Fandom

XCOM Wiki

Class Ability Comparisons

922pages on
this wiki
Add New Page
Talk6 Share


Assault ClassEdit

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). Note that this ability is defined such for Enemy Within; in the vanilla game this ability merely gives an increased critical chance against adjacent targets but does not remove the action cost.
    • 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

  • Close Combat Specialist confers an "always on" reaction shot against any enemy within 4 tiles.
    • Close Combat Specialist will always "trigger"; unfortunate, this includes soldiers' under the effect of Ghost Armor, Mimetic Skin or a Ghost Grenade. The only way to prevent this is to have the soldier maintain a discreet distance from the enemies while cloaked.
  • Bring 'Em On adds 1 damage on critical hits for each enemy the squad can see (up to 5).
    • Bring 'Em On synergies with Aggression and Close and Personal in allowing an Assault armed with a shotgun to reliably deliver hard hitting critical hits at close range.

Resilience vs. Killer InstinctEdit

  • Resilience confers immunity to critical hits.
    • Resiliences' critical hit immunity (along with additional effects) can be provided by Combat Stims.

Heavy ClassEdit

Players who have completed Ironman on Classic and Impossible difficulties recommend taking at least Bullet Swarm, Shredder Rocket, and Danger Zone.

Bullet Swarm vs. Holo-TargetingEdit

Bullet Swarm is preferred for most cases: Holo-Targeting is weaker as a stand-alone talent; it requires commitment to its synergies (Suppression, Rapid Reaction, Danger Zone, Mayhem), which are also individually weaker.

  • Bullet Swarm promotes a defensive strategy and allows the Heavy to be devastating in shootouts.
    • Bullet Swarm's alternative actions available after the first shot ensures adaptability:
      • Fire weapon twice per turn
      • Fire weapon before using Reload
      • Fire weapon before using a grenade (or other items)
      • Fire weapon before using Overwatch
      • Fire weapon before using Suppression
      • Fire weapon before using Mindfray (or other Psionic abilities)
      • Fire weapon before using Hunker Down
      • Fire weapon before moving
    • Bullet Swarm's additional shot with a heavy weapon against large targets is frequently better than an Aim bonuses. Even double shot misses are relevant as LMG fire can destroy light cover, leaving some targets exposed for easy followup kills.
  • Holo-Targeting promotes an offensive strategy as it's unaffected by an initial half-move.
    • Holo-Targeting offsets the reaction fire penalty and reliably triggers Rapid Reaction when landing Suppression shots.
    • Holo-Targeting's +10 Aim bonus is useful for Rookies and Squaddies in earning kills and encourages focus fire as a squad against large targets.

Shredder Rocket vs. SuppressionEdit

Shredder Rocket is preferred for most cases: Suppression is weaker as a stand-alone talent; it requires commitment to its synergies (Holo-Targeting, Rapid Reaction, Danger Zone, Mayhem), which are also individually weaker.

  • Shredder Rockets provides an additional rocket that deals 4 damage and applies 33% increased damage debuff against struck foes.
    • Shredder Rocket destroys cover, hits multiple targets, detonates cars/power sources/explosive terrain, has a long range and a wide area of effect.
    • Shredder Rocket allows precise lowering of an aliens' health (without weapon damage variance or critical hits) for easier alien capture.
  • Suppression applies a -30 Aim penalty and grants reaction fire on a single target.
    • Suppression primary uses are:
      1. Neutralize aliens that are dangerously close to gaining a flank
      2. Lockdown movement of exposed & flanked targets from regaining effective cover
      3. Clear away Overwatchers, as Suppression removes Overwatch
    • Suppression costs 2 ammo; Heavies only have 3 shots per clip (and only 6 after Ammo Conservation).
    • Suppression's Aim penalty does not prevent aliens from killing squad members, unless said target is locked down under multiple suppressions.
    • Suppression's lockdown utility may be better utilized by S.H.I.V.s and the Support Class's Rifle Suppression ability.

HEAT Ammo vs. Rapid ReactionEdit

HEAT Ammo is preferred for most cases; both have merits. Rapid Reaction is weaker as a stand-alone talent; it requires commitment to its synergies (Holo-Targeting, Suppression, Danger Zone, Mayhem), which are also individually weaker. 

  • Rapid Reaction is an unreliable general purpose boost to reactive fire as the Heavies' Aim is generally not that great.
    • Rapid Reaction is extremely effective against Chryssalids and Berserkers, as melee aliens must move in order to attack, so they always trigger large quantities of close range reactive fire.

