Abilities List (LWR)
Normal Perks

Gain 5% DR. Shots from beam weapons (laser/pulse/drone/cyberdisc) lose half of their penetration when targeting this unit.
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Shots gain +10% crit damage per enemy in sight.
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A state of constant alertness grants this unit +20 defense at all times. Does not apply against attacks from steadied shots.
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Grants a 50% chance for incoming shots to graze, dealing only half of their original damage. The nearest visible enemy suffers -20 aim against this unit and cannot critically hit it.
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If this unit is idle and has not been damaged this turn, incoming shots within 4 tiles graze (dealing only half of the original damage).
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This unit gains +0.5 damage on standard shots and incoming non-psionic attacks have a +5% graze chance for each enemy in sight.
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Grants +25 aim, +25 crit and +25% crit damage to shots fired at 2 AP, steadied shots or shots at preoccupied targets (double bonus if two conditions are met, triple if all three).
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Grants a reaction shot at any enemy within 4 tiles that acts. Reaction shot only activates on enemy's turn, once per enemy. [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]
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The first standard shot against an enemy within 4 tiles will leave this unit with 1 AP but reduces mobility to 3.3 tiles during their next action. Grants immunity to critical hits and reaction fire from enemies within 4 tiles.
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Use a full magazine of ammo to destroy some cover and deal 20% of base weapon damage per ammo spent in a 5 tile radius up to 8 tiles away and then reload the main weapon. Leaves this unit with 1 AP and reduces mobility to 3.3 until out of AP. Does not work while in One For All. Destroys Corpses. 3 turn cooldown.
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Smoke grenades grant +25 aim and +15 crit. On detonation, if this unit is in the Area of Effect, they Enrage. Smoke grenades also passively heal 2 HP at the end of the turn. Only affects units that are breathing the smoke. Does not work in dense smoke.
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Grants an additional battle scanner. If this unit cannot be seen by any enemies and walks (not dashes) to full cover it will become and/or stay concealed. Enemies will not target this unit (but can sense it) when concealed. Leaving cover (that enemies have sight of), beginning a turn in sight of an enemy, being Holo'd, being flanked, and performing any action will break this concealment. Firing from concealment grants +3 crit damage and +30 crit.
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Shots against autopsied mechanical units deal +20% damage and gain +20 penetration (+50% damage and +50 penetration if steadied). Does not work with Arc Weapons.
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Grants +5 DR and +10 crit resistance each time damage is received. If shredded, reduce shred to a maximum of 50% at end of turn.
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Suppression affects (with half suppressive fire damage) targets in a 2.5 tile radius around the primary target. Upgrades suppressive fire against airborne units to 60% standard shot damage.
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Smoke grenades grant an additional +20 defense (+50 defense total -- defense affects psi as well). Using a smoke grenade costs 0 AP.
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All shots gain a 20% chance to jam enemies weapons, forcing a reload before they can fire again (each enemy weapon can only be jammed once). Grants Disabling Shot.
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Fire a 0 AP 1 damage shot that disables the target's main weapon. Grants +1 ammo to primary weapons. Does not work against mechanical targets (except SHIVs). Cannot be used after activating In The Zone. 3 turn cooldown. Only for Sniper/Strike Rifles.
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Shooting allows this unit to fire an extra shot if not out of ammo or targets. The extra shot gains +20 aim/crit if it's the same target. 1 turn cooldown after 2nd shot is used.
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Grants +1 damage and +20 aim against targets at or below half HP. Double the effects if using a sidearm.
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Grants +2 armor HP and +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
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Grants 2 free medikits. Medikits heal +1 HP (+2 if an idle Engineer is within 4 tiles). Stabilization costs 0 AP and no longer consumes a medikit.
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Grants the ability to use and equip a rocket launcher. Rocket scatter is affected by max base HP. Firing a rocket with 1 AP triples scatter and decreases range by 20%. 2 turn cooldown.
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Grants 2 medikits.
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Fire a +25 aim shot with -50% weapon damage. Requires 2 ammo.
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Grants immunity to critical hits. Injury and fatigue times are reduced by 15%.
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Explosives critically hit exposed targets, have double the bleed chance, and apply 2 stacks if they cause bleeding.
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Using a destructive grenade deals +1 damage and costs only 1 AP. Equipped destructive grenades and MEC launchers receive an additional use and have no weight.
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Grants +4 armor HP and %DR equal to a quarter of the % total HP lost.
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The first shot taken at a preoccupied target or target damaged each turn will leave this unit with 1 AP, but limits this unit to using only mobility, officer, psionic, and non-arm-based MEC actions until they reach 0 AP. After repositioning, shots gain +25% crit damage until next turn.
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Firing at a target holos them for 3 turns [Prevents stealth, incoming shots gain +10 aim and +10 penetration].
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When activated, grants +3.3 mobility and the ability to jump to normally inaccessible heights for the rest of the turn. 2 turn cooldown. Does not break hidden abilities (Cloaking, Shadow, Stealth, or Ghosting).
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Grants +30% crit damage.
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Standard shots cost only 1 AP and gain both +3 penetration and +0.5 damage for each instance of damage their target took this turn.
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Reloading any weapon costs only 1 AP and dashing automatically reloads the active weapon.
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Grants 10 aim, crit, def and crit resist if not within 6 tiles of an allied unit.
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Partial cover grants the defense and DR bonus of full cover.
