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| <div style="position:relative; top: 4px; left: 4px;">[[File:Neural_Damping_(EU2012).png|50px|left]]</div> Brain  
| <div style="position:relative; top: 4px; left: 4px;">[[File:Neural_Damping_(EU2012).png|50px|left]]</div> Brain  
| style="text-align: left; padding: 10px 20px;" | Berserker Interrogation
| style="text-align: left; padding: 10px 20px;" | Berserker Interrogation
| style="text-align: left; padding: 10px 15px;" | Grants immunity to panic. Increases the HP medikits can heal by 4 when used on this soldier.
| style="text-align: left; padding: 10px 15px;" | {{ Neural Damping (LWR) |align=center |text=true |noimage=true }}
| style="text-align: right; padding-right: 8px;" | §70
| style="text-align: right; padding-right: 8px;" | §50
| 28
| 25
| 14  
| 5  
|-align="center"
|-align="center"
| <div style="vertical-align: middle;">{{ Smart Macrophages (LWR) |align=center }}</div>
| <div style="vertical-align: middle;">{{ Smart Macrophages (LWR) |align=center }}</div>
| <div style="position:relative; top: 4px; left: 4px;">[[File:Neural Feedback (EU2012).png|50px|left]]</div> Brain  
| <div style="position:relative; top: 4px; left: 4px;">[[File:Neural Feedback (EU2012).png|50px|left]]</div> Brain  
| style="text-align: left; padding: 10px 20px;" | Berserker Interrogation
| style="text-align: left; padding: 10px 20px;" | Berserker Interrogation
| style="text-align: left; padding: 10px 15px;" | Grants complete immunity to corrosion and shredding.
| style="text-align: left; padding: 10px 15px;" | {{ Smart Macrophages (LWR) |align=center |text=1 |noimage=true }}
| style="text-align: right; padding-right: 8px;" | §80
| style="text-align: right; padding-right: 8px;" | §55
| 32
| 27
| 16
| 5
|-align="center"
|-align="center"
| <div style="vertical-align: middle;">{{ Predictive Tracking (LWR) |align=center }}</div>
| <div style="vertical-align: middle;">{{ Predictive Tracking (LWR) |align=center }}</div>
| <div style="position:relative; top: 4px; left: 4px;">[[File:Depth_Perception_(EU2012).png|50px|left]]</div> Eyes  
| <div style="position:relative; top: 4px; left: 4px;">[[File:Depth_Perception_(EU2012).png|50px|left]]</div> Eyes  
| style="text-align: left; padding: 10px 20px;" | Xenogenetics  
| style="text-align: left; padding: 10px 20px;" | Xenogenetics  
| style="text-align: left; padding: 10px 15px;" | Reaction shots gain +10 aim. Burst has a -25% weapon damage malus (instead of -50%).
| style="text-align: left; padding: 10px 15px;" | {{ Predictive Tracking (LWR) |align=center |text=1 |noimage=true }}
| style="text-align: right; padding-right: 8px;" | §30
| style="text-align: right; padding-right: 8px;" | §30
| 12
| 15
| 6
| 3
|-align="center"
|-align="center"
| <div style="vertical-align: middle;">{{ Advanced Perception (LWR) |align=center }}</div>
| <div style="vertical-align: middle;">{{ Advanced Perception (LWR) |align=center }}</div>
| <div style="position:relative; top: 4px; left: 4px;">[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]</div> Eyes  
| <div style="position:relative; top: 4px; left: 4px;">[[File:Hyper_Reactive_Pupils_(EU2012).png|50px|left]]</div> Eyes  
| style="text-align: left; padding: 10px 20px;" | Xenogenetics  
| style="text-align: left; padding: 10px 20px;" | Xenogenetics  
| style="text-align: left; padding: 10px 15px;" | Grants +15 crit. Allows this unit to react earlier to incoming fire, causing 25% of all incoming shots to graze, dealing only half of their original damage.
| style="text-align: left; padding: 10px 15px;" | {{ Advanced Perception (LWR) |align=center |text=1 |noimage=true }}
| style="text-align: right; padding-right: 8px;" | §20
| style="text-align: right; padding-right: 8px;" | §20
| 8
| 10
| 4
| 2
|-align="center"
|-align="center"
| <div style="vertical-align: middle;">{{ Adrenal Neurosympathy (LWR) |align=center }}</div>
| <div style="vertical-align: middle;">{{ Adrenal Neurosympathy (LWR) |align=center }}</div>
| <div style="position:relative; top: 4px; left: 4px;">[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]</div> Chest  
| <div style="position:relative; top: 4px; left: 4px;">[[File:Adrenal_Neurosympathy_(EU2012).png|50px|left]]</div> Chest  
| style="text-align: left; padding: 10px 20px;" | Muton Interrogation  
| style="text-align: left; padding: 10px 20px;" | Muton Interrogation  
| style="text-align: left; padding: 10px 15px;" | Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mobility, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.
| style="text-align: left; padding: 10px 15px;" | {{ Adrenal Neurosympathy (LWR) |align=center |text=1 |noimage=true }}
| style="text-align: right; padding-right: 8px;" | §45
| style="text-align: right; padding-right: 8px;" | §45
| 18
