A list of all abilities can be found below, with their in-game descriptions. More information about Abilities and their uses can be found on the links on top of each category.
Class & Rank Abilities
These are special perks available to each class and rank. Up reaching a certain rank a soldier has to choose exclusively between two abilities.
Assault
Run & Gun
Ability
Rank/Unit
Type
Description
Run & Gun
Squaddie
Active
Allows firing or Overwatch after Dashing on the turn Run & Gun is activated. 2 turn cooldown.
Tactical Sense
Ability
Rank/Unit
Type
Description
Tactical Sense
Corporal
Passive
Confers +5 Defense per enemy in sight (max +20).
Aggression
Ability
Rank/Unit
Type
Description
Aggression
Corporal
Passive
Confers +10% critical chance per enemy in sight (max +30%).
Lightning Reflexes
Ability
Rank/Unit
Type
Description
Lightning Reflexes
Sergeant
Passive
Forces the first reaction shot against this unit each turn to miss.
Close & Personal
Ability
Rank/Unit
Type
Description
Close & Personal
Sergeant
Passive
Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. EW DLC: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run And Gun.
Flush
Ability
Rank/Unit
Type
Description
Flush
Sergeant
Active
Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
Rapid Fire
Ability
Rank/Unit
Type
Description
Rapid Fire
Sergeant
Active
Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Close Combat Specialist
Ability
Rank/Unit
Type
Description
Close Combat Specialist
Captain
Passive
Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require Overwatch.
Bring 'Em On
Ability
Rank/Unit
Type
Description
Bring 'Em On
Captain
Passive
Adds 1 damage on critical hits for each enemy the squad can see (up to 5).
Extra Conditioning
Ability
Rank/Unit
Type
Description
Extra Conditioning
Major
Passive
Confers bonus health based on which type of armor is equipped. Heavier armor increases the bonus.
Resilience
Ability
Rank/Unit
Type
Description
Resilience
Colonel
Active
Confers immunity to critical hits.
Killer Instinct
Ability
Rank/Unit
Type
Description
Killer Instinct
Colonel
Active
Activating Run & Gun now also grants +50% critical damage for the rest of the turn.
Fire a rocket using an equipped launcher. This ability can not be used after moving, nor more than once per mission.
Bullet Swarm
Corporal
Firing the primary weapon as the first action no longer ends the turn.
Holo-Targeting
Corporal
Shooting at or suppressing enemies also confers a +10 Aim to any allies' attacks on those enemies.
Shredder Rocket
Sergeant
Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. The rocket's blast is weaker than a standard rocket's.
Suppression
Sergeant
Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
HEAT Ammo
Lieutenant
+100% to damage against robotic enemies. EW DLC: Confers +50% damage against robotic enemies.
Rapid Reaction
Lieutenant
Confers a second reaction shot, if on Overwatch and the first reaction shot is a hit.
Grenadier
Captain
Allows to carry 2 grenades in a single inventory slot. EW DLC: Allows 2 grenades in a single inventory slot. Frag, Alien, and Needle Grenades receive a 1 damage bonus.
Danger Zone
Captain
Increases hit area of rockets and suppression by 2 tiles.
Will to Survive
Major
Reduces all normal damage taken by 2 if in cover and not flanked.
Rocketeer
Colonel
Allows 1 additional standard rocket to be fired per battle.
Mayhem
Colonel
Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.
Fire a shot with +30% critical chance and extra damage on critical hits based on the tech level of the sniper rifle. 2 turn cooldown. a.k.a. Precision Shot.
Squad Sight
Corporal
Allows firing at targets in any ally's sight radius. EW DLC: Allows firing at targets in any ally's sight radius, but these targets cannot be critically hit unless using Headshot.
Snap Shot
Corporal
Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty. EW DLC: Removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -10 Aim penalty.
Damn Good Ground
Sergeant
+10 Aim and +10 Defense against enemies at lower elevation in addition to the usual elevation bonuses.
