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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.
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''': Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
:'''Primary Weapon''': Assault Rifles, Battle Rifles, Carbines, SMGs, Shotguns, Arc Weapons.
:'''Secondary Weapon''': Pistols, Machine Pistols, Sawed-off shotgun.
:'''Secondary Weapon''': Pistols, Autopistols, Sawed-off Shotguns.
:'''Class-Limited items''': None.
:'''Class-Limited items''': None.
:'''[[Attributes (LWR)#Soldier Attributes|Attribute Growth:]]'''  Aim x2, Will x2.
<br/>
<br/>
   
   
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|Specialist1={{ Light 'Em Up (LWR)|text=1|topbotpad=10}}
|Specialist1={{ Light 'Em Up (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}
|LCorporal1={{ Will To Survive (LWR)|text=1|topbotpad=10}}{{ Steadfast (LWR)|text=1|topbotpad=10}}
|LCorporal2={{ Sentinel (LWR)|text=1|topbotpad=10}}{{ Opportunist (LWR)|text=1|topbotpad=10}}
|LCorporal2={{ Sentinel (LWR)|text=1|topbotpad=10}}{{ Opportunist (LWR)|text=1|topbotpad=10|subspec=no}}
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}
|LCorporal3={{ Grenadier (LWR)|text=1|topbotpad=10}}
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}
|Corporal1={{ Tenacious Defense (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Lock n' Load (LWR)|text=1|topbotpad=10}}
|Corporal2={{ Lock n' Load (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Mayhem (LWR)|text=1|topbotpad=10}}
|Corporal3={{ Payload (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|Sergeant1={{ Extra Conditioning (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}
|Sergeant2={{ Impact (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ First Aid (LWR)|text=1|topbotpad=10}}
|Sergeant3={{ Kitted (LWR)|text=1|topbotpad=10}}
|TechSgt1={{ Ranger (LWR)|text=1|topbotpad=10}}
|TechSgt1={{ Ace (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ Critical System Targeting (LWR)|text=1|topbotpad=10}}
|GunSgt1={{ Bring 'Em On (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Snapshot (LWR)|text=1|topbotpad=10}}
|GunSgt2={{ Ranger (LWR)|text=1|topbotpad=10}}
|GunSgt3={{ Vital Point Targeting (LWR)|text=1|topbotpad=10}}
|GunSgt3={{ Tandem Warheads (LWR)|text=1|topbotpad=10}}
|MSgt1={{ Aggression (LWR)|text=1|topbotpad=10}}
|MSgt1={{ Executioner (LWR)|text=1|topbotpad=10}}
|MSgt2={{ Packmaster (LWR)|text=1|topbotpad=10}}
|MSgt2={{ Aggression (LWR)|text=1|topbotpad=10}}
}}
 
== Stat Progression ==
 
{{Stat Progression Table (LWR)
| rank1-hp=+0-1 (50%) | rank1-aim=+5-15 | rank1-mob=+1.3 | rank1-will=+5-15
| rank2-hp=+0-1 (50%) | rank2-aim=+1-3 | rank2-mob=- | rank2-will=+1-3
| rank3-hp=+0-1 (20%) | rank3-aim=+1-3 | rank3-mob=- | rank3-will=+1-3
| rank4-hp=+0-1 (20%) | rank4-aim=+1-3 | rank4-mob=- | rank4-will=+1-3
| rank5-hp=+0-1 (20%) | rank5-aim=+1-3 | rank5-mob=- | rank5-will=+1-3
| rank6-hp=+0-1 (20%) | rank6-aim=+1-3 | rank6-mob=- | rank6-will=+1-3
| rank7-hp=+0-1 (20%) | rank7-aim=- | rank7-mob=- | rank7-will=-
| hptotal=+0-7 | aimtotal=+10-30 | mobtotal=+1.3 | willtotal=+10-30
}}
 
'''Predictable Potential:'''
 
{{Stat Progression Table (LWR)
| rank1-hp=+1 | rank1-aim=+10 | rank1-mob=+1.3 | rank1-will=+10
| rank2-hp=+1 | rank2-aim=+2 | rank2-mob=- | rank2-will=+2
| rank3-hp=- | rank3-aim=+2 | rank3-mob=- | rank3-will=+2
| rank4-hp=- | rank4-aim=+2 | rank4-mob=- | rank4-will=+2
| rank5-hp=- | rank5-aim=+2 | rank5-mob=- | rank5-will=+2
| rank6-hp=- | rank6-aim=+2 | rank6-mob=- | rank6-will=+2
| rank7-hp=- | rank7-aim=- | rank7-mob=- | rank7-will=-
| hptotal=+2 | aimtotal=+20 | mobtotal=+1.3 | willtotal=+20
}}
}}


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'''Role''': Medium Range Offense
'''Role''': Medium Range Offense


Infantry are mid-range damage dealers. They can fire twice per turn if they don't move, which makes them excel at eliminating enemies by attrition. Because they must remain stationary to fire twice, they tend to perform best with rifles and carbines, rather than shotguns or SMGs, which are more position dependent - if you want a more mobile soldier who's designed for mobility and getting flanks, look to the [[Assault (LWR)|Assault]] class. The Infantry's ability to fire twice per turn makes them competitive with Snipers at direct damage. Due to their high fire-rate it is very important to keep an eye on the Infantry's ammunition, as it can run out very quickly.
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.