| 22
| 8
| 4
|-align="center"
|-align="center"
| <div style="vertical-align: middle;">{{ Dual Heart (LWR) |align=center }}</div>
| <div style="vertical-align: middle;">{{ Dual Heart (LWR) |align=center }}</div>
| <div style="position:relative; top: 4px; left: 4px;">[[File:Secondary_Heart_(EU2012).png|50px|left]]</div> Chest  
| <div style="position:relative; top: 4px; left: 4px;">[[File:Secondary_Heart_(EU2012).png|50px|left]]</div> Chest  
| style="text-align: left; padding: 10px 20px;" | Muton Interrogation
| style="text-align: left; padding: 10px 20px;" | Muton Interrogation
| style="text-align: left; padding: 10px 15px;" | If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.
| style="text-align: left; padding: 10px 15px;" | {{ Dual Heart (LWR) |align=center |text=1 |noimage=true }}
| style="text-align: right; padding-right: 8px;" | §35
| style="text-align: right; padding-right: 8px;" | §35
| 14
| 17
| 7
| 3
|-align="center"
|-align="center"
| <div style="vertical-align: middle;">{{ Enhanced Metabolism (LWR) |align=center }}</div>
| <div style="vertical-align: middle;">{{ Enhanced Metabolism (LWR) |align=center }}</div>
| <div style="position:relative; top: 4px; left: 4px;">[[File:Bioelectric_Skin_(EU2012).png|50px|left]]</div> Skin  
| <div style="position:relative; top: 4px; left: 4px;">[[File:Bioelectric_Skin_(EU2012).png|50px|left]]</div> Skin  
| style="text-align: left; padding: 10px 20px;" | Muton Elite Interrogation  
| style="text-align: left; padding: 10px 20px;" | Muton Elite Interrogation  
| style="text-align: left; padding: 10px 15px;" | Gain an additional reaction shot on Overwatch, and, when below 50% HP, gain +4 mobility and +40 defense.
| style="text-align: left; padding: 10px 15px;" | {{ Enhanced Metabolism (LWR) |align=center |text=1 |noimage=true }}
| style="text-align: right; padding-right: 8px;" | §50
| style="text-align: right; padding-right: 8px;" | §80
| 20
| 40
| 10
| 8
|-align="center"
|-align="center"
| <div style="vertical-align: middle;">{{ Iron Skin (LWR) |align=center }}</div>
| <div style="vertical-align: middle;">{{ Iron Skin (LWR) |align=center }}</div>
| <div style="position:relative; top: 4px; left: 4px;">[[File:Mimetic_Skin_(EU2012).png|50px|left]]</div> Skin  
| <div style="position:relative; top: 4px; left: 4px;">[[File:Mimetic_Skin_(EU2012).png|50px|left]]</div> Skin  
| style="text-align: left; padding: 10px 20px;" | Muton Elite Interrogation  
| style="text-align: left; padding: 10px 20px;" | Muton Elite Interrogation  
| style="text-align: left; padding: 10px 15px;" | Grants +15 Base DR and +30 crit resistance.
| style="text-align: left; padding: 10px 15px;" | {{ Iron Skin (LWR) |align=center |text=1 |noimage=true }}
| style="text-align: right; padding-right: 8px;" | §60
| style="text-align: right; padding-right: 8px;" | §70
| 24
| 35
| 12
| 7
|-align="center"
|-align="center"
| <div style="vertical-align: middle;">{{ Muscle Amp (LWR) |align=center }}</div>
| <div style="vertical-align: middle;">{{ Muscle Amp (LWR) |align=center }}</div>
| <div style="position:relative; top: 4px; left: 4px;">[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]</div> Legs  
| <div style="position:relative; top: 4px; left: 4px;">[[File:Muscle_Fiber_Density_(EU2012).png|50px|left]]</div> Legs  
| style="text-align: left; padding: 10px 20px;" | Chryssalid Autopsy   
| style="text-align: left; padding: 10px 20px;" | Chryssalid Autopsy   
| style="text-align: left; padding: 10px 15px;" | Grants +0.6 mobility and superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
| style="text-align: left; padding: 10px 15px;" | {{ Muscle Amp (LWR) |align=center |text=1 |noimage=true }}
| style="text-align: right; padding-right: 8px;" |  §25
| style="text-align: right; padding-right: 8px;" |  §18
| 10
| 9
| 5
| 1
|-align="center"
|-align="center"
| <div style="vertical-align: middle;">{{ Regenesis (LWR) |align=center }}</div>
| <div style="vertical-align: middle;">{{ Regenesis (LWR) |align=center }}</div>
| <div style="position:relative; top: 4px; left: 4px;">[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]</div> Legs  
| <div style="position:relative; top: 4px; left: 4px;">[[File:Adaptive Bone Marrow (EU2012).png|50px|left]]</div> Legs  
| style="text-align: left; padding: 10px 20px;" | Chryssalid Autopsy  
| style="text-align: left; padding: 10px 20px;" | Chryssalid Autopsy  
| style="text-align: left; padding: 10px 15px;" | This soldier recovers from fatigue and injuries 20% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).
| style="text-align: left; padding: 10px 15px;" | {{ Regenesis (LWR) |align=center |text=1 |noimage=true }}
| style="text-align: right; padding-right: 8px;" |  §15
| style="text-align: right; padding-right: 8px;" |  §15
| 6
| 7
| 3
| 1
|}
|}


