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		<id>https://temp.ufopaedia.org/index.php?title=Training_Roulette_(EU2012)&amp;diff=58494</id>
		<title>Training Roulette (EU2012)</title>
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		<updated>2014-08-06T11:22:36Z</updated>

		<summary type="html">&lt;p&gt;Mjlush: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Training Roulette 1.png|300px|right|A Training Roulette killer Sniper with Sentinel, HEAT Ammo and Bring &#039;Em On]]&lt;br /&gt;
&lt;br /&gt;
Training Roulette is a [[Second Wave (EU2012)|Second Wave]] option made available on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]]. When it is chosen for a game the description reads: &#039;&#039;Each soldier&#039;s training tree will be mostly randomly generated. Does not apply to MEC Troopers.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
After a [[Soldiers (EU2012)|soldier]] is assigned to a [[Classes (EU2012)|class]] and receives the starting [[Abilities (EU2012)|ability]] the choice of abilities afterwards will be from its own class perks, mixed with abilities from other classes. This applies only to abilities that are not dependent of class [[Weapons (EU2012)|weapons]], such as [[Rocket Launcher (EU2012)|Rockets]]. Training Roulette also does &#039;&#039;not&#039;&#039; affect the Psionic ability choices.&lt;br /&gt;
&lt;br /&gt;
With Training Roulette activated some abilities will still be locked to certain [[Classes (EU2012)|classes]] and only be available at determined ranks. All the other abilities can appear as options at any [[Soldiers (EU2012)#Rank|rank]], with a few special rules.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Class Locked Abilities== &lt;br /&gt;
* [[Assault (EU2012)|Assault]]: &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Killer Instinct&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Heavy (EU2012)|Heavy]]: &#039;&#039;&#039;Fire Rocket&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Shredder Rocket&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Sniper (EU2012)|Sniper]]: &#039;&#039;&#039;Headshot&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Snap Shot&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Squad Sight&#039;&#039;&#039; (Corporal), &#039;&#039;&#039;Disabling Shot&#039;&#039;&#039; (Lieutenant), &#039;&#039;&#039;In The Zone&#039;&#039;&#039; and &#039;&#039;&#039;Double Tap&#039;&#039;&#039; (Colonel)&lt;br /&gt;
* [[Support (EU2012)|Support]]: &#039;&#039;&#039;Smoke Grenade&#039;&#039;&#039; (Squaddie), &#039;&#039;&#039;Smoke and Mirrors&#039;&#039;&#039; (Sergeant), &#039;&#039;&#039;Dense Smoke&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;Combat Drugs&#039;&#039;&#039; (Captain)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Notes&#039;&#039;&#039;&lt;br /&gt;
* Snipers are the class with the least customization options since 6 [[Abilities (EU2012)|abilities]] are locked, including both choices at Corporal and Colonel ranks. The Major ability is the last random ability you&#039;ll get and it will be automatically assigned. &lt;br /&gt;
* Heavies are the 2nd class with less options, with 5 locked abilities, including both choices at Colonel rank.&lt;br /&gt;
** The Heavy&#039;s &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; and &#039;&#039;&#039;Mayhem&#039;&#039;&#039; abilities can be less attractive since it isn&#039;t guaranteed now that the Heavy will get the &#039;&#039;&#039;Suppression&#039;&#039;&#039; perk that is usually combined with both. &#039;&#039;&#039;Danger Zone&#039;&#039;&#039; is still useful with Rockets but the choice will usually be &#039;&#039;&#039;Rocketeer&#039;&#039;&#039; over &#039;&#039;&#039;Mayhem&#039;&#039;&#039;, unless you have &#039;&#039;&#039;Grenadier&#039;&#039;&#039; and &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; already on the Heavy and use &#039;&#039;&#039;Mayhem&#039;&#039;&#039; for a little more punch for your grenades. &lt;br /&gt;
* Assaults and Supports are the most flexible regarding random choice abilities, with only 4 locked perks.&lt;br /&gt;