Grenadier vs. Danger ZoneEdit

Danger Zone is preferred for most cases: it synergizes with both sides of the Heavy ability tree in ways Grenadier does not.

  • Danger Zone increases Area of Effect on grenades, Suppression, and Rocket attacks by 2 tiles.
    • Danger Zone increased area of effect of Rockets is quite significant, and effectively extends a rocket's reach even further.
      • The area of effect is so big that even if the rocket veers off target, it may still nail the intended targets.
    • Danger Zone adds an area of effect onto Suppression which is transformative.
      • Danger Zone results in suppressing two (or more) targets at once, granting reactive fire on each of these targets.
  • Grenadier allows two grenades in a single inventory slot. In XCOM: Enemy Within, the ability also grants +1 damage to Frag, Alien, and Needle Grenades.

Rocketeer vs. MayhemEdit

Both promotions are a significant upgrade and are preferred for most cases: select whichever best suits the Heavy's role.

  • Rocketeer makes rationing 3 rockets per mission simpler.
    • There is safety in having an additional source of reliable damage, and destroying cover and exposing foes is always relevant.
      • Rocketeer greatly speeds up missions overall - there are always a few stubborn alien packs, and Rocketeer allows for the removal of 1-2 said groups at the first sign of trouble while still retaining another for insurance.
      • Rocketeer is exceptional for setting up kills for the Rookies, making them easy prey in follow up shots.
  • Mayhem adds 1-3 damage based on weapon tech level to Rockets and Suppression.
    • Mayhem is the pièce de résistance, maximizes the power of Rockets against clusters of enemies, and offers minor, reliable AoE damage on Suppression, making Suppression frequently worthwhile.
    • Mayhem kills Chryssalids in one shot, no Blaster Launcher required.
    • Mayhem is a safer pick for the dangerous missions, especially Terror Sites, where Heavies are overrun in an instant.
    • Mayhem does not add damage to grenades.


Sniper ClassEdit

Snap Shot vs. SquadsightEdit

  • Snap Shot removes the sniper rifle's restriction on firing and Overwatch after moving. Any shots taken suffer a -20 Aim penalty.
    • Snap Shot is considerably more flexible in usage compared to Squadsight. Being able to move with the squad and not require a "nests", allows full use of certain Sniper abilities which are otherwise of limited use to their Squadsight counterparts.
  • Squadsight allows sniping at targets in an ally's sight radius.
    • Squadsight requires unobstructed line-of-sight (LoS): this means frequently hunting for "Snipers' Nests" with unobstructed view of most of the battlefield in order to make the most of this ability.

Gunslinger vs. Damn Good GroundEdit

  • Gunslinger confers 2 bonus damage with pistols.
  • Damn Good Ground confers +10 Aim and +10 Defense against enemies at lower elevation, when on elevated ground or flying with Archangel Armor, in addition to the usual elevation bonuses.

Disabling Shot vs. Battle ScannerEdit

  • Battle Scanner is a scanning device that, when thrown, creates a new source of vision.
  • Disabling Shot allows a shot that causes the target's main weapon to malfunction, forcing it to waste a turn "fixing it".
  • Battle Scanner reveals all cloaked enemies within its scan range, making scanners useful for uncovering Seekers who have gone into Stealth mode.
  • Battle Scanner's scouting utility is reduced by the presence of the Mimetic Skin Gene Mod, which allows for safe, effective and unlimited scouting; however, the stealth-revealing ability is valuable in the early game prior to researching Bioelectric Skin.


Executioner vs. OpportunistEdit

The choice here is an conditional ability thats active 50% of time vs. an unconditional ability that can always be activated on your own terms.

  • Executioner helps to finish off wounded enemies
  • Opportunist allows for the setup Reaction Fire ambushes.

Double Tap vs. In The ZoneEdit

The true "force multiplier" potential of the Sniper Class unlocks at the Colonel rank. Both abilities presented at this stage allow multiple shots per turn, but in different ways: high-variance reactive sniping, and low-variance proactive sniping. Your Squad Tactics and abilities need to be taken into consideration.

