MEC Hellion (TJ)
Appearance

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Class Overview
A mix of human and machine, MEC Hellions specialize in use of the Incinerator to annihilate or impair groups of enemies, and can carry a lot of Canister charges.
Weapons
Primary: SPARK Rifles
Secondary: SPARK BIT
Abilities
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| Rank | Ability | |||||
Squaddie |
Increase the number of times a canister's ability can be activated. |
Your ranged attacks gain 10 Aim and 10 Crit against targets that are at full health. | ||||
|---|---|---|---|---|---|---|
All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. This includes tick damage from those effects. |
All MEC Troopers are immune to fire, Chryssalid poison, Viper bind and knockback. | |||||
| Meltdown | Maniac | Hydra | ||||
Lance Corporal |
Pins down a target with continuous fire from the soldier's Chemthrower, granting reaction fire against it if it moves, and imposing a -25 penalty to the target's aim. |
Template:Fine Control (TJ) | Template:Acid Protocol (TJ) | |||
Corporal |
Chemthrower attacks illuminate foes, making them easier for allies to crit. |
Chemthrower attacks pierce and shred a small amount of armour. |
Grants an extra utility item slot only usable for ammo. Ammo in this slot will not drain mobility, even if it will be displayed as such in the armory. | |||
Sergeant |
Template:Advanced Fire Control (TJ) | Gain a momentum action point after activating a Canister's special ability. |
Template:Flame Protocol (TJ) | |||
Staff Sergeant |
Chemthrower attacks have a chance to cause panic. |
Explosive Chemthrower blast that causes any other explosives in the vicinity to detonate. |
Template:Rapid Dumping (TJ) | |||
Tech Sergeant |
Template:Toxic Chems (TJ) | Activate to gain a movement AP, and basic Chemthrower attacks will not use up all AP this turn. |
Once per turn, gain an additional action after taking a standard shot at an enemy suffering from bleeding, poison, burning, or acid burning. | |||
Gunnery Sergeant |
Chemthrower reaction fire has a 20% increased chance to crit. |
Template:Chemical Fire (TJ) | All your attacks deal +2 damage. | |||
Master Sergeant |
Take a reaction shot against any enemy that moves or attacks within a cone of fire. Each attack can hit multiple targets. |
Unlock a special Chemthrower attack that affects a complete circle around the soldier's position. |
Send the GREMLIN to a location where it offloads a large volume of napalm, damaging and burning all nearby units. | |||
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10 AP per tier level.
| Tier 1 | Tier 2 | Tier 3 | Tier 4 |
Spray regenerative chemicals, healing targets in a cone. Gains additional charges for each medikit. |
Spray cleansing chemicals, removing environmental ailments from targets in a cone. |
While concealed, gain +50 bonus aim and +50 bonus critical hit chance when attacking enemies. |
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. |
You get + 10 Aim and +10 Crit chance on ranged attacks against the closest visible enemy. |
Pressure Blast, Chemthrower Suppression and Overwatch disorient foes. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. | |
Overwatch now trigger on any hostile action, not just movement. Overwatch shots now ignore 2/3 of cover bonuses. |
You do one additional point of base damage when using guns. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Take an action after dashing. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Gain additional +15 aim and +15 crit against holotargeted units. |
Shots fired with your primary weapon pierce 3 armor. | |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Grant an ally a bonus overwatch shot and the Cool Under Pressure ability. Has a 4 turn cooldown. |
Kills with your primary weapon restore 1 ammo. |
Increases damage against organic targets by 30%. |
| Template:Desolate Homeland (TJ) | 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. |
Confers +15 aim and +15 critical chance against targets at half or less of their original hit points. | |
Gain a bonus point of Armor, and always provide high cover to all adjacent squadmates. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Your ranged attacks gain 10 aim and 10 critical chance if you have moved this turn. |
Template:Supernova (TJ) |
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. |
You are immune to multi-target and area attacks. |
Make a special melee attack against any enemy within movement range that deals little damage but stuns the target for 1 turn. | |
Equipped heavy weapons deal +2 damage and have increased area of effect. |
Your ranged attacks gain 15 bonus aim and 15 bonus critical chance against enemies that are flanked or out of cover. |
Template:Smells Like Team Spirit (TJ) | Template:Charger (TJ) |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Expel a high pressure blast from the chemthrower that damages and knocks back everything in a cone. |
Template:Quickburn (TJ) | |
Chemthrower attacks apply a stacking debuff that increases damage from all damage over time effects. |
Template:Thermal Bulwark (TJ) | Your ranged attacks deal +2 more damage to units at 50% HP or less. |
After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks. |
As a free action, detonate an environmental explosive with a well placed shot. |
Template:Relocation Servos (TJ) | Template:Lightning Strike (TJ) | |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Once per mission, become immune to death and incapacitation until the end of your next turn. |
If you score a kill during your turn, the next attack against you during the enemy turn will miss. |
Missed attacks have an additional roll to become a graze. |
Mark a target, giving you +50 Crit chance and +50 Defense against it for 3 turns. This ability doesn't cost an action. Has a 3 turn cooldown. |