Perk List (TJ)
Ted Jam includes numerous changes to existing perks from Long War of the Chosen, 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.
Acidball
- Has a 5 turn Cooldown.
Accurate Reaction
- Increases accuracy with all reaction fire by 15.
A Certain Scientific Railgun
- Grants a single use wrist mounted electrical railgun. It fires a narrow but devastating beam.
Adaptive Aim
- Adaptive Aim eliminates the -15% Aim penalty for consecutive Standard Shots when Overdrive is active.
Adrenaline
- Can activate up to 5 times per mission.
- Does not activate when killing Lost.
- Passive.
Advanced Aid Protocol
- Aid Protocol and Stronghold Protocol also increase the target's dodge by 15 and reduce the chance of being critically hit by 30.
Advanced Intrusion
- Failsafe: If you fail a hack, you prevent any negative effects from occurring.
- Trojan: Enemy units affected by Haywire Protocol take damage and lose their actions on the turn the hack effect ends.
Advanced Reposition
- Cannot activate on the same turn as Run and Gun or Close Encounters.
- Does not apply when attacking unflankable units.
- Applies to many more abilities than Reposition does.
Advice
- Costs 1 action, does not end the turn.
- Can be used on any ally within line of sight.
- Raises chance to score a critical hit by 20%.
- Provides an extra 10% bonus if used on the soldier's Bondmate.
- Lasts 2 turns.
- Has a 3 turn cooldown.
Aegis
- The reduction applies to all damage taken while the shield is active, not just damage absorbed by the shield.
Against the Odds
- If you're facing enough enemies to hit the +20 cap, run.
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.
Aid Protocol
- Aid Protocol, if used with your first action, will not end your turn.
- As Aid Protocol takes effect immediately, it can be used to defend against reaction fire from enemies.
- More advanced GREMLIN models will increase the defensive bonus granted by Aid Protocol.
Aim
- The bonus granted by Aim can apply to any weapon shot.
Aim (TJ)
- The bonus granted by aim can apply to any weapon shot.
- Also affects Entrench, Shield Wall, Coil, and Defensive Coil.
Aim Assist
Notes: Either the Holotargeter or the Holo Targeting perk works for this perk.
Aim Shift
- The soldier's bondmate receives double the bonus.
Airstrike
- The airstrike will destroy almost all cover in the area of effect.
- This ability can be used anywhere your squad has vision even if the user does not have direct line of sight.
- Can leave fire in the area.
Airdrop
- Grants an explosive grenade to the targeted ally.
- Airdrop initially confers a frag grenade, but will grant a plasma grenade once researched.
- Activating Airdrop uses one action and does not end the soldier's turn.
- Activating Airdrop does not break concealment.
- Usable 2 time(s) per mission.
Alpha Mike Foxtrot
Alpha Strike
- This ability does not provide the bonus to stunned or panicked allies.
- Doesn't give the action point to the caster.
Ambush
- There is no limit to the amount of Ambush shots a soldier can take outside of ammo counts.
- Ambush is best used while the entire squad is concealed to start combat on the enemy's turn.
- 3 turn cooldown.
Ammo Conservation
- Activated ability that does not cost an action point. For the remainder of this turn, your ammo will be refunded after each shot you take.
- Shots and abilities still require you to have the required amount of ammo in your weapon.
- 4 turn cooldown.
Amplify
- Amplify will last for three damage instances.
- This ability is a free action, costs 1 focus and has a 3-turn cooldown.
Anatomy
- This is an unconditional passive bonus.
- The Armor Pierce bonus will not show on attack previews, but it will function when the attack lands.
Apex Predator
- 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.
Apotheosis
- A free action that makes the Templar substantially more powerful for two turns.
- Increases damage by 50% for each point of focus above 2.
- Increases Dodge by 20 for each point of focus above 2.
- Increases mobility by 2 for each point of focus above 2.
- Requires a minimum of 3 focus.
- Consumes all focus.
- 5 Turn Cooldown
Arc Lance
- Has a 4 turn cooldown.
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.
Arc Wave
- Arc Wave does not affect the target of the original Rend attack.
- Arc Wave deals 4/7/10 damage depending on weapon tier and ignores armor.
- Arc Wave travels through environmental objects.
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.
Area Suppression
Fire a barrage that pins down multiple targets within a 4-tile radius, granting reaction fire against anyone that moves, and imposing a -25 penalty to all targets' aim until suppression is removed. Cannot be used when concealed.
- Area Suppression cannot be used when the soldier is concealed.
- Any unit that attempts to move will face reaction fire as long as the suppressing unit has ammo remaining.
- Does not work with shotguns or sniper rifles.
- Area Suppression requires 3 ammo points to use but uses two upon activation. An additional ammo is used for each reaction shot. It has no cooldown.
- Area suppression will be canceled if the suppressing unit is damaged.
- If multiple units suppress a target, the aim penalty will not stack.
- Suppression restricts many of the target's abilities, including the use of rockets and grenades.
Arsenal
- Arsenal allows the SPARK to equip heavy weapons in their loadout.
Assassin
- The soldier will enter concealment even if they are flanked.
- Applies when killing unflankable enemies.
Avenger
- Avenger will not activate if this unit is shot at.
- Can only activate during the enemy's turn.
- Can only trigger once per turn.
Back To Back
- The effect is lost if one of the soldiers becomes impaired.
- 1 tile range means the soldiers must be on directly adjacent tiles. The effect will not be granted if they are on diagonal tiles.
Ball Lightning
- Has a 5 turn Cooldown.
Bandage Throw
- The target has to be conscious and able to act in order to be able to use the bandages.
- Battlefield Medicine tech improves the Bandage's heal to 2 HP per tick.
Bandit
- Once per turn, restore 1 ammo after taking a shot with your primary weapon.
Bandolier
- Infantry can equip two different ammo items at the same time, but can only benefit from one at a time. If two ammo items are equipped the Infantry will gain a Swap Ammo ability that allows them to change the active ammo type.
- Consider which ammo you should take on each mission. Infantry become much more powerful when equipped with an ammo type appropriate to the situation.
Banish
- Each shot in Banish rolls a separate chance to hit.
- Banish cannot be activated with only 1 ammo remaining.
- Banish shots can crit.
- Banish can fire from squadsight
Barrage
- Barrage has a 70% chance to damage units and a 100% chance to damage or destroy cover.
- Barrage can hit multiple enemies if you position yourself correctly, but it's okay to use it on just one.
- Be aware of what Barrage is going to destroy before you fire, including whatever is behind the target.
- Be careful when aiming Barrage from full cover. The soldier may "step out", causing Barrage to hit a different line than you expected.
- Requires 3 ammo
- Has a 4 turn cooldown.
Barrage (Warden)
Battle Cry
- Both outgoing and incoming attacks cannot be dodged while Battle Cry is active.
- Reaction fire can crit for the duration.
- Lasts 2 turns.
- Has a 5 turn cooldown.
Battlefield Awareness
- When Battlefield Awareness is triggered the soldier is immune to the next damage-dealing attack during the enemy turn, including area of effect attacks.
Battlelord
- Battlelord can allow the Skirmisher to prevail in the most dire of circumstances.
- Battlelord has a 5 turn cooldown.
- Turns from the Lost and enemy pod reveals do not grant the immediate action.
- Abilities that refund action points, like Implacable and Hit and Run, will not work during Battlelord.
Battlespace
- The extra +9 sight radius wears off after one turn.
- The +3 sight radius is permanent.
Battle Presence
- Reduce Combat Presence's cooldown by 3 turns.
Beat Up
- Taking Beat Up will allow the soldier to reliably keep a single enemy target locked down over many turns.
- Note that Beatdown's other restrictions are unaffected.
- It still cannot target robots or any enemy units that currently have at least 1 point of armor.
Beatdown
- Do 1 damage to an enemy utilizing the butt of your gun.
- Stuns the target.
- Can only be used on unarmored, non-robotic targets.
- Has a 3 turn cooldown.
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.
Blademaster
- Blademaster deals a bonus +1 damage on every successful melee attack.
- Blademaster grants +10 Aim to melee attacks.
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.
Blast Off
- Your rockets are more likely to hit their intended point of impact, or at least close to it.
- The maximum it can miss by is reduced by one tile.
- Can be stacked with Fire In The Hole, for a total maximum scatter reduction of three tiles.
Blaster Mortar
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.
Blend
- This is useful for escaping a dicey situation or getting another use out of Surprise.
- The concealment will break at the start of the player's turn.
Blinding Fire
- The cone is 9 tiles long and 6 tiles wide.
- Costs 2 ammo.
- Has a 4 turn cooldown.
- The aim penalty is applied to the targets even if the attack misses them.
Blinding Protocol
- Works with Squadsight.
- Blinding Protocol has a 4 turn cooldown and ends the turn.
Blink
- Has a 3 turn Cooldown.
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.
Blood Trail
- The bonuses apply if the enemy has taken damage on your turn or its previous turn.
- Works with all weapons, except grenades.
- Plan ahead with squadmate attacks to take full advantage of Blood Trail.
Bloodlet
- Applies to most assigned weapon attacks as well as most pistol attacks.
- Damage based on max HP is reduced by half against the Chosen and does not apply against the Alien Rulers.
Bloodlust
- Bloodlust lasts 0 turn(s). 0 means infinite duration.
- Bloodlust ends if there are no enemies in the soldier's line of sight: True
- 5 turn cooldown. Cooldown starts when the Bloodlust ends.
- Unleash deals 9 - 11 electrical damage that ignores armor, and 10 environmental damage. Bloodlust stacks do not increase its damage.
- Unleash is a turn-ending ability that costs at least one standard Action Point.
- Unleash has a 4 tile radius.
- Unleash becomes available when 4 stacks are accumulated, and it will consume all stacks when used.
- Unleash will end the Bloodlust when activated: True.
- This ability is affected by Windcaller's Legacy as if it was a melee attack.
Bloody Knuckles
- This affects ALL melee attacks, including but not limited to attacks with a knife, sword, ripjack, or bayonet, and attacks that don't rely on a weapon such as Bull Rush.
Bluescreen Bombs
- Your flashbang grenades now disorient robotic units.
- Your flashbang grenades also reduce robotic hack defense by 25.
Bluescreen Knives
Body Shield
- A targeted enemy receives -20 aim and -50 critical chance against the soldier.
- This is a free action.
- Body Shield has a 2 turn cooldown.
Bolstered Wall
- While Shield Wall is in effect, gain +20 bonus Dodge.
- Passive.
Bombard
- Bombard can be fired at any location within squadsight.
- Upgrading your BIT will lead to more Bombard damage.
Bombardier
- Your grenades have 2 tiles extra range.
- This includes both launched and thrown grenades.
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.
Booster Shock
- Has a 2 turn cooldown.
- Cleanses Immobilize on the target.
Both Barrels
- Fire both barrels of sawed-off shotgun at nearby enemy, doing double damage.
- Uses 2 ammo.
- Uses one action.
Botnet
- Lasts for 1 Turn(s).
- Your squad's standard shots permanently reduce target's hack defense by 10.
- Hack defense reduction can stack.
- Botnet has a 5 Turn(s) cooldown.
- Standard shot abilities also include Standard Sniper Shot, Light 'Em Up, Pistol Shot and Snap Shot.
Brawler
Breach
- 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.
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.).
Brutal Servos
Brutality
- Use Brutality as a crowd-control tool to allow the soldier to move forward more aggressively and combine it with the Ruthless ability to increase your killing power.
Buckle Your Swash
- Free actions, reaction and triggered attacks will not trigger the pistol shot.
- Will only trigger on the primary target of the melee attack.
- Yarr.
Bull Rush
- Bull Rush also affects mechanical units.
Bullet Time
- Normally Akimbo cannot get Fan Fire, this is for the purposes of compatibility with Musashi's RPG Overhaul.
Bullseye
- Bullseye is good for weakening tough enemies while also dealing extra damage.
- Bullseye applies -20 penalties to Aim, Defense, and Will that last until the end of the battle.
- Bullseye has a 5 turn cooldown.
Bunker Buster
- Fire a special rocket with a large area of effect that does moderate damage to enemies but huge damage to buildings, vehicles and other objects in the environment.
- Requires both actions and usable only once per mission.
Burning Rush
- Immediately grants a bonus action point that can be used for movement.
- Chemthrower basic attacks will not end the turn on the turn this is activated.
- Has a 5 round cooldown.
- Costs 1 Ammo.
- Can only be activated if the soldier will still have enough ammo to fire after moving.
Burnout
- When fired, your Flamethrower leaves a small smoke cloud around your position, providing a +20 defensive bonus to anyone within.
- Area of effect radius of smoke cloud is 1.5 tiles.
Butcher
- Organic targets means all non-mechanical units.
By My Command
- The first time you use an officer ability or command ability per turn you will refund the action point used.
- Officer Abilities: Get Some, Command, Oscar Mike, Jammer, Focus Fire.
- Command Abilities: Cover Me, You Got This, Get Down, Keep Your Head Down, Call For Fire, Coordinate Fire, Manual Override, Combat Presence.
Call For Fire
- Requires one action point and ends the user's turn.
- Allies affected by this ability will not automatically end their turn.
- 5 turn cooldown.
Capacitor Discharge
- Capacitor Discharge has one charge per mission.
- Capacitor Discharge will deal more damage as you upgrade your GREMLIN.
- Pierces armor like combat protocol.
Castling
- Extremely useful for rescuing an imperilled ally.
- Has a 3 turn Cooldown.
Caustic Lance
- Has a 6 turn Cooldown.
Center Mass
- You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
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.
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.
Chaining Jolt
- Deals electrical damage that pierces armour.
- Chaining Jolt does the same damage as Combat Protocol and replaces it for the soldier.
- Can only chain to units friendly to the targeted unit and within 5 tiles of each other.
- Has a 3 turn cooldown.
Channel
- Enemies have a 20% chance to drop Psionic loot.
- Psionic enemies have a 50% chance to drop Psionic loot.
Channeling Field
- Each point of energy channeled by Channeling Field increases the damage of the next weapon attack by 1.
- The energy stored by channeling field is expended even if the next shot misses.
Chasing Fire
- Chasing Fire will not be triggered by other reaction attacks.
- Will not trigger during Field Of Zero.
Cheap Shot
- Cheap Shot triggers if the target was previously damaged by any type of damage since the player's last turn, i.e. overwatch and damage over time during the enemy turn counts.
- Works for Light 'em Up, Chain Shot and Banish in addition to the standard shot.
- The movement action can be used to enter Shadow if it's off cooldown.
Chemical Storm
- Unlock a special Chemthrower attack that affects a complete circle around the soldier's position.
- Costs 3 Ammo.
- Has a 6 round cooldown.
- Has a range of 6.67 tiles.
Chemthrower Suppression
- Will guaranteed burn all targets in the cone immediately.
- Suppression costs 2 ammo points to use, but has no cooldown.
- The reaction does not require any additional ammo.
- Suppression will be canceled if the suppressing unit is damaged.
- Will damage multiple targets in a cone, if they're nearby when the primary target moves.
- Bonus effects from chemthrowers are applied immediately.
- The reaction shot has reduced penalties from enemy cover, making it a good choice to use against entrenched foes.
Chimera
- SMG: Airstrike - Once per mission, call in an airstrike that does damage in a large area.
- Rifle: Cyclic Fire - Fire three shots at a target in a single attack.
- Boltcaster: Pinpoint - Special shot that has bonus aim, critical chance and critical damage for each action consumed.
