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Warden (TJ)

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Long War of the Chosen Main Page
Warden
Warden
Warden

Class Overview

Wardens are psionically gifted scouts. However, they have not received traditional training in psionics, and the way they use it differs from what we've seen before. Instead of using a Psi Amp to amplify their mind's power, they make their body act as a conduit for the dormant psionic energy around the battlefield. They affect it in various ways as the energy passes through them.

Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: Sword

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Squaddie
Squaddie
Ebb and Flow
* Wardens can harness psionic energy around them to change between Offensive and Defensive stances instead of ending their turn. * Wardens always start their turn in Offensive Stance. * Almost all ranged attacks are restricted to Offensive Stance, while Defensive Stance abilities allow the Warden to negate incoming damage or prepare for the next turn in various ways. * Warden's Advance is the first ability which links both forms. Each activation of Warden's Advance will in turn activate Ebb and Flow provided the Warden has an Action Point left. * Progressing through the ranks will provide the Warden with more options as to how and where Ebb and Flow activates. * A high-ranking Warden can choose in which Stance to start an assault and in which Stance to end it.
Wardens are able to change stances instead of ending their turn after certain abilities, provided they have an Action Point left.
Insight
* Insight provides more tactical options when planning the Warden's turn.
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
Warden's Advance
* A Warden can perform a Dash move, using both actions to move, and still trigger a melee attack against an adjacent enemy without ending one's turn. * The Warden will then activate Ebb and Flow and be able to move again. * As Wardens progress through the ranks they will have access to a variety of different abilities for the remaining Action Points. * This ability is available in both stances but can only be activated once per turn. * Cannot be activated while disoriented.
Attack any enemy within movement range with your secondary weapon. Activate Ebb and Flow and change Stance if you have an Action Point left.
Ebb Tide Flow
Lance Corporal
Lance Corporal
Shooting Sharp
*Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Your ranged attacks gain +2 armor piercing and +15 aim against units in cover.
Premonition
* Mastery over Ebb and Flow. * Allows the Warden to change stances without attacking and activates Ebb and Flow. * It is a free action on a 3 turn cooldown. * Enables interesting combos where the Warden can melee first and then shoot at point blank range, or prepare with a Defensive Stance ability before launching an attack. * This ability is available in both stances. * Can be activated while on fire or disoriented.
Allows the Warden to change stances without attacking. Free action on a 3 turn cooldown. Activates Ebb and Flow.
Parting Strike
* Melee attacks have +10% hit chance and do +1 Damage. * A successful attack with a conventional sword will shred 1 armor from the target and do +1 Damage with +10% Hit Chance. * More advanced swords will shred more armor from targets.
Sword attacks shred armor. They also get +10% Hit Chance and do +1 Damage.
Corporal
Corporal
Executioner
*Confers +20 aim and +20 critical chance against targets at half or less of their original hit points.
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points.
Unwavering Concentration
* If activated in Defensive Stance it grants +15% Hit and Critical Chance and +2 Damage for Crits for all abilities for 2 turns. * If activated in Offensive Stance it grants +10% Hit and Critical Chance and +1 Damage for Crits for all abilities for 2 turns. * Available in both the Offensive and Defensive Stance. * 1 turn cooldown. * Removes Disoriented status effect on activation. * Cannot be activated while burning. * Activates Ebb and Flow if the Warden has an Action Point left. * You can keep refreshing the initial effects duration. E.g. Activate in Defensive Stance to get 15% bonus Hit chance, next turn activate it in Offensive Stance to retain that 15% or vice versa.
Concentrate on your next move. Defensive Stance: +15% Hit and Critical Chance and +2 Damage for Critical hits for 2 turns. Offensive Stance: +10% Hit and Critical Chance and +1 Damage for Crits. Activates Ebb and Flow. Removes Disorientation. 1 turn cooldown. Refresh the initial effect's duration if its already active.
