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     {{Arc Pulser (LWOTC)/Info}}
     {{Arc Pulser (LWOTC)/Info}}
Available for: [[Assault (LWOTC)|Assault]] (Cpl)
Available for: [[Assault (LWOTC)|Assault]] (Cpl)
----
<div id="Apex Predator"><h4 style="display: none">Apex Predator</h4></div>
    {{Apex Predator (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
    {{Apex Predator (LWOTC)/Info}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 3)
----
----
<div id="Arc Welder"><h4 style="display: none">Arc Welder</h4></div>
<div id="Arc Welder"><h4 style="display: none">Arc Welder</h4></div>
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     {{Arc Welder (LWOTC)/Info}}
     {{Arc Welder (LWOTC)/Info}}
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1)
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1)
----
<div id="Avenger"><h4 style="display: none">Avenger</h4></div>
    {{Avenger (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
    {{Avenger (LWOTC)/Info}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 3)
----
----
<div id="Biggest Booms"><h4 style="display: none">Biggest Booms</h4></div>
<div id="Biggest Booms"><h4 style="display: none">Biggest Booms</h4></div>
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     {{Coup de Grace (LWOTC)/Info}}
     {{Coup de Grace (LWOTC)/Info}}
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 1)
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 1)
----
<div id="Cyclic Fire"><h4 style="display: none">Cyclic Fire</h4></div>
    {{Cyclic Fire (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
    {{Cyclic Fire (LWOTC)/Info}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 2)
----
<div id="Damn Good Ground"><h4 style="display: none">Damn Good Ground</h4></div>
    {{Damn Good Ground (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
    {{Damn Good Ground (LWOTC)/Info}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 1)
----
----
<div id="Deadeye"><h4 style="display: none">Deadeye</h4></div>
<div id="Deadeye"><h4 style="display: none">Deadeye</h4></div>
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     {{Disabling Shot (LWOTC)/Info}}
     {{Disabling Shot (LWOTC)/Info}}
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 4)
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 4)
----
<div id="Double Tap"><h4 style="display: none">Double Tap</h4></div>
    {{Double Tap (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
    {{Double Tap (LWOTC)/Info}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 4)
----
----
<div id="Electroshock"><h4 style="display: none">Electroshock</h4></div>
<div id="Electroshock"><h4 style="display: none">Electroshock</h4></div>
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     {{Evasive (LWOTC)/Info}}
     {{Evasive (LWOTC)/Info}}
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 3)
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 3)
----
<div id="Ever Vigilant"><h4 style="display: none">Ever Vigilant</h4></div>
    {{Ever Vigilant (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
    {{Ever Vigilant (LWOTC)/Info}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 2)
----
----
<div id="Executioner"><h4 style="display: none">Executioner</h4></div>
<div id="Executioner"><h4 style="display: none">Executioner</h4></div>
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     {{Hit and Run (LWOTC)/Info}}
     {{Hit and Run (LWOTC)/Info}}
Available for: [[Assault (LWOTC)|Assault]] (TSgt), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 4)
Available for: [[Assault (LWOTC)|Assault]] (TSgt), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 4)
----
<div id="Holo Targeting"><h4 style="display: none">Holo Targeting</h4></div>
    {{Holo Targeting (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
    {{Holo Targeting (LWOTC)/Info}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 2)
----
<div id="Hunter's Instincts"><h4 style="display: none">Hunter's Instincts</h4></div>
    {{Hunter's Instincts (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 3)
----
----
<div id="Implacable"><h4 style="display: none">Implacable</h4></div>
<div id="Implacable"><h4 style="display: none">Implacable</h4></div>
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     {{Iron Curtain (LWOTC)/Info}}
     {{Iron Curtain (LWOTC)/Info}}
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 1)
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 1)
----
<div id="Kill Zone"><h4 style="display: none">Kill Zone</h4></div>
    {{Kill Zone (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
    {{Kill Zone (LWOTC)/Info}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 3)
----
----
<div id="Killer Instinct"><h4 style="display: none">Killer Instinct</h4></div>
<div id="Killer Instinct"><h4 style="display: none">Killer Instinct</h4></div>
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     {{Lethal (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
     {{Lethal (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
Available for: [[Assault (LWOTC)|Assault]] (MSgt), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 4)
Available for: [[Assault (LWOTC)|Assault]] (MSgt), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 4)
----
<div id="Light 'Em Up"><h4 style="display: none">Light 'Em Up</h4></div>
    {{Light 'Em Up (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 3)
----
----
<div id="Lightning Reflexes"><h4 style="display: none">Lightning Reflexes</h4></div>
<div id="Lightning Reflexes"><h4 style="display: none">Lightning Reflexes</h4></div>
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     {{Phantom (LWOTC)/Info}}
     {{Phantom (LWOTC)/Info}}
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3)
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3)
----
<div id="Precision Shot"><h4 style="display: none">Precision Shot</h4></div>
    {{Precision Shot (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 1)
----
<div id="Predator"><h4 style="display: none">Predator</h4></div>
    {{Predator (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 2)
----
----
<div id="Protector"><h4 style="display: none">Protector</h4></div>
<div id="Protector"><h4 style="display: none">Protector</h4></div>
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     {{Shadowstrike (LWOTC)/Info}}
     {{Shadowstrike (LWOTC)/Info}}
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3)
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3)
----
<div id="Shredder"><h4 style="display: none">Shredder</h4></div>
    {{Shredder (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
    {{Shredder (LWOTC)/Info}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 2)
----
----
<div id="Slug Shot"><h4 style="display: none">Slug Shot</h4></div>
<div id="Slug Shot"><h4 style="display: none">Slug Shot</h4></div>
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     {{Smoker (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
     {{Smoker (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 3)
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 3)
----
<div id="Steady Hands"><h4 style="display: none">Steady Hands</h4></div>
    {{Steady Hands (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
    {{Steady Hands (LWOTC)/Info}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 1)
----
----
<div id="Stiletto"><h4 style="display: none">Stiletto</h4></div>
<div id="Stiletto"><h4 style="display: none">Stiletto</h4></div>
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     {{Trench Gun (LWOTC)/Info}}
     {{Trench Gun (LWOTC)/Info}}
Available for: [[Assault (LWOTC)|Assault]] (Cpl)
Available for: [[Assault (LWOTC)|Assault]] (Cpl)
----
<div id="Trench Warfare"><h4 style="display: none">Trench Warfare</h4></div>
    {{Trench Warfare (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
    {{Trench Warfare (LWOTC)/Info}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 2)
----
----
<div id="Unlimited Power"><h4 style="display: none">Unlimited Power</h4></div>
<div id="Unlimited Power"><h4 style="display: none">Unlimited Power</h4></div>
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     {{Volatile Mix (LWOTC)/Info}}
     {{Volatile Mix (LWOTC)/Info}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (GSgt)
Available for: [[Grenadier (LWOTC)|Grenadier]] (GSgt)
----
<div id="Watch Them Run"><h4 style="display: none">Watch Them Run</h4></div>
    {{Watch Them Run (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}}
    {{Watch Them Run (LWOTC)/Info}}
Available for: [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 4)
----
----
<div id="Zone of Control"><h4 style="display: none">Zone of Control</h4></div>
<div id="Zone of Control"><h4 style="display: none">Zone of Control</h4></div>