- Shotgun: Assault Shot - Fire a shot against a target within a 6 tile radius. Free action, but can't crit. Has a 3 turn cooldown.
- Cannon: Saturation Fire - Fire a cone shaped barrage of bullets at every enemy in an area. Deals high damage to cover.
- Sniper Rifle: Squadsight and Double Tap - Fire a standard shot and gain a second action restricted to an additional shot or overwatching.
- Vektor Rifle: Squadsight and Burst Fire - Fire an automatic 2-shot burst. Has a 2 turn cooldown.
- Bullpup: Battlelord - Activate after each enemy in line of sight takes a turn.
- Sword: Overpower - Dashing melee attack. Stuns the target and shreds all of its armor. Non-large units only.
- Combat Knife - Crippling Wound - Dashing melee attack. Inflicts a permanent non-stacking debuff that severely reduces the target's mobility, aim and dodge.
- Ripjack: Combat Advance - Dashing melee attack. Costs a single action, doesn't end the turn, and grants a movement-only action. Has a 3 turn cooldown.
Chip Away
- Fire a shot with your primary weapon that shreds armor based on weapon tier.
- Conventional weapons shred 2 armor.
- Laser weapons shred 3 armor.
- Magnetic weapons shred 4 armor.
- Coil weapons shred 5 armor.
- Beam weapons shred 6 armor.
- Consumes 2 ammo.
- 2 turn cooldown.
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.
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.
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.
Close The Tired Eyes
- Costs 1 action, and does not end the turn.
- Will not break concealment.
- A helpful trick for harmlessly incapacitating civilians that might otherwise alert ADVENT.
Close Quarter Duelist
Cold Blooded
- Action will not be given if your standard shot inflicted the target's only status ailment.
- Can activate once per turn.
- Standard shot abilities also include Standard Sniper Shot, Light 'Em Up and Pistol Shot.
Combat Awareness
- Gain 15 defense and an armor point when in overwatch.
- This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
- This ability goes into effect if the unit uses suppression.
Combat Drugs
- A fast-acting stimulant in your smoke grenades grants units in the initial area +20 Aim and +20 Will for 2 turns.
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.
Combat Fitness
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.
Combat Protocol
- This ability has a 3-turn cooldown.
- Upgrading your GREMLIN will lead to more damage per charge.
Combat Scanner
- Can be used to reveal hidden units.
- Provides a +15 Aim bonus when firing at the targeted enemies.
- Has a 4 turn cooldown.
Combat Stimulants
- Grants +10 aim and +10 crit.
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.
Compulsion
- Has a 4 turn Cooldown.
Conceal
- Concealment cannot be used when flanked by nearby enemies.
- Requires one action and ends the soldier's turn.
Concentration
- Attacks that would normally graze their target are automatically upgraded to normal hits.
- Applies to primary weapons, secondary weapons, and pistols.
Concussion Rocket
- One use per mission.
- It is guaranteed to disorient targets and has a 20% chance to stun.
- Requires one action and ends the soldier's turn.
- Elite Codexes and Psi Zombies are immune to all effects including damage.
- Allies cannot be injured by this attack.
Concussive Blows
- Affects only Melee attacks.
- Disorient chance: 100%, duration: 2 turns.
- Stun chance: 100%, stun lasts for 2 actions.
- Disorientation and Stun from Concussive Blows require a critical hit: True.
Conduit
- 4 turn cooldown.
- This ability requires at least one Standard or Move Action Point to activate.
- Conduit is more effective when used to teleport to a bondmate. Teleporting to a bondmate doesn't require line of sight, and at bond level 3 will grant them a protective shield that absorbs 4 damage and lasts 2 turns, counting the turn the Conduit was used.
- It's not possible to teleport to a soldier that's dead, mindcontrolled or bleeding out.
Containment Field
- Can be used on both allies and enemies.
- Has a 4 turn cooldown.
Controlled Fire
- This only applies to the reaction shots; the cost to use Area Suppression is unchanged.
- Passive.
Cool Under Pressure
Coordinate Fire
- Fire at a target, then command all adjacent allies to fire at that target.
- 5 turn cooldown.
- Allies will follow-up with a standard weapon attack with their primary weapon. If their primary weapon is not a gun, or they are out of ammo, then the follow-up attack will not occur.
Corpore Sano
- Has 2 charges.
- The heal scales with psi offense.
- The heal has a base of 4-6 and a max of 9-11.
Corpsman
- Works with Field Medic.
Corroding Compounds
- Pierces 2 armour and also shreds 1 armour.
Corrosive Scraps
- Adds 3 Acid Grenades to your inventory.
- Upgrades to Acid Bombs once Acid Bombs are researched.
- Full Kit and similar perks will not increase the amount of grenades added.
- Does not add item weight.
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.
Cover Me
- The overwatch shot and Cool Under Pressure last until the start of your next turn.
- Cool Under Pressure grants +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Covering Fire
- If triggered by an enemy action, Covering Fire will trigger before the enemy action completes.
- In addition, having the Covering Fire ability allows the owner to ignore 2/3 of cover bonuses with reaction fire.
Covert
- Enemies have 25% smaller detection range against you, as denoted by red tiles surrounding enemies who are not alerted to your presence.
- This ability also grants a small reduction in this soldier's impact on infiltration times.
- Does not apply to ADVENT security towers.
CQC Supremacy
- Each enemy can trigger one dual melee attack from CQC Supremacy or Take Initiative per turn.
- This limit resets at the end of your turn and at the end of enemy turn.
Crippling Strike
Cross Out
Crusader's Rage
- Wound reduction does not work if the soldier entered a bleeding out state during the mission.
Cull The Weak
Cutthroat
Cybernetic Conditioning
Cyclic Fire
- 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.
Damage Control
- Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.
Damn Good Ground
- 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.
Danger Zone
Deadcutter
- Has a TBD turn Cooldown.
- Ignores sustain effects.
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.
Deadly Haze
- Increase tile coverage of fire, acid, and poison from grenades to 100%.
- Enemies hit by grenades deal 2 less damage for 1 turn.
Dead of Night
- Use Nightfall and flank enemies to boost your damage output.
Death Adder
- Bonus damage cannot exceed 100% of the attack's base damage.
- The bonus is applied before other damage modifiers.
- Has a 3 turn cooldown.
Death Dealer
- Use Shadow's increased mobility and smaller enemy detection radii to flank enemies and deal massive damage.
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.
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.
Decimate
- Fire a shot with your sawed-off shotgun that is guaranteed to hit and will destroy the targets cover.
- 3 turn cooldown.
Dedicated Suppression
Dedication
- Gain 2 mobility and ignore reaction fire for the rest of the turn.
- Free action.
- Dedication has a 4 turn cooldown.
Deep Cover
- Non-offensive actions like Reload can still be performed without invalidating Deep Cover.
Delayed Blast Fireball
- Shots against the mined target are guaranteed to hit.
- Has a 6 turn Cooldown.
Demolition
- Demolition requires 3 ammo points and has a 5 turn cooldown.
- Demolition does increased environmental damage, and will destroy most cover objects.
Demolition Cannon
Demolition Duty
- This unit gains the Sapper, Combat Engineer, Teardown, Saboteur perks.
- Sapper: Slightly increases the environmental damage of explosives.
- Combat Engineer: Greatly increases the environmental damage of explosives.
- Teardown: Detonate an explosive environmental object as a free action.
- Saboteur: Increases damage dealt to destructible objects like alien relays, fuel tanks, and chosen sarcophagus.
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.
Dervish
- Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s).
Detonation Shot
- Costs 2 ammo.
- Has a 4 turn cooldown.
Devastation
- The radius of your grenades and rockets is increased by 2, and the radius of your Breach ability is increased by 1.
Devil's Luck
- Hits include crits and grazes.
Dirty Kick
- This ability includes movement and counts as a melee attack, but it does not deal any damage, even with Hunter's Instincts.
- Cannot be used against large or robotic enemies.
- If hits, stuns for 3 actions, meaning that most enemies will spend their next whole turn stunned, and they will have one action on a turn after that.
- Costs 1 action and doesn't end turn.
- 3 turn cooldown.
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.
Disabling Suppression
Disarming Shot
- Can be used with Snap Shot.
- Requires 1 ammo.
- Certain weapons, like Purifier Flamethrowers, cannot be disabled.
Disarming Strike
- Like all knife attacks, this uses one action and does not end your turn.
- The enemy's primary weapon will need to be reloaded before it can be used again.
- Be careful that enemies can simply reload their weapon and shoot at your agent if you are using this after run and slice with only one action point. Don't try to disable weapons of enemies with other attack abilities like binding coils, bayonetts, rocket fists or pistols. They will be forced to use it instead against the Agent.
Disassembly
Dogpile (Melee)
- Dogpile will not be triggerd by other reaction attacks.
- Dogpile can trigger once per target per turn.
- Will not trigger during Field Of Zero.
Double Or Nothing
- Both Barrels lets you fire a double damage Sawed-Off Shotgun shot for two ammo.
- Pump Action grants you two extra shots with your Sawed-Off Shotgun.
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)
Double Time
- Double Time can be used to move very long distances in a single turn, or to move and then take a normal sniper rifle shot.
- The extra move action from Double Time is wasted if you use an ability that ends your turn, like firing your weapon, before taking the move.
- Double Time has a 3 turn cooldown.
Drifter's Reload
- Reaction attacks, Free Actions or non-hostile abilities will not trigger Drifter's Reload.
Drive Out
- Strike an enemy with the butt of your weapon, dealing only little damage, but knocking the target back, possibly out of cover.
- Cannot be used against mechanical targets.
- Has a 3 turn cooldown.
Dual Weapon Specialization
- Most dual wielded attacks will attack from both weapons separately. Each shot will use a separate aim roll, and will be affected by Upgrades applied only to that specific weapon.
Duel
- The soldier marks an enemy to Duel. Both parties receive guaranteed chance to hit one another. Duel lasts until the encounter is over.
Duskborn
- Gain +15 aim and +15 critical chance while concealed and for 2 turns after your concealment is broken.
Eagle Eye
- Permanently increases Vision by approximately 3 tiles. You can activate this ability to further increase your Vision by approximately 3 additional tiles. 3 turn cooldown.
Earth Heal
- Has 2 charges.
- Shares charges with White Flame.
- The initial heal scales with psi offense.
- Bleeding out allies will be stabilized by the initial heal.
Easily Fixed
- Some triggered abilities may be unaffected.
Eat This!!
- Gain up to +20 aim and +20 crit.
- Bonuses start at 6 tiles away.
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.
ECM
- The effect is removed if the Dragoon dies or evacs.
- Passive.
Edge Alignment
- Your melee attacks gain 10 Aim.
Electrified Spikes
- This effect is applied to the secondary attack of the Pistol Whip.
- If you're using this ability with Musashi's RPG Overhaul, then be aware it works ONLY with Akimbo's melee attacks.
Electrocute
- Has a 3 turn cooldown.
Electroshock
- A miss with your Arc Thrower still disorients non-robotic targets.
EM Glitch
- Has a 3 turn cooldown.
Emergency Containment
- Beware that a sustained soldier may retain damaging status effects like poison or burning after emerging from Stasis.
EMP Bomber
- The free grenade is affected by Light Ordnance.
EMP Grenade
- Adds 1 EMP Grenade to your inventory.
- Upgrades to EMP Bomb once EMP Bombs are researched.
- Full Kit and similar perks will not increase the amount of grenades added.
- Does not add item weight.
EMP Rocket
- This rocket deals 1-2/2-3/3-4 damage depending on gauntlet tier and stuns robots for 2AP.
- The rocket has a 5 tile AOE diameter
En Garde
- If an enemy begins their turn in an adjacent tile, En Garde will trigger if that enemy tries to attack the soldier
- If an enemy does not begin their turn in an adjacent tile, then En Garde will trigger when that enemy moves into melee range.
- These attacks will only occur if the soldier currently has Shield Wall activated.
Enhanced Overlays
- Improved critical chance applies to units this soldier can see.
Enrage
- Using Overdrive Serum will Enrage the soldier as well, irrespective of the cooldown.
Entrench
- It's often better to stay in worse cover and Entrench before firing rather than moving to better cover.
Escalation
- Escalation has a 6 turn cooldown.
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.
Ever Vigilant
- Ever Vigilant enables an extremely mobile style of play for the soldier.
- LITERALLY any action other than moving will invalidate Ever Vigilant.
WARNING: this perk is currently bugged such that it prioritizes pistol overwatch over standard overwatch. Installing the mod WOTC Reliable Ever Vigilant will fix this.
Evil Gaze
- Uses a mental attack roll, but mental immunity will not protect against it.
- This makes it very easy to hit robotic foes, which typically have extremely low will.
- Has a 4 turn cooldown.
Executioner
Expanded Canister
- Grants 2 bonus uses to the ability the canister grants the soldier's Chemthrower.
- The medical canister also grants 1 additional uses of Medispray.
Expanded Smoke
- Applies to both Smoke Grenades and Smoke Bombs.
Expunge Protocol
- Expunge Protocol has 2 charges per mission.
- Upgrading your GREMLIN will lead to more damage per charge.
Exsanguination
- Applies to most assigned weapon attacks as well as most pistol attacks.
- Damage based on max HP is reduced by half against the Chosen and does not apply against the Alien Rulers.
Extra Conditioning
Extra Munitions
- The free grenade is not affected by Packmaster.
Eye of the Storm
- If mentally impaired at the start of your turn, cleanse any mental impairments and become Enraged. Does not work when mindcontrolled. 5 turn cooldown.
Eyeful Watch
- Affected by Independent Tracking
- Applies only to the primary target of the ability.
- Does not apply to Holo Targeting passive. Only Holotargeter abilities are eligible for this ability.
- The attack will not activate while the soldier is concealed.
- The attack activates whenever marked units move or attack.
Fade
- Fade will let you use your First Strike bonus multiple times during a battle.
- Concealment granted by Fade can also be broken normally.
- Fade is a free action and has a 4 turn cooldown.
Fastball
- Has a 5-turn cooldown.
Failsafe
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.
Fend Off
- Has a 5 turn cooldown.
Field Medic
- If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Field Of Zero
- Effect lasts until the start of the next turn.
- Field of Zero will be even be triggered by bondmate's reaction attacks.
- Can be triggered multiple times on the same target if allies make multiple attacks against them.
- Chasing Fire, Dogpile and Pincer Movement will not trigger during Field Of Zero.
- One use per mission.
Field Surgeon
- Field Surgeon reduces the number of hit points a soldier must heal after being wounded in battle by 1.
- Multiple Field Surgeons on a mission have a chance to reduce wound recovery time further.
- The effect includes the soldier with the ability.
- It does not affect soldiers who suffered killing wounds and are stabilized from bleeding out.
Finishing Stroke
- Has a 5 turn Cooldown.
Fire and Steel
- Attacks with your gauntlet, and fires set by gauntlet weapons, do +1 damage.
- This applies to both rocket launcher and flamethrower weapons, and the fires they set.
Fireball
- Has a 5 turn Cooldown.
Fire First
- Can only activate during the enemy's turn.
- Passive.
Fire in the Hole
- Your rockets are more likely to hit their intended point of impact, or at least close to it.
- The maximum it can miss by is reduced by two tiles.
Firestorm
- This will light fires and do fire damage to all enemies in a circle around the soldier's position, doing +2 bonus damage over regular Flamethrower attacks.
- Requires two action point and will end the soldier's turn when used.