Half-Sword
* Melee knockback attack which will disorient the target for 2 turns if activated in Defensive Stance. 3 turn cooldown. * It is a guaranteed hit which does 2-3 damage. It can also apply bonus weapon effects. * Parting Strike ability allows Half-Sword to shred armor and do +1 damage. * Activates Ebb and Flow. * This ability is available in both stances.
A guaranteed melee knockback attack which does 2-3 damage and disorients the target if activated in Defensive Stance. Activates Ebb and Flow. Can apply bonus weapon effects.
Sergeant
Sergeant
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Dervish
* More advanced weapons will deal more damage and shred more armor. * Breach is excellent for destroying cover, but deals less damage and has a smaller radius than a launched grenade. * Guaranteed damage makes Breach good for finishing off low-hp enemies. * Breach cannot crit. * Breach requires 3 ammo points and has a 3 turn cooldown.
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s).
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.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Staff Sergeant
Staff Sergeant
Anatomy
You know exactly where to strike to cause the most damage. You gain +15% Critical Chance and 2 Armor Pierce on all attacks.
Relocate
* Transposition does not end the turn when used and has a 3 turn cooldown. You can use Transposition when in either stance.
Gain the Transposition ability, letting you swap positions with an ally or enemy. You can use Transposition when in either stance.
Go With The Flow
Become one with the movement, gaining supernatural dodging abilities. Once per turn, gain a movement AP after activating Ebb and Flow. Also grants a Sixth Sense to be able to dodge AOE and multitarget attacks.
Tech Sergeant
Tech Sergeant
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.
Stun enemies with a precise shot, with a bonus stun duration if the shot crits. The shot can not do critical damage.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Keen Edge
* More advanced swords will ignore more armor and deal extra bonus damage. * Your sword attacks can finish off a wounded enemy and move to a better position for using your sniper rifle at the same time. * Because of the Hunter's high Aim stat, your sword attacks will almost always hit. * Keen Edge will make a normal sword deal as much damage as a sniper rifle of the same tech tier.
Your sword attacks deal +1/1/2/2/3 damage and ignore up to 2/2/3/3/4 armor.
Gunnery Sergeant
Gunnery Sergeant
Unbalance
* Target takes an additional 25% damage from all sources for the rest of the turn. * Does not end your turn. * Costs 2 Ammo and has a 3 turn cooldown. * Available in both stances * Unbalance is the only ranged ability that is available in Defensive stance.
A succesful shot will cause the target to lose its balance. Target takes an additional 25% damage from all sources for the rest of the turn. Available in both stances. Does not end your turn. Costs 2 Ammo. 3 turn cooldown.
Spacial Surfer
* Teleport does not end the turn when used and has a 3 turn cooldown. You can use Teleport when in either stance.
Gain the Teleport ability, letting you instantly teleport anywhere within squadsight. You can use Teleport when in either stance.
Lightning Fang
* Free Action. Stab an adjacent foe with your blade.
Free Action. Stab an adjacent foe with your blade.
Master Sergeant
Master Sergeant
Double Tap
*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)
Activate to fire a standard shot and gain a second action restricted to an additional shot or overwatching.
Thousands To Go
* Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. * Does not activate when killing Lost. * Passive.
Once per turn, after killing an enemy with your primary weapon, you may take an additional non-movement action. Passive.
Winding
* Winding deals guaranteed critical damage and applies Rupture if it hits. * Ruptured targets take 3 additional damage from every attack. Has a 4 turn cooldown. * Winding takes advantage of its own Rupture effect, it will always do +3 damage. * While Winding is a guaranteed Crit it is not a guaranteed Hit. * After activating Winding you cannot activate Warden's Advance during the same turn. * Activates Ebb and Flow. * Can only be activated in Offensive Stance.
A twisting melee strike which deals critical damage and ensures that the target takes an additional +3 damage from all attacks in the future. Offensive Stance only and disables Warden's Advance during the same turn. Activates Ebb and Flow.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.

