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Assault Class

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XCOM-EU Soldiers Class - AssaultXEU ClassAssault

The Assault Class is a soldier class in XCOM: Enemy Unknown.

The primary role of the Assault Class is aggressive reconnaissance, flanking, and drawing enemy fire.

Movin' at the speed of death.

–Assault soldier activating Run & Gun

XCOM DatabaseEdit

As the first and last units on the ground, these troops are initially equipped with XCOM's proprietary combat shotgun. However, they may still deploy with the assault rifle.

–XCOM Database, XCOM: Enemy Unknown

Tactical DescriptionEdit

The first ones in... and the last ones out: be extremely wary of over extending with an Assault. Assaults are the definitive reconnaissance and CQB unit, and will most likely "pointman" in any given situations. Often the closest unit to aliens, it will be shot at the most. Based solely on quantity of fire directed towards your assaults, they can go down with frightening rapidity.  Consider giving your assault the best armor and HP boosting items available for this reason.  While in EU small movements with Overwatch could be used in all situations, giving the assault a solid base of fire to back him up, the addition of Meld in EW sometimes requires riskier movements that will result in assaults being alone, flanked, and shot.

WeaponsEdit

The Assault class is the only class that has a choice between two types of primary weapons: shotguns or rifles. They use pistols as a secondary weapon.

ShotgunsEdit

WeaponBase DamageCrit DamageCrit ChanceRange
XEU Shotgun  Shotgun 3 - 56 - 820%Short
XEU Scatter Laser  Scatter Laser 5 - 79 - 1120%Medium
XEU Alloy Cannon  Alloy Cannon 8 - 1014 - 1620%Medium
Source: Tactical Info, XCOM: Enemy Within

RiflesEdit

WeaponBase DamageCrit DamageCrit ChanceRange
XEU Assault Rifle  Assault Rifle 2 - 45 - 710%Short
XEU Laser Rifle  Laser Rifle 4 - 67 - 910%Medium
XEU Light Plasma Rifle  Light Plasma Rifle 4 - 68 - 1010%Medium
XEU Plasma Rifle  Plasma Rifle 6 - 811 - 1310%Medium
Source: Tactical Info, XCOM: Enemy Within

PistolsEdit

WeaponBase DamageCrit DamageCrit ChanceRange
XEU Pistol  Pistol 1 - 22 - 40%Medium
XComEU Laser Pistol  Laser Pistol 1 - 33 - 510%Medium
XEU Plasma Pistol  Plasma Pistol 2 - 45 - 70%Medium
Source: Tactical Info, XCOM: Enemy Within

AbilitiesEdit

When a soldier is promoted, some ranks allow a choice between two abilities.

Rank Abilities Description
Rank1-Squaddie
Squaddie
XEU Assault RunAndGun  Run & Gun Allows to fire or enter Overwatch after dashing.
Rank2-Corporal
Corporal
XEU Assault TacticalSense  Tactical Sense +5 Defense per enemy in sight (Max +20).
XEU Assault Aggression  Aggression Confers +10% critical chance per enemy in sight (Max +30%).
Rank3-Sergeant
Sergeant
XEU Assault LightningReflexes  Lightning Reflexes Force the first reaction shot against this unit each turn to miss.
XEU Assault CloseAndPersonal  Close and Personal Confers +30% critical chance against adjacent targets. The bonus declines with distance from the target. In XCOM: Enemy Within, this ability is: The first standard shot made within 4 tiles of the target does not cost an action. Cannot combine with Run & Gun.
Rank4-Lieutenant
Lieutenant
XEU Assault Flush  Flush Fire a shot that causes enemies to run out of cover. The shot is easy to hit with, but does reduced damage.
XEU Assault RapidFire  Rapid Fire Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim.
Rank5-Captain
Captain
XEU Assault CloseCombatSpecialist  Close Combat Specialist Confers a reaction shot against any enemy who closes to within 4 tiles. Does not require overwatch.
XEU Assault BringEmOn  Bring 'Em On Adds 1 damage on Critical hits for each enemy the squad can see (up to 5).
Rank6-Major
Major
XEU Assault ExtraConditioning  Extra Conditioning Confers bonus health based on what type of armor is equipped. Heavier armor increases the bonus.
Rank7-Colonel
Colonel
XEU Assault Resilience  Resilience Confers immunity to critical hits.
XEU Assault KillerInstinct  Killer Instinct Activating Run & Gun now also grants +50% Critical damage for the rest of the turn.