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In order to receive genetic modifications a soldier must be of rank LCPL or higher.
In order to receive genetic modifications a soldier must be of rank LCPL or higher.


[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and psionically trained soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become officers or be psionically trained. Genetically modified soldiers can be augmented into MECs but doing so well remove all of their genetic modifications.
[[MEC Trooper (LWR)|MEC Troopers]], [[Officers (LWR)|Officers]], [[Psionic (LWR)|Psionically trained soldiers]], and [[Spec Ops (LWR)|Spec Ops soldiers]] are unable to undergo genetic modifications. Genetically modified soldiers cannot become any of these in the future either.
 
Dual heart will not necessarily save a soldier who takes damage that would reduce them below the 0 HP threshhold, and they may be killed immediately in this situation.


== Gene Mod Bundling ==
== Gene Mod Bundling ==


Gene mods, when being applied to a soldier, will only take as long as the longest mod, and will only cost as many credits as the most expensive mod. Thus, it may be most practical to apply multiple genetic modifications to a soldier at the same time. This can save credits and time away from battle. Unlike the time and credit costs, the meld costs do stack cumulatively.
When applying multiple gene mods at the same time, the time and credit cost will be equal to the most expensive mod's, while the meld cost will be combined as normal. Because of this, it is often a decent idea to apply your gene mods in sets rather than one at a time as they're unlocked.