  • Double Tap allows the use of the first action for shooting instead of moving. If the soldier has an excellent enough position, they can potentially shoot twice per turn, either at the same target or two separate targets.
    • Double Tap synergies with Squadsight and Disabling Shot, and excels at dealing double damage quickly to high valued targets or allow for the neutralizing of two weaker targets in the same turn. (Compared to In The Zone, it doesn't require any specific "Squad Tactics" to setup or to pull off.)
    • Double Tap is limited by the cooldown, which only allows the ability to be used every other turn. (It is activated automatically when taking the first shot; cooldown can be tracked by opening the Sniper's status window: when Double Tap is available, it will be shown in beneficial status effects.)
      • Double Tap is not Bullet Swarm for snipers - the second action MUST be a shot, Disabling Shot, or Headshot; this may result in the player having to use the "End Turn" button if a target isn't available for the sniper.
      • Double Tap does not synergies with Snap Shot - the ability's benefit is negated if the soldier is moving in that turn.

Support ClassEdit

Support Class skill tree is bipolar: it can be built as a medic specialist (left side) or as an Overwatch specialist (right side). 

Sprinter vs. Covering FireEdit

Sprinter is preferred for most cases: Sprinter offers extreme utility especially if interaction is time critical whereas the penalties to reactive fire combined with the Support's inferior weaponry makes Covering Fire's additional chances for reaction fire of mediocre value.

  • Sprinter allows 3 additional movement tiles.
    • Sprinter synergies well with the use of Arc Throwers and Medikits;
    • Sprinter is effective for strong positioning, flanking maneuvers, and supporting squad members. It is an essential promotion for objective(s) reliant on rapid movement:
    • Sprinter stacks with movement bonus from Skeleton Suit and Ghost Armor, providing unmatched mobility.
  • Covering Fire allows reaction shots to trigger on enemy attacks.
    • Covering Fire provides "bonus" reaction fire opportunity in a situation where the player is certain that they need to suppress an enemy, rather than attempting to deliberately set up a situation where reaction fire can occur.
    • Covering Fire synergies well with Rifle Suppression and Sentinel; it allows reactive fire against a suppressed target who fires and increasing the likelihood of two reactive shots per Overwatch exposed/flanked targets in an engagement.
      • Covering Fire still incurs the reaction fire Aim penalty present with Rifle Suppression or Overwatch.
    • Covering Fire frequently wastes shots and expends ammo at enemies in cover as Overwatch triggers cannot be controlled; it is generally safer to fall back and entering Overwatch as it is more likely to force an enemy to move up and be fired upon reactively while they are exposed and before they can fire.
      • Covering Fire is improved in XCOM: Enemy Within by allowing Supports on Overwatch to shoot their targets before they attack. This includes the single-target Overwatch granted against the target of Rifle Suppression. Thus, this allows Rifle Suppression to reduce the enemy's Aim, and if it still decides to shoot, it will trigger the Support's reaction fire, and if this kills the target, this prevents the enemy's shot.
      • Covering Fire should not replace "normal attack"; "preemptive tactics" are always superior to "reactive response".

Field Medic vs. Smoke and MirrorsEdit

Field Medic is preferred for most cases: given the strength of Squadsight Snipers at ending standoffs quickly, the tendency of Aliens and EXALT operatives to use grenades, rockets, psionic attacks and/or poison in the mid game, and the lethality of psionics late game, the niche for Smoke and Mirrors is quite small.

  • Field Medic allows Medikits to be used three times per mission.
    • Field Medic is one of the best overall upgrades for the Support class: three uses of the Medikit allows a liberal healing to keep the squad topped off between firefights, or three stabilizations, which can avert disaster if soldiers fall. It synergizes very well with a squad containing front-line troopers with the Secondary Heart gene mod, as it guarantees that these soldiers can be lose all their HP once per mission and without taking any permanent penalties whatsoever.
    • Field Medic's effectiveness is greatly increased through its synergy with the Sprinter and Savior abilities and the completion of the Medikit Foundry upgrade.
  • Smoke and Mirrors allows Smoke Grenade to be used three times per mission.
    • Smoke and Mirrors suits a "movement minimalism" grand strategy, where the squad maintains a carefully placed cohesive formation while engaging long range standoffs against one group of foes at a time.

Revive vs. Rifle SuppressionEdit

Rifle Suppression is preferred for most cases: Revive is a reactive skill that gets critically wounded soldiers back into the fight, while Rifle Suppression is a proactive skill that prevents allies from being critically wounded.

