Perk List (LWOTC): Difference between revisions
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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="Biggest Booms"><h4 style="display: none">Biggest Booms</h4></div> | |||
{{Biggest Booms (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Biggest Booms (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (TSgt) | |||
---- | |||
<div id="Bluescreen Bombs"><h4 style="display: none">Bluescreen Bombs</h4></div> | |||
{{Bluescreen Bombs (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Bluescreen Bombs (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (Sgt) | |||
---- | |||
<div id="Bombardier"><h4 style="display: none">Bombardier</h4></div> | |||
{{Bombardier (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Bombardier (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (GSgt) | |||
---- | |||
<div id="Boosted Cores"><h4 style="display: none">Boosted Cores</h4></div> | |||
{{Boosted Cores (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Boosted Cores (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (Sgt) | |||
---- | ---- | ||
<div id="Bring 'Em On"><h4 style="display: none">Bring 'Em On</h4></div> | <div id="Bring 'Em On"><h4 style="display: none">Bring 'Em On</h4></div> | ||
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{{Bring 'Em On (LWOTC)/Info}} | {{Bring 'Em On (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (GSgt), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 1) | Available for: [[Assault (LWOTC)|Assault]] (GSgt), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 1) | ||
---- | |||
<div id="Center Mass"><h4 style="display: none">Center Mass</h4></div> | |||
{{Center Mass (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Center Mass (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (Cpl) | |||
---- | ---- | ||
<div id="Chain Lightning"><h4 style="display: none">Chain Lightning</h4></div> | <div id="Chain Lightning"><h4 style="display: none">Chain Lightning</h4></div> | ||
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{{Chain Lightning (LWOTC)/Info}} | {{Chain Lightning (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (MSgt) | Available for: [[Assault (LWOTC)|Assault]] (MSgt) | ||
---- | |||
<div id="Chain Shot"><h4 style="display: none">Chain Shot</h4></div> | |||
{{Chain Shot (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Chain Shot (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (TSgt) | |||
---- | ---- | ||
<div id="Close and Personal"><h4 style="display: none">Close and Personal</h4></div> | <div id="Close and Personal"><h4 style="display: none">Close and Personal</h4></div> | ||
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{{Deep Cover (LWOTC)/Info}} | {{Deep Cover (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="Dense Smoke"><h4 style="display: none">Dense Smoke</h4></div> | |||
{{Dense Smoke (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Dense Smoke (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (SSgt) | |||
---- | ---- | ||
<div id="Disabling Shot"><h4 style="display: none">Disabling Shot</h4></div> | <div id="Disabling Shot"><h4 style="display: none">Disabling Shot</h4></div> | ||
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{{Full Kit (LWOTC)/Info}} | {{Full Kit (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3), [[Grenadier (LWOTC)|Grenadier]] (MSgt) | Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3), [[Grenadier (LWOTC)|Grenadier]] (MSgt) | ||
---- | |||
<div id="Ghost Grenade"><h4 style="display: none">Ghost Grenade</h4></div> | |||
{{Ghost Grenade (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Ghost Grenade (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (MSgt) | |||
---- | ---- | ||
<div id="Ghostwalker"><h4 style="display: none">Ghostwalker</h4></div> | <div id="Ghostwalker"><h4 style="display: none">Ghostwalker</h4></div> | ||
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{{Hail of Bullets (LWOTC)/Info}} | {{Hail of Bullets (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 2) | Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 2) | ||
---- | |||
<div id="HEAT Warheads"><h4 style="display: none">HEAT Warheads</h4></div> | |||
{{HEAT Warheads (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{HEAT Warheads (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (SSgt) | |||
---- | |||
<div id="Heavy Ordnance"><h4 style="display: none">Heavy Ordnance</h4></div> | |||
{{Heavy Ordnance (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Heavy Ordnance (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (Cpl) | |||
---- | ---- | ||
<div id="Hit and Run"><h4 style="display: none">Hit and Run</h4></div> | <div id="Hit and Run"><h4 style="display: none">Hit and Run</h4></div> | ||