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Increases the healing of repair by +4 HP and grants an additional use. Explosive shots that hit friendly SHIVs do not damage this soldier. When in partial cover adjacent to a SHIV: Both this unit and the SHIV gain 20% DR.
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Fire 2 shots at -20 aim that deal 1 damage each. Any damage against a biological target with 1 HP will Maim the target instead of dealing damage, preventing the target from performing reactive fire and skipping it's next turn.
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Suppression damages enemies immediately with a round of suppressive fire. Suppressive Fire can cause bleeding.
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Grants 2 uses of Repair [Heal a mechanical unit for 5 HP and remove corrosion]. Removes corrosion from all adjacent allies after each action. When in partial cover adjacent to a SHIV: Gain Low Profile [Partial cover grants the defense and DR of full cover] and when that SHIV takes damage heal the SHIV for 25% of the damage taken (heal only occurs if engineer is idle, steadied, or on overwatch).
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Upon activation: +20% DR, remove all base defense, critical hit immunity, reactive fire disabled, negates Critical System Targeting and Explosive Shots on incoming attacks, and acts as full cover element. Lasts until unit moves or uses an arm-based weapon. Does not trigger reaction fire.
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Reaction shots gain +10 aim and can critically hit.
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Equipped medikits, grenades, and mists receive an additional use. Grants +2 HP to healing from Restorative Mists.
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The primary weapon gains +15 penetration.
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If this unit is on the ground and has not moved, they gain: +15 aim, -80% rocket scatter, and +1 damage to suppressive fire. Allows steadying of Autocannons, Vulcan Cannons, SAWs, and LMGs. Prevents damage from breaking a steadied weapon.
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Fire a shot that has no squadsight penalties, +30 aim, and +30 crit. The shot will never graze. 3 turn cooldown. Only for Strike/Sniper Rifles.
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Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw/rocket range. Sidearms additionally gain +2 damage, +20 aim, and 1 AP reloads.
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Fire twice with your primary weapon; accuracy gains above 50% hit chance only contribute half to final hit chance.
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Allows 2 reaction shots during overwatch. Grants +40% DR when overwatching.
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Once per turn, if this unit is not suppressed and is shot: Attempt to return fire with a +20 aim reaction shot. If this unit did return fire, enter One For All (if able). [Basic reaction shots bypass half of cover DR/def, cannot crit, and require hit chance >30]
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At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, overwatch activates. If this unit has not moved, reaction shots gain +10 aim.
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Displays information on the nearest aliens that are not hiding after each non-dash move. Provides additional information on sneaking aliens. The first battle scanner used each turn costs 0 AP. Grants a free battle scanner. Grants Low Profile [Partial cover grants the defense and DR bonus of full cover].
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Repairs damage sustained in battle: When damaged, gain servos equal to 50% of the damage sustained. Each servo can heal 1 HP. At end of turn, use 20% the servos available (minimum 1). Active servos are removed if this unit is fully healed or corroded.
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Activate to allow shooting or overwatching at 0 AP if the last AP was spent moving. When active: Gain +20 crit, +20% crit damage, immunity to reaction fire, but the AP discount from Close Encounters is disabled. 2 turn cooldown. Cannot activate if out of ammo and does not work with the stun rifle.
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Explosives deal +1 damage, gain +20 penetration, and double environmental damage.
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Medikits heal an additional 35% of the target's missing HP. Grants +1 small equipment slots. Grants Revive [Bring a stabilized soldier back into action at 33% of their max HP for the cost of 1 medikit and 0 AP].
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Fire an additional reaction shot and gain +20 defense during overwatch. Grants Opportunist.
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This unit gains +0.6 mobility and does not trigger reaction shots or pursuit when walking (not dashing). After repositioning, shots gain +25% crit damage until next turn.
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All shots gain +15 aim against biological targets.
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Grants proximity-based DR if the damage is within 10 tiles (+5% DR per tile up to +50% at point blank).
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Equipped Javelin rockets gain an additional use. Rockets gain +25% damage. Explosives apply 50% more shred. Grants +1 small equipment slots.
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Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.
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Shots gain +20 crit and do not trigger reaction fire.
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Allows firing with long-range weapons around some obstacles and beyond 18 tiles at targets with a spotter (an ally at 0 AP that can see the target). Grants +2 aim per ally (+8 per scout) can see the target and -5 aim for each tile beyond 18. Overwatch and reaction shots are still limited to 18 tiles. Other abilities that consider the number of enemies in sight will also include any enemies in squadsight.
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Provides +2 armor HP, immunity to panic, and reduces injury times by 30%.
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Suppress [Pinned if protected by cover, suppressive fire if not, no reaction fire, -35 aim, -35% mobility/ability range] targets. Breaks with suppressive fire if the target acts. Requires 2 ammo, and uses the 2nd ammo if the suppression breaks with suppressive fire. 1 turn cooldown. [Suppressive Fire deals 40% standard shot damage]
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Explosives employed by this soldier do full damage at the extent of their area of effect (instead of 50%).
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Grants +2 armor HP. Grants +20 crit resistance when protected by cover.
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When hitting humans or autopsied biological aliens: steadied shots, reaction shots, or shots at targets not protected by cover double the bleed chance and deal 30% more damage.
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Increases DR of all cover to 60% but grants 10 less defense. For XCOM, grants Steadfast.
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Alien Only Perks