- This ability does not benefit from Quickburn
- It is not recommended the soldier uses Firestorm on rooftops.
First Strike
- First Strike can provide a decisive advantage in an ambush by taking out a tough enemy in one shot.
- The soldier with First Strike must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
Fire Whip
- Uses a mental attack roll, but mental immunity will not protect against it.
- This makes it very easy to hit robotic foes, which typically have extremely low will.
- Has a 4 turn cooldown.
Fish In A Barrel
- Sentinel grants you an extra Overwatch shot when you use Overwatch.
- When using the Sniper Rifle, the Sniper Rifle specific Overwatch is replaced by the standard Overwatch ability, which is used by most other primary firearm types. Keep in mind that certain Sniper Rifle variants, like the Harbinger Rifle or Darklance, won't benefit from this change at all.
Flame Fang
- Has a 4 turn Cooldown.
Flammable Materials
- Adds 3 Incendiary Grenades to your inventory.
- Upgrades to Incendiary Bombs once Incendiary Bombs are researched.
- Full Kit and similar perks will not increase the amount of grenades added.
- Does not add item weight.
Flashbanger
Flatline
- Fire a shot with your primary weapon that deals +2 damage and applies Rupture.
- Uses 2 ammo.
- 4 turn cooldown.
Fleche
- You can trigger the Fleche ability by placing the movement cursor over an enemy.
- A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy.
- Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position up to 5 maximum bonus damage.
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.
Focus
- Templars begin missions weaker than other soldiers, but can become extremely powerful at higher Focus levels.
- Focus is gained by attacking enemies with Rend (even misses count).
Focus (TJ)
- This applies to any reaction shot, e.g. Overwatch, Suppression, or That's Close Enough.
- Although the first reaction shot each turn will never miss, it can still graze.
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
Formidable
- Formidable reduces explosive damage taken by 50%.
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.
Fortify (TJ)
- Fortify will work with any activated ability that gives you reaction shots, including Zone of Control.
Fortifying Incense
- Smoke grenades provide temporary protection from fire, poison, acid, and explosive damage.
- Fortifying is only applied to targets within the smoke when it is first deployed.
Forward Operator
- Forward Operator can activate during the enemy turn.
- Forward Operator will activate even if the soldier was not the one to reveal enemies.
Fracture
- Gain +20 aim and 1/2/2/3/3 shred.
Frag Grenade
- Adds 1 Frag Grenade to your inventory.
- Upgrades to Plasma Grenade once Plasma Grenades are researched.
- Full Kit and similar perks will not increase the amount of grenades added.
- Does not add item weight.
Frostwolf Bite
- Has a 4 turn cooldown.
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.
Full Override
- Full Override is a special hack action usable against enemy robotic units.
- It has one charge that is only expended if a successful override occurs.
- Requires one action and ends the soldier's turn.
- The first hack option, Greater Shutdown, will disable (stun) the unit for 3 turns.
- The second hack option, Master Enemy, will grant control of the unit for rest of the mission with a stat bonus for all robots, and will permanently transfer any MEC units to the Resistance.
- If the Master Enemy hack succeeds, and the MEC and the specialist both survive the mission, the MEC will follow new programming and make its way to a Resistance base, where it will serve the Resistance. It does not need to be evacuated when the mission ends.
Full Throttle
- Only kills by the Skirmisher count towards Full Throttle.
Fulmination
- Special Chemthrower blast deals explosive damage, regardless of what kind of chemthrower used.
- Deals 100% of the chemthrower's base damage as Explosive damage.
- Detonates explosives carried by enemies.
- Detonates explosive enviromental objects, like cars and fuel tanks.
- Fulmination uses 2 ammo.
- Fulmination has a 4 turn cooldown.
Fumigate
- Fumigate uses 1 ammo and is turn ending.
- If the soldier also has 'Smells Like Team Spirit' Fumigate removes mental afflictions.
- If the soldier also has 'Thermal Bulwark' the effects apply to Fumigate Targets with a 30% chance to deflect attacks.
Gambler
- Deal increased damage with attacks based on how likely they are to miss.
Gas Bomber
- The free grenade is affected by Light Ordnance.
Gas Grenade
- Adds 1 Gas Grenade to your inventory.
- Upgrades to Gas Bomb once Gas Bombs are researched.
- Full Kit and similar perks will not increase the amount of grenades added.
- Does not add item weight.
Geneva Suggestion
- Will grant advanced grenades once researched.
Ghost
- Ghosts start with Focus equal to the Templar's Focus level when created minus 1.
- Ghosts cannot gain Focus, and disappear when all Focus is spent, or their health reaches 0.
- Rend costs 1 Focus when used by Ghosts.
- Ghost must be cast on the corpse of a humanoid enemy, and cannot be cast on the same corpse twice.
- Ghost has a 5 turn cooldown.
- Ghosts cannot gain following abilities: Volt, Shield bash, Shield abilities, Deflect, Reflect, Solace, Void Conduit, Bladestorm, Apotheosis, Superior Aptitude, Ionic Storm and Sustain.
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.
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.
Good Eye
- This ability gets more useful in the late game, when many enemies have dodge chances.
Gore
- Gore activates every time the unit kills an enemy, and then the chance to panic is rolled for every enemy individually.
Cooldown: 0 turns.
- Enemies will tend to move when panicked by this ability which can trigger Overwatch abilities such as Rout.
- Only organic enemies who had direct line of sight to the killed enemy can panic.
- Panic is removed if the soldier that caused the panic is killed.
- Panic chance = Rank * 8.0% + Damage * 2.0% + Max HP * 1.0% - Enemy Will, where:
- Rank = Soldier's Rank, counting Squaddie as Rank 1.
- Damage = total damage dealt by the soldier to the killed enemy.
- Max HP = maximum HP of the killed enemy.
- Enemy Will - will of the enemy that can panic.
Go With The Flow
Grapple Gun
Grapple (Skirmisher)
- Grapple allows the Skirmisher to get into position without using an action.
- Grapple has a 3 turn cooldown.
Grazing Attacks
- Soldier's missed attacks 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.
- Works with all weapon attacks including knife attacks and sword slices.
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.
Greater Padding
- Greater Padding reduces the number of hit points a soldier must heal after being wounded in battle by 1.
- It does not affect soldiers who suffered killing wounds and are stabilized from bleeding out.
Gremlin Expertise
- Grants the Failsafe and Disassembly abilities, negating the penalties of failed hacks and providing bonus hack stat for 3 turns upon killing an enemy.
Grenade Trap
- The soldier can set proximity traps using offensive grenades.
Grenadier
- This unit gains a Grenade Slot.
- Additionally the cooldown of hand thrown grenades is removed.
Grim Reaper's Sprint
- The aim bonus stacks with Cool Under Pressure.
- Either this ability or Cool Under Pressure will allow reaction fire attacks to crit.
Guard
- Guard reduces the effectiveness of enemy attacks by downgrading their result: if an attack would Crit, it will be downgraded to a regular Hit. Hits are downgraded to Grazes, and Grazes (Dodges) will not hit the soldier at all.
- When equipped with a Ballistic Shield, the attack is downgraded twice: Crits become Grazes, and regular Hits and Grazes are Deflected.
- Guard will also reduce explosive damage by -50% at the cost of one charge.
Guard Shift
- The soldier's bondmate receives double the bonus.
- Ideal on heavily armoured soldiers in order to make foes favor targeting them.
Gunpoint
- Deals 2 damage to a flankable enemy and stuns it for 1 full turn.
- That enemy can now be used as high cover.
- You may take a pistol shot or throw a grenade after using this ability.
- 2 turn cooldown.
Hack
- Map items (chests, workstations, etc.) can be hacked from a distance using the GREMLIN/BIT.
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.
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.
Hamstring
- Like all knife attacks, this uses one action and does not end your turn.
- Has a 3 turn cooldown.
- Can be applied multiple times to the same enemy; the debuffs stack.
Hard Target
- Gain 5 dodge per enemy you can see, up to a maximum of +30.
- 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.
Hardened Shields
- Reduces damage taken by up to 50%.
- Can't reduce damage by more than 50% of current shield.
Haymaker
- 3 turn cooldown.
- Haymaker always deals critical damage: True.
- With default configuration, Haymaker will remove these positive effects from the target: ADVENT Shieldbearers' Energy Shield, Berserkers' Rage, Archons' Frenzy and ADVENT Priests' Holy Warrior.
- The effects are removed before the damage is applied.
Haywire Protocol
- Hacking a robotic enemy or turret pits the Specialist's Hacking stat against the enemy's Tech Defense stat.
- Upgrading your GREMLIN will lead to an increased Hacking stat.
- Hacked robotic enemies can only be controlled for a short time.
- This ability has a 4-turn cooldown.
Healer's Mind
- Corpore Sano gains 2 bonus charges.
- Ray of Life gains 1 bonus charge.
Healing Touch
- Can be used once every turn.
- Cannot be used on yourself.
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.
HEAT Arsenal
- HEAT Arsenal 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 Arsenal with Bluescreen Rounds will deal devastating damage to any robotic enemy.
- HEAT Arsenal affects all damage sources, including but not limited to firearms, explosives, and melee attacks.
HEAT Warheads
- Your grenades now pierce (ignore) up to 2 point(s) of armor and shred 1 additional point(s) of armor.
Heavy Hitter
- Heavy Hitter also increases the damage from burning, poison, or acid caused by your attacks by 1.
Heavy Weapon Expert
- Provides the Rocketeer and Salvo Abilities.
Heavy Weapons
- The XCOM gauntlet is an advanced device that carries both a mini-rocket launcher and a flamethrower.
- The Rocket Launcher carries one rocket initially and that has a three-tile radius for its area of effect.
- It may target anything in sight range.
- Damage from rockets falls off from the point of impact.
- The flamethrower is a short-range weapon that causes damage to multiple targets within a cone-shaped area of effect spanning 5 tiles wide and and 7 tiles length.
- The flamethrower has two uses per battle. It does not damage mechanical units without upgrades.
- The flamethrower has a 60% chance to inflict burn and has about a 50% chance to burn tiles within the area.
- Using either gauntlet ability requires one action and ends your turn.
- Rocket accuracy is affected by the soldier's aim, target distance, and whether the soldier has used any actions already this turn. Low accuracy-rockets will have higher scatter values, meaning they are more likely to miss the target tile by greater distances. The rocket's maximum possible scatter is noted in the popup, while a value appearing with the targeting cursor will show the expected (average) scatter for a shot on that location.
Heavy Ordnance
- All grenades are viable for Heavy Ordnance, even non-offensive grenades like Battle Scanners and Smoke Grenades.
Hidden Reserves
- Once per mission, as a free action, set all your cooldowns on abilities back to zero.
HiDef Holo
- The critical hit bonus is +10 with the basic Holotargeter, but improves to +15 and +20 with advanced technology Holotargeting devices.
High Voltage
- Gain 1-tile bonus radius for Volt.
Hipfire
- With this ability, Point Blank and Both Barrels do not end the turn, allowing the soldier to shoot or move afterwards.
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.
Holo Targeting
- Directed primary weapon-specific abilities will grant Holo Targeting.
- Any abilities that target multiple units will not grant Holo Targeting.
Holotarget
- Holotargeting takes a single action.
- The Holotargeting effect lasts until the start of your next turn.
- Multiple holotarget effects do not stack with each other.
- The aim bonus is +10 for the basic Holotargeter, and improves to +15 and +20 with better technology.
- Holotargeting does not break concealment for you or your squad.
Homing Mine
- Shots against the mined target are guaranteed to hit.
- Homing Mine has 3 charges per mission.
- Homing Mine requires one action and does not end your turn.
- This ability deals 5 damage and shreds 1 armor
Hostage Protocol
- Hostage Protocol has 2 charges per mission.
Hotshot
- Quickburn is an activated free action on a 5 turn cooldown that will make your next use of any ONE of these actions free -- your standard Chemthrower attack, or the Chemical Storm, Pressure Blast or Fulmination abilities.
- Fine Control will ensure your Chemthrower's offensive actions never affect friendlies, and will also ensure the Medispray and Fumigate abilities never affect enemies.
Hunter's Instincts
Ice Fang
- Bitterfrost cripples mobility and dodge, and with enough applications Freezes the target.
- Hypothermia is a DoT that the damage depends on the severity of bitterfrost the target is suffering from.
- Has a 3 turn Cooldown.
Illuminate
- If Optic Disruption is learned, Illuminate will also blind targets in the area.
- Has a 5 tile radius.
- Has a 3 turn Cooldown.
Impact Compensation
Impact Fields
- Activate a force field that reduces incoming damage by 33% for two turns.
- Six-turn cooldown (including the turn in which it was activated).
- Uses one action and doesn't automatically end your turn.
- Armor-Piercing weapons do not mitigate this effect.
Impersonal Edge
Implacable
- The Fleche ability cannot be used after gaining a bonus move from Implacable.
Improved Scanner
- Combat Scanner allows you to scan an area which holotargets and reveals enemies.
- Improved scanner makes it so scanned enemies are easier to crit.
Improved Suppression
- Disoriented units have reduced Aim and Mobility, and can't use most special abilities.
- The disorientation is applied when you activate suppression.
- This ability will disorient any unit (including robotic enemies) unless the unit is specifically immune to disorientation.
- Having the suppression broken won't remove the disorientation early.
Improvise Explosive
- Never run out of grenades again!
- Assembles multiple grenades if the soldier also has Light Ordnance.
- Has a 2 turn cooldown.
Improvise Frag Grenade
- Never run out of grenades again!
- Assembles multiple grenades if the soldier also has Light Ordnance.
- Has a 3 turn cooldown.
Improvise Frag Grenade (PR)
- Improvise a Frag Grenade using scavenged materials.
- 3 turn cooldown.
- Usable 2 times per mission. Gains an additional charge at SGT and GSGT.
- Upgrades to Plasma Grenade once Plasma Grenades are researched.
- Simple Grenade: Costs 1 Action to craft and ends the turn.
Improvise Smoke Grenade
- Improvise a Smoke Grenade using scavenged materials.
- 2 turn cooldown.
- Usable 2 times per mission. Gains an additional charge at SGT and GSGT.
- Upgrades to Smoke Bomb once Smoke Bombs are researched.
- Simple Grenade: Costs 1 Action to craft and ends the turn.
Impulse
Incandescence
- The effect lasts for 2 rounds.
- Gives allies a +15% crit chance bonus.
Incinerator
- The length of the flamethrower increases by 2 tiles and the width increases by 1 tile.
Independent Tracking
- A Holotargeted enemy remains so for 1 additional turn(s).
- Additional uses of Holotargeting on the same target will not stack.
Indomitable
- Once per turn, gain 1 focus when you're attacked.
- Applies to both melee and ranged attacks.
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.
Infiltration
- ADVENT security towers cannot see this unit when it's concealed.
Insight
- Insight provides more tactical options when planning the Warden's turn.
Inspiration
- Inspiration's effect is an aura, granting +10 dodge and +10 will to all allies in a 12-tile radius at all times.
Inspire Agility
- Give a friendly unit 30 Dodge until the start of your next turn.
- Killing an enemy unit grants an extra charge.
- Usable once per turn.
- Starts with one charge and is a free action.
Interference
- Cancels overwatch on targeted unit.
- Is a free action.
- 3 charges per battle, plus 2 extra charges per better Gremlin tech.
Interrogator
- The Skullmining project in the Proving Ground must be completed for this ability to have any effect.