Tier 1
10 AP
Tier 2
10 AP
Tier 3
15 AP
Tier 4
20 AP
Tier 5
25 AP
Tier 6
30 AP
Tier 7
35 AP
Steady Hands
*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.
If you did not move last turn, gain +10 Aim and +10 Critical chance.
Take Under
* Mechanically, this works just like the standard slash. * Attacking with a dash move will still only cost one action, but you need to have two actions currently available to dash. * This attack will never miss or graze, but its damage can still be mitigated by armor and other damage reduction effects.
An attack with your melee weapon that always hits and doesn't end the turn. Can only be used against wounded targets on 3 or less health.
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range. *Bladestorm does not trigger on your own turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
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.).
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.
Raging Shot
* Has a 3 turn Cooldown. * Best used at point blank range. * Damage bonus is reduced the father away the target is.
Fire a shot that gains damage the closer the target is.
Precision Shot
*Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. *Precision Shot has a 4 turn cooldown.
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.
Heavy Hitter
* Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.
All your attacks deal +2 damage.
Maim
*Fire a shot with your primary weapon that does normal damage and immobilizes the target until the end of their next turn. *Useful to isolate a high-value target during an ambush. *Uses 1 ammo. *Maim has a 3 turn cooldown.
Fire a shot with your primary weapon that immobilizes the target until the end of their next turn. Uses 1 ammo. Has a 3 turn cooldown.
Blademaster
*Blademaster deals a bonus +1 damage on every successful melee attack. *Blademaster grants +10 Aim to melee attacks.
All melee attacks deal +1 extra damage and have +10 Aim.
Foresight
* Foresight protects the Warden against the next damaging attack by creating a psi shield that has the same amount of health as the Warden's maximum health. * If the Warden has gained Health bonuses via items the shield will be stronger. * Defensive Stance only. * Ends your turn. * Removes Burning, Acid Burn, Poisoned and Bleeding on activation. * Warden is rendered immune to Fire, Poison, Acid and Bleeding while the shield is active. * Cannot be activated while disoriented. * This ability cannot be activated on the same turn with Unwavering Concentration. * Warden cannot sustain the shield for long, it will only shield against the first incoming hit and then disappear. * Foresight will not protect the Warden against special attacks which bypass shields. E.g. Viper's Bind
Foresight protects the Warden against the next damaging attack and removes damaging status effects on activation. Only available in Defensive Stance. Ends your turn. This ability cannot be activated on the same turn with Unwavering Concentration.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
Time Shift
Transposition stuns enemies when swapping positions with them.
Phase Walk
*Temporarily phase out of existence to teleport to a nearby location. *The targeted tile must be visible (works with squadsight). *Phase Walk requires one action and does not end your turn. *Phase Walk has a 2 turn cooldown. *Phase Walk has a radius of 17 tiles. *Moving with Phase Walk can trigger reaction attacks if entering within range except for overwatch which will not trigger at all.
Temporarily phase out of existence to teleport to a nearby location.
Barrage (Warden)
Ranged attacks against flanked enemies deal +1 damage. All attacks have a bonus 10% chance to critically hit enemies.
Kinetic Pillar
* Has a 2 turn Cooldown.
Create a pillar of kinetic force that acts as high cover.
Warden's Tide
* The Warden gathers all the psionic energy around the battlefield and releases to knock every enemy back, even if they are behind cover. * Ignores friendly targets. * Does not end your turn. * Does 4-6 Damage ignoring cover and armor. * Stuns for 1 Action Point. Disorients for 2 turns if in Defensive Stance. 5 turn cooldown. * Does no environmental damage. * This ability is available in both stances. * Activates Ebb and Flow. * Warden's Tide has great cover denial potential if you activate it in the middle of an enemy group.
Push back all enemies around the Warden in a large area and stun them. Disorients if in Defensive Stance. Does 4-6 Damage ignoring cover and armor. Stuns for 1 Action Point. Has a 5 turn cooldown. Activates Ebb and Flow.
Solace Aura
* Solace has a 4 tile radius. * Moving next to afflicted organic allies will immediately cleanse their mental impairments.
This unit is affected by an aura that protects it and surrounding allies from any mental impairments.
Burial Blade
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Blade is especially useful for putting down priests.
Slash any enemy within movement range. If this attack is lethal, its AP cost will be refunded.
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.
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.
Deception
* After a shot gain +5% Hit Chance in addition to +20% Melee Critical and +10% Ranged Critical chance against your initial target for that turn. * The Warden's ability to accrue many actions per turn can result in massive bonuses from Deception. * Combine this ability with the likes of Unwavering Concentration or Unbalance to gain massive advantages.
Subsequent shots during a turn provide +5% Hit Chance in addition to +20% Melee Critical and +10% Ranged Critical chance if against the same target.
Walk Fire
*This is a special shot in which the soldier adjusts their aim in the middle of an automatic weapon burst, conferring +30 aim and -30 crit and doing 66% damage. *Consumes 2 ammo.
Take a highly accurate shot with +30 bonus to hit 66% damage and -30 crit. Uses 2 ammo.
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.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Lock 'N Load