== Gene Mod Interactions ==
== Gene Mod Switching ==


* ''Dual Heart'' does not protect the Volunteer from mortal wounds. A fatal shot will kill him/her instead of triggering the perk. This behavior only pertains to the final mission, it is a vanilla mechanic.
Gene mods can be swapped at any time for the other option for the normal cost. No refund is provided so this is typically only done when mistakes are made or a soldier is retrained.
* It is also possible to "switch" between any of two GeneMod types within each slot categories for a cost.
* Gene modded troopers lose their gene modded benefits when becoming a MEC.


==A guide to using Gene Mods==
==A guide to using Gene Mods==


Gene mods are available early on after researching [[Research (LWR)#Main Tech|Xenogenetics]]. This unlocks the [[Facilities (LWR)#Constructible Facilities|Genetics Lab]], which is a cheap building similar to the Foundry or Repair Bay that benefits from Laboratory adjacencies, so it should be placed wherever your labs are for the research speed bonus. By default only eye gene mods are unlocked, but the Chryssalid autopsy and all Muton interrogations unlock new gene mods.


XCOM gets access to first gene mods quite early with research of Xenogenetics, after which you can build Genetics Lab. Genetics Lab is cheap building and its good idea to place it early next to Laboratory for adjacent research bonus. With this you get access to eye gene mods and then during the game you can unlock all the rest by doing alien autopsies. Unlike Psi powers, gene mods are much more flexibile and it is possible to switch them, change your mind, upgrade in bulk or one by one. They are also relatively cheap so you can gene mode soldiers, then chop them into mech or later retire them without feeling bad for investing resources into them.  
Gene mods can be applied very flexibly, requiring no experience beyond being LCPL and a limited time investment, so it's often best to gene mod soldiers on demand rather than keeping the building occupied like MEC augmentation or psionic training.


Every soldier build benefits at least somewhat from gene mods if for no other reason than to increase their survivability, but some builds will appreciate the benefits more with future unlocks, such as ''Dual Heart'' providing throw range to supports and grenadiers.


*'''Meld and $$$'''
Gene modding has no special requirements like officers, so it's often ideal to turn soldiers with middling/low will or HP into gene modded soldiers (or officers). When deciding between officers and gene mods, it's worth noting that officers do still somewhat benefit from will for [[Abilities_List_(LWR)#Command|''Tactical Brilliance'']] and require multiple missions of experience to gain promotions, so soldiers you expect to take on fewer missions can be at their full power immediately instead of waiting an extended period of time.


There seems to be a bit of general trend of overvaluing ''Meld'', perhaps a relic mindset from Long war. There is lots of ''Meld'' in the game to be found and you don't really need it in larger quantities until late game Plasma weapons. So perhaps best to try to get rid of old mindset, and invest ''Meld'' into tangible combat benefits while it matters. Gene mods are there and they are good, use them. That doesn't mean its ok to be wasteful, ''Meld'' can be sold for nice money (if you feel you have too much), so don't overwrite gene modes like there is no tomorrow. You don't need more then 200-300 stacked ''Meld'' during most of the game and late game near Plasma Weapons you will want 500-600 stack. Couple of advanced armor and MEC suits cost 100-150 each and you will want to hurry production more which also spends more ''Meld''. It is also easier to get more ''Meld'' later so you will be replenishing it. Fully gene modded late game soldier will cost about 100 ''Meld'' and some bucks, and in general it is doable to upgrade few selected best to full gene mod power. Then not all soldiers need to have all gene upgrades.
====Eyes - Predictive Tracking vs Advanced Perception====


*'''When to gene mode?'''
Predictive Tracking is clearly oriented towards overwatch builds because of the significant reaction fire boost, with SMG users and gunners benefiting especially due to the ''Burst'' boost. Advanced Perception is relevant for every soldier, even some overwatch builds; they basically trade aim versus non-flying enemies for a significant survivability boost.