Infantry have decent aim progression and have relatively uncomplicated builds - they have at least one talent at each rank that improves their proficiency with their primary weapon and also have a selection of defensive abilities available at each rank. The Infantry does have a powerful utility perk combination to improve overwatch in '''Sentinel''', and '''Lock n' Load''', and '''Ranger'''.
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 ==
== Sample Builds ==


===Tank Infantry===
===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 enchancements (Officer, Psi, Genemods) can be equally used to great effect to improve its capabilities.<br/>
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.<br/>
Sample Tank Build:
''Will To Survive -> Tenacious Defense or Lock n' Load -> Extra Conditioning or First Aid -> Ranger -> Critical System Targeting or Snapshot or Vital Point Targeting  -> Aggression''


{{Ability List Display
{{Ability List Display
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
|level1={{Will To Survive (LWR)|align=center|topbotpad=7}}
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n' Load (LWR)|align=center|topbotpad=7}}
|level2={{Tenacious Defense (LWR)|align=center|topbotpad=7}} {{Lock n' Load (LWR)|align=center|topbotpad=7}}  
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{First Aid (LWR)|align=center|topbotpad=7}}
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
|level4={{Ace (LWR)|align=center|topbotpad=7}}
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}
|level5={{Bring 'Em On (LWR)|align=center|topbotpad=7}}
|level6={{Aggression (LWR)|align=center|topbotpad=7}}
|level6={{Aggression (LWR)|align=center|topbotpad=7}} {{Executioner (LWR)|align=center|topbotpad=7}}
}}
}}


'''Recommended Weapons:''' Assault rifle, Battle Rifle<br>
'''Recommended Weapons:''' Assault rifle, Battle Rifle, Carbine, Arc Rifle. Secondary Autopistol.<br>
'''Recommended Equipment:''' Ammo increase, Shredder/AP ammo, Reinforced Plating/Regenerative Plating, Combat Stims, Psi defender(psi)/Conduit(psi), .
'''Recommended Equipment:''' Drum Mags, Special ammo, Platings, Combat Stims, Psi Defender/Conduit.


Notes
Notes
* Tenacious Defense can be switched out for Lock n' Load for more offensive uptime. This switch is even more justified if you plan to use Psi defender(psi).
* 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.
* Extra Conditioning against First Aid is a toss up between extra stats + free action chance and additional sustain.
* 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.
* The Gunnery Sergeant perks are all viable. CST/VPT for added power against Mechs/Bio and Snapshot for the extra 20% stacking chance for a free shot which can be paired with Extra conditioning and a possible Conduit(psi)
* 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===
===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 3 shots per turn.
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).
<br/>
Sample OW Build:
''Sentinel -> Lock n' Load -> Impact -> Ranger -> Critical System Targeting or Vital Point Targeting -> Aggression''


{{Ability List Display
{{Ability List Display
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}
|level1={{Sentinel (LWR)|align=center|topbotpad=7}}
|level2={{Lock n' Load (LWR)|align=center|topbotpad=7}}
|level2={{Lock n' Load (LWR)|align=center|topbotpad=7}}
|level3={{Impact (LWR)|align=center|topbotpad=7}}
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Impact (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
|level4={{Ace (LWR)|align=center|topbotpad=7}}
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}  
|level5={{Bring 'Em On (LWR)|align=center|topbotpad=7}}
|level6={{Aggression (LWR)|align=center|topbotpad=7}}
|level6={{Aggression (LWR)|align=center|topbotpad=7}}
}}
}}


'''Recommended Weapons:''' Assault rifle, Battle Rifle, SMG<br>
'''Recommended Weapons:''' Assault rifle, Battle Rifle<br>
'''Recommended Equipment:''' Drum Mags, Shredder/AP ammo/Damage boosting ammo, Scope/Neural Gunlink(psi).
'''Recommended Equipment:''' Drum Mags, Damage-increasers, Aim-increasers, Special ammo.