Interrupt
- This is a free action.
- Some actions are not available during Interrupt, like Overwatch.
- Interrupt has a 3 turn cooldown.
Intimidate
- Intimidate's chance to panic the attacker increases with higher tier SPARK armors.
- Intimidate can be triggered by melee and area of effect attacks.
- Intimidate will not trigger when targeted by Overwatch fire.
Invert
- Invert costs 1 action, is non-turn ending, costs 1 focus and has a 5-turn cooldown
- Can target both ally and enemy units but cannot target large units or the Chosen.
Ionic Storm
- Ionic Storm's radius increases at higher Focus levels.
- Ionic Storm deals double damage to Psionic units.
- Ionic Storm has a 5 turn cooldown.
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.
Iron Rations
- Battle Scanners are also considered grenades for the purposes of this ability. Note that heavy weapons, even if they're rocket or grenade based, are not affected by this ability.
Iron Will
- Will reduces your chances of being disoriented, stunned, panicked, or knocked unconscious.
Javelin Rockets
Jingoistic
- Note that the bonus slots from this ability do not stack with most other abilities or equipment that offer one or both of the same slots, e.g. EXO or WAR Suits.
Jolt Awake
- Jolt Awake can be used to revive unconscious soldiers, including those who have been stabilized after bleeding out.
- Also confers an ability that can be used to stabilize bleeding out allies at range.
- Has a 3 turn cooldown.
Judgement
- Judgement can be triggered by melee and area of effect attacks.
- Judgement will not trigger when targeted by Overwatch fire.
- The chance of panic depends on both the will of the attacking unit and the will of the unit with Judgement.
- Judgement works best on units with high will.
- Panic chance is (30 + User's Will) - Enemy Will with a minimum apply chance of 5% and a maximum apply chance of 90%
Junkyard IEDs
- Adds 3 Frag Grenades to your inventory.
- Upgrades to Plasma Grenade once Plasma Grenades are researched.
- Full Kit and similar perks will not increase the amount of grenades added.
- Does not add item weight.
Justice
- Justice is a great way to pull an enemy out of position.
- The Ripjack strike is guaranteed to hit if the pull is successful.
- An open space adjacent to the Skirmisher is needed to use Justice.
- This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.
Kidney Shank
- Dash to an Organic enemy unit and shank them in the kidneys.
- Stuns for 2 Actions.
- Only usable on Organic enemies.
- 4 turn cooldown.
Kill Zone
- 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.
Killer Instinct
Kinetic Rescue
- Cleanses Immobilize and Jail from the target.
- Does not end the turn if used as the first action.
- Unlike Kinetic Pull, Kinetic Rescue is guaranteed to hit.
- An open space adjacent to the soldier is needed to use Kinetic Rescue.
- Has a 4 turn cooldown.
Kinetic Pillar
- Has a 2 turn Cooldown.
Knife Encounters
- Once per turn, gain a bonus action after throwing a knife at an enemy within 5 tiles.
- A red ring will mark the range of this ability.
- Knife Encounters cannot be used on the same turn as Run and Gun.
Knife Fighter
- Knife attacks use one action and do not end your turn.
Knife Juggler
Knight's Charge
- An upgraded Shield Bash that costs 1 action and does not end the turn. Can be used with dashes. Disorients.
Kyrie Elesion
- Does not end the turn if used as the first action.
- Does not stack with other major barriers.
- Recasting before expiry will refill the amount the barrier can absorb.
- Has a 4 turn cooldown.
Last Stand
- You can still take damage, but it will never reduce you below 1 hp.
- You can't be knocked unconscious, disoriented, or otherwise incapacitated.
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.
Lead The Target
- Carefully lead the target, granting a +20% increased chance to hit, but delaying the shot until the enemies turn. Takes two actions.
- The shot taken by Lead The Target is not a reaction shot and therefore it can crit and it is not affected by reaction fire penalties or perks related to reaction fire.
- Lead The Target has a 3 turn cooldown.
Leg Shot
- Requires dual pistols.
- Each hit of this ability reduces enemy Mobility stat by 10. It will not prevent enemies from teleporting or using grapple.
- No cooldown.
Lethal
Licence To Kill
- Compensation will refund the soldier a standard action point when they use 2 actions to fire their Sniper Rifle.
- Maim is a special shot that deals normal damage and prevents the target from moving at all on their next turn.
- Walk Fire is a special shot that has +30 to Aim, but -30 to Crit and for half damage.
Lick Your Wounds
- Hunker Down restores 2 health when used, up to a maximum of 8 per mission.
- Removes poison, burning, and acid burning.
Lightning Fang
- Free Action. Stab an adjacent foe with your blade.
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.
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.
Lightning Slash
- Attack any enemy within blue movement range with your weapon.
- This attack does not end the turn.
- Lightning Slash has a 3 turn cooldown.
Light Ordnance
- Increase grenade capacity by 2 in each slot, but decrease grenade damage by 50%.
Lightning Bolt
- Has a 6 turn Cooldown.
Like Lightning
- When Run and Gun is activated, your Arc Thrower cooldown is immediately removed.
- Does not apply to Chain Lightning.
Lingering Shadow
- Provides +15 Defense and +30 Dodge as soon as the Reaper loses Shadow, either because they break concealment or Shadow expires.
- Lasts until the start of XCOM's next turn.
Liquidator
- This affects all pistol attacks, not just standard pistol shots.
Lock N Load
Lockdown
- Gain +20 to hit against enemies who attempt to move when suppressed.
- This stacks with other reaction fire bonuses.
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.
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.
Long Watch
- Like the Overwatch ability it upgrades, Long Watch suffers a base penalty to aim.
- Long Watch also suffers the Squadsight penalty to aim that increases with distance.
Low Profile
Mad Bomber
- The free grenade is chosen at the start of each mission.
- Can get a frag, incendiary, gas, acid, or emp grenade.
Madmans Rampage
- The perk Kidney Shank has its cooldown reduced by 2.
Magnum
- Even without Magnum, your pistol is more accurate than your rifle at close range.
- Combining Magnum with ammo that adds extra damage will give you guaranteed kills on ADVENT Troopers at point-blank range.
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.
Malevolence
- Applies to most primary weapon as well most pistol and throwing knives attacks.
- Acid Burning - Attacks shred +1 armor.
- Bleeding - Attacks have +10 critical chance and deal +2 critical damage.
- Burning - Attacks increase the damage the target takes from damage-over-time effects by 2 for 2 turns. Doesn't stack.
- Poisoned - Attacks reduce the target's critical chance by 20 and increase the graze chance by 10 for 3 turns. Stacks.
- Hypothermia - Attacks reduce the target's aim by 10 and defense by 10 for 2 turns. Stacks.
- Radiation - Attacks reduce the target's damage by 20% for 3 turns. Doesn't stack.
- Requiem Corrosion or Psionic Rippling - Attacks gain double bonus damage from Rupture.
Maniacal Laughter
- This unit gains the Slugger and Watch Them Run perks.
- Slugger: Negates the long-range penalties of using a shotgun.
- Watch Them Run: After launching or throwing a grenade you will go on overwatch.
Manual Override
- Use the allies' abilities early and often to take full advantage of Manual Override.
- Costs 1 action.
- Manual Override has a 4 turn cooldown.
Marauder
- Marauder provides more tactical options when planning the Skirmisher's turn.
- Paired with Grapple, Marauder allows the Skirmisher to shoot twice and move on a single turn.
Marionette Control
- Has a 6 turn Cooldown.
- Lasts 3 turns.
- Target uses their Hack Defense instead of Will to defend against this ability.
Mark Target
- Mark Target can be used at Squadsight range if the user has the Squadsight ability. It will not break concealment when used
Martial Arts
- Deal +1 melee damage to humanoid enemies and with melee attacks that don't require a weapon.
Mayhem
Mechanical Chassis
MEC Trooper Immunities
Medical Protocol
- Upgrading your GREMLIN will lead to more HP healed per charge.
- GREMLIN Heal or GREMLIN Stabilize, when used as your first action, will not end your turn.
Medispray
- Has 1 charge per mission and is turn ending.
- Gains additional charges for each medikit carried and is also affected by Field Medic.
- If the soldier also has 'Smells Like Team Spirit' gains 1 additional charge.
- If the soldier also has 'Thermal Bulwark', that ability's effects apply to medispray targets with a 30% chance to deflect attacks, but only if the unit was actually healed.
Meditation
- Adds 1 point of Focus to the soldier.
- Requires 1 action and does not end the soldier's turn.
- Has a 0-turn cooldown.
- Starts with 0 charges, and gains 1 charge for each kill the Templar makes. 1 charge is needed to use Meditation, and only 1 charge can be stored at any given time.
Meld
- Meld cannot be used when flanked by nearby enemies.
- Meld has a 4 Turn(s) cooldown.
Mighty Critical
- Might grants 30% increased damage (minimum +1), expending one Might stack per attack.
- Can only trigger once per ability, even if the soldier critically hits multiple targets.
Mind Control
- Has a 5 turn Cooldown.
Minelayer
- Provides one free proximity mine.
- That's right. The sectopod-tech-exclusive item. For free. From this perk.
Momentum
Multitargeting
- HiDef Holo, Independent Tracking, and Vital Point Targeting apply to all targets.
- Area of effect radius is 4 tiles for the basic Holotargeter and improves to 5 and 6 tiles with better technology.
- Multitargeting has a 2 turn cooldown.
- Holotargeting does not break concealment for your squad.
Napalm-X
- Your Flamethrower can now panic enemies. Enemy units must pass a will check to avoid panic.
- The chance to panic is 75% + 50/65/85%, depending on soldier's gauntlet tier, and is negatively affected by target's Will score.
Napalm Protocol
- Napalm Protocol has 2 charges per mission.
- Napalm Protocol will deal more damage as you upgrade your GREMLIN.
Needle
- Use Shadow's extra mobility to get close and deal major damage with Needle.
- Only applies while the Reaper is in Shadow.
Needle Arsenal
- Given standard gunfire does not destroy corpses, this perk mainly affects explosives or incendiary weapons like our immolators.
- Grenades and rockets of all kind from either the gauntlet or the rocket launcher will preserve timed loot and corpses.'
Shredder gun will also now leave corpses and loot intact.
- If grenade deals different type of damage, like laser beam, radiation, magnetic or projectile, then they leave loot intact by default, but this perk is useful for our fragmentation grenades, plasma grenades, missiles and flamethrowers.
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.
Neutralizing Agents
- Aid Protocol now neutralizes fire, poison, acid and bleeding.
Nightmare Fuel
- Has a 25% chance to panic.
Nimble Hands
- As a free action, reload your weapon. Can be used every 3 turns.
None Shall Pass
- Will not trigger if soldier is concealed.
- Uses 1 ammo and will only trigger if the sawed-off shotgun is loaded.
- Can critically hit.
- Works during any enemy turn: alien, Lost, Chosen and Ruler.
- This cannot trigger more than once per enemy and will not fire against allies when panicked
Nova
- Nova has no action point cost and no cooldown.
- This ability deals 6 damage and ignores armor.
- The first Nova attack each mission will deal 0 damage to the SPARK.
- All Nova attacks after the first will deal a stacking 2 damage to the SPARK.
One Good Eye
- "I used to be one of the best shots out there. Losing an eye knocked me down a peg, but I can still dish out the pain, as long as I can focus on one target at a time."
Open Fire
Opportunist
- Reaction fire shots now half of ignore cover bonuses.
- Passive.
Oppressive Heat
- Pressure Blast disorients all targets it hits.
- Overwatch shots disorient the primary target if it hits.
- Suppression disorients secondary targets immediately, and the primary target if the suppression shot hits.
Overcharge
- Each point of focus provides +10 aim and +15 crit chance.
- Based on the current focus, not max focus.
Overdrive
- A recoil penalty of -15% Aim is applied after each Standard Shot while Overdrive is active.
- Overdrive has no cost to activate, but has a 5 turn cooldown.
Overkill
Overseer
- Sniper Overwatch is a specialized form of Overwatch that allows you to take a reaction shot against an enemy that moves or attacks within a cone of fire.
- Sniper Overwatch is affected by Sentinel and Rapid Reaction.
Pack Tactics
- If Shield Wall is active, then all adjacent allies will enter overwatch at the end of the turn.
- Passive.
Packmaster
- Grants +1 charge to every utility item equipped.
- Applies to the grenade slot as well as the standard utility slots, but not other slots.
- Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.
Packmaster (TJ)
- This includes non-grenade items such as medikits and mimic beacons.
Pandemonium
- Has a 6 turn Cooldown.
Paramedic
Parkour
- Improves the Skirmisher's mobility around the map.
Parkour (TJ)
- This soldier is able to climb walls. Note that windows cannot be climbed.
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.
Perfect Plan
- Perfect Plan grants 3 perks: Quick Feet, Parkour, and Failsafe.
- Quick Feet will allow the soldier to ambush a pod while standing in the open, or hack an objective from stealth without putting themselves at risk..
- Even without a GREMLIN or BIT, Failsafe can still guard against failure effects from Skullmining attempts or hacking ADVENT Security Towers with a Hacker's Laptop.
- Walls can be climbed, but not windows.
Perfect Shot
Perfected Guard
Phalanx Protocol
- Phalanx Protocol effectively grants Aid Protocol to every ally.
- Has 2 charges.
Phantasmal Killer
- Phantasmal Killer will deal 3 damage initially.
- Deals 0 plus 2% of the soldier's psi offence as damage per enemy action negated.
- Duration of the prison depends the tech level of the psiamp.
- Lasts up to 4 actions.
- Targets trapped by Phantasmal Killer cannot take actions or dodge, but can be targeted by other attacks.
- Has a 5 turn cooldown.
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.
Phosphorus
- Your flamethrower can now ignore fire immunities being able to deal damage to targets but does not affect their burn immunity.
- Flamethrower attacks shred 1 armor per gauntlet tier.
Pillar
- The pillar will last for a number of turns equal to the Templar's Focus level when summoned.
- Pillar is a free action.
- Can be used after Rend.
- Pillar has a 4 turn cooldown.
Pipe Bombs
- Your damaging grenades inflict bleeding, dealing 1 damage per turn for 3 turn(s).
Pistol Expertise
- High Noon negates long range penalties and grants Quick Draw when equipped with a Pistol and Close Encounters when equipped with an Auto-Pistol
Pistol Whip
- Pistol Whip deals normal weapon damage, but it does not gain a critical chance bonus for flanking or bonus effects from special ammo.
- Each weapon strike uses a separate aim roll.
Point Blank
- Rapidly loses accuracy beyond four tiles range.
- Uses one action.
- Shotgun has two ammo.
Poisonball
- Has a 4 turn Cooldown.
Poison Dart Volley
- Has a 4 turn Cooldown.
- Only the first shot deals normal damage.
- The other darts do a fixed 1 poison damage.
Power Crush
- Ruptures the target, increasing the damage they take by 3.
- Power Crush also benefits from the damage bonus of it's own rupture.
- As a shield attack, also inflicts Disorient.
- If Shield Trauma is learned, also inflicts a single-action stun.
- Has a 3 turn cooldown.
Precision
- Precision only works with ranged attacks.
Precision Shot
Predator
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.
Preparation
Preservation
- When your concealment is broken, gain +15 defense for 2 turns.
Pressure Blast
- Knocks back enemies up to 9 meters (6 tiles).
- This attack is 20% more likely to result in a critical hit.
- Deals 20% increased base damage.