Gene modding does not last long in general so when you have larger part of the squad ready to fight it is good idea to gene mode some. It is more efficient to gene mode several mods in bulk than one by one, so if you are close to unlocking new gene modes, you may prefer to wait a bit. But do not delay much, starting gene mods are not expensive and bonuses are good, delaying means sacrificing combat power. You don't need to gene mode that much so it is not a race like MEC augmentation for example.
====Legs - Muscle Amp vs Regenesis====


*'''Who is good target for gene modding?'''
Both mods at this level are universally appreciated. Muscle Amp makes map navigation a lot easier and can open up flank routes that would otherwise be impossible or inconvenient to access. Additionally, some aliens simply cannot fight you effectively in some maps with this level of mobility, particularly when combined with effects like [[Abilities List (LWR)#Hit and Run|''Hit and Run'']] or [[Abilities List (LWR)#Close Encounters|''Close Encounters'']]. Regenesis is a much more "standard" boost, as it simply lowers your fatigue/injury timers while providing a niche survivability boost. It's often sub-optimal to be injured in the first place, but when you are, the bleeding immunity and regen effect countering [[Other Abilities (LWR)#Red Fog|Red Fog]] is nice.


Gene modding is like default way to power any soldier - there are no special requirements, but it is exclusive with being Officer or psi soldier. Psi soldiers require high(er) ''Will'' (40+) and they are rare so perhaps you want keep these for psi path and avoid gene modding them. Officers are more flexible, their ''Will'' matters, but it does not have to be that high. In general I choose couple of 30-40 ''Will'' soldiers that can benefit from Officer upgrades and turn them into Officers. For example soldiers with low hp can be somewhat 'fixed' with +3 HP Officer upgrade so I sometimes avoid gene modding these. You may use different strategies, but if you plan to turn someone into Officer, don't gene mode them. Knowing this, you can gene mode pretty much everyone else.
====Chest - Adrenal Neurosympathy vs Dual Heart====


Some classes and builds benefit a bit more or earlier from gene mods than others. Tanks can get strong gene mod bonuses much earlier than psi based tanks. Assaults can get strong early gene mod movement boost. After Muton interrogation, in midgame territory, you can buff up Rocketeers or Supports with scatter reduction and throw range as well.. and late game there are mods for pretty much anyone.
Both of these are also universally appreciated, but in very different ways. Adrenal Neurosympathy is great for soldiers that are taking multiple actions around multiple squad members such as overwatch builds or tanks, as it will trigger often and trigger on many soldiers. This boost doesn't stack and has a long cooldown, so you often don't want too much of it on a squad, but it's free stats for the squad when you have some. Dual heart has an obvious appeal for throwers and rocketeers given the throw range boost and scatter reduction, but additionally can be great to put on soldiers that are often in high risk situations such as assaults or tanks to keep them alive when the worst inevitably occurs. It's worth noting that all aliens on Base Defense missions have the [[Abilities List (LWR)#Shoot to Kill|''Shoot to Kill'']] perk, disabling the bleed-out part of this gene mod.


====Eyes - Predictive tracking====
====Brain - Neural Damping vs Smart Macrophages====


This is very valuable aim boost for overwatch builds. If soldier does not have 40+ ''Will'' feel free to upgrade them. You will get more soldiers with higher will later, these can be psi. ''Burst'' bonus is also noticable, LMG Gunners can deal lots of damage this way and another option is boosting HnR Scouts. Both of these classes benefit a lot from other eye gene mod, so ''Burst'' aspect is usually not a decider here.
Neural Damping is a universal benefit that almost all soldiers will love, as psionic aliens are always troublesome and the damage reduction and panic immunity are invaluable for handling them. Smart Macrophages is much more limited in usefulness for most soldiers; shred immunity is only relevant for soldiers that expect to be taking shred damage often (tanks), and corrosion isn't particularly widespread outside of terror missions by this point in the game. Tanks have a choice in which gene mod to take since the immunities are much more relevant for them than your average soldier, but psionic damage reduction helps them against the one thing their DR can't protect them against ([[Abilities List (LWR)#Steadfast|''Steadfast'']] already prevents panic).