Notes
Notes
* CST vs VPT is left to the Commander's discretion.
* 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.
* This build will put Gene Mods to good use, especially Predictive Tracking for the added aim on reaction shots 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.
* Psi is also a strong option thanks to the Infantry high will growth
* 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.
* An SMG can be an interesting choice for an aggressive Commander that likes to move in to flank and overwatch exposed target to disrupt ennemy positions.
* 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===
===Grenadier Infantry===
The Grenadier Infantry is an efficient package that delivers both fire support and explosive damage from mid range. The high stat growths of the class allows it to perform decently on both fronts and to remain a credible offensive threat once out of grenades, which will happen quite quickly as it gains ''Packmaster'' very late on the build.<br/>
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.
Sample Grenadier Build:
''Grenadier -> Mayhem -> Extra Conditioning  -> Ranger -> Critical System Targeting or Snapshot or Vital Point Targeting  -> Packmaster''


{{Ability List Display
{{Ability List Display
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
|level1={{Grenadier (LWR)|align=center|topbotpad=7}}
|level2={{Mayhem (LWR)|align=center|topbotpad=7}}
|level2={{Payload (LWR)|align=center|topbotpad=7}}
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}}
|level3={{Extra Conditioning (LWR)|align=center|topbotpad=7}} {{Kitted (LWR)|align=center|topbotpad=7}}
|level4={{Ranger (LWR)|align=center|topbotpad=7}}
|level4={{Ace (LWR)|align=center|topbotpad=7}}
|level5={{Critical System Targeting (LWR)|align=center|topbotpad=7}} {{Snapshot (LWR)|align=center|topbotpad=7}} {{Vital Point Targeting (LWR)|align=center|topbotpad=7}}
|level5={{Tandem Warheads (LWR)|align=center|topbotpad=7}} {{Ranger (LWR)|align=center|topbotpad=7}}
|level6={{Packmaster (LWR)|align=center|topbotpad=7}}
|level6={{Executioner (LWR)|align=center|topbotpad=7}}
}}
}}


'''Recommended Weapons:''' SMG, Carbine, Arc Rifle with secondary autopistol.<br>
'''Recommended Weapons:''' Assault Rifle, SMG, Carbine, Arc Rifle. Secondary autopistol.<br>
'''Recommended Equipment:''' HE grenades, AP grenades, Alien/Plasma grenades.
'''Recommended Equipment:''' HE grenades, AP grenades, Alien/Plasma grenades, Psi Frayer/Conduit, Aim-increasers, Damage-increasers, Special ammo.


Notes
Notes
* This build will enjoy Psi powers to use when out of grenades or if throwing grenades is not an option.
* 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.
* 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.
* The Gunnery Sergeant perk is left to the Commander's discretion. Do keep in mind that CST does not work with the Arc rifle.
* 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.


</div>
</div>

Latest revision as of 22:47, 27 December 2025

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  Infantry

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
Light 'Em Up
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
Will To Survive
Will To Survive
Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast.
Steadfast
Steadfast
Steadfast
Provides +2 armor HP, immunity to panic, and reduces injury times by 30%.
Sentinel
Sentinel
Sentinel

Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist.

Opportunist
Opportunist
Opportunist
Reaction shots gain +10 aim and can critically hit.
Grenadier
Grenadier
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
Tenacious Defense
Tenacious Defense
Grants +2 armor HP. Grants +20 crit resistance when protected by cover.
Lock n' Load
Lock n' Load
Lock n' Load
Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.
Payload
Payload
Payload
Grants +30% throw range and +50% weapon damage to explosive grenades.

Sergeant
Extra Conditioning
Extra Conditioning
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
Impact
Impact
Shots gain +10 penetration. Non-reaction shots disable their target's Overwatch and Reactive Targeting Sensors.
Kitted
Kitted
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
Ace
Ace
If this unit has not moved, the first standard shot costs 0 AP. Grants +1 small equipment slots.

Gunnery Sergeant
Bring 'Em On
Bring 'Em On
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
Ranger
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
Tandem Warheads
Tandem Warheads
Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).

Master Sergeant
Executioner
Executioner
Executioner
Grants +1 damage and +20 aim against targets at or below half HP. Double the effects if using a sidearm.
Aggression
Aggression
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.

Will To Survive
Will To Survive
Tenacious Defense
Tenacious Defense
Lock n' Load
Lock n' Load
Extra Conditioning
Extra Conditioning
Impact
Impact
Kitted
Kitted
Ace
Ace
Bring 'Em On
Bring 'Em On
Aggression
Aggression
Executioner
Executioner

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).

Sentinel
Sentinel
Lock n' Load
Lock n' Load
Extra Conditioning
Extra Conditioning
Impact
Impact
Kitted
Kitted
Ace
Ace
Bring 'Em On
Bring 'Em On
Aggression
Aggression

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.

Grenadier
Grenadier
Payload
Payload
Extra Conditioning
Extra Conditioning
Kitted
Kitted
Ace
Ace
Tandem Warheads
Tandem Warheads
Ranger
Ranger
Executioner
Executioner

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.

See also