*Kills with your primary weapon restore 1 ammo.
Kills with your primary weapon restore 1 ammo.
Coup de Grâce
*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.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
Blazing Spear
* Deals 10% damage as fire. * Has +15 chance to hit. * Creates a trail of fire in it's wake. * Has a 3 turn Cooldown.
Fire a blazing round in a line, dealing fire damage and burning multiple targets.
Unload
* Shots deal 50% less damage. * Has a 5 turn cooldown.
Fire with your primary weapon until out of ammo or the target is dead. Shots cannot critically hit and each shot deals less damage than a standard shot.
Solace
*Solace cleanses disorientation, mind control, panic and stun effects. *Solace requires one action and does not end your turn. *Solace has a 3 turn cooldown.
The Psi Operative may immediately extinguish mental impairments for a squadmate.
Battlespace
* The extra +9 sight radius wears off after one turn. * The +3 sight radius is permanent.
Increases your vision radius by 3 tiles. Once per mission, you can increase this bonus to 12 tiles for a turn.
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage.
Drifter's Reload
* Reaction attacks, Free Actions or non-hostile abilities will not trigger Drifter's Reload.
After using a melee ability, reload 1 ammo.
HEAT Ammo
* HEAT Ammo provides a substantial damage increase against robotic enemies such as MECs and Sectopods. * The damage increase happens before damage is reduced by Armor. * Combining HEAT Ammo with Bluescreen Rounds will deal devastating damage to any robotic enemy. * HEAT Ammo affects all damage sources, including explosives.
Confers +50% damage against robotic enemies.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.
Burial Shot
* Has a 2 turn Cooldown. * Ignores sustain effects, so Burial Shot is especially useful for putting down priests and raptor commandos.
Fire a shot at a target. If this attack is lethal, its AP cost will be refunded.
Stasis Shell
* Can be used once every other turn. * Stasis Shell will make the soldier completely untargetable, which for better or worse will force enemies to target your other squad members. * The soldier may still take damage from falls or find themselves standing in a fire when emerging from Stasis Shell, so be aware of potential dangerous positions.
Put yourself into Stasis until the start of your next turn. Can only be used in Defensive stance and only once every other turn. Costs 1 action and ends the soldier's turn when used.
Holo Targeting
*Directed primary weapon-specific abilities will grant Holo Targeting. *Any abilities that target multiple units will not grant Holo Targeting.
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target.
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
Combat Presence
*Combat Presence can be used to get squadmates out of tough situations where they need an extra attack or move. *Combat Presence has a 4 turn cooldown.
Grant an extra action to a squadmate.
Blitz Kick
* Blitz Kick deals 1-2 base damage (+2 Crit), and gains additional 0.5 bonus damage for each soldier rank. Corporal counts as Rank 2. * This ability does not gain any bonuses from equipped weapons. * Blitz Kick has innate bonuses of +20 Aim and +0 Crit.
Kick an enemy, dealing damage that scales with soldier's rank. This ability can be used only with Move actions.
Lightfoot
* The extra mobility from Lightfoot can help you to get a flank or to reach the objective quickly, but be careful you don't get too far ahead of the rest of the squad. * The improved concealment stacks with improved concealment from other sources such as ECM.
Gain +3 Mobility. You are 20% harder to detect while concealed.
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.
Take an action after dashing.
Scrounger
* There will be one additional loot drop on a random enemy whenever this soldier is on a mission. * Other squadmates with Scrounger will stack the effect.
There is a chance of an extra loot drop whenever you are on a mission.
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.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
Wraith
This armor allows the unit to pass directly through obstacles.
Combatives
*Combatives grants you +90 dodge against melee attacks each enemy turn. The bonus dodge is lost when you parry the first melee attack. *Combatives passively grants you +10 dodge. *You can only counterattack single target melee attacks.
Automatically parry melee attacks that graze or miss against you, and counterattack with your melee weapon. Also gain +10 dodge.
Reverse Counters
* Go, sword the muton.
Melee attacks that would be countered or reflected instead critically hit.
Nimble Hands
* As a free action, reload your weapon. Can be used every 3 turns.
As a free action, reload your weapon. Can be used every 3 turns.
Fearsome
* Perks like This One's Mine and Deadshot can help you get critical hits. * Critical hits with any of your weapons can trigger Fearsome.
When you get a critical hit, your target and other enemies within 6 tiles have a chance to panic.
Parkour
* This soldier is able to climb walls. Note that windows cannot be climbed.
This soldier is able to climb walls.
Shredder
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
Sparkfire
* Take a special shot that sets the target on fire, dealing 2-4 damage per turn, and detonates carried explosives. Costs 3 ammo and has a 4 Turn(s) cooldown.
Special shot that sets the target on fire, dealing 2-4 damage per turn, and detonates carried explosives. Costs 3 ammo.
Skyfury Blade
* Has 2 uses per battle. * Each Strike has a 25% chance to panic. * Shares Charges with other Parivir Blades, but has more total charges if more blades are learned.
Strike twice at the target with a lightning-imbued blade. May drives the target into a panic.
Singe
* Primary weapon attacks have a 33% chance to set fire to enemies, and Shred 1 armor.
Primary weapon attacks have a 33% chance to set fire to enemies, and Shred 1 armor.


Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
1 0 1 0 1 0 1 0
Aim
Aim
3 2 2 2 2 2 2 1
Will
Will
4 4 0 0 0 0 0 0
Hacking
Hacking
0 5 0 0 5 0 5 0
Total Health
Health
1 1 2 2 3 3 4 4
Aim
Aim
3 5 7 9 11 13 15 16
Will
Will
4 8 8 8 8 8 8 8
Hacking
Hacking
0 5 5 5 10 10 15 15

See Also

XCOM Units in Ted Jam
LWOTC Soldiers

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
LWOTC Unlockables

Psi Operative

SPARK

Officers
Faction Heroes

Reaper

Skirmisher

Templar
Trainable Soldiers

Agent

Akimbo

Arsonist

Buccaneer

Combat
Engineer

Dragoon

Heavy

Hitman

Hijacker

Hoplite

Hunter

Infantry

Juggernaut

Recon

Scrapper

Stormtrooper

Survivalist
Untrainable Soldiers

Crasher

Keeper

Stormrider

Warden
MEC Troopers

MEC Assault

MEC Heavy

MEC Hellion

MEC Protector

MEC Reaper

MEC Skirmisher

MEC Sniper

MEC Support

MEC Templar
Playable ADVENT

Assault Trooper

Bio Assault Trooper

Bio Barrier Trooper

Bio Captain

Destroyer Commando

Frost Captain

Frost Lancer

Frost Purifier

Frost Technician

Officer

Pathfinder

Pathfinder Hunter

Priest

Purifier

Raptor Commando

Shieldbearer

Stunlancer

Wraith Commando
Playable Aliens

Andromedon

Archon

Berserker

Desolator

Faceless

Frost Adder

Frost Bomber

Frost Mamba

Frost Necromancer

Muton Beleaguer

Muton Harrier

Muton Hunter

Muton Prowler

Muton Sapper

Muton Trooper

Naja

Python

Sectoid

Sectoid Abjurer

Sidewinder

Viper

Viper Marauder

Warmaster

Winter Sentinel
Buildable Units

Junk SPARK

Resistance MEC

MEC Archer

MEC Pyroclast

Prototype Assault MEC

Military Assault MEC

Frost MEC

Frost Droid

ADVENT Drone

Hunter Drone

Enigma Drone

Phase Drone

SHIV

Alloy SHIV

Elerium SHIV

Celatid Turret

Alloy Celatid Turret

Elerium Celatid Turret

Chryssalid Hound