====Eyes - Advanced prediction====
====Skin - Enhanced Metabolism vs Iron Skin====


This is excellent early tank booster. It is rng-based at 25% graze chance, but since tanks gets shot a lot, it will be triggered a few times per fight. Other soldiers can also benefit, so it is default eye gene mode choice if you do not require '''Predictive tracking'''. Recent addition is critical chance bonus, which makes this gene mod interesting for any shooter class. Snipers and Scouts will really like this one. Overwatchers still prefer the other mod, but even this one is useful to them.
Both gene mods have reasonable value for all soldiers, but there's a few special considerations as well. Enhanced Metabolism is the obvious choice for all overwatch soldiers and grenadiers/supports due to the extra overwatch shot and extra grenade charges, while Iron Skin is the obvious choice for all tanks due to the defensive stats. For soldiers that aren't one of those builds, the choice is less obvious; Enhanced Metabolism can help compensate for red fog when getting injured and also is highly likely to prevent future injury, while Iron Skin is better for preventing those injuries in the first place but will do next to nothing after already getting injured. For soldiers that you don't expect to be in the frontlines, it can be worth simply skipping these gene mods as they're the most expensive ones and won't be particularly impactful for them, but even for those soldiers a safety net is always beneficial.


==See also==
==See also==

Latest revision as of 21:32, 10 March 2026

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Gene Mods

Name Slot Prerequisite Description Cost
Credits
Meld
Days
Neural Damping
Neural Damping
Brain
Berserker Interrogation
Neural Damping
Grants immunity to panic. Reduces psionic damage received by 30%.
§50 25 5
Smart Macrophages
Smart Macrophages
Brain
Berserker Interrogation
Smart Macrophages
Grants complete immunity to corrosion and shredding.
§55 27 5
Predictive Tracking
Predictive Tracking
Eyes
Xenogenetics
Predictive Tracking
Reaction shots gain +10 aim. Burst gains an additional +10 aim.
§30 15 3
Advanced Perception
Advanced Perception
Eyes
Xenogenetics
Advanced Perception
Shots against flying targets gain +10 aim. This unit can react faster to incoming fire, causing 25% of incoming shots to graze, dealing half their original damage.
§20 10 2
Adrenal Neurosympathy
Adrenal Neurosympathy
Chest
Muton Interrogation
Adrenal Neurosympathy
Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mob, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.
§45 22 4
Dual Heart
Dual Heart
Chest
Muton Interrogation
Dual Heart
If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 5 turns. Increases throw range by 15% and reduces scatter by 30%.
§35 17 3
Enhanced Metabolism
Enhanced Metabolism
Skin
Muton Elite Interrogation
Enhanced Metabolism
Gain an additional reaction shot on Overwatch. Equipped grenades and medikits receive an additional use. When below 50% HP, gain +4 mobility and +40 defense.
§80 40 8
Iron Skin
Iron Skin
Skin
Muton Elite Interrogation
Iron Skin

Grants +10 Base DR and +20 crit resistance.

§70 35 7
Muscle Amp
Muscle Amp
Legs
Chryssalid Autopsy
Muscle Amp
Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.
§18 9 1
Regenesis
Regenesis
Legs
Chryssalid Autopsy
Regenesis
This soldier recovers from fatigue and injuries 15% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens) and grants immunity to bleeding.
§15 7 1

Limitations and Requirements

In order to receive genetic modifications a soldier must be of rank LCPL or higher.

MEC Troopers, Officers, Psionically trained soldiers, and Spec Ops soldiers are unable to undergo genetic modifications. Genetically modified soldiers cannot become any of these in the future either.

Gene Mod Bundling

When applying multiple gene mods at the same time, the time and credit cost will be equal to the most expensive mod's, while the meld cost will be combined as normal. Because of this, it is often a decent idea to apply your gene mods in sets rather than one at a time as they're unlocked.

Gene Mod Switching

Gene mods can be swapped at any time for the other option for the normal cost. No refund is provided so this is typically only done when mistakes are made or a soldier is retrained.

A guide to using Gene Mods

Gene mods are available early on after researching Xenogenetics. This unlocks the Genetics Lab, which is a cheap building similar to the Foundry or Repair Bay that benefits from Laboratory adjacencies, so it should be placed wherever your labs are for the research speed bonus. By default only eye gene mods are unlocked, but the Chryssalid autopsy and all Muton interrogations unlock new gene mods.