Skill ComparisonsEdit

Some players who have completed Ironman on Classic and Impossible difficulties recommend choosing Rapid Fire and Lightning Reflexes.

Tactical Sense vs. AggressionEdit

  • Tactical Sense always-on defensive boost guarantees at least 5%.
    • Tactical Sense allows an soldier to end a turn in partial cover, and still retaining "high cover" quality.  This allows scouting for a Squadsight Sniper, and more direct attack paths to the enemy while remaining in relative safety. It helps when being flanked, aiding in dodging potentially lethal critical fire.
    • Tactical Sense has no effect against "melee enemies" (i.e. Chryssalids and Berserkers) which hit automatically.
      • Tactical Sense causes aliens to ignore "high cover" soldiers; instead opting to shoot at another "easier" soldier on the front line, when available. This can negate the advantage of Tactical Sense in certain engagements.
      • Tactical Sense is less relevant late in the game, where aliens have significant Aim bonuses, psionics, and other specials. At this point, the most efficient counter is to kill them before they get a turn to act, and as such Aggression contributes more to clearing groups effectively. On the other hand, as the early game is so difficult and the late game is relatively easy, Tactical Sense may be more advantageous overall.
  • Aggression always-on bonus critical chance guarantees at least 10%.
    • Aggression's bonus fully stacked is +30%, combined with a shotgun (+20%) on a flank (+50%), results in 100% critical hit chance (except against Hardened enemies); this makes risky flanking maneuvers a sure bet and a decisive victory.
      • Aggression aids in overcoming critical-chance reduction on enemies with the Hardened property, such as Sectopods, Ethereals, and Cyberdiscs.
    • Choosing Aggression means it rarely stacks to 30%.
      • Moving up with more than one alien alive and in sight is risky and often hazardous since you can potentially activate more aliens as you charge in, resulting in the Assault getting overrun.
      • Due to the possibility of front-line fighters missing their targets and leaving the Assault compromised and surrounded, the prudent Assault generally moves up last, after all other shots have been decided; thus, a lot of the aliens providing the Aggression bonuses might be killed.  ***Hold back on guaranteed kill actions such as rockets, Sniper shots from high ground, or grenades until Aggression Assaults have fired to preserve their bonus.

Lightning Reflexes vs. Close and PersonalEdit

  • Close and Personal tactically allows the soldier to move in to point blank range (i.e. within 4-tiles), shoot at no cost, and then move back into cover; or take three shots per turn (if combined with Rapid Fire).
    • Close and Personal synergizes very well with Ghost Grenade or Ghost Armor; particularly useful in lategame, allowing a soldier to close in and unload multiple shots against high valued targets.
      • Choosing Close and Personal means though that the squad sacrifices mobility: if the enemy is in Overwatch, then they may have fewer "safe" options to trigger it.
  • Lightning Reflexes forces the first reaction shot against this soldier each turn to miss.
    • Lightning Reflexes allows negation of enemy Overwatch and Suppression without worry of reaction fire, thus freeing up your squad to move into a better position. As it's not always clear if an enemy is on Overwatch in the fog of war, Lightning Reflexes remains useful on all playthroughs.
      • Lightning Reflexes is highly useful against Overwatched robotic enemies and high-damage units (eg. Sectopod's).
      • Lightning Reflexes dominates Council Missions where Thin Men frequently spawn on Overwatch behind your lines which can make the first few Council Missions the most challenging missions of a whole game playthrough.
      • Choosing Lightning Reflexes means though that the squad sacrifices firepower: if the enemy is a high valued target, then they may lack the means of killing (or capturing) it in one turn.