* Assaults can get a lot of useful abilities to increase their [[Movement (EU2012)|mobility]] or damage power, but remember that they might need some defensive abilities if they are used in close assault situations. &lt;br /&gt;
* Supports usually get the short stick with Training Roulette, since they lose their specific Medic abilities and their weapons are usually limited in [[Damage (EU2012)|damage]] output when compared to the other classes.&lt;br /&gt;
** To partially compensate for the previous, Supports now get access to several different abilities such as &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;, &#039;&#039;&#039;Flush&#039;&#039;&#039; or &#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039; that can add several options to its usual &#039;jack of all trades&#039; role. &lt;br /&gt;
==Random Abilities==&lt;br /&gt;
===Offensive===&lt;br /&gt;
* [[File:ASSAULT AGGRESSION.png|16px]] &#039;&#039;&#039;Aggression&#039;&#039;&#039;&lt;br /&gt;
** Assaults and Snipers might make the best use of it due to their already high [[Critical Hits (EU2012)|Critical Chance]] ability. &lt;br /&gt;
* [[File:ASSAULT BRINGTHEMON.png|16px]] &#039;&#039;&#039;Bring &#039;Em On&#039;&#039;&#039;&lt;br /&gt;
** While a good option for any class, your Supports will appreciate this ability to compensate the limited damage output of their rifles. &lt;br /&gt;
* [[File:ASSAULT FLUSH.png|16px]] &#039;&#039;&#039;Flush&#039;&#039;&#039;&lt;br /&gt;
** If there&#039;s a lot of soldiers with &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/&#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;, choose this ability then use it to dislodge the alien while the rest of your squad fires on it from [[Overwatch (EU2012)|Overwatch]].&lt;br /&gt;
** More useful for Supports/Assaults since their weapons deal the least damage at long range. &lt;br /&gt;
* [[File:HEAVY BULLETSWARM.png|16px]] &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039;&lt;br /&gt;
** Won&#039;t appear as an option for a Sniper.&lt;br /&gt;
** This ability is one of the best for all other classes since it allows to Fire and Move away from trouble. &lt;br /&gt;
** Can be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;, giving an Assault 3 shots if the 1st shot is a regular one.&lt;br /&gt;
** Can also be combined with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; and &#039;&#039;&#039;Close and Personal&#039;&#039;&#039; giving the Assault 4 shots: 1st one with &#039;&#039;&#039;Close and Personal&#039;&#039;&#039;, 2nd a regular shot, 3rd and 4th with &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039;.&lt;br /&gt;
* [[File:HEAVY HOLO.png|16px]]&#039;&#039;&#039;Holo-Targeting&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class, even Assaults and a great combination with &#039;&#039;&#039;Suppression&#039;&#039;&#039;.  &lt;br /&gt;
**The [[Aim (EU2012)|Aim]] bonus is also applied to a 2nd shot made with &#039;&#039;&#039;Bullet Swarm&#039;&#039;&#039; or &#039;&#039;&#039;Double Tap&#039;&#039;&#039; by the same unit.&lt;br /&gt;
* [[File:HEAVY HEAT AMMO.png|16px]] &#039;&#039;&#039;HEAT Ammo&#039;&#039;&#039;&lt;br /&gt;
** Useful ability to always have on any class, specially Assaults, Heavies and Snipers, since it increases their already high damage output.  &lt;br /&gt;
* [[File:SNIPER GUNSLINGER.png|16px]] &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; &lt;br /&gt;
**Won&#039;t appear as an option for a Heavy.&lt;br /&gt;
**While still very useful for Snipers, after you get the [[Foundry (EU2012)#Ammo Conservation|Ammo Conservation]] project your Assaults and Supports won&#039;t really need this ability since it will be very unlikely that they&#039;ll run out of ammunition and have to resort to pistols. &lt;br /&gt;
**Perhaps useful if you want to create a trooper just to go on the Covert Ops &lt;br /&gt;
* [[File:SNIPER EXECUTIONER.png|16px]] &#039;&#039;&#039;Executioner&#039;&#039;&#039;&lt;br /&gt;
**Useful for any class. Other abilities may be more interesting than it or not, depending on the soldier&#039;s class.  &lt;br /&gt;
===Defensive===&lt;br /&gt;
* [[File:ASSAULT TACTICALSENSE.png|16px]] &#039;&#039;&#039;Tactical Sense&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class since avoiding enemy hits is usually better than taking damage from them. &lt;br /&gt;
