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
The GREMLIN flies to each squad member, healing or reviving them as needed.
  • Restoration has one charge per mission.
  • Restoration will heal more HP as you upgrade your GREMLIN.

Available for: Specialist (MSgt)


Retribution

Retribution
Free Ripjack attacks on any enemies that enter or attack from melee range.
  • 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
When targeted by enemy fire, automatically fire back with your primary weapon once per turn.
  • Return Fire will only trigger once per turn.
  • Return Fire can be triggered by melee attacks and area of effect attacks.
  • Return Fire will not trigger when targeted by overwatch fire.

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
Send the GREMLIN to an ally to remove any negative mental status effects: Disoriented, Stunned, Panicked, or Unconscious.
  • 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
Attack an adjacent target with your Ripjack. Does not end turn.
  • Ripjack Slash can only be used against adjacent targets.

Available for: Skirmisher (Squaddie)


Roust

Roust
Special Flamethrower shot that does limited damage but forces enemies to change their position and applies a special debuff.
  • 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

Ruthless
Killing a panicked or disoriented enemy with your sawed-off shotgun refunds one action point.
  • 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
Take an action after dashing.
  • 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
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future.
  • 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)


Salvo

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

Available for: 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
Your explosives can destroy many cover objects.
  • Sapper allows frag grenades and other explosives to destroy many cover objects.

Available for: Grenadier (LCpl)


Saturation Fire

Saturation Fire
Fire a cone shaped barrage of bullets at every enemy in an area. In addition, the cover of those enemies can be damaged or destroyed. Uses a lot of ammunition.
  • 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

Savior
Healing abilities restore four additional hit points.
  • Effect applies to GREMLIN heal, Medikits and Restoration abilities.

Available for: Specialist (TSgt)


Scanning Protocol

Scanning Protocol
The GREMLIN can trigger an instant scan of the area, increasing the Specialist's sight radius substantially for one turn, and revealing any hidden or disguised enemies in view. Free Action.
  • 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

Scrap Metal
Kills with your primary weapon restore one sawed-off shotgun charge.
  • 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)


Sentinel

Sentinel
When in overwatch, you may take two reaction shots.
  • Reaction shots may only target an enemy once.

Available for: Specialist (LCpl), Technical (XCOM Tier 3)


Serial

Serial
A powerful chained shot ability. For every kill made with your primary weapon, your actions will be refunded but your damage and crit chance will be reduced for every subsequent attack.
  • 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
Grants the soldier Shadow, an advanced form of concealment that lasts for 2 turns.
  • 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)


Shadow Grenadier

Shadow Grenadier
Throwing or launching grenades no longer breaks Shadow.
  • Allows the soldier to throw or launch grenades without breaking Shadow.
  • Adds a grenade pocket.

Available for: Reaper (LCpl)


Shadowstep

Shadowstep
This soldier does not trigger overwatch or reaction fire.
  • 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
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies.
  • 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

Shield Bash
Bash an adjacent enemy with your shield, doing some damage and knocking back the target 2 tiles. Free action.
  • 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

Shooting Sharp
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.

Available for: Sharpshooter (XCOM Tier 3), Reaper (Cpl), Skirmisher (XCOM Tier 2)


Shredder

Shredder
Your primary weapon attacks shred armor.
  • A successful shot with a conventional weapon will shred 1 armor from the target.
  • More advanced weapons will shred more armor from targets.

Available for: 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)


Silent Killer

Silent Killer
Guarantees that the Reaper stays in Shadow with killing shots.
  • 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

Slash
Attack an adjacent target with your sword. Uses one action.
  • 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

Slug Shot
Special shot for primary-weapon shotguns only: Fire a shot that pierces 2 armor and has no range penalties. Uses 1 ammo. Has a 2 turn cooldown.
  • 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

Smoker
Grants one free smoke grenade item to your inventory.