  • Revive Allows Medikits to revive critically wounded soldiers at 33% of max health, instead of just stabilizing them.
    • Revive has strong synergy with the Officer Training Don't Die On Me, or the Secondary Heart Gene Mod in XCOM: Enemy Within, due to the increased odds of soldiers falling critically wounded instead of being killed. With Secondary Heart, it virtually guarantees that those troopers can lose all their HP once per mission, yet continue fighting with no detriment to performance, thus making the player's squad very resilient to mistakes especially in Iron Man mode.
    • Revive is a potential lifesaver but is a skill that is never used on a good mission; on a bad mission, it can salvage a potential squad wipe and hopefully open a shot at victory.
  • Rifle Suppression fires a barrage that pins down a target, granting reactive fire against it and imposing a -30 Aim penalty.
    • Rifle Suppression is a frequently useful skill that reduces the effectiveness of a foe's weapon fire against squad members with moderate effectiveness.
    • Rifle Suppression is great for neutering Sectopods or Mechtoids, who can fire twice per turn; using two Rifle Suppression effects, should cause any shots against targets in cover to always miss.
    • Rifle Suppression, like Smoke Grenades, encourages enemies to choose alternative attacks such as grenades, rockets or psionics; none of which are affected by the suppressive Aim penalty, nor trigger the ability's reaction fire. Careful note should be taken of which enemies are suitable for suppression and which types should simply be killed.
    • Rifle Suppression's role can arguably be better fulfilled by Heavy Class soldiers they have a number of abilities that synergize well with Suppression.

Dense Smoke vs. Combat DrugsEdit

Dense Smoke is preferred for most cases: Dense Smoke enhances the core functionality of Smoke Grenades where as Combat Drugs offers some moderate additional utility.

  • Dense Smoke increasing Smoke Grenade's area of effect to 4 tile radius and Defense bonus to 40.
    • Dense Smoke's total bonus of 80 Defense on allies in full cover is almost impenetrable (even on Impossible difficulty).
      • This can be extremely effective when paired with Alloy S.H.I.V.s, MECs or indestructible cover.
    • Dense Smoke's increased area of effect aids in squad positioning and allows squad members to minimize the effects of AoE damage.
    • Dense Smoke's increased defensive bonus is more likely to cause foes to re-position, use a grenade, or use abilities that aren't reliant on Aim; triggering the use of a grenade is an undesired outcome, as it both delivers unavoidable damage and destroys cover, leaving soldiers exposed to enemy fire. Thus, just as with Rifle Suppression, take this into account when deciding when to use it, and how to position your troops beforehand; Dense Smoke's increased area of effect aids in this regard.
  • Combat Drugs grant Smoke Grenade a +20 Will and +10 critical chance for all units in the cloud.
    • Combat Drugs makes Smoke Grenade a "Swiss army knife" of utility options; increased Criticals on two HEAT Ammo shots or an In The Zone spree can reshape the battle.
    • Combat Drug's critical chance gain is marginal. The Will bonus tends to be ineffective protection against psionic encounters compared to conventional methods and rarely makes a significant difference, except with carefully planned circumstances (i.e. mass Mind Control attempts using multiple psionic XCOM soldiers to take control of multiple aliens in a single turn).
    • Combat Drugs also grants a +20 Aim bonus not listed in the talent's description. This Aim bonus greatly assist relatively inaccurate Heavies at critical moments and supports lower ranking troops in landing shots to gain promotions.
      • The Aim bonus has been removed in XCOM: Enemy Within, further reducing the ability's usefulness.

Savior vs. SentinelEdit

Savior is preferred in most cases: Savior grants a reliable increase to the core strength of the class, while Sentinel offers the potential for a double attack but suffers from the penalties of reactive fire.

  • Savior doubles Medikits' restoration value to 8 health per use.
    • Savior is a keystone skill for Field Medic, providing four heals for 8 hp (10 hp with the Foundry upgrade).
    • Savior progressively increases in utility as the player researches advanced armor and equipment that allow troops to survive significant hits and benefit from the substantial healing that this ability provides.
    • Savior allows a single well-prepared medic to significantly buffer a player's potential ability to recover from bad situations, turning many difficult missions into easy victories.
  • Sentinel allows two reaction shots during Overwatch.
    • Sentinel is the only way for a Support soldier to make two attacks per turn (thus roughly doubling a Support's damage output, the reaction fire Aim penalty notwithstanding), but is reliant on consistently getting two reaction fire chances per enemy turn. Pairing this ability with Covering Fire can maximize the opportunities for reaction shots. However take note that the other soldier classes all have more reliable and effective methods of making two or more attacks per turn, and arguably, a Support should be optimized toward maximizing their unique abilities instead.
    • Sentinel also suffers from Supports' endgame weapon loadout (limited to the various tech-variants of Rifles) being the weakest of all the classes. Other squad members deal significantly more damage with their specialized weaponry, more reliable methods to make multiple shots per turn, and substantial critical hit bonuses.

MEC TrooperEdit

MEC Troopers have the most complex skills and customize builds of any soldier class.