- Costs 2 Ammo.
- Has a 3 round cooldown.
Priority Target
- If multiple enemies are equally distant, you get the bonus against all of them.
- Priority Target doesn't affect melee attacks.
Protect and Serve
- Gain a non-movement action point after using Shield Wall.
- Passive.
Psionic Bomb
- Has a 6 turn cooldown.
Psi Reanimation
- A soldier cannot use Psi Reanimation while using Mind Control or Soul Merge.
- If the soldier dies or becomes incapacitated, the raised zombie will die.
- You can control several zombies at the same time.
Psychic Reload
- Reactions and Free Actions will not trigger Psychic Reload.
Pump Action
Puppeteer
- You can still only make one attempt to use Haywire Protocol per enemy unit.
Purifier Gauntlet
Pyromaniac
- The free grenade is not affected by Packmaster.
Quickburn
- Activate so your next use of the flamethrower will not cost an action.
- Quickburn has a 5 turn cooldown.
Quicksilver
- This ability makes it possible to activate Overwatch several times per turn, gaining additional Overwatch Action Points with each activation.
- Actual Ability Cost is not affected. E.g. Sniper Rifle Overwatch will still require two Action Points to activate.
Quick Aid
- Works with Aid Protocol, Shield Protocol, Medical Protocol, Rescue Protocol, Stealth Protocol, Stronghold Protocol, Phalanx Protocol, Revival Protocol, Scouting Protocol, Airdrop, Restorative Mist, and Combat Scanner.
Quick Feet
Refunds one action point when you are revealed from concealment via your own action.
Quick Patch
- Using a Medikit does not cost an action.
- Passive.
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.
Raging Bull
- A free melee attack on any enemy that enters or attacks from melee range.
- Deals minor damage and is guaranteed to stun for 2 actions on a hit.
- This attack will be attempted as many times as there are targets, but only until it successfully lands a hit within a given turn.
- Will not trigger during the soldier's own turn.
- Has a 1 turn cooldown between successful hits.
Raging Shot
- Has a 3 turn Cooldown.
- Best used at point blank range.
- Damage bonus is reduced the father away the target is.
Rainmaker
- Rainmaker adds +2 damage to all heavy weapons.
- Heavy weapons with circular areas of effect have their radius increased by +2.
- Heavy weapons with conic areas of effect have their diameter increased by +2 and length increased by +2.
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.
Rapid Fire
- Rapid Fire has a 1 turn cooldown.
Rapid Reaction
Rapid Shielding
- Shield Protocol no longer costs an action to use.
Rapid Targeting
- Using your Holotargeter no longer ends your turn.
- In addition, Rapid Targeting lets you periodically use Holotargeting against a single enemy as a free action.
- This works with HiDef Holo, Independent Tracking, and Vital Point Targeting.
- This does not stack with Multitargeting.
- Rapid Targeting has a 4 turn cooldown.
- Holotargeting does not break concealment for your squad.
Ray Of Life
- Has 1 charge.
Ready For Anything
Reaper
- Reaper has a 4 turn cooldown.
- Reaper cannot be combined with Run and Gun.
- As the damage with each successful Reaper strike is reduced, careful ordering of targets may be required to ensure the longest chain of attacks.
- Each kill will reduce damage dealt by 3.
Reblossom
- When foes survive the soldier's melee attacks, immediately perform a bladestorm attack against them.
Recharge
- Abilities without a cooldown are unaffected.
- Passive.
Reckoning
- You can trigger the Charge ability by placing the movement cursor over an enemy and right-clicking (as with Fleche on Shinobis).
- Charge costs 1 action point, is not turn ending, and has a 4 turn cooldown.
- A Skirmisher can perform a dash move with the Charge attack and it will still only cost 1 action point.
Recon
- Marks all targets for +5% aim and +10-20% more damage from your squad for 2 turns.
Redoubt Protocol
- Barrier provides 4/6/8 shield HP for 3 turns, scaling with GREMLIN tier.
- Does not end the turn if used as the first action.
- Does not stack with other major barriers.
- Recasting before expiry will refill the amount the barrier can absorb.
- Has 3 Charges.
Reflex
- The Grapple makes the Skirmisher a great advance scout, and Reflex rewards their aggressive positioning.
- Reflex can only be triggered once per turn.
Relocate
- Transposition does not end the turn when used and has a 3 turn cooldown. You can use Transposition when in either stance.
Remote Start
- Make sure squadmates are clear of the blast zone!
- Remote Start requires 1 ammo point, and has a 5 turn cooldown.
- Remote Start has 1 charge(s) per mission.
Rend
- Using Rend is the Templar's primary method for generating Focus.
- After casting Rend, the Templar will gain Momentum, allowing them one movement action. Use this to return to cover after attacking.
- Rend has a 5% chance to Stun. Stunned targets will also be knocked back.
- Rend has a 10% chance to Disorient.
Rend The Marked
Rending Claws
Renewal Protocol
- Renewal Protocol will get a unit that is bleeding out or unconscious up and back into the fight. Try to save it for a unit that really needs it.
- Renewal Protocol restores 2 HP per turn, to a maximum of 8 HP. The first tick of healing is applied immediately when it is used.
- The Battlefield Medicine foundry project will increase the amount to 3 HP per turn.
- Mark II Gremlins will heal 10 total HP.
- Mark III Gremlins will heal 12 total HP.
- Restoration Protocol has one charge per mission.
Repair
- Repair will restore 4/6/8 HP based on BIT tier
- Repair has 1 charge per mission and gains an additional charge with the Enhanced Repair Systems ability.
- Using Repair as your first action will end your turn without the Rapid Repair ability.
- Repair has a 1-turn cooldown (cannot be used multiple times per turn).
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.
Reposition (Keeper)
Rescue Protocol
- Rescue Protocol grants +15 dodge and +5 mobility.
- Rescue Protocol can only be used on allies with no action points left.
- It cannot be used on concealed, suppressing or overwatching units.
- An ally cannot benefit from both Command and Rescue Protocol in the same turn.
- Uses one action and does not end your turn.
- Rescue Protocol has 2 charges per mission.
- Charges increase with improved Gremlin technology.
Resilience
Resilience (TJ)
- Resilience is useful for controlling the amount of damage you take if you get flanked.
- Just because you can't be crit doesn't mean you won't die if you stand out in the open.
Resilient Incense
- Resilient Incense is only applied to targets within the smoke when it is first deployed.
Restoration
- Restoration has one charge per mission.
- Restoration will heal more HP as you upgrade your GREMLIN.
Restore Life
- Has a 4 turn Cooldown.
Resupply
- Has 2 charges.
Resupply Ammo
- If the target soldier already carries special Ammo, its effects will be temporarily overridden by Keeper's special Ammo.
Retribution
- If an enemy begins their turn in an adjacent tile, Retribution will trigger if that enemy tries to attack the Skirmisher.
- If an enemy does not begin their turn in an adjacent tile, then Retribution will trigger when that enemy moves into melee range.
- Retribution does not trigger on your own turn.
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.
Reverse Counters
- Go, sword the muton.
Revival Protocol
- Revival Protocol can be used to revive unconscious soldiers, including those who have been stabilized after bleeding out.
- Revival Protocol, if used with your first action, will not end your turn.
- Starts with two charges, but upgrading your GREMLIN may provide more.
Riot Control
You have one free smoke grenade and one free flashbang use on every mission.
Ripjack Slash
- Ripjack Slash can only be used against adjacent targets.
Riposte
- Any attack performed at melee range can be countered, even if it is made with a ranged weapon.
- Countering an attack allows to completely avoid it, and automatically respond with a counter attack.
- An attack cannot be countered if the enemy is immune to reaction fire.
- Counterattack counts as a reaction attack; it suffers aim penalties and normally cannot crit.
- Counterattack deals damage only from the primary weapon, even if dual wielding, and it cannot activate Cross Strike.
- Learning Riposte will make the soldier permanently immune to impairing effects of melee attacks performed by Stun Lancers, Mutons and Berserkers.
- If Guard is active, its charge will be used to counter the enemy attack, if possible.
Rocket Launcher
Rocketeer
- Heavy weapons are weapons such as the shredder gun that can only be mounted on an EXO or WAR suit.
Roaring Flames
- Enables all reaction fire by this soldier to crit if they have a chemthrower equipped.
- Chemthrower reaction fire gains 20% critical chance.
Rock Em Sock Em
- Grants a Heavy Weapon Slot if the soldier does not already have one. Additionally grants 1 Additional use of most heavy weapons that have charges Or grants the strike abiltiy with the punch glove equipped.
Rolling Thunder
- Whenever you deal Electrical damage, detect enemy presence in a 18 tile radius. 1 turn cooldown.
Roust
- Has a 50% chance to set enemies in the area of effect on fire and does limited damage.
- The narrow jet of flame has less impact on the environment.
- The area of effect is 50% less wide and 50% longer than the standard flamethrower reaching about 2.5 tiles wide and 10.5 tiles long.
- Units hit by the shot will be forced to move, often triggering overwatch fire.
- Units hit will be debuffed losing 6 mobility and 10 defense for 1-turn.
- One use per mission, but can gain an additional use with additional gear.
- Cannot be used from concealment.
Roving Chemist
- Gain a momentum action point after activating a Canister's special ability.
- Can be used to move into a more opportune location, such as into the smoke from a Smoke Canister.
Ruthless
- By cleverly combining the effects of Brutality and Ruthless, you can kill multiple enemies per turn with your sawed-off shotgun.
- There is no limit to the number of Ruthless activations per turn.
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.
Run and Slice
- Move to and slice a target. Uses one action but can only be used once per turn.
- The abilities that are able to reset the cooldown are Disarming Strike, Lacerate, Shadowmelt and Hamstring.
Running On Empty
- Once per turn, if the soldier moves while out of ammo, reload 1 ammo.
Rupture
- Rupture requires 3 ammo points.
- Rupture has a 4 turn cooldown.
- Ruptured targets take 3 additional damage from every attack.
Russian Roulette
- Shots will continue to be taken until a hit is made, ammo runs out or there are no more targets to shoot at.
- Critical hits and grazes both are considered "hits" for the purposes of this ability.
- Only affects regular Overwatch; Return Fire and similar abilities that grant other kinds of reaction shots are unaffected.
- This soldier won't continue to make Overwatch shot attempts if their Overwatch is removed, e.g. by taking damage, being suppressed or becoming disoriented.
Saboteur
- +50% damage.
- Saboteur doesn't affect grenades or special attacks.
Sacred Incense
- Smoke Grenades cleanse and provide temporary protection from mental effects.
Sacrifice
- The SPARK gains +10 defense and +1 armor while Sacrifice is active.
- Sacrifice has a 6 turn cooldown.
Salt In The Wound
- All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding.
- Applies to all sources of damage caused by you.
- If this unit inflicts Poison, Burning, Acid, or Bleeding on a target, then the tick damage of those effects will also be increased.
- Damage bonus will not stack against targets suffering from multiple of these effects.
Salvo
- Soldiers with the Salvo ability are prime candidates for heavy armor.
Sapper
- Sapper allows frag grenades and other explosives to destroy many cover objects.
Saturation Fire
- Saturation Fire requires 4 ammo points.
- Saturation Fire has a 7 turn cooldown.
- Saturation Fire will take a standard shot at every enemy in the cone, and will damage or destroy random cover elements in the cone.
Savior
- Effect applies to GREMLIN heal, Medikits and Restoration abilities.
Sawbones
- Savior increases the healing of all healing abilities by 4 points.
- Healing Aid allows Aid Protocol to remove burning, poison, acid, and bleeding effects from targets, as well as healing the target .
- Healing Aid affects Aid Protocol and Stronghold Protocol.
Scanning Protocol
- Scanning Protocol has 2 initial charges.
- Scanning Protocol gains bonus charges with improved Gremlins.
- In addition to hidden and disguised enemies, enemies blocked from line of sight by walls or obstructions will also be revealed by Scanning Protocol.
- Scanning Protocol is a free action.
- If the Specialist is employed as Haven Advisor Scanning Protocol will reduce the chance of recruiting Faceless rebels by 40% (stacking cumulatively with other similar abilities).
Schism
- If Insanity is successful, the target will take 2-4 damage, and take +2 damage from all future attacks.
Scourge Cutter
- Scourge Cutter being a free action allows you to move, attack, and then move away, or move, attack, and attack again if you have another sword ability or a backup weapon such as a pistol or sawed-off shotgun.
- Being able to be used with no actions remaining means that Scourge Cutter can, for example, be used after dashing into melee range of an enemy.
Scout
- This stacks with uses from carried battle scanners.
Scouting Report
- Collect 1 intelligence each turn. Intelligence adds 1 offense and defense to all allies (max 5).
- 'Decisive Action' - Spend 5 intelligence to fully restore one ally's action points up to 2
Scout's Watch
- Overwatch replaced with Scout's Watch.
- Scout's Watch - Overwatch over a long, narrow cone.
- Can reactively fire upon movement.
- Can crit and doesn't suffer from reaction fire penalties.
Scrap Metal
- Kills with your primary weapon restore one sawed-off shotgun charge.
- This does not apply to kills from using the sawed-off shotgun itself.
- With this ability, you can gain more sawed-off shotgun charges than you started with.
Searing Lance
- Has a 6 turn Cooldown.
- Creates a trail of fire in it's wake.
Acidball
- Has a 5 turn Cooldown.
Second Wind
- If you use a medikit on yourself, you gain the bonus action point.
- Medikits can be used not only on injured units but also on units that are suffering from status effects, including different levels of bitterfrost.
Sensor Overlays
- This doesn't count enemies only visible through squadsight.
Sentinel
- Reaction shots may only target an enemy once.
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.
Serrated Fang
- Has a 5 turn Cooldown.
Shadow
- Shadow reduces detection ranges to just a few tiles at most.
- Reaper has increased mobility while in Shadow.
- Entering Shadow is a free action and has a 4 turn cooldown.
- Shadow also provides the Infiltration perk, which prevents the Reaper from being detected by ADVENT Security Towers.
Shadowborn
- -33% detection radius while concealed.
- +15 aim and crit with all shots from concealment.
Shadowmelt
- Like all knife attacks, this uses one action and does not end your turn.
- Has a 3 turn cooldown.
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.
Shadowstep Aid
- Aid Protocol and Stronghold Protocol also grant temporary Shadowstep and a movement-only action.
Shadowstrike
- Shadowstrike bonuses will apply if the soldier re-enters concealment in a mission.
Shadowstrike (M31)
- The bonus applies to all attacks as long as the targeted enemy does not have a direct line-of-sight on the soldier when the action starts. This includes, but not limited to, squadsight attacks and attacks from concealment.
Shank Redemption
- The first time you use Knife Fighter each turn will refund one standard action point. Does not apply to any other knife skills.
Shellshock (TJ)
Shield Battery
- Grants 2 additional Shield Protocol charges.
Shield Charge
- Cannot be used against targets immune to melee damage.
- Knocks back the target if it hit.
- Destroys cover in the path that the target is knocked back.
- Automatically actvates Shield Wall after the attack.
- As a shield attack, also inflicts Disorient.
- If Shield Trauma is learned, also inflicts a single-action stun.
- Has a 3 turn cooldown.
Shield Protocol
- Grant a friendly unit 3/5/7 bonus ablative hit points.
- The shield also grants poison immunity until all ablative hit points are lost.
- Has 2 charges
Shield Surge
- The Armor lasts until the start of your next turn.