Gene mods can be applied very flexibly, requiring no experience beyond being LCPL and a limited time investment, so it's often best to gene mod soldiers on demand rather than keeping the building occupied like MEC augmentation or psionic training.

Every soldier build benefits at least somewhat from gene mods if for no other reason than to increase their survivability, but some builds will appreciate the benefits more with future unlocks, such as Dual Heart providing throw range to supports and grenadiers.

Gene modding has no special requirements like officers, so it's often ideal to turn soldiers with middling/low will or HP into gene modded soldiers (or officers). When deciding between officers and gene mods, it's worth noting that officers do still somewhat benefit from will for Tactical Brilliance and require multiple missions of experience to gain promotions, so soldiers you expect to take on fewer missions can be at their full power immediately instead of waiting an extended period of time.

Eyes - Predictive Tracking vs Advanced Perception

Predictive Tracking is clearly oriented towards overwatch builds because of the significant reaction fire boost, with SMG users and gunners benefiting especially due to the Burst boost. Advanced Perception is relevant for every soldier, even some overwatch builds; they basically trade aim versus non-flying enemies for a significant survivability boost.

Legs - Muscle Amp vs Regenesis

Both mods at this level are universally appreciated. Muscle Amp makes map navigation a lot easier and can open up flank routes that would otherwise be impossible or inconvenient to access. Additionally, some aliens simply cannot fight you effectively in some maps with this level of mobility, particularly when combined with effects like Hit and Run or Close Encounters. Regenesis is a much more "standard" boost, as it simply lowers your fatigue/injury timers while providing a niche survivability boost. It's often sub-optimal to be injured in the first place, but when you are, the bleeding immunity and regen effect countering Red Fog is nice.

Chest - Adrenal Neurosympathy vs Dual Heart

Both of these are also universally appreciated, but in very different ways. Adrenal Neurosympathy is great for soldiers that are taking multiple actions around multiple squad members such as overwatch builds or tanks, as it will trigger often and trigger on many soldiers. This boost doesn't stack and has a long cooldown, so you often don't want too much of it on a squad, but it's free stats for the squad when you have some. Dual heart has an obvious appeal for throwers and rocketeers given the throw range boost and scatter reduction, but additionally can be great to put on soldiers that are often in high risk situations such as assaults or tanks to keep them alive when the worst inevitably occurs. It's worth noting that all aliens on Base Defense missions have the Shoot to Kill perk, disabling the bleed-out part of this gene mod.

Brain - Neural Damping vs Smart Macrophages

Neural Damping is a universal benefit that almost all soldiers will love, as psionic aliens are always troublesome and the damage reduction and panic immunity are invaluable for handling them. Smart Macrophages is much more limited in usefulness for most soldiers; shred immunity is only relevant for soldiers that expect to be taking shred damage often (tanks), and corrosion isn't particularly widespread outside of terror missions by this point in the game. Tanks have a choice in which gene mod to take since the immunities are much more relevant for them than your average soldier, but psionic damage reduction helps them against the one thing their DR can't protect them against (Steadfast already prevents panic).

Skin - Enhanced Metabolism vs Iron Skin

Both gene mods have reasonable value for all soldiers, but there's a few special considerations as well. Enhanced Metabolism is the obvious choice for all overwatch soldiers and grenadiers/supports due to the extra overwatch shot and extra grenade charges, while Iron Skin is the obvious choice for all tanks due to the defensive stats. For soldiers that aren't one of those builds, the choice is less obvious; Enhanced Metabolism can help compensate for red fog when getting injured and also is highly likely to prevent future injury, while Iron Skin is better for preventing those injuries in the first place but will do next to nothing after already getting injured. For soldiers that you don't expect to be in the frontlines, it can be worth simply skipping these gene mods as they're the most expensive ones and won't be particularly impactful for them, but even for those soldiers a safety net is always beneficial.

See also