Gunslinger
Sergeant
Confers 2 bonus damage with pistols.
Disabling Shot
Lieutenant
Allows the Sniper to fire a shot that causes the target's main weapon to malfunction. The target may use Reload to fix the weapon. The shot cannot inflict a critical hit. 2 turn cooldown. -10 Aim penalty
Battle Scanner
Lieutenant
Scanning device, when thrown creates a new source of vision for 2 turns. Can only be used 2 times per battle.
Executioner
Captain
+10% Aim against targets with less than 50% Health.
Opportunist
Captain
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
Low Profile
Major
Makes partial cover count as full.
In The Zone
Colonel
Killing a flanked or uncovered target with the sniper rifle does not cost an action.
Double Tap
Colonel
Both actions can be used for Standard/Precision/Disabling Shot. 1 turn cool down.
Use psi abilities in combat to unlock further psi training. Causes the target to lose grip on reality, inflicting penalties to Aim, Will, and mobility, and doing 5 base damage. Robotic units are immune. Lasts 2 turns. 1 turn cooldown.
Psi Inspiration
Specialist
Removes Mindfray and panic from all allies within 3 tiles, and strengthen their Will by 30 for 3 turns. 4 turn cooldown.
Psi Panic
Specialist
Cause target to panic on its following turn, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.
Telekinetic Field
Operative
Create an immobile telekinetic field that lasts through the enemy turn. The field distorts and deflects incoming attacks, granting 40 Defense to both allies and enemies within the field. 5 turn cooldown.
Mind Control
Operative
Very difficult psi technique that, if successful, grants control of the target for 5 turns. Robotic enemies are immune. 5 turn cooldown.
Rift
Special
Devastate an area with a storm of psi energy. The rift does more damage against targets with low Will, and reduced damage against targets with high Will. 4 turn cooldown. Only available at a certain time in the story.
Area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
Advanced Fire Control
Corporal
Shots from Overwatch no longer suffer any Aim penalty.
Automated Threat Assessment
Corporal
Confers +15 Defense when in Overwatch. Cancelled when the MEC fires.
Vital-Point Targeting
Sergeant
Confers 2 bonus damage against targets that have been autopsied.
Damage Control
Sergeant
When the MEC takes damage, all further damage will be reduced by 2 on the following 2 turns.
Jet Boot Module
Lieutenant
When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn. Has an unlisted 1-turn cooldown.
One For All
Lieutenant
When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.
Repair Servos
Captain
Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.
Expanded Storage
Captain
Allows additional uses of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission, and increases primary weapon base ammo by 50%.
Overdrive
Major
Firing the MEC's primary weapon as the first action no longer ends the turn.
Absortion Fields
Colonel
Any hit that makes 33% more damage to the MEC's maximum health is reduced to that number.
Reactive Targeting Sensors
Colonel
MEC gets a free shot back at the first enemy who attacks the MEC each turn, providing there's enough ammo do to so.
Officer Training School Abilities
These abilities can be obtained/purchased through building an Officer Training School. They have a monetary cost and require specific ranks to be purchased/activated.
Soldiers heal twice as fast from wounds taken in combat.
Squad Size II
Captain
§75
Squad size increased to 6 soldiers.
Iron Will
Major (EU) Sergeant (EW)
§200
Soldiers receive a larger Will bonus each time they are promoted.
(Adds between 2-6 extra Will increases per promotion on top of the default +2-6)
New Guy
Major
§250
New soldiers are automatically promoted to the "Squaddie" rank.
Don't Die On Me
Colonel
§275
The higher the rank, the more likely the soldier will be critically wounded instead of killed (Enemy Unknown Only)
Lead by Example
Lieutenant
§50
The Squad leader substitutes his or her Will for that of all nearby lower Will squadmates (Enemy Within Only)
General Abilities/Penalties
These are general human abilities and penalties - many are provided by the presence or use of selected equipment or other game features (terrain). The penalties occurring from loss of comrades, injuries, etc. are also listed here.