Shield Training
Shield Trauma
- Upgrade to the Shield Bash ability.
Shock And Awe
- You equip one additional rocket.
Shockwave
- Shockwave does not apply to flashbang grenades or other grenades that do not deal damage.
Shooting Sharp
Shoot Out
- This skill cannot target the same enemy more than twice. Furthermore, this skill can only target an enemy twice if there are at least 2 enemies inside your pistol's range. The following explains how targeting with this skill works:
- 1 enemy: 1 shot fired, that enemy is shot once
- 2 enemies: 4 shots fired, each enemy is shot twice
- 3+ enemies: 6 shots fired, random target distribution following the aforementioned rules
Shotgun Finesse
- Gain +10 crit and +3 mobility while equipped with a shotgun.
Shoulder To Lean On
- Allies within 1 tile gain +5 bonus Aim.
- This bonus is increased to +10 Aim when Shield Wall is in effect.
- Passive.
Shredder
- A successful shot with a conventional weapon will shred 1 armor from the target.
- More advanced weapons will shred more armor from targets.
Sidewinder
- Sidewinder can activate while disoriented: False.
- Sidewinder can activate while burning: False.
- Sidewinder will not activate during the soldier's own turn: False.
- Sidewinder will not activate if the soldier is currently binding a target.
- Sidewinder will not activate against reaction fire.
Silence The Sane Mind
- Has a 4 turn Cooldown.
Silent Killer
- Allows a Reaper to stay safely in Shadow during the enemy turn if they kill a unit with their primary weapon.
Singe
- Primary weapon attacks have a 33% chance to set fire to enemies, and Shred 1 armor.
Sixth Sense
- Area attacks include grenades and other explosives, but not MEC Micro Missiles.
- Faceless claw sweep counts as multi-target attack and will not hit this soldier.
- Purifier's Flamethrower is another example of area of effect attack that is not an explosive weapon.
Skirmisher
- This doesn't affect abilities that require two action points to use.
- You can only take a standard move, not use other actions such as reloading your weapon.
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.
Skykeeper
- Flying enemies are always considered unflankable for the purposes of this ability.
Slam Fire
- With the proper setup, you can trigger Slam Fire many times in a turn. Try removing enemies' cover, or using other abilities to boost your critical hit chance.
- Activating Slam Fire does not cost an action.
- Cannot be used after Run and Gun and other abilities that refund actions and disables them for the rest of the turn.
- Equip your weapon with a Laser Sight and an Expanded Magazine or Autoloader to maximize Slam Fire's potential.
Slash
- Attack an adjacent target with your sword.
- Uses one action and doesn't automatically end your turn, so two attacks a turn are possible.
Slash
- Attack any enemy within movement range with your sword.
Slave Drive
- Haywire Protocol lets you stun or temporarily control an enemy robotic unit with your GREMLIN or BIT.
Slice And Dice
- Has a 2 turn cooldown.
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.
Smoke and Mirrors
- Smoke and Mirrors also slightly reduces the soldier's infiltration time.
Smoker
Snake Blood
- Your Dodge is increased by 20 and you are immune to poison.
Snap Shot
- The soldier may now use the sniper rifle for standard shots after moving, but suffers extreme aim penalties at targets beyond 22 tiles range on those shots.
- The soldier may not enter overwatch with the sniper rifle after moving.
- Snap shot reduces close range penalties by 67%
- Snap shot can be used for the following abilities: Chain Shot, Rapid Fire, Disabling Shot, Precision Shot, Deadeye
Sniper Elite
- The attacks will ignore all dodge modifiers, but not the graze band.
- Aim bonus is not affected by the reaction fire penalty.
Sniper's Nest
- Makes partial cover count as full and confers +10 aim and +10 critical chance against targets at a lower elevation.
Social Dynamo
Soften Up
- Works with anything that uses weapon damage, including but not limited to firearms, melee, and grenades.
Solace Aura
- Solace has a 4 tile radius.
- Moving next to afflicted organic allies will immediately cleanse their mental impairments.
Sonic Screwdriver
- Heal an adjacent robot, based on the critical damage of your knife.
Soul Harvest
- Bonus crit chance applies to both primary and secondary weapons.
- The +20% max crit chance bonus applies only to the per-kill component, i.e. it's in addition to the base +10% bonus.
Soul Mania
- If an enemy begins their turn within 2 tiles, Soul Mania will trigger if that enemy tries to attack the soldier.
- If an enemy does not begin their turn within 2 tiles, then Soul Mania will trigger when that enemy moves into that range.
- Soul Mania deals the same base Psionic damage as Soulfire and similarly cannot target robots, but does NOT ignore armor or shields like Soulfire does.
- Soul Mania is guaranteed to hit, but is still considered a reaction attack and thus won't target units that have Shadowstep.
- Will not trigger during the soldier's own turn.
Soul Shot
- This ability has +20 aim.
- This ability costs 1 action, is non-turn ending, costs 1 focus and has no 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.
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.
Sparkstriker
- Has a 3 turn cooldown.
Spartan Training
Speed Shift
- The soldier's bondmate receives double the bonus.
- Learning this on soldiers that don't need to move much can help out flankers or squadmates weighed down by rockets.
Spinning Reload
- Use Spinning Reload during your turns to gain a "free" Overwatch Action Point.
- Alternatively, Spinning Reload will trigger automatically during enemy turns if the soldier runs out of ammo, and they still have at least one Overwatch Action Point remaining.
- If at the start of your next turn the soldier still has at least one Overwatch Action Point, they will reload even if they still have some ammo remaining, just so the Overwatch Action Point doesn't go to waste.
- If Overwatching with the reloaded weapon requires more than 1 action point, Pistol Overwatch will be used instead.
Squadsight
- Squadsight is best augmented by high ground, allowing soldiers relatively clear sight lines and an additional aim bonus to offset Squadsight's aim penalty.
- When using Squadsight, there is no limit on how far your targets can be, but an aim penalty accumulates with distance.
- Overwatch shots do not use squadsight by default.
Stalker
- The bonuses are lost immediately when you lose concealment.
Static Shock
- Effective against robotic foes.
- Has a 4 turn Cooldown.
Stasis Field
- Stasis Field affects both allied and enemy units.
- Can be used once per mission.
- Radius is 4 tiles.
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.
Stationary Threat
- Gain +1 damage to your primary weapon for each turn that you do not move.
- Effect bonus can stack up to 3 times.
- Passive.
Stay On Target
- Removes the cooldown for the Lead The Target ability.
Steadfast
- Passive
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.
Stealth Protocol
- Stealth Protocol can be used on any soldier, so consider who you plan on using it on when selecting your squad.
- Sometimes Stealth Protocol can be used to protect a soldier in a sticky situation, but it won't work on a soldier who is flanked by an enemy.
- Using Stealth Protocol costs an action.
- The effect is removed if the Dragoon dies or evacs.
- Stealth Protocol has one charge per mission.
Sticky Bomb
- Does not alert the enemy.
- The next attack against that enemy is guaranteed to hit and it will detonate the bomb, dealing 5 damage and shredding 2 armor.
- 1 use per mission.
Sticky Bomb Protocol
- Shots against the mined target are guaranteed to hit.
- Has 2 charges.
Stiletto
Stiletto (TJ)
- Bonus increases with the weapon tier.
Stimulate
- Removes disorient, panic, and unconscious.
Sting
- Sting allows for the Reaper to attack in situations where they absolutely do not want to be revealed.
- Sting has 2 charge(s) per mission, requires 1 ammo points, and has a 1 turn cooldown.
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.
Stop At Nothing
- Stop At Nothing will work with any activated ability that gives you reaction shots, including Fend Off.
Storm Fang
- Has a 4 turn cooldown.
- Hits robotic enemies twice.
Storm Force
- This ability grants 40% bonus damage to Volt, Ionic Storm and similar abilities.
Strafing Fire
- Can be used for free after moving.
- Deals 50% less damage.
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.
Strike
- You can trigger the Strike ability by placing the movement cursor over an enemy.
- A SPARK can perform a "Dash" move, using both actions to move, and still trigger a Strike against an adjacent enemy.
Strike Out
Stronghold Protocol
- Stronghold Protocol, if used with your first action, will not end your turn.
- Provides all of the same benefits as Aid Protocol to every ally in the designated area.
- Has a 6 turn cooldown.
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.
Stun Gunner
- The bonus starts at +20 and increases with better Arc Thrower technology, to a maximum of +30.
Stun Strike
- Stun Strike has a 85% chance to hit, increased by 5% for each Focus level.
- Stun Strike has a 100% chance to stun the target if successful.
- Stun Strike does not end the Templar's turn.
- Stun Strike has a 3 turn cooldown.
- Stun Strike cannot be used against targets that take more space than 1 tile.
Sunomata
Supercharge
- GREMLIN abilities include Shield Protocol, Renewal Protocol, and Stealth Protocol.
Superheavy Ordnance
- The item in your grenade-only slow gains two bonus uses and your grenades gain 3 tiles extra range.
Superior Aptitude
Supply Pack
- Resupply Ammo: Throw a spare magazine to a target ally so they can reload their weapon for free.
- Bandage Throw: Throw bandages to a target ally so they can heal over time and stop bleeding.
- Supply Run: Using Resupply Ammo or Bandage Throw on an ally grants the soldier a Move-only action.
Supply Run
- The movement action point applies to the user of the ability, not the target.
Suppressing Fire
- Suppressing Fire requires 3 ammo to use, but the shot consumes only 1.
- Suppressing Fire has a 1 Turn(s) cooldown.
Suppressing Fire (Z)
- Fire at the target, and suppress the target afterwards with sustained fire.
Suppression
- Suppression costs 2 ammo points to use, but has no cooldown.
- Suppression will be canceled if the suppressing unit is damaged.
- If multiple units suppress a target, the aim penalty will not stack.
- May not be used if sniper rifle or shotgun-class weapons are equipped.
- Suppression restricts many of the target's abilities, including the use of rockets and grenades. Also adds an additional -15 aim debuff for the turn that is not cleared with the suppression.
Surefire Shot
- Always hits, but cannot crit.
- Cannot be dodged or deflected.
- Weapon damage is converted to fire, so Surefire Shot cannot be used against fire immune foes.
- Has 2 charges.
Surgical Precision
- Reduces aim penalties from cover by half.
- Does not apply to reaction fire.
- Passive.
Surprise
- Surprise can provide a decisive advantage in an ambush by taking out a tough enemy in one shot.
- The soldier with Surprise must initiate the ambush to get the bonus. It doesn't affect concealed overwatch.
Survival Instinct
- The bonuses are lost if you are healed back to full health.
Survivor
- Makes the first check for bleeding out each mission an automatic success.
- Reduces the number of hit points a soldier must heal after being wounded in battle by 1.
- Reduced wound recovery will not trigger if this soldier suffered killing wounds and is stabilized from bleeding out.
Sustain
- Beware that a sustained soldier may retain damaging status effects like poison or burning after emerging from Stasis.
- Wound reduction does not work if the soldier entered a bleeding out state during the mission.
Tactical Retreat
- Grants a movement only action after throwing a knife. This can happen once per turn.
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.
Take Down
- This attack always deals 5 damage. If the enemy has enough armor or other damage resistance, Take Down may not always result in a kill.
- Take Down can be used once per turn, and can be used with a dash only if used as the first action.
- Unlike Take Under, Take Down does not rely on a melee weapon. Human soldiers will use the stock of their gun, and certain aliens will throw a punch or slash with their claws.
Take Initiative
- Each enemy can trigger one dual melee attack from Take Initiative or CQC Supremacy per turn.
- This limit resets at the end of your turn and at the end of enemy turn.
- These attacks count as reaction attacks and will have aim penalties.
Take Your Own Advice
- When activating advice, grants the same buff to the user.
Tandem HEAT Warheads
- Grenades that do not innately shred any armor do not benefit from the additional shred. Damage increase does not apply to Environmental damage.
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.
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.
Tear Down
- Has a cooldown of 2 turns.
- Note that unlike the Reaper's Remote Start, Tear Down doesn't boost the explosion's damage or range, but it also does not require any ammo.
Teleport
- Has a 4 turn cooldown.
Templar Fleche
- You can trigger the Fleche ability by placing the movement cursor over an enemy.
- A soldier can perform a "Dash" move, using both actions to move, and still trigger an attack against an adjacent enemy.
- Fleche deals 1 bonus damage for every 4 tiles between unit's position at the start of its turn and the target's position.
Templar Shield
- The Shield will grant 5/8/12 shield HP when used.
- The Shield grants 20 crit resistance when active.
Terrorize
- Volt can now panic the enemy.
- The chance to panic is based on the Templar's Will stat + base chance of 75% versus the target's Will.
That's Close Enough
- Will not trigger if soldier is concealed.
- Only works on enemy turns.
- This ability can trigger 1 time(s) per turn.
The Bigger They Are
- Enemies include, but are not limited to: Chryssalids, MECs, and Berserkers.
- Passive.
This One's Mine
- Only you get the bonuses.
- Consider using this ability against elite enemy units such as Custodians, Cobras, or Sectopods for its large bonus of 50 defense.
- Our plasma weaponry will greatly benefit from the bonus critical hit chance due to their reliance on the critical damage.
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.
Threat Assessment
Thunderdome
- Both the attacking soldier and the enemy unit must be inside the Thunderdome in order to receive the Action Point refund.
- Allies can benefit from Action Point refund only once: True.
- 6.7 Tile cast range.
- 6 Turn cooldown.
Thunderous Roar
- Uses a mental attack roll, but mental immunity will not protect against it.
- This makes it very easy to hit robotic foes, which typically have extremely low will.
- Has a 3 turn cooldown.
Time Shift
Tis But A Scratch
- Tis But A Scratch - Reduces Wound Timers by 3 HP.
Titanic Blast
- Fire a shot with your sawed-off shotgun that is guaranteed to hit, and will knockback the target.
- Only useable within 4 tiles of the target.
Total Combat
- Total Combat adds even more flexibility to the Skirmisher's turns, allowing actions to be taken exactly when needed.
- Removes the cooldown for grenades.
- Grants both Bombard and Volatile Mix, hence it does not stack with either of them.
Toxic Protocol
- Has a 4 turn cooldown.
Tracking
- Tracking allows the unit to detect units that are behind walls and other line-of-sight blockers.
- Tracking detects enemies up to 14 tiles.
- Detected units will appear as a visual outline.
- Units will remain detected until the end of the player's turn. If they are outside Tracking's range at that point, they will count as no longer detected.
Tradecraft
Trade Fire
- Until the start of next turn, fire at any enemy that takes a hostile action.
- Your shots do not have a reaction penalty.
- Your shots are taken after the enemy's hostile action.
- Ends your turn when used.
- 3 turn cooldown.
Trained Sniper
- Any weapon from the sniper rifle category counts for this ability, such as the Auto-Sniper Rifle or the Strike Rifle, in addition to the standard Sniper Rifle.
Transmit Prana
- Expend both actions to give an ally an extra action.
Traverse Fire
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.
Trench Warfare
- 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.
Triage
- Restores 8 health to the user and surrounding allies within 8 tiles.
- Removes Burning, Acid, and Poison.
- Has 1 charge.
Trick Shot
- Requires dual pistols.
- Can be activated only against enemies in Cover.
- Ignores Defense bonuses from cover.
- Deals damage only from the mainhand weapon.
- This ability benefits from Hunter's Instinct and provides the same Crit Chance as an actual flanking shot would, but will not benefit from other flanking bonuses.