Throw or launch grenades and devices 30% further.
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When active, reduces the hit chance of shots taken against this unit (+10 defense per tile away). Can activate when this unit ends a turn on a move or with actions to spare.
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Reality is distorted around this unit: non-psionic attacks deal only 40% of their original damage (20% for ballistic/gauss), after which half the damage is then shared among allies in sight within 8 tiles. Grants +100 crit resistance and reduces corrosion duration to 1 turn. For Humans: prevents Mind Control, fatigue, and any healing.
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Merge minds with allies, granting them +25 aim/crit/will, +2.0 mobility, +30% graze chance, and 5% of caster will in extra HP until the beginning of their next turn. Upon use creates an 8.5 radius telekinetic field. 5 turn cooldown.
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Outsiders have a chance to grow in strength each turn they start with all of their base HP, up to a cap based on Alien Level. Non-leaders grow slower and do not grow for the first 4 turns. Chance is 25/50/75/100% (based on difficulty).
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Grants control of a target. Hit chance is calculated using 150% of will. Does not work on purely mechanical units. Interrupted by explosively damaging, disorientating, panicking, maiming, or killing this unit. Interruption will leave the target mind controlled for one more turn, after which they will recover with disorientation. 3 turn cooldown.
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This unit has an Overpowering Aura that causes enemies to lose a percent of their aim, mobility, throw range, and rocket accuracy equal to it's will/6. High base HP and distance beyond 20 tiles can mitigate this loss. Specifically, targets lose 1 percentage point less/more attributes for each base HP above/below average and targets lose 1 percentage point less attributes for each tile beyond 20. Does not affect SHIVs.
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Project a bolt of pure psi force at an enemy that deals half of standard psionic damage (Will/30, +1 for every 10 target current HP). The lance will either hit the initial target twice or it will jump to another enemy target within 4 tiles of the last target dealing less damage (10%) each jump until it dissipates. Unlike most psionic attacks, the initial hit has chance to hit based on the caster's aim and the primary target's defense, just like standard shots.
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This unit gains 30 defense when in cover or flying. Disabled if this unit is not idle or has been damaged this turn. Does not apply to reaction fire or steadied shots.
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Gene Mods
(See also: Gene Mods)

This soldier recovers from fatigue and injuries 15% faster. Regenerates 1 base (non-armor) HP each turn (amount can vary on certain aliens).