The Ghost Armor's stealth systems can be activated up to 4 times per battle. Activating Ghost Mode does not cost an action or end the wearer's turn. The wearer becomes invisible to enemies, but must re-activate Ghost Mode each turn to remain so. Firing from stealth confers a large bonus to critical hit chance.
Can incapacitate enemy targets within a range of 2. Higher chance if the target's health is at 3 HP or below. - Some alien species have the Stun Immunity ability as a counterpart.
Enemies targeting this unit when it is airborne suffer a -10% Aim penalty. - Also shared with flying aliens. Stacks with penalties for enemy being higher.
Overload the unit's own power source, destroying the unit but causing explosive damage similar to a grenade's. Note - Although the description implies the drone will self-destruct, on Classic or Impossible difficulty it has enough health to survive the 3 damage explosion.
Beam attack that causes high damage and grants free Overwatch. If the Sectopod does not move, Cannon Fire can be used twice (against different enemies).
Unleash a bestial roar that inspires nearby allies of the same species to greater speed, focus, and resolve for 2 turns. 4 turns cooldown. (+10% aim, +10 will, +4 move)
Strangle can be used against adjacent humans unprotected by strangle-resistant armor, items or abilities.
Disabled Abilities
These abilities are presented/mentioned on the game code but they are deactivated - most don't seem to work and are merely listed for documentation.
The activities whose status is Inactive can be activated through a game mod. For more details check this link [1].
Ability
Status
Description
Aim
Inactive*
Increase Aim by 20 for 2 turns
Torch
Inactive*
?????
Command
Inactive*
Give a free move to any squadmate that has ended their turn.
Heat Wave
Disabled
Can fire a devastating long-range wave that scorches and destroys virtually anything in its path. Takes one action to warm up.
Ready For Anything
Disabled
Allows Overwatch after shooting, even if no actions remain.
Too Close For Comfort
Disabled
Aim penalty for close proximity is halved.
Mark
Disabled
????? - Has icon
Psi Bless
Disabled
Early version of Psi Inspiration?
Motion Detector
Disabled
Early version of Battle Scanner?
Shot Paint Target
Disabled
Early Holo-Targetting? - Has icon
Shot Paint Defense
Disabled
?
Bottom Up
Disabled
Apparently Sniper class
Damage Cover
Disabled
Damage and potentially destroy enemy cover or other environmental elements.
First Blood
Disabled
"Allows a second use of Fire Rocket in each mission." Original name for Rocketeer.
HEAT Rockets
Disabled
"All attacks do double damage against robotic enemies." Original name for HEAT Ammo.
Flame On
Disabled
Apparently Assault class
Vengeance
Disabled
If an enemy does damage to you or another nearby soldier, you get a reaction shot (with pistol, if you have a flamethrower) against it.You get a reaction shot against any targetable enemy that does damage to you or another soldier -- including cases where the damage kills you.
Move
Disabled
Fly
Disabled
FlyUp
Disabled
FlyDown
Disabled
Shot Sniper
Disabled
Shot SuppressII
Disabled
Shot SuppressArea
Disabled
Destroy Terrain
Disabled
Destroy Terrain or other environmental annoyances at will.
Tesla Hammer
Disabled
Hot Potato
Disabled
PFG
Disabled
PFG = Primed Frag Grenade?
PFG Dropped
Disabled
PFG CookedOff
Disabled
Equip Weapon
Disabled
Psi Bolt II
Disabled
Psi Bomb
Disabled
Possible original name for Rift?
War Cry
Disabled
Possible original name for Blood Call?
Berserk
Disabled
Has icon
Reanimate Ally
Disabled
Reanimate Enemy
Disabled
Flare Shot
Disabled
SHIV Cover
Disabled?
Ingame descriptions appear on Italic text. The icons are taken from the game files and their placement is based on are educated guesses based on the Abilities' name and description. The following icons are also present in the game textures.