Revision as of 15:11, 15 June 2021

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)


Aim Assist

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

Notes: Either the Holotargeter or the Holotargeting perk works for this perk.

Available for: Assault (XCOM Tier 1)


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.
  • The chance to panic is 125% and is negatively affected by target's Will.

Available for: Grenadier (XCOM Tier 3)


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)


Avenger

Avenger
Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses.
  • 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)


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)


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)


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)


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)


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)


Chain Lightning

Chain Lightning
A chaining arc thrower attack that stuns up to 5 targets.
  • Chain Lightning chains from target to target in a sequence. Successive targets can be up to 5 tiles away from each other.
  • The attack will not chain to previous targets in the sequence.
  • The sequence of targets will be shown when you preview a target. A hit roll will be made against all targets in the sequence, even if you miss against a previous target. Cover bonuses are calculated from your position, not from the previous target.
  • Chain Lightning cannot be fired at robotic enemies, and it will not chain to them.
  • 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)


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)


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)


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)


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)


Combat Fitness

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

Available for: Assault (XCOM Tier 3)


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 halved 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)


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)


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)


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)


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)


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)


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)


Dense Smoke

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

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)


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)


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)


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)


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)


Extra Conditioning

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

Available for: Assault (SSgt)


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)


Flashbanger

Flashbanger
Grants 1 free flashbang item to your inventory.

Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 3)


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)


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)


Fortify

Fortify
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 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 3-turn cooldown.

Available for: Assault (Sgt), Grenadier (XCOM Tier 2)


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)


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)


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)


Grazing Fire

Grazing Fire
Missed attacks 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)


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)


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)


Heavy Ordnance

Heavy Ordnance
The grenade in your grenade-only slot gains a bonus use.
  • All grenades are viable for Heavy Ordnance, even non-offensive grenades like Battle Scanners and Smoke Grenades.

Available for: Grenadier (Cpl)


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)


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)


Hunter's Instincts

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

Available for: Grenadier (XCOM Tier 3)


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)


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)


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)


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)


Killer Instinct

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

Available for: Assault (Sgt)


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)


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)


Light 'Em Up

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

Available for: Grenadier (XCOM Tier 3)


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)


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)


Lock N Load

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

Available for: Assault (XCOM Tier 3)


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)


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)


Low Profile

Low Profile
Makes partial cover count as full.

Available for: Assault (XCOM Tier 2), Grenadier (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)


Overkill

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

Available for: Assault (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)


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)


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)


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)


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)


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)


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)


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)


Resilience

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

Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 2)


Return Fire

Return Fire
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses.
  • 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)


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)


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)


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)


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)


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)


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)


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)


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)


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)


Stiletto

Stiletto
Shots fired with your primary weapon pierce 3 armor.

Available for: Assault (XCOM Tier 4), Grenadier (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)


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)


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)


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)


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)


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.
  • Only works on enemy turns.
  • This ability can trigger 1 time(s) per turn.

Available for: Assault (XCOM Tier 4)


Tradecraft

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

Available for: Assault (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)


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)


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)


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)


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)


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)

Pistol Perks

Officer Perks

Psionic Perks

Enemy Perks