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{{Killer Instinct (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | {{Killer Instinct (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
Available for: [[Assault (LWOTC)|Assault]] (Sgt) | Available for: [[Assault (LWOTC)|Assault]] (Sgt) | ||
---- | |||
<div id="Launch Grenade"><h4 style="display: none">Launch Grenade</h4></div> | |||
{{Launch Grenade (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Launch Grenade (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (Squaddie) | |||
---- | ---- | ||
<div id="Lethal"><h4 style="display: none">Lethal</h4></div> | <div id="Lethal"><h4 style="display: none">Lethal</h4></div> | ||
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{{Low Profile (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | {{Low Profile (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 2) | Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 2), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 2) | ||
---- | |||
<div id="Needle Grenades"><h4 style="display: none">Needle Grenades</h4></div> | |||
{{Needle Grenades (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Needle Grenades (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (LCpl) | |||
---- | ---- | ||
<div id="Overkill"><h4 style="display: none">Overkill</h4></div> | <div id="Overkill"><h4 style="display: none">Overkill</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="Protector"><h4 style="display: none">Protector</h4></div> | |||
{{Protector (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Protector (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (Cpl) | |||
---- | ---- | ||
<div id="Quick Zap"><h4 style="display: none">Quick Zap</h4></div> | <div id="Quick Zap"><h4 style="display: none">Quick Zap</h4></div> | ||
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{{Salvo (LWOTC)/Info}} | {{Salvo (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1), [[Grenadier (LWOTC)|Grenadier]] (GSgt) | Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 1), [[Grenadier (LWOTC)|Grenadier]] (GSgt) | ||
---- | |||
<div id="Sapper"><h4 style="display: none">Sapper</h4></div> | |||
{{Sapper (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Sapper (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (LCpl) | |||
---- | ---- | ||
<div id="Serial"><h4 style="display: none">Serial</h4></div> | <div id="Serial"><h4 style="display: none">Serial</h4></div> | ||
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{{Stiletto (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | {{Stiletto (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | ||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 4), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 3) | Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 4), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 3) | ||
---- | |||
<div id="Sting Grenades"><h4 style="display: none">Sting Grenades</h4></div> | |||
{{Sting Grenades (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Sting Grenades (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (TSgt) | |||
---- | ---- | ||
<div id="Street Sweeper"><h4 style="display: none">Street Sweeper</h4></div> | <div id="Street Sweeper"><h4 style="display: none">Street Sweeper</h4></div> | ||
| Line 311: | Line 386: | ||
{{Tactical Sense (LWOTC)/Info}} | {{Tactical Sense (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 2) | Available for: [[Assault (LWOTC)|Assault]] (XCOM Tier 3), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 2) | ||
---- | |||
<div id="Tandem Warheads"><h4 style="display: none">Tandem Warheads</h4></div> | |||
{{Tandem Warheads (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Tandem Warheads (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (SSgt) | |||
---- | ---- | ||
<div id="Target Focus"><h4 style="display: none">Target Focus</h4></div> | <div id="Target Focus"><h4 style="display: none">Target Focus</h4></div> | ||
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{{Untouchable (LWOTC)/Info}} | {{Untouchable (LWOTC)/Info}} | ||
Available for: [[Assault (LWOTC)|Assault]] (GSgt), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 3) | Available for: [[Assault (LWOTC)|Assault]] (GSgt), [[Grenadier (LWOTC)|Grenadier]] (XCOM Tier 3) | ||
---- | |||
<div id="Volatile Mix"><h4 style="display: none">Volatile Mix</h4></div> | |||
{{Volatile Mix (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 0}} | |||
{{Volatile Mix (LWOTC)/Info}} | |||
Available for: [[Grenadier (LWOTC)|Grenadier]] (GSgt) | |||
---- | ---- | ||
<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 12:59, 15 June 2021
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
- 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
Notes: Either the Holotargeter or the Holotargeting perk works for this perk.