* [[File:ASSAULT LIGHTNINGREFLEXES.png|16px]] &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
** You&#039;ll always need someone with this to break the aliens Overwatch. Least useful in Snipers with the &#039;&#039;&#039;Squadsight&#039;&#039;&#039; ability. &lt;br /&gt;
* [[File:ASSAULT EXTRACONDITIONING.png|16px]] &#039;&#039;&#039;Extra Conditioning&#039;&#039;&#039;/ [[File:ASSAULT RESILLIENCE.png|16px]] &#039;&#039;&#039;Resilience&#039;&#039;&#039;/ [[File:HEAVY WILLTOSURVIVE.png|16px]] &#039;&#039;&#039;Will To Survive&#039;&#039;&#039;&lt;br /&gt;
** These 3 abilities are complementary of one another since they all reduce incoming damage.&lt;br /&gt;
** Getting 2 or even all 3 abilities on any soldier will turn him/her into a walking tank, capable of rivaling even with [[MEC Trooper (EU2012)|MEC Troopers]]. But getting all 3 on the same unit may also make it less useful on an offensive role. &lt;br /&gt;
* [[File:SNIPER_LOWPROFILE.png|16px]] &#039;&#039;&#039;Low Profile&#039;&#039;&#039;&lt;br /&gt;
** Another of the best abilities for any class, specially when combined with the [[Gene Mods (EU2012)#Mimetic Skin|Mimetic Skin]] Gene Mod. &lt;br /&gt;
===Overwatch/Suppression===&lt;br /&gt;
* [[File:ASSAULT CLOSECOMBAT.png|16px]] &#039;&#039;&#039;Close Combat Specialist&#039;&#039;&#039;&lt;br /&gt;
** Least useful for any kind Snipers, unless they are using pistols, because of the short range penalty of the Sniper Rifle.  &lt;br /&gt;
* [[File:SUPPORT SENTINEL.png|16px]] &#039;&#039;&#039;Sentinel&#039;&#039;&#039;/ [[File:HEAVY RAPIDREACTION.png|16px]] &#039;&#039;&#039;Rapid Reaction&#039;&#039;&#039;&lt;br /&gt;
** Both are exclusive; you can get either one but not both on the same soldier.&lt;br /&gt;
** Both are great options for Snipers, specially those with Squadsight. The 2nd shot can compensate for the lack of critical hits change applied on the [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] for shots on enemy units not visible to the Sniper.&lt;br /&gt;
** A [[Squads (EU2012)|squad]] with several soldiers with those abilities can become one deadly [[Overwatch (EU2012)|Overwatch]] machine. &lt;br /&gt;
* [[File:SUPPORT RIFLESUPPRESSION.png|16px]] &#039;&#039;&#039;Suppression&#039;&#039;&#039;&lt;br /&gt;
** Your Assault has 1% chance to hit the alien with his/her [[Shotgun (EU2012)|Shotgun]] due to distance? Use this ability to give him/her a long range option by suppressing it instead. &lt;br /&gt;
** Even useful with Snipers, but there might be other more interesting choices for them instead of this ability.&lt;br /&gt;
* [[File:SUPPORT COVERINGFIRE.png|16px]] &#039;&#039;&#039;Covering Fire&#039;&#039;&#039;&lt;br /&gt;
** Enemy Within altered the mechanic of this ability (the unit now fires before the enemy fires, not after) and the increase in the penalty for Overwatch shots (30% of the soldier&#039;s Aim rather than a fixed -20 penalty) can make it more interesting since the soldier will have a better Aim firing at an enemy unit in low cover rather than firing at a moving enemy. &lt;br /&gt;
** Good combo with &#039;&#039;&#039;Suppression&#039;&#039;&#039;. &lt;br /&gt;
* [[File:SNIPER OPPORTUNIST.png|16px]] &#039;&#039;&#039;Opportunist&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Sentinel/Rapid Reaction&#039;&#039;&#039; it can be a great combo. Or with any of the other Overwatch/[[Suppression (EU2012)|Suppression]] abilities. &lt;br /&gt;
===Other===&lt;br /&gt;
* [[File:HEAVY GRENADIER.png|16px]] &#039;&#039;&#039;Grenadier&#039;&#039;&#039;&lt;br /&gt;
** With &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; it will give the soldier 3 grenades. Add [[Foundry (EU2012)#Tactical Rigging|Tactical Rigging]] and that&#039;s 6 grenades per soldier.&lt;br /&gt;
** Least useful for Squadsight Snipers, unless you&#039;re planning to use them more in a frontline role. &lt;br /&gt;
* [[File:SNIPER_DGG.png|16px]] &#039;&#039;&#039;Damn Good Ground&#039;&#039;&#039;&lt;br /&gt;