Inherent AbilityEdit

MEC Trooper skills should compliment their inherent ability for a common purpose.

  • Shock-Absorbent Armor for flanking and close-quarter rushes.
  • Body Shield for tanking and mid-range firefights.
  • Platform Stability for ambushes and long-range sniping.
  • Distortion Field for supporting rigid squad formations.

Advanced Fire Control vs. Automated Threat AssessmentEdit

Advanced Fire Control is preferred for most cases, and only if in conjunction with Body Shield.

  • Advanced Fire Control is functionally identical to Opportunist (without the critical damage).
    • Advanced Fire Control's reaction fire often kills weaker foes attempting to outflank or run away in one hit.
  • Automated Threat Assessment increases defense to 25 while on Overwatch.
    • Body Shield increases this defense to 45 (which is more than full cover).
    • Automated Threat Assessment ends if the MEC Trooper takes an Overwatch shot, further reducing its utility.
    • Automated Threat Assessment works best with Kinetic Strike Module when MEC Trooper falls short a few tiles of an alien in full cover; or in situations where a normal shot would would most likely miss.

Vital-Point Targeting vs. Damage ControlEdit

Damage Control is preferred for most cases, due to AIs preference for targets with a high hit probability.

  • Damage Control effectively grants MEC Troopers circa 4-6 health per turn in Firefights.
    • Damage Controls mitigation comparatively prolongs a MEC Troopers' lifespan by a marginal amount; two consecutive hits from a Thin Man's 6-9 damage range kills a Level 1 MEC.

Jetboot Module vs. One For AllEdit

Jetboots is preferred for most cases, as clustered units will trigger AI's grenades and Area of Effects.

  • Jetboots can be used to reach high ground and grant good fields of fire over the map.
    • Jetboots and Kinetic Strike can quickly close distances with the enemy by moving straight over normally impassable terrain.
  • One for All is functionally identical to Alloy S.H.I.V.'s Armored Shell ability.
    • One For All ends if the MEC Trooper takes an Overwatch shot, moves, or uses any other low-tier abilities, further reducing its utility.
      • High-tier abilities do not cancel the effect.

Repair Servos vs. Expanded StorageEdit

Expanded Storage is preferred for most cases, due to superior utility and healing options.

  • Repair Servos effectively grants MEC Troopers circa 4-6 health per mission.
    • Repair Servos, by itself, is inferior to Damage Control, Restorative Mist and Savior Support.
      • Expanded Storage + Restorative Mist heals 4 per use for two uses, for a total of 8 points of healing.
      • Restorative Mist heals in a small AoE instead of just healing the MEC.
        • Restorative Mist requires an action to use, as opposed to Repair Servos, which is passive.
    • Repair Servos should only be take of no other viable healing options are available, and only in conjunction with MEC Troopers defensive skills.
  • Expanded Storage Increases MEC Troopers' primary weapon base ammo by 50%, and allows 1 additional use of Restorative Mist, Grenade Launcher and Proximity Mine Launcher in each mission.
    • Repair Servos might be preferable for Grenade Launcher MEC Troopers for a balance of healing and offense.

Absorption Fields vs. Reactive Targeting SensorsEdit

Reactive Targeting Sensors is preferred for most cases, due to MECs having very high health pools and are Hardened; and only if in conjunction with Body Shield.

  • Absorption Fields effectively reduces incoming damage to 33% of MEC Trooper's maximum Health.
    • Absorption Field is comparable to the Assault's Resilience ability
    • Absorption Fields' threshold damage reduction, prevent all damage above a certain threshold, while having no effect on damage below that threshold.
      • Absorption Field scales backwards; its usefulness gradually decreases as the MEC Troopers' HP bar increases.
        • Absorption Field is vital to the survival of a brand-new MEC-1.
        • Absorption Field is useless to the survival of a fully upgraded MEC-3.
      • Absorption Field contributes weird occurrences such as a Sectopod hitting an baseline MEC for 4 damage with a cannon that can normally deal 15 damage.
    • Absorption Field almost never applies itself on difficulties below Impossible, as on average, only Sectopods deal more than 33% of a MEC Troopers health (without critical damage).
  • Reactive Targeting Sensor effectively provides a free kill during the MEC Troopers' turn, provided there's enough ammo to do so.
    • Reactive Targeting Sensor depletes ammo fast, often against insignificant targets with a very low probability of connecting return fire.
    • Reactive Targeting Sensor's synergy with the aim bonuses from Advanced Fire Control or Platform Stability are currently unknown.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.