Available for: Assault (XCOM Tier 1)
Arc Pulser
- 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)
Arc Welder
- 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)
Biggest Booms
- 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
- Your flashbang grenades now disorient robotic units.
- Your flashbang grenades also reduce robotic hack defense by 25.
Available for: Grenadier (Sgt)
Bombardier
- Your grenades have 2 tiles extra range.
- This includes both launched and thrown grenades.
Available for: Grenadier (GSgt)
Boosted Cores
- 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
- 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
- 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 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 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
- 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
- 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
- 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
- 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
Available for: Assault (XCOM Tier 3)
Coup de Grace
- 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)
Deadeye
- 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 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
- 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
- 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
- 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
- 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)
Electroshock
- A miss with your Arc Thrower still disorients non-robotic targets.
Available for: Assault (LCpl)
Evasive
- 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)
Executioner
Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 1)
Extra Conditioning
Available for: Assault (SSgt)
Field Medic
- 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
Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 3)
Flush
- 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 reduces explosive damage taken by 50%.
Available for: Assault (SSgt), Grenadier (Sgt)
Fortify
- 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
- 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
- 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
- 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
- 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 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
- 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
- All grenades are viable for Heavy Ordnance, even non-offensive grenades like Battle Scanners and Smoke Grenades.
Available for: Grenadier (Cpl)
Hit and Run
- 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)
Implacable
- The Fleche ability cannot be used after gaining a bonus move from Implacable.
Available for: Assault (XCOM Tier 4), Grenadier (XCOM Tier 3)
Infighter
- 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
- 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)
Killer Instinct
Available for: Assault (Sgt)
Launch Grenade
- 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
Available for: Assault (MSgt), Grenadier (XCOM Tier 4)
Lightning Reflexes
- 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
- 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
Available for: Assault (XCOM Tier 3)
Locked On
- 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
- 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
Available for: Assault (XCOM Tier 2), Grenadier (XCOM Tier 2)
Needle Grenades
- 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
Available for: Assault (XCOM Tier 3)
Phantom
- 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)
Protector
- All non-damaging grenades except Ghost Grenades are viable for Protector.
Available for: Grenadier (Cpl)
Quick Zap
- 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
- 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 has a 1 turn cooldown.
Available for: Assault (TSgt), Grenadier (XCOM Tier 4)
Ready For Anything
Available for: Assault (XCOM Tier 4), Grenadier (XCOM Tier 3)
Reposition
- 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
Available for: Assault (XCOM Tier 3), Grenadier (XCOM Tier 2)
Return Fire
- 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 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
- Soldiers with the Salvo ability are prime candidates for heavy armor.
Available for: Assault (XCOM Tier 1), Grenadier (GSgt)
Sapper
- Sapper allows frag grenades and other explosives to destroy many cover objects.
Available for: Grenadier (LCpl)
Serial
- 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
- 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 bonuses will apply if the soldier re-enters concealment in a mission.
Available for: Assault (XCOM Tier 3)
Slug Shot
- 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
Available for: Assault (XCOM Tier 1), Grenadier (XCOM Tier 3)
Stiletto
Available for: Assault (XCOM Tier 4), Grenadier (XCOM Tier 3)
Sting Grenades
- 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
- 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
- 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
- The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.
Available for: Assault (Sgt)
Survival Instinct
- The bonuses are lost if you are healed back to full health.
Available for: Assault (XCOM Tier 2)
Tactical Sense
- 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
- 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
- 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
- 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
Available for: Assault (XCOM Tier 3)
Traverse Fire
Available for: Assault (XCOM Tier 2)
Trench Gun
- 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)
Unlimited Power
- Works for all arc thrower abilities, including Chain Lightning.
Available for: Assault (XCOM Tier 2)
Untouchable
- 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
- 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)
Zone of Control
Available for: Assault (XCOM Tier 2)