Infantry (LWR)

The Infantry class borrows elements from the Assault and Heavy classes. Their signature ability is Light 'Em Up, which reduces the AP cost of standard shots to 1, allowing them to fire twice per turn.
- Primary Weapon: Assault Rifles, Battle Rifles, Carbines, SMGs, Shotguns, Arc Weapons.
- Secondary Weapon: Pistols, Autopistols, Sawed-off Shotguns.
- Class-Limited items: None.
- Attribute Growth: Aim x2, Will x2.
Abilities
| Rank | Ability | ||||||
|---|---|---|---|---|---|---|---|
Specialist |
Light 'Em Up
Standard shots cost only 1 AP and gain both +3 penetration and +0.5 damage for each instance of damage their target took this turn. | ||||||
Lance Corporal |
Will To Survive Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast. Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%. |
Sentinel Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist. Opportunist
Reaction shots gain +10 aim and can critically hit. |
Grenadier Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades and MEC launchers receive an additional use and have no weight. | ||||
Corporal |
Tenacious Defense Grants +2 armor HP. Grants +20 crit resistance when protected by cover. |
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon. |
Payload Grants +30% throw range and +50% weapon damage to explosive grenades. | ||||
Sergeant |
Extra Conditioning
Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP. |
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors. |
Kitted
Grants a medikit and a smoke grenade. If this unit does not have a scope, it gains a generic scope (+10 aim). If this unit does not have a plating, it gains a generic plating (+2 armor HP). | ||||
Tech Sergeant |
Ace If this unit has not moved, the first standard shot costs 0 AP. Grants +1 small equipment slots. | ||||||
Gunnery Sergeant |
Bring 'Em On
This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight. |
Ranger
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads. |
Tandem Warheads Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%). | ||||
Master Sergeant |
Executioner Grants +1 damage and +20 aim against targets at or below half HP. Double the effects if using a sidearm. |
Aggression Shots gain +10% crit damage per enemy in sight. | |||||
Tactical Advice
Role: Medium Range Offense
Infantry serve as the versatile backbone of XCOM team compositions, wielding mid-range firepower alongside a range of defensive and utility perks. Their ability to fire twice per turn without moving makes them adept at wearing down enemies over time. To maximize their effectiveness, Infantry typically favor rifles and carbines over shotguns or SMGs, which rely more on positioning. For a more mobile approach, the Assault class is better suited.
The key to Infantry's potency lies in their Light 'Em Up ability, which stacks and allows for occasional bursts of high-accuracy damage. However, their rapid fire rate necessitates careful ammunition management. Early on they can choose to go Sentinel overwatch route or grenadier/tanking route, but whatever the choice, Infantry preserves the ability to fight twice per round. If you opt for AOE approach, Grenadier build offers high amounts of damage in full blast range with early 50% bonus already at CPL level. Tank build has some of the best tank perks available early as well, which makes it possible to gear Infantry to do significant damage, while still fulfilling tanking role effectively. They are also one of the best users of high-penetration Battle Rifles and Arc weapons and excel in role of bringing down sturdiest of aliens.
Sample Builds
Tank Infantry
The Tank Infantry is a potent and straightforward hybrid build that leverages the excellent Infantry stat growths and the innate offensive power of Light 'Em Up to produce a well rounded combatant capable of dealing and tanking damage at a variety of ranges. Depending on roster needs, the build can be either taken in a more offensive or defensive direction and all available enhancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.
Recommended Weapons: Assault rifle, Battle Rifle, Carbine, Arc Rifle. Secondary Autopistol.
Recommended Equipment: Drum Mags, Special ammo, Platings, Combat Stims, Psi Defender/Conduit.
Notes
- This build is one of the most versatile builds in the game, as it covers offense, defense, and sometimes utility depending on item/perk choices.
- Tenacious Defense can be switched out for Lock n' Load for more offensive uptime. When combining a Psi Defender and a plating on a Psi Infantry, you may also find the extra crit resist redundant anyways.
- Extra Conditioning against Kitted is a toss up between extra stats + free action chance and additional sustain, while Impact is an option for damage and potential RTS/Overwatch clearing.
- Infantry are top-tier Conduit users as they take multiple actions per turn that can benefit from its free action chance, and the flat damage bonus never hurts.
- Arc Rifles pair well with an Autopistol to cover both biological and mechanical threats, and LeU can even make the Arc Rifle do decent damage to biologicals in a pinch.
Overwatch Infantry
This straightforward build focuses on using mid-range reaction shots to cover front-line tanking soldiers and lock down alien movement as the AI generally dislikes running into reaction fire. Since this build forgoes any defensive perks, other soldiers with tanking builds must be placed between this soldier and any foes. With Lock n' Load and Sentinel providing constant offensive uptime and precise reaction fire, this build is very effective against enemies in cover and will rapidly rack up damage during protracted firefights. Light 'Em Up also allows it to shoot directly at a target if needed and immediately return to Overwatching, enabling a valuable maximum of 4 shots per turn when combined with Ace. This can be further increased with Inner Fire (Psi, +1 OW shot) or Enhanced Metabolism (Gene mod, +1 OW shot).
Recommended Weapons: Assault rifle, Battle Rifle
Recommended Equipment: Drum Mags, Damage-increasers, Aim-increasers, Special ammo.
Notes
- This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots, Enhanced Metabolism for an extra Overwatch shot, and Adrenal Neurosympathy which is more likely to trigger thanks to the high number of actions per turn.
- Psi is also a strong option thanks to the Infantry's high will growth, Inner Fire, and the power of Conduit when taking multiple actions per turn.
- The choice at SGT is pretty open: Extra Conditioning is solid all around, Impact for situational Overwatch removal and extra damage, and Kitted gives some utility and ammo.
- Lategame, flying armors give extra defense, aim and increased sight to target multiple aliens and utilize extra overwatch shots. But beware of exposing your soldiers too much.
Grenadier Infantry
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. Infantry grenadiers specialize in chucking simple big damage number grenades with the combined effects of Payload, Ace, and Tandem Warheads or Ranger. Enhanced Metabolism is available very late into the game but makes it possible to equip 9 grenades on single soldier while still having a slot for offense or defense.
Recommended Weapons: Assault Rifle, SMG, Carbine, Arc Rifle. Secondary autopistol.
Recommended Equipment: HE grenades, AP grenades, Alien/Plasma grenades, Psi Frayer/Conduit, Aim-increasers, Damage-increasers, Special ammo.
Notes
- This build will enjoy Psi powers to boost grenade damage and use when out of grenades or if throwing grenades is not an option but this means no genetic modifications.
- High aim growth and Light 'Em Up make the Arc rifle a viable option for a large burst of damage against hard to crack mechs.
- Remember that this is inherently a hybrid build, as you should be taking advantage of the free Ace shot, Light'Em Up's aim/crit, and Executioner's aim/damage wherever possible.




