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

Snap Shot
You may take standard shots with your sniper rifle after moving, but you suffer severe range penalties beyond 5 tiles of squadsight range.
  • 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

Soul Harvest
Provides +10% crit chance. Each kill by this soldier adds +4% crit chance, to a maximum of +20%.
  • 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)


Squadsight

Squadsight
You can target enemies within squadmates' sight, provided there is line of sight to the target.
  • 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

Steady Hands
If you did not move last turn, gain +10 Aim and +10 Critical chance.
  • The Steady Hands bonus does not stack over multiple turns.
  • Steady Hands doubles down on the need to find a high sniper's nest with good sightlines.

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

Stiletto
Shots fired with your primary weapon pierce 3 armor.

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
Fire a shot while in Shadow that holotargets for +10 Aim and ruptures for 1. Guaranteed to remain in Shadow.
  • 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

Sting Grenades
Your flashbang grenades have a 50% chance to stun enemies.
  • 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

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

Stun
Fire your Arc Thrower to incapacitate a target.
  • The Arc Thrower is effective anywhere in the soldier's sight range, doing no damage but stunning targets for their next turn if it hits.
  • Improved versions can extend the duration of the stun effect.
  • Requires one action and ends the soldier's turn when fired.
  • Can use every other turn.
  • Ineffective against mechanized units without additional soldier training.

Available for: Assault (Squaddie)


Stun Gunner

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

Available for: Assault (Sgt)


Stun Strike

Stun Strike
Strike an enemy with Psionic force, stunning them. Costs 1 Focus.
  • 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

Superior Aptitude
Rend grants an additional focus point.

Available for: Templar (Warlock)


Suppression

Suppression
Fire a barrage that pins down a target, grants reaction fire against it if it moves, restricts the use of many abilities, and imposing a -25 penalty to the target's aim.
  • Suppression costs 2 ammo points to use, but has no cooldown.
  • Suppression will be canceled if the suppressing unit is damaged.
  • If multiple units suppress a target, the aim penalty will 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

Survival Instinct
Gain 20 Defense and 20 Crit chance while injured.
  • 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

Sustain
If the soldier takes enough damage to be killed, they are immediately put in Stasis for 1 turn and their health is only reduced to 1 HP. This can only happen once per mission. Reduce wound recovery times for this soldier by 2 HP.
  • 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

Tactical Sense
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
  • Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense.
  • Units visible at squadsight ranges do not confer bonus.
  • 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), Shinobi (XCOM Tier 3), Technical (GSgt), Reaper (XCOM Tier 2), Templar (XCOM Tier 4)


Tandem Warheads

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

Target Focus
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
  • 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

Templar Shield
Grants half cover to allies. Gives low cover bonuses to this unit even when flanked.

Available for: Templar (Initiate)


Terrorize

Terrorize
Adds a chance to panic enemies hit by Volt. Volt radius is increased by 1.
  • 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

That's Close Enough
During enemy turns, fire your arc thrower at any visible enemy within 1 tile(s) that moves or fires. Shares cooldown with the arc thrower's Stun ability.
  • Will not trigger if soldier is concealed.
  • This ability can trigger 1 time(s) per turn.

Available for: Assault (XCOM Tier 4)


Threat Assessment

Threat Assessment
Aid Protocol grants the target a Covering Fire Overwatch shot.

Available for: Specialist (GSgt)


Total Combat

Total Combat
Throwing a grenade or using an item no longer ends the turn and grenades have no cooldown. In addition, you can throw grenades 2 tiles further and their radius is increased by 1. Grants a Grenade-only slot. Grants +5 aim and +1 mobility.
  • 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
You detect nearby units even without line of sight.
  • 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

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

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

Traverse Fire
After taking a standard shot with your primary weapon with your first action, you may take an additional non-movement action.

Available for: Assault (XCOM Tier 2), Gunner (MSgt)


Trench Gun

Trench Gun
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown.
  • 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

Trench Warfare
If you get at least one kill during your turn, automatically Hunker Down at the end of it.
  • 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

Trojan
Enemy units that are hacked take damage and lose their actions on the turn the hack effect ends.
  • 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)


Unlimited Power

Unlimited Power
Firing your arc thrower no longer ends your turn.
  • Works for all arc thrower abilities, including Chain Lightning.