Overloads the adrenal glands; when this soldier takes an action, there is a chance (5% per enemy in sight) that the soldier emits pheromones that grants 10 aim, 5 crit, 1.3 mob, and removes panic from all soldiers in LoS. The buff lasts for 2 turns. Can only occur once every 5 turns.

Grants +6 mobility and +40 defense when below 50% HP.

Height advantage grants an additional +20 crit.

If this unit misses a shot, it's next shot gains +20 aim (even if multiple turns apart).

Grants superhuman leg strength, enabling the soldier to reach high positions without the need for ladders or other climbing aids.

Grants immunity to panic. Reduces psionic damage received by 30%.

Causes soldiers to bleed out instead of dying the first time they fall in a mission. The bleed-out timer is extended by 2 turns. Increases throw range by 20%.
Officer Training
(See also: Officers)

Squad receives +10 defense when protected by cover and +10 will.

All weapons and equipment deal +1 damage. Officer's provide this to the squad. Officers gain +1.3 base mobility and +1 Command.

Non-SHIV squad members have a 50% chance (Modified by Campaign Length) to gain +1 aim/will when completing a mission with no soldier deaths. +1 Command Charge.

Squadmates protected by cover gain +3 defense per enemy the officer can see. Officers gain +10 base aim and defense.

Squad receives +20% DR when protected by cover.

Squad receives +4 aim per continent bonus XCOM has earned.

All soldiers ranked SGT or lower gain +70% mission experience. Officer gains +1 Command and +1 reaction shot on Overwatch.

Squad fatigue reduced by 10%. Officers gain Commanding Officer [Various Abilities, +1 Command Charge] and +1.3 mobility.

Squad receives +1 will per different nationality in the squad. Gain Commanding Officer [1 command charge, +10% squad xp/rank, -20% personal fatigue].

All soldiers in the squad gain +15% mission experience. Officer gains +1 Command and +1 use on equipped grenades.
Psionic Abilities
(See also: Psionics)

Grants +20% throw range and +2.0 mobility. Regenerates 2 base (non-armor) HP each turn and grants immunity to bleeding. Gain an additional reaction shot on Overwatch. Psionic potential unlocks a deep connection to one's body.

Causes the target to lose grip on reality causing standard psionic damage (Will/30, +1 for every 10 target current HP), -25 aim/will, -25% mobility/ability range, and +25% scatter. Damage is reduced by 50% if caster is staggered. Hit chance is calculated using 80% of will. Purely mechanical units are immune. Lasts through 2 enemy turns. 2 turn cooldown.

Grants the target +25 aim/crit/will, +2.0 mobility, and +50% graze chance until the beginning of their next turn. Additionally, Sectoids gain 5% of caster will in extra HP and Mechtoids gain a 20 HP shield. 5 turn cooldown.

Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.

Inspires allied soldiers within a 6 radius area near the caster for 1 turn. Cleanses Mind Fray, Disorient, Shaken, Panic, Fear, and Red Fog. Grants Inspired allies +10 Defense, +30% graze chance, +30 Will, and +30% Psionic damage resistance. 4 turn cooldown.

Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Psychic Storm deals half damage when interrupted. If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead.

Project a bolt of pure psi force at an enemy that deals half of standard psionic damage (Will/30, +1 for every 10 target current HP). The lance will either hit the initial target twice or it will jump to another enemy target within 4 tiles of the last target dealing less damage (10%) each jump until it dissipates. Unlike most psionic attacks, the initial hit has chance to hit based on the caster's aim and the primary target's defense, just like standard shots.

Causes the target to panic if the target's will is overcome. Hit chance is calculated using 50% of will. Purely mechanical units are immune. 4 turn cooldown.

Project a bolt of pure psi force up to 10 tiles that destroys all destructible cover in a 2 tile radius area but does not harm units. 3 turn cooldown.

Devastate an area with a storm of psi energy dealing half of standard psionic damage (Will/30, +1 for every 10 target current HP), minimum 3, immediately and then again after a turn. 2 turn cooldown. Affects mechanical units that are normally immune to psionic abilities.

Project an 8.5 radius protective field that grants +20 defense to all allies in the field. Non-psionic attacks against allies in the field deal only 80% of original damage. Mechanical enemies that enter the field take half of standard psionic damage (Will/30, +1 for every 10 target current HP). 3 turn cooldown.



