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XCOM2 Specialist icon

The Specialist Class is a soldier class in XCOM 2; any Rookie soldier can become a Specialist in the Armory once they earn enough XP during single player campaign.

The primary role of the Specialist Class utilizes a remote-controlled airborne drone called a GREMLIN to provide team support as well as objective and enemy control.

Specialists can permanently raise their tech score through successfully hacking ADVENT terminals and ADVENT Turret, though these increases are not provided following every successful hack and will only come up sporadically.[1]

Their strengths are utility, electronic disruption, healing, support.

Description[]

Operating some of our most advanced equipment, Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty.

–-XCOM 2, Soldier Training Selection

Through their flying GREMLIN the Specialist can take on a variety of tactical support roles including healing, support buffs, boosting stats and remote hacking. The GREMLIN must be guided and directed by the Specialist as their action move for a turn.

Weapons[]

Assault Rifles[]

Assault Rifles are primary weapons accessible to Rookies, Specialists, Psi-Operatives and Rangers.

Assault Rifles
Name DLC Damage Crit DMG Clip Size Range Mod Slots Additional effect
Assault Rifle 3–5 +2 4 Medium 1
Magnetic Rifle 5–7 +3 2
Plasma Rifle 7–9 +4
(+3 WotC)
2
Disruptor Rifle WotC 7–9 +4  Superior Scope
 Superior Magazine
 Superior Hair Trigger
 Superior Stock
 Guaranteed Critical hits on Psionic enemies
Prototype Plasma Rifle TLP 7–9 +4  Superior Scope
 Superior Repeater

Bolt Casters[]

GREMLINs[]

GREMLINs are restricted to Specialists, and are used to aid allies, zap enemies, or remotely hack targets. More advanced GREMLINS increase the effect or damage of various protocols and give a bonus to Hack Score for remote hacking or Haywire Protocol. GREMLINS do not provide Hack bonus for Skulljacking/Skullmining.

GREMLINs
GREMLIN Tier Hack Stat Aid Protocol Medical Protocol Restoration Scanning Protocol Combat Protocol Capacitor Discharge
vs organic vs robots vs organic vs robots
GREMLIN +0 +20 Defense +0 HP healed (6 HP max) 4 HP healed 1 charge 2 4–5 ... ...
GREMLIN Mark II +20 +30 Defense +1 HP healed (7 HP max) 5 HP healed 1 charge 4 7–8 5–8 ...
GREMLIN Mark III +40 +40 Defense +2 HP healed (8 HP max) 6 HP healed 2 charges 6 10–11 7–10 ...

Abilities[]

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Reason: No cooldowns, few numbers.

A Specialist's abilities primarily focus around improving the functionality of their GREMLIN in multiple ways.

SPECIALIST
Ability Description Rank Ability Description
Hack Attempt to breach security on a network access point with your GREMLIN.
XCOM2 rank2 squaddie

Squaddie

Aid Protocol Command your GREMLIN to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.

1-turn cooldown.

BATTLE MEDIC COMBAT HACKER
Ability Description Rank Ability Description
Medical Protocol The GREMLIN can perform healing actions remotely: GREMLIN Heal and GREMLIN Stabilize. The GREMLIN has a single charge. If a medkit is equipped, the GREMLIN will gain an additional charge.
XCOM2 rank3 corporal

Corporal

Combat Protocol Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies. Twice per mission.
Revival Protocol Send the GREMLIN to an ally to remove any negative mental status effects. Disoriented, Stunned, Panicked, or Unconscious.
XCOM2 rank4 sergeant

Sergeant

Haywire Protocol You may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control.

4-turn cooldown.

Field Medic Equipped medikits have 2 extra charges.
XCOM2 rank5 lieutenant

Lieutenant

Scanning Protocol The GREMLIN can trigger an instant scan of the area, increasing the Specialist's sight radius substantially for one turn and revealing any hidden enemies.

Has 1 charge, or 2 if the Specialist has a GREMLIN Mark III.

Covering Fire Overwatch shots can now be triggered by enemy actions, not just movement.
XCOM2 rank6 captain

Captain

Threat Assessment Aid Protocol now grants the target a Covering Fire Overwatch shot, but the Aid Protocol cooldown is increased by 1 turn.
Ever Vigilant If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
XCOM2 rank7 major

Major

Guardian Grants 50% chance during Overwatch to perform an additional shot if the previous Overwatch shot hits. There's no limit as to how many times Guardian can trigger.
Restoration The GREMLIN flies to each squad member, healing or reviving them as needed. Once per mission.
XCOM2 rank8 colonel

Colonel

Capacitor Discharge Send the GREMLIN to a location where it emits a substantial electric discharge, damaging and potentially stunning all nearby units. Robotic units take more damage. Once per mission.

Haywire Protocol[]

A