** A good ability for any soldier that uses elevation for better Aim and/or approaching the aliens, specially those soldiers with the [[Gene Mods (EU2012)#Muscle Fiber Density|Muscle Fiber Density]] Gene Mod, [[Skeleton Suit (EU2012)|Skeleton Suit]] or [[Archangel Armor (EU2012)|Archangel Armor]].&lt;br /&gt;
* [[File:SNIPER BATTLESCANNER.png|16px]] &#039;&#039;&#039;Battle Scanner&#039;&#039;&#039;&lt;br /&gt;
** One of the best abilities for the early game due to its ability to detect [[Seeker (EU2012)|Seekers]] and generally help the squad avoid trouble.&lt;br /&gt;
** Becomes less useful after the Skin [[Gene Mods (EU2012)|Gene Mods]] or [[Ghost Armor (EU2012)|Ghost Armor]] are deployed. &lt;br /&gt;
* [[File:SUPPORT SPRINTER.png|16px]] &#039;&#039;&#039;Sprinter&#039;&#039;&#039;&lt;br /&gt;
** Useful for any class, specially when used for scouting or reacting to unexpected threats, and for Assaults on &#039;&#039;&#039;Run &amp;amp; Gun&#039;&#039;&#039; attacks. &lt;br /&gt;
* [[File:SUPPORT DEEPPOCKETS.png|16px]] &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039; &lt;br /&gt;
**Besides Medikits and Arc Throwers, it will also give 1 more grenade to any soldier carrying them. &lt;br /&gt;
**If the soldier already has &#039;&#039;&#039;Field Medic&#039;&#039;&#039; or &#039;&#039;&#039;Grenadier&#039;&#039;&#039;, this ability makes them even more useful. &lt;br /&gt;
* [[File:SUPPORT FIELDMEDIC.png|16px]] &#039;&#039;&#039;Field Medic&#039;&#039;&#039;/ [[File:SUPPORT REVIVE.png|16px]] &#039;&#039;&#039;Revive&#039;&#039;&#039;/ [[File:SUPPORT SAVIOR.png|16px]] &#039;&#039;&#039;Savior&#039;&#039;&#039;&lt;br /&gt;
**It is most difficult to get the &#039;&#039;&#039;Field Medic&#039;&#039;&#039;, &#039;&#039;&#039;Revive&#039;&#039;&#039; and &#039;&#039;&#039;Savior&#039;&#039;&#039; combination on a single soldier, which is one of the most useful ones, so you should consider how to address a lack of a dedicated medic during the game.&lt;br /&gt;
**Unless you&#039;re planning to deploy [[Medikit (EU2012)|Medikits]] in most of your squad, it is better to wait to try to get &#039;&#039;&#039;Field Medic&#039;&#039;&#039; first in a soldier, before choosing either &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039;. It will be most likely that some of your soldiers will be automatically assigned with those last two abilities upon reaching the [[Soldiers (EU2012)#Ranks|rank]] of Major.  &lt;br /&gt;
**Usually the most available solution for a dedicated Medic is to have &#039;&#039;&#039;Field Medic&#039;&#039;&#039; combined with &#039;&#039;&#039;Deep Pockets&#039;&#039;&#039;, allowing for 4 [[Medikit (EU2012)|Medikit]] uses. If you&#039;re lucky the soldier might also have &#039;&#039;&#039;Revive&#039;&#039;&#039; or &#039;&#039;&#039;Savior&#039;&#039;&#039; but it is very rare to have these four abilities on the same soldier. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
* The choice of abilities is a coin toss: you get can allow for some amazing synergies but also to be completely disparate abilities. &lt;br /&gt;
* [[The Council (EU2012)|Council]] awards of soldiers are even better since you can see what the choices will be up to the rank of the soldier and allow a more planned choice.&lt;br /&gt;
* The entire Ability tree is chosen when the unit is assigned a class. Savescumming at the end of a mission, and a Rookie gains a level, or a leveled soldier is given as a Abduction/Council reward (Zhang, Annete, or non-plotline), or New Guy is in effect and new soldiers are hired, will give new ability choices. Later savescum/leveling will not provide new choices.&lt;br /&gt;
** You can, alternatively, hold off on choosing an ability and continuing to level to the next rank(s) as normal: when the new rank is reached, the new abilities will be inaccessable but visible, in the same manner as getting a leveled soldier as a reward.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{XCOM Units (EU2012)}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemy Unknown (2012)]]&lt;br /&gt;
[[Category: Soldiers (EU2012)]]&lt;br /&gt;
[[Category: Guides (EU2012)]]&lt;br /&gt;
[[Category: Enemy Within DLC (EU2012)]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mjlush</name></author>
	</entry>
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