Flush vs. Rapid FireEdit

  • Flush hits for 50% damage but has a +30 Aim, and combined with +20 Aim from Scope and Light Plasma Rifle is enough to overcome high cover and hit any target reliably. Flush will also force enemy to re-seek cover, often from high to low ones, which is what you want. It takes a lot of munitions though.
  • Rapid Fire's two shots at 60% is always better than one shot at 75%. Since the assault is often flanking foes within 10' tiles, the range bonus makes up for the Aim minus of this skill. While it gives a -15 Aim penalty, taking two shots will average out to more damage in most cases, except in situations of exceptionally low chances to hit.

Close Combat Specialist vs. Bring 'Em OnEdit

Resilience vs. Killer InstinctEdit

Builds and TacticsEdit

Main article: Squad Tactics

Assault Class builds suitable for all difficulties and DLCs:

Vanguard SoldierEdit

Early-game "pointman" build (1-2 months):

Skills
Tactical Sense, Lightning Reflexes, Flush, Close Combat Specialist, Resilience
Equipment
Respirator Implants, S.C.O.P.E., Laser Rifle, Skeleton Suit
Upgrades
Tactical Rigging, Mimetic Skin
Tactics

Trips Overwatch hot zones and flushes foes out of high cover. This allows for Advancing Cover and Squadsight kills.

Close Quarters SoldierEdit

Mid-game "breacher" build (3-4 months):

Skills
Aggression, Close and Personal, Rapid Fire, Close Combat Specialist, Resilience
Equipment
S.C.O.P.E., Chitin Plating, Alloy Cannon, Ghost Armor
Upgrades
Tactical Rigging, Ammo Conservation, S.C.O.P.E. Upgrade, Mimetic Skin, Hyper Reactive Pupils
Tactics

Aggression will always give a minimum 10% boost to critical chance. If that doesn't kill the target, Close Combat Specialist will provide yet another shot should the target moves (which if flanked will most likely move).

Rifleman SoldierEdit

Late-game "lineman" build (5+ months):

Skills
Aggression, Lightning Reflexes, Rapid Fire, Bring 'Em On, Killer Instinct.
Equipment
S.C.O.P.E., Chitin Plating, Light Plasma, Ghost Armor
Upgrades
Tactical Rigging, Ammo Conservation, S.C.O.P.E. Upgrade, Mimetic Skin, Hyper Reactive Pupils
Tactics

Light Plasma-only designed to compliment Fire Teams of Heavy Plasma-build(s) and Alloy Cannon-build(s) (see above), as they both works very well together with this build. Aggression + Bring 'Em On has powerful synergy and allows Rifleman to excel in mid range shootouts against numerous lesser enemies (bonus of 7 dmg crit -> up to 12 dmg crits, a massive boost!). Lightning Reflexes provides the flexibility to seek out good cover without fear of hostile reaction fire. Use Heavies' suppression to break cover; then use Rifleman's rapid fire to wipe out groups with a hail of accurate, medium damage gunfire from long range without having to flank. 

Equipment and UpgradesEdit

EquipmentEdit

Gene ModsEdit

Requires XCOM: Enemy Within expansion:

  • Hyper Reactive Pupils confers +10 Aim after missing a shot, making the second shot of Rapid Fire more likely to hit if the first misses.
  • Mimetic Skin allows an Assault set up flanking attacks and deliver close range shotgun blasts with maximum Critical hit chance.

Multiplayer Assault ClassesEdit

The following is a detailed break-down of the Assault class stats and abilities in multiplayer mode. 

Class

Points

Health

Aim

Defense

Will

Abilities

Recon 600 7 67% 0 45 Run & Gun
Gunner 2250 9 79% 0 65

Run & Gun - Aggression - Lightning Reflexes - Rapid Fire - Bring Em On

Commando 3000 10 85% 0 75 Run & Gun - Aggression - Lightning Reflexes - Rapid FireBring Em On - Extra Conditioning - Resilience
Psi Warrior 4750 9 81% 0 70

Run & Gun - Tactical Sense - Lightning Reflexes - Rapid Fire - Close Combat Specialist - Extra Conditioning    

PsionicMindfrayPsi Panic - Mind Control

Note: Each soldier class has a base cost of 800 points, which would need to be added to the values above to determine the point value of a particular build. The above point and stat values reflect the default (i.e. 0 point) equipment load-out.

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