Available for: Assault (XCOM Tier 2)


Untouchable

Untouchable
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
  • 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

Vital Point Targeting
Attacks against your Holotargeted enemies deal more damage.
  • 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
Trap a humanoid in a Psionic prison, immobilizing them for multiple actions and transferring their health to the Templar. Costs 1 Focus. 3-turn cooldown.
  • 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

Volatile Mix
Your grenades' area of effect is increased by one tile.
  • 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

Volt
A non-turn ending AOE attack that makes its targets easier to hit. Costs 1 Focus.
  • 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

Walk Fire
Take a highly accurate shot with +30 bonus to hit 66% damage and -30 crit. Uses 2 ammo.
  • 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

Watch Them Run
After throwing or launching a grenade, you will automatically enter overwatch.
  • After throwing or launching a grenade, you will automatically enter overwatch.

Available for: Grenadier (XCOM Tier 4), Specialist (XCOM Tier 3)


Weapon Handling

Weapon Handling
Reduces the Aim penalty for short-range primary weapon shots by 67%.
  • Weapon Handling does not affect the aim penalty from Snap Shot.

Available for: Gunner (XCOM Tier 1), Sharpshooter (XCOM Tier 2)


Whiplash

Whiplash
Attack an enemy with an electrical lash. This attack has a 4 turn cooldown.
  • 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

Whirlwind
If you hit with a melee attack during your turn, gain a bonus move.
  • A soldier can only gain one move per turn with this ability.

Available for: Gunner (XCOM Tier 2), Shinobi (GSgt)


Will To Survive

Will To Survive
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
  • Enemy damage is reduced by 1 when in cover and attacked through that cover.
  • Cover against explosives and other indirect attacks is calculated from the point of the explosion.
  • Armor piercing effects do not eliminate this bonus.
  • This unit also permanently gains 5 will.
  • 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
Use the Grapple to pull yourself to an enemy and deliver a Ripjack strike.
  • 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)


Zone of Control

Zone of Control
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.

Available for: Assault (XCOM Tier 2), Shinobi (XCOM Tier 2), Skirmisher (XCOM Tier 1), Templar (XCOM Tier 1)

Pistol Perks

Officer Perks

Psionic Perks

Bastion

Bastion
Fortress now provides immunity to nearby teammates.
  • 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
Permanently mind control an enemy. Only one successful Domination can be performed per mission.
  • 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

Fortress
The soldier is immune to fire, poison, acid, and explosive damage.
  • 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

Fuse
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.
  • This ability costs 1 action, is non-turn ending and has no cooldown.

Available for: Psi Operative (Disciple)


Insanity

Insanity
Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.
  • 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

Mind Merge
Grants bonus will, critical chance and ablative hit points to an ally until the beginning of the player's next turn.
  • 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 7 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
Project a beam of terrible power that damages every target it passes through. This attack can penetrate multiple enemies and obstacles.
  • Null Lance has a 4 turn cooldown.
  • Null Lance damage can be increased by improving the Psi Operative's Psi Amp.

Available for: Psi Operative (Magus)


Null Ward

Null Ward
project psionic shields around the soldier and nearby allies. The shields will collapse if this soldier is killed.
  • 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

Phase Walk
Temporarily phase out of existence to teleport to a nearby location.
  • 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

Quick Study
Learn officer abilities in half the time.

Available for: Psi Operative (Initiate)


Solace

Solace
The Psi Operative may immediately extinguish mental impairments for a squadmate.
  • 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
Soulfire transfers the damage done back to the Psi Operative as health and grants an ablative HP for 3 turns.
  • 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

Soul Storm
Summon meteors of psionic energy to deal damage to enemies inside a target area, and destroy their cover.
  • 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
Does guaranteed Psionic damage to an organic enemy. Ignores cover and armor.
  • 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
Completely stuns the target for 1 turn, but renders them immune to any damage or attack.
  • 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

Void Rift
Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity.
  • 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 has a 5 turn cooldown.

Available for: Psi Operative (Master)

Enemy Perks