- No cooldown.
Trigger Guard
- Gain passive +20 Aim bonus to ALL melee attacks while dual wielding firearms. Pistol Whip no longer ends turn if the enemy is already within melee range.
Trojan
- Enemy units hacked by Haywire Protocol take 0 to 8 damage and lose their actions on the turn the hack effect ends.
- Applies to units stunned or taken over by Haywire Protocol.
- Damage calculated based on Hacking Stat vs. target's Hack Defense.
True Predator
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.
Unlimited Power
- Works for all arc thrower abilities, including Chain Lightning.
Unload
- Shots deal 50% less damage.
- Has a 5 turn cooldown.
Unnerving Light
- Useful when combined with your psionic troopers, given will debuff makes their mental attacks more likely.
- If you have the Multitargeting perk, it will apply on everyone caught in the area.
Untouchable
- When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
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.
Valley of Death
- There is no limit to the amount of Valley Of Death shots a soldier can take outside of ammo counts.
- Each Valley Of Death shot damages multiple targets in a cone, making it extremely effective against swarming enemies.
- Valley of Death has a 6 turn cooldown.
Ventilate
- Always hits, but cannot crit.
- Costs 3 ammo.
- 4 turn cooldown.
Vigilance
- Adds 1 focus to the soldier when an enemy pod scampers.
- Only triggers if the pod has at least 3 units in it.
- If you are already at max focus, the focus gain is wasted.
Viscous Accelerant
- Chemthrower attacks apply a stacking debuff that increases damage from all 'damage over time' effects.
- The effect lasts for 2 rounds.
- The bonus damage is +1 per stack.
Vital Point Targeting
- The Vital Point Targeting damage bonus is +1 for the basic Holotargeter, and increases to +2 with improved Holotargeting technology.
- Damage bonus is applied to melee and direct (non-Area of Effect) projectile attacks.
Void Conduit
- Void Conduit will deal 1 damage initially, then drain 3 health per enemy action.
- Void Conduit locks the target for 1 turn.
- Targets trapped by Void Conduit cannot take actions or dodge, but can be targeted by other attacks.
Volatile Mix
- Your grenades do regular and environmental damage in the expanded area of effect, and apply any additional effects there as well.
Volt
- This ability costs 1 action, is non-turn ending, has no cooldown and costs 1 Focus.
- Volt increases your squad's aim by +15 against the targets.
Voltaic Arc
- Deals electrical damage that pierces armor.
- Can only chain to units friendly to the targeted unit.
- Deals less damage than Chaining Jolt.
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.
Warbringer
- This includes both launched and thrown grenades.
- Grants +1 charge(s) to every grenade equipped.
- Your grenades' area of effect is increased by 1.
- Applies to the grenade slot as well as the standard utility slots, but not other slots.
- Temporary grenades provided by other abilities do not get extra charges.
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.
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.
Warning Shot
- Fire your primary weapon just over the target's head, causing them to panic. This attack deals no damage. Uses 2 ammo. 1 use(s) per mission.
Watch Them Run
- After throwing or launching a grenade, you will automatically enter overwatch.
Watchful Eye
- The free overwatch shot happens even if your This One's Mine target is only visible through squadsight.
- Does not require Long Watch to utilize squadsight, only clear line of sight.
Watchful Eye (Holotarget)
- Only applies to targets the soldier has holotargeted themself.
- Can activate once on each holotargeted foe per turn.
Weapons Master
- Negates the short range aim penalties of Sniper Rifles.
Whiplash
- Whiplash does extra damage to robotic enemies.
- Whiplash requires one action and does not end your turn.
- Whiplash has a 4 turn cooldown.
Whippit
- You can't fire the Sawed-Off Shotgun when out of actions.
Whirlwind
- A soldier can only gain one move per turn with this ability.
White Flame
- Has 2 charges.
- Shares charges with Earth Heal.
- The initial heal scales with psi offense.
- Cleanses mental and psionic ailments, including unconscious.
Will To Survive
- Enemy damage is reduced by 1 when in cover and attacked through that cover.
- Cover against explosives and other indirect attacks is calculated from the point of the explosion.
- Armor piercing effects do not eliminate this bonus.
- This unit also permanently gains 5 will.
- This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Windcaller's Fury
- Melee attacks always cost 1 Action Point and do not end turn.
Windcaller's Legacy
- "Within blue move" means that player is literally able to see the blue border. If the blue border is not visible just before the attack is activated, then Windcaller's Legacy will not activate.
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.
Wraith
Wrath
- Wrath adds extra mobility for the Skirmisher, and can be used while the Grapple is on cooldown.
- The Ripjack strike is guaranteed to hit if the Grapple is successful.
- An open space adjacent to the enemy is needed to use Wrath.
- This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.
Wrecking Ball
- Wrecking Ball can be used to expose enemies to flanking shots.
- Use movement waypoints to guide the SPARK on an optimal path for destroying cover and the environment.
You Got This
- You Got This can be used without breaking concealment.
- The ally must be able to perform Overwatch shots in order to receive a benefit from You Got This.
Zero In
- Zero In can help compensate for not being able to move to get a better shot while using Bullet Swarm. It makes it much more likely that at least one shot in a turn will hit.
- Zero In doesn't apply to reaction shots.
Zone of Control
Pistol Perks
Clutch Shot
- Once per mission, fire a pistol shot that cannot miss.
Faceoff
- Faceoff is best augmented by an aggressive field position, granting a high chance to hit at multiple targets.
- Faceoff cannot be used while in concealment
- Faceoff has a 3 turn cooldown
Fan Fire
- Each shot in Fan Fire rolls a separate chance to hit.
- Fan Fire can deal a devastating amount of damage if every shot hits.
- Fan Fire has a 3 turn cooldown.
Gunslinger
- There is no limit to the amount of shots a soldier can take.
- Range is 7 tiles.
- Gunslinger has a 3 turn cooldown.
- Cannot be used from concealment.
Lightning Hands
- Lightning Hands can combo well with two-action abilities, as it does not prevent their use in the same turn.
- Lightning Hands has a 3 turn cooldown.
Quickdraw
- Quickdraw allows the soldier to spread their fire around to different targets in the same turn.
- Quickdraw negates the weight allowing the soldier to carry a pistol without any reduction to mobility. Note this bonus does not apply to the soldier's base stats and will only apply during the mission meaning it will not show up when viewing from the loadout menu
Return Fire
- Applies to any ability that makes use of pistols.
Officer Perks
These perks are only available to Officers.
Air Controller
- The officer is skilled at directing allied air assets, allowing the Skyranger to arrive 2 turns sooner after evac flare is deployed.
- Note that there is a minimum time that the Skyranger will take to arrive regardless of any bonuses.
Rank: Colonel (6)
Collector
- Any kills of a non-human enemy by the squad have a 33% chance to grant 1 intel point as long as the Officer is healthy.
Rank: Major (4)
Combined Arms
- All allies within Command Range of the Officer do +1 damage with all successful attacks.
- Command Range increases with each new Officer level.
Rank: Field Commander (7)
Command
- Requires one action and ends your turn.
- Second and first lieutenants have one charge of the ability; captains and majors have two charges; lieutenant and full colonels have three charges, and field commanders have four charges.
- Cannot be used on units on overwatch or suppressing another target.
Rank: Second Lieutenant (1)
Commissar
- Pistol shots against allies who have been mind-controlled by enemies have +50 to hit, cannot be dodged, and automatically kill the target if a hit occurs.
Rank: Second Lieutenant (1)
Defilade
- Soldiers within Command Range of the Officer receive +5 bonus to defense value provided by cover.
- Command Range increases with each new Officer level.
Rank: Lieutenant Colonel (5)
Fire Discipline
- All allies within Command Range of the Officer gain +10% to hit on reaction fire.
- Command Range increases with each new Officer level.
Rank: Lieutenant Colonel (5)
Focus Fire
- Spend an action to pinpoint a target and grant your squad cumulative aim bonuses and 1 armor piercing on attacks against that target for the rest of the turn.
- Each successive direct weapon attack against the target in the same turn grants an additional +5 aim bonus.
- 3-turn cooldown.
Rank: Second Lieutenant (1)
Get Some
- Spend an action to grant all friendly units within Command Range a +20 bonus to Critical Hit chances for the remainder of the turn.
- Usable twice per mission.
- Command Range increases with each new Officer level.
Rank: First Lieutenant (2)
Incoming!
- Activate this ability to grant all allies in command range four points of damage resistance against explosive attacks through the end of the next alien turn.
- Requires no actions.
- Five-turn cooldown.
- Command Range increases with each new officer level.
- Does not apply to panicked soldiers or units suppressing other targets.
Rank: First Lieutenant (2)
Infiltrator
- The squad of an officer with this perk will be significantly stealthier than it otherwise would be and will have reduced infiltration times.
Rank: Colonel (6)
Intervention
- Activate this ability to spend 10 intel and gain two turns on the current mission timer.
- Requires one action.
- The number of charges is dependent on the officer's rank.
- Will do nothing if there is no mission timer.
- Intel cost can be influenced by events; the ability will not fire if XCOM has fewer than 10 intel.
Rank: Second Lieutenant (1)
Jammer
- Activate this ability to cause incoming enemy reinforcements to be delayed by one turn.
- If no reinforcements are reported as inbound, it will instead delay future reinforcements.
Rank: Captain (3)
Lead By Example
- If the Officer's Aim, Will and/or Hack scores are higher than any soldier within Command Range, the soldier gains bonuses to those scores equal to half the difference between the Officer and the soldier.
- Command Range increases with each new Officer level.
Rank: Major (4)
Leadership
- This officer provides bonuses to will, dodge and infiltration to soldiers who have previously served under his or her command. These bonuses scale up the more missions they go on together.
Rank: Second Lieutenant (1)
Oscar Mike
- Spend an action to give all allies within Command Range +3 Mobility for the remainder of the turn.
- Usable once per mission.
- Command Range increases with each new Officer level.
Rank: Second Lieutenant (1)
Scavenger
- If the Officer survives the mission and is conscious, mission rewards of supplies, Alien Alloys and Elerium are increased by 30 percent.
- Squad may recover Alien Alloys and Elerium from dead aliens.
Rank: Field Commander (7)
Trial By Fire
- This bonus only applies if the commanding officer has this perk, and it does not grant bonuses to other officers on the mission.
Rank: Captain (3)
You'll Need This
- Anytime you equip a pistol (of any technology level), you carry a spare conventional pistol that you can hand to any adjacent civilian ally who does not already have a pistol.
- The spare pistol does not impose a weight penalty on this soldier, but the ally will incur a one-mobility penalty when receiving the sidearm.
- Note: This ability will not appear in your Tactical ability icons unless you can use it.
Rank: Second Lieutenant (1)
Psionic Perks
Bastion
- Bastion has a 4 tile radius.
- Moving next to afflicted allies will immediately cleanse their negative physical status effects.
Available for: Psi Operative (Warlock), Templar (XCOM Tier 3)
Domination
- Domination requires a contest of the Psi Operative's Psi Strength stat versus the Will of the target.
- If an attempted Domination fails, there is a 4 turn cooldown before another Domination can be attempted.
- If the Psi Operative dies or leaves the battlefield, the Domination is broken.
Available for: Psi Operative (Master)
Fortress
- A soldier with the Fortress ability can walk through fire, poison and acid with no ill effects.
Available for: Psi Operative (Mystic), Templar (Mystic)
Fuse
- This ability costs 1 action, is non-turn ending and has no cooldown.
Available for: Psi Operative (Disciple)
Insanity
- Insanity has a 1 turn cooldown.
- Insanity requires a contest between the Psi Operative's Psi Strength stat, and the target's will.
- Insanity can disorient, panic, or mind control the target if it succeeds.
- There is about a 10%, 85%, 5% chance to trigger the respective effects (Very approximate chances)
- Mechanical enemies are completely immune to Insanity.
- Insanity requires one action and does not end your turn.
Available for: Psi Operative (Acolyte)
Mind Merge
- Grants the targeted ally 1 ablative (shield) hit point, plus another one per 20 psi offense score of the Psi Operative using Mind Merge.
- Grants the targeted ally 1 will per 5 psi offense score of the Psi Operative.
- Also grants the ally +1 critical chance per 5 psi offense score of the Psi Operative.
- Effect lasts until the Psi Operative's next turn.
- Mind Merge has a 4 turn cooldown.
- Mind Merge requires one action and does not end your turn.
- Only visible allies may be targeted.
- Improved Psi Amps grant additional bonuses to these effects.
- If the Psi Operative is employed as Haven Adviser Mind Merge will reduce the chance of recruiting Faceless rebels by 40% (stacking cumulatively with other similar abilities).
Available for: Psi Operative (Acolyte)
Null Lance
- Null Lance has a 4 turn cooldown.
- Null Lance ignores armor.
- Null Lance damage can be increased by improving the Psi Operative's Psi Amp.
Available for: Psi Operative (Magus)
Null Ward
- Project psionic shields around the soldier and nearby allies. The shields will collapse if this soldier is killed.
- Null Ward grants 3 ablative hit points.
- Improved Psi Amps grant additional bonuses to ablative hit points.
- Null Ward requires one action and does not end your turn.
- Null Ward has a 5 turn cooldown.
- Null Ward has a radius of 8 tiles.
- The ablative hit points granted by Null Ward persist for the next 3 enemy turns
Available for: Psi Operative (Warlock)
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.
Available for: Psi Operative (Disciple)
Quick Study
Available for: Psi Operative (Initiate)
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.
Available for: Psi Operative (Adept)
Soul Steal
- Soul Steal will replenish lost health for a wounded operative and provide 3/4/6 ablative hit point for 3 turns.
- An operative may increase to no more than 15 ablative HP when using Soul Steal.
Available for: Psi Operative (Adept)
Soul Storm
- Summon meteors of psionic energy to deal damage to enemies inside a target area, and destroy their cover.
- Soul Storm area of effect is centered on the user.
- Cannot destroy floors or ceilings.
- Soul Storm has a 5 turn cooldown.
- Soul Storm has a radius of 5 tiles.
Available for: Psi Operative (Magus)
Soulfire
- Soulfire has a 3 turn cooldown.
- The damage done by the Soulfire ability can be increased by upgrading the Psi Operative's Psi Amp.
- Robotic and mechanical enemies are completely immune to Soulfire.
Available for: Psi Operative (Initiate)
Stasis
- Stasis has a 5 turn cooldown.
- Stasis cannot target units larger than 1 tile such as sectopods.
- As Stasis completely removes an enemy unit from combat for a turn, it can be used defensively to protect vulnerable soldiers, or it can be used offensively to set up a coordinated attack.
Notes: Stasis Shield is automatically included, being able to cast Stasis on allies.
Available for: Psi Operative (Mystic)
Void Rift
- Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity.
- Void Rift ruptures targets for 1. Rupture amount increases with better Psi Amp technology.
- Void Rift ignores armor.
- Void Rift has a 5 turn cooldown.
Available for: Psi Operative (Master)
Equipment Perks
Blood Thirst (XCOM)
- Making any attack will provide a stack regardless of whether it hits.
- Ideal with reaper, being able to not only execute several enemies but performing several attacks will grant several stacks for providing a large damage boost and also mitigating the damage penalty of reaper to create larger chains.
Available for: Katana
Combat Rush
Available for: Combat Rush PCS
Depth Perception
Available for: Depth Perception PCS
Emergency Life Support
Available for: Emergency Life Support PCS
Fatality
Available for: Darkclaw
Grapple
Available for: Spider Suit, Wraith Suit
Hyper-Reactive Pupils
- Bonus applies until the next time you hit a target or the mission ends.
