Magnetic Rifle
Inv Mag Assault Rifle
Requirement Magnetic Weapons
Type Rifle
Class Rookie
Psi Operative
Cost §125 (§200)
10 (30) Alien Alloys
Ammo 4
Base Damage 5-7
Effective Range Medium

The Magnetic Rifle is a primary weapon in XCOM 2. It is an XCOM-produced variant of the ADVENT magnetic rifles.

In-Game DescriptionEdit

Magnetized projectile tech has enabled us to create rifle-style slugthrowers. They represent a substantial improvement in power relative to conventional assault rifles.

Tactical InfoEdit

  • The weapon is tactically similar to the standard XCOM assault rifle, but has a significant improvement in damage.


  • It has higher damage than the base ADVENT magnetic rifle (5-7 compared to 3-4) but is identical to the rifle carried by ADVENT Advanced Troopers stat-wise.
  • The weapon is capable of one-shotting certain enemies on easier difficulties; ADVENT Officers, Vipers, and Sectoids tend to fall quickly to the weapon compared to their resistance to the Assault Rifle.
  • When the weapon is researched and purchased in the Armory, all standard Assault Rifles will be instantly replaced by the Magnetic Rifle.

Trivia Edit

  • The weapon's muzzle burst has a lighter, more orangish tone to it than the bright red of ADVENT magnetic rifles.
  • It is similar to the Laser Rifle in usage from XCOM: Enemy Unknown, but has higher damage to fit with the general improvement of weapons in the game.
Sniper Rifles:
(Specialists, Rangers, Psi Operatives and Rookies)
Shotgun Cannon Sniper Rifle Assault Rifle
Shard Gun Mag Cannon Gauss Rifle Magnetic Rifle
Storm Gun Beam Cannon Plasma Lance Plasma Rifle
Grenade Launchers:
(Psi Operatives)
Sword Grenade Launcher Pistol GREMLIN Psi Amp
Arc Blade Advanced Grenade Launcher Mag Pistol GREMLIN Mark II Advanced Psi Amp
Fusion Blade (none) Beam Pistol GREMLIN Mark III Alien Psi Amp

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