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Class Ability ComparisonsEdit

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.


Builds and TacticsEdit

Main article: Squad Tactics (XCOM: Enemy Unknown)

Heavy Class builds suitable for all difficulties and DLCs:

Anti-Tank SoldierEdit

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

Skills
Bullet Swarm, Shredder Rocket, HEAT Ammo, Danger Zone, Rocketeer
Equipment
Respirator Implants, Chitin Plating, Laser LMG, Skeleton Suit
Upgrades
Tactical Rigging, Blaster Launcher, Mimetic Skin
Tactics

Your universal panic button. The absolute best "insurance policy" on missions with large quantities of Hardened foes, especially in harder modes. Danger Zone + Shredder guarantees the death of lesser enemies. Bullet Swarm + HEAT Ammo brings significant firepower against Cyberdiscs and Mechtoids.

Automatic SoldierEdit

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

Skills
Holo-Targeting, Suppression, Rapid Reaction, Danger Zone, Mayhem
Equipment
S.C.O.P.E., Chitin Plating, Heavy Plasma, Titan Armor
Upgrades
Tactical Rigging, Ammo Conservation, S.C.O.P.E. Upgrade, Mimetic Skin, Hyper Reactive Pupils
Tactics

Designed for close quarters combat against Chryssalids and Zombies: Danger Zone + Mayhem and Heavy Plasma, suppression deals a guarantee 3 damage in a small 2-radius area (equivalent to a Frag Grenade). Holo Targeting triggers with Suppression to give a much needed Aim boost against Sectopods, which have 40 passive Defense. (Note: Shaojie Zhang is particularly effective at this role.)

Psi-Grenadier SoldierEdit

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

Skills
Bullet Swarm, Suppression, HEAT Ammo, Grenadier, Rocketeer
Equipment
Alien Grenade / Ghost Grenade / Flashbang Grenade (x4), Heavy Plasma, Ghost Armor
Upgrades
Tactical Rigging, Ammo Conservation, S.C.O.P.E. Upgrade, Alien Grenades, Mimetic Skin, Hyper Reactive Pupils, Mindfray, Psi Panic, Mind Control
Tactics

Addition of the Ghost and Flashbang grenades maximizes combat efficiency and adapting options in terms of actions, being no longer limited to strictly extra/redundant destructive potential, while still having decent firepower. Utilizes multiple utility grenades to become much more versatile support gunners, and frees up item slots for supports to carry Medikits and Arc Throwers. The key point in this tactic is making excellent use of fireteam discipline

Bullet Swarm allows Grenades, Suppression, or Mind Control to be used after firing. Grenadier provides four Alien Grenades that can be unleashed after moving or firing. (That's a total of 24 damage, which is more than all 3 rockets combined!) Throwing grenades does not break Mimetic Skin's cloak if enemies do not have line of sight; the small radius helps ensure minimal collateral to EXALT and UFO equipment.


Equipment and UpgradesEdit

EquipmentEdit

  • S.C.O.P.E. is extremely useful for Heavies of all ranks and builds as they maintain the lowest Aim of all the classes.
  • Chitin Plating increases effectiveness of front-line Suppression and Grenadier Heavies.
  • Grenades are deadlier with Grenadier.

Gene ModsEdit

Requires XCOM: Enemy Within expansion:

  • Hyper Reactive Pupils confers +10 Aim after missing a shot, making the second shot of Bullet Swarm deadlier if the first misses.
  • Mimetic Skin greatly increases the viability of the Suppression + Danger Zone combo, allowing a Heavy to suppress three (or more) aliens in an unactivated pod.

Multiplayer Heavy ClassesEdit

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

Class

Points

Health

Aim

Defense

Will

Abilities

Rocketman 1800 7 67% 0 45 Fire Rocket
Machine Gunner 2350 9 71% 0 65

Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Danger Zone

Demolitionist 4150 9 71% 0 65 Fire Rocket - Holo-Targeting - Shredder Rocket - HEAT Ammo - Grenadier
Juggernaut 4900 10 75% 0 75

Fire Rocket - Bullet Swarm - Suppression - Rapid Reaction - Grenadier - Will to Survive - Mayhem

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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