- Area-of-Effect-based shots do not induce the bonus.
Available for: Hyper-Reactive Pupils PCS
Iron Skin
Available for: Iron Skin PCS
Mark for Death
- Marking a target reveals the soldier and ends their turn.
- Marking a target refunds the soldier's actions when firing a standard shot or snap shot, allowing to deal heavy damage against a single target. Ideal for taking out durable enemies.
- This bonus applies to the marker, it does not apply for allies.
Available for: Darklance
Overbearing Superiority
- Whenever you get a critical hit with your primary weapon, your actions are refunded.
- This does not work for multi-shot abilities.
Available for: Disruptor Rifle
Shieldwall
Available for: WAR Suit
Smart Macrophages
Available for: Smart Macrophages PCS
Vampirism
Available for: Arashi
Wraith
Available for: Spider Suit, Wraith Suit
Soldier Perks
These are basic perks all soldiers can use when applicable.
Get Up
Stock Strike
Enemy Perks
General Perks
Environmental Immunities
- Immune to fire, poison and acid but not frozen
Available for: Codex, Andromedon
Fire Immunity
Available for: Gatekeeper, ADVENT Purifier
Flashbang Resistance
- This does not allow the unit to resist sting grenade's effect
- Muton Centurion has 20% resist, Sectoid Commanders/Great Archon has 33% resist, General (T1) has 50% resist, Muton elite has 67% resist, Gatekeeper/General (T2) has 75% resist. Rulers guaranteed resist
Available for: Muton Centurion/Muton Elite, Sectoid Commander, Great Archon, ADVENT General, Gatekeeper, Viper King, Berserker Queen, Archon King,
Mechanical Chasis
Available for: ADVENT Drone, ADVENT MEC, ADVENT MEC Archer, ADVENT Turret, Sectopod, Spectre
Mind Control
Available for: ADVENT Priest, The Warlock, Avatar
Poison Immunity
Available for: Chryssalid, Viper, Sidewinder, Naja
Vault
Available for: Icarus Armor, SPARK, ADVENT MEC, ADVENT MEC Archer, Chryssalid, Faceless
Advent Perks
Advent Acid Grenade
Available for: ADVENT Engineer
Advent Flashbang
Available for: ADVENT Grenadier
Advent Incendiary Grenade
Available for: ADVENT Heavy Grenadier
Advent Rocket
Available for: ADVENT Rocketeteer
Drone Repair
- This ability costs 1 action, is non-turn ending and has a 1-turn cooldown.
- The drone repairs for 3/5 hp based on the unit tier.
Available for: ADVENT Drone
Drone Shock
Available for: ADVENT Drone
Energy Shield
- This ability generates 3/5 Shield HP based on the unit tier. Can be used once per mission
Available for: ADVENT Shieldbearer
Flamethrower
- The flamethrower shoots an outward clone expanding up to 5 tiles wide and 7 tiles long.
Available for: ADVENT Purifier
Guardian
- This ability can grant bonus overwatch shots and continue to fire as long as shots land and there is still ammo remaining.
- This ability does not allow to fire at the same target with additional shots.
Available for: Advent Guardian
High Stance
- This ability is a free action and has no cooldown.
Available for: Sectopod
Holy Warrior
- The merged unit gains 15/20/25 aim, 15/20/25 crit chance, 2/4/6 mobility and 3/6/9 Shield HP based on the priest's tier.
- This ability costs 1 action, is non-turn ending and has a 1 turn cooldown.
Available for: ADVENT Priest
Lightning Field
- This ability costs 1 action, is non-turn ending and has a 2-turn cooldown.
Available for: Sectopod
Mark Target
- This Ability costs 1 action, is non-turn ending and has a 2-turn cooldown.
- The effect can also be removed by killing the marker.
Available for: ADVENT Officer, ADVENT General
Micro Missiles
Available for: ADVENT MEC, ADVENT MEC Archer
Mindshield
- This effect cannot be disabled.
Available for: Advanced Priest
Priest Solace
- This effect cannot be disabled.
Available for: Elite Priest
Priest Sustain
- This ability can occur once per mission
- The chance is reduced by 25%/17%/10% per point of overkill damage taken.
- To guarantee prevent the priest entering stasis, you must deal 4/6/10 overkill damage.
Available for: ADVENT Priest
Stun Lance
- The severity of the effect is based on the target's will. The higher the will, the less severe the effect.
- This ability can inflict disorient, stun or unconscious.
Available for: ADVENT Stun Lancer
Stunner
- This ability has +30 aim to hit.
Available for: ADVENT Drone
Wrath Cannon
- This ability costs 1 action, is non-turn ending and has a 3-turn cooldown.
Available for: Sectopod
Alien Perks
Acid Bomb
- This ability is not disabled through disorientation
Available for: Andromedon
Acid Trail
- The acid pool inflicts acid to any unit that walks through it.
- The acid pool lasts for two turns.
Available for: Andromedon Battlesuit
Avatar Regeneration
- This ability has no limit and will regenerate as long as they are alive.
Available for: Avatar
Battle Frenzy
- This ability has a 75% chance to trigger whenever damaged
Available for: Archon
Bayonet
- This ability can inflict disorient, stun or unconscious
- This ability cannot be used when burning.
Available for: Muton
Bayonet Charge
- This ability has a 3-turn cooldown and shares cooldown with Bayonet
- Using this ability inflicts a 10 defense penalty to self
- This ability can inflict disorient, stun or unconscious
Available for: Muton Centurion/Muton Elite
Beastmaster
- You are immune to damage from any berserkers but not immune to their ability to inflict a negative mental effect
Available for: Muton Centurion/Muton Elite
Bind and Crush
- This ability binds the target preventing either the target or the viper from acting in their turn while receiving damage at the start of the Viper's turn This can be cancelled by dealing damage to the viper or inflicting any form of disabling ability such as disorientation.
- Bind initially deals 1 damage and continues dealing damage if the target remainds bound. The damage doubles after being bound for more than 1-turn and continues doubling for each turn bound. If the target is armored, the damage is reduced by 1 additional point on top of their armor
- This ability cannot bind targets diagonally.
Available for: Viper
Blazing Pinions
- This ability has a 3-turn cooldown.
- The targeting area is a 5-tile radius circle that can target up to 16 tiles away, can target up to 4 enemies and the impact area of the explosives is a 2.5 tile radius
Available for: Archon
Burrow
- The chryssalid will attack an enemy when entering within 10 tiles even when concealed or in shadow.
Available for: Chryssalid
Chryssalid Poison
- The damage the poison deals depend on the unit tier.
- The poison can be cleared using a medkit or damage prevented if immune to poison. It can not be prevented from applying.if only equipped with a medkit.
- The cocoon that spawns has 16/20/36/40 HP based on difficulty
Available for: Chryssalid
Chryssalid Slash
Available for: Chryssalid
Clone
- When damaged, splits into another codex splitting the HP in half between the two.
- The codex will teleport to a random location within 6 - 18 tiles from their original location
Available for: Codex
Consume
- This ability restores HP equal to 1.5 times the damage dealt.
Available for: Gatekeeper
Counterattack
- Parry against any melee attacks that graze, preventing any damage from being taken and striking back at the target
- Gain +66 dodge against melee attacks
Available for: Muton
Devastating Blow
- This ability can inflict disorient, stun or unconscious
Available for: Berserker
Dimensional Rift
- This ability has a 6 tile radius, can cast up to 16 tiles away and deals 30 environmental damage
- This ability costs 1-action, is non-turn ending and has a 4-turn cooldown.
- This ability ignores armor.
Available for: Avatar
Fist Strike
- The strike, while devastating, is fairly inaccurate due to the bulkiness of the suit suffering a -15 aim penalty.
- The strike destructs the environment within 2.5 tiles of the attack.
Available for: Andromedon
Gateway
- This ability has a 7-tile radius and can be fired up to 13 tiles away
- Each corpse can only be raised once.
- Damage ignores all armor.
Available for: Gatekeeper
Horror
- The spectre is healed equal to the amount of damage dealt.
- Horror deals 3/5 damage based on the unit tier.
Available for: Spectre
Mass Mindspin
- This ability can inflict disorient, panic or mind control
- The area of effect is 9-tiles long and extends to 10-tiles wide
Available for: Sectoid Commander
Mass Reanimation
- This ability can be used anywhere within line of sight and targets in a 13-tile radius area
- Each corpse can only be raised once.
Available for: Sectoid Commander
Mindspin
- This ability can inflict disorient, panic or mind control
Available for: Sectoid
Melee Attack
Available for: Archon
Melee Vulnerability
Available for: Sectoid
Mental Fortress
- This ability can't be disabled.
Available for: Avatar
Open/Close State
- This ability is a free action and has no cooldown
- The open state allows the gatekeeper to use powerful psionic abilities
- The closed state grants 3 armor, 25 defense, and 33% damage reduction
Available for: Gatekeeper
Personal Shield
- This ability costs 1-action, is non-turn ending and has a 5-turn cooldown.
Available for: Muton Elite
Poison Spit
- This ability costs 1-action, is non-turn ending and is usable once per mission
- This ability has a range of 12 tiles and hits in a 4 tile radius.
Available for: Viper, Naja, Sidewinder
Psionic Bomb
- This ability disables the weapons of any units within range forcing them to reload.
Available for: Codex
Psi Reanimation
- Each corpse can only be raised once.
Available for: Sectoid
Rage
- This ability does not stack and the duration is unlimited
- This ability has a 50% chance to trigger whenever damaged
Available for: Berserker
Regeneration
- Regenerate 3 HP at the start of the turn with no limit.
Available for: Faceless
Robot Battlesuit
- The battlesuit loses its finer control and pilot's abilities, unable to fire the weapon or launch Acid Bomb
- With the pilot dead and the interior exposed, it now leaves an Acid Trail
Available for: Andromedon
Scything Claws
- The area of this attack is 3-tiles long and extends to 5-tiles wide.
Available for: Faceless
Shadowbind
- This ability costs 1-action, is non-turn ending and has a 4-turn cooldown.
- The effect of this ability is not cancelled when the Spectre is disoriented but it can be prevented from being used if disoriented earlier
- The bound target can be revived by destroying the shadow copy, the Spectre or using an ability to revive them.
- This ability cannot target those immune to negative mental effects
Available for: Spectre
Teleport
Template:Teleport (LWOTC)
- This ability costs 1-action, is non-turn ending, has a 1-turn cooldown and can be used within 16 tiles.
Available for: Codex
Teleport Escape
Template:Teleport Escape (LWOTC) Template:Teleport Escape (LWOTC)/Info
Available for: Avatar
Tongue Pull
Template:Tongue Pull (LWOTC) Template:Tongue Pull (LWOTC)/Info
Available for: Viper
Vanishing
Template:Vanishing (LWOTC) Template:Vanishing (LWOTC)/Info
Available for: Spectre
Wall Smash
Template:Wall Smash (LWOTC) Template:Wall Smash (LWOTC)/Info
Available for: Andromedon
War Cry
Template:War Cry (LWOTC) Template:War Cry (LWOTC)/Info
Available for: Muton Centurion/Muton Elite
Chosen Perks
All Seeing
Template:All Seeing (LWOTC)
Available for: The Assassin, The Hunter, The Warlock
Anticipation
Template:Anticipation (LWOTC)
Available for: The Hunter, The Warlock
Blast Shield
Template:Blast Shield (LWOTC)
Available for: The Assassin, The Hunter, The Warlock
Blood Bath (Chosen)
Template:Blood Bath (LWOTC)
Available for: The Assassin
Blood Thirst (Chosen)
Template:Blood Thirst (Chosen) (LWOTC) Template:Blood Thirst (Chosen) (LWOTC)/Info
Available for: The Assassin
Disabler
Template:Disabler (LWOTC) Template:Disabler (LWOTC)/Info
Available for: The Hunter
Flashbang
Template:Flashbang (LWOTC)
Available for: The Hunter
Harbor Wave
Template:Harbor Wave (LWOTC) Template:Harbor Wave (LWOTC)/Info
Available for: The Assassin
Hazmat Vest
Template:Hazmat Vest (LWOTC)
Available for: The Assassin, The Hunter, The Warlock
Hero Slayer
Template:Hero Slayer (LWOTC)
Available for: The Assassin, The Hunter, The Warlock
Hit it where it hurts
Template:Hit it where it hurts (LWOTC)
Available for: The Hunter
Hunter's Grapple
Template:Hunter's Grapple (LWOTC) Template:Hunter's Grapple (LWOTC)/Info
Available for: The Hunter
Impenetrable
Template:Impenetrable (LWOTC)
Available for: The Assassin
Infernal Fury
Template:Infernal Fury (LWOTC)
Available for: The Hunter
Instant Reaction Time
Template:Instant Reaction Time (LWOTC)
Available for: The Assassin, The Hunter, The Warlock
Mark
Template:Mark (LWOTC)
Available for: The Hunter, The Warlock
High Voltage
Template:High Voltage (LWOTC)
Available for: The Warlock
Mind Scorch
Template:Mind Scorch (LWOTC)
Available for: The Warlock
Misty Madness
Template:Misty Madness (LWOTC)
Available for: The Assassin
Mountain Mist
Template:Mountain Mist (LWOTC) Template:Mountain Mist (LWOTC)/Info
Available for: The Assassin
Moving Target
Template:Moving Target (LWOTC)
Available for: The Assassin, The Hunter, The Warlock
Parting Silk
Template:Parting Silk (LWOTC)
Available for: The Assassin
Psychotic Rage
Template:Psychotic Rage (LWOTC)
Available for: The Assassin, The Hunter, The Warlock
Spectral Army
Template:Spectral Army (LWOTC) Template:Spectral Army (LWOTC)/Info
Available for: The Warlock
Spectral Zombie
Template:Spectral Zombie (LWOTC) Template:Spectral Zombie (LWOTC)/Info
Available for: The Warlock
Sprinter
Template:Sprinter (LW2)
Available for: The Assassin
Summon Followers
Template:Summon Followers (LWOTC) Template:Summon Followers (LWOTC)/Info
Available for: The Warlock
Teleport Ally
Template:Teleport Ally (LWOTC) Template:Teleport Ally (LWOTC)/Info
Available for: The Warlock
Toxic Nightmare
Template:Toxic Nightmare (LWOTC)
Available for: The Hunter
Tracking Shot
Template:Tracking Shot (LWOTC)
Available for: The Hunter
Trigger Bot
Template:Trigger Bot (LWOTC) Template:Trigger Bot (LWOTC)/Info
Available for: The Hunter
Unbreakable
Template:Unbreakable (LWOTC)
Available for: The Assassin, The Hunter, The Warlock
Unholy Ascension
Template:Unholy Ascension (LWOTC)
Available for: The Warlock
Unstoppable
Template:Unstoppable (LWOTC)
Available for: The Assassin
Vanishing Wind
Template:Vanishing Wind (LWOTC) Template:Vanishing Wind (LWOTC)/Info
Available for: The Assassin
Warlock's Greatest Champion
Template:Warlock's Greatest Champion (LWOTC) Template:Warlock's Greatest Champion (LWOTC)/Info
Available for: The Warlock
You Cannot Hide
Template:You Cannot Hide (LWOTC) Template:You Cannot Hide (LWOTC)/Info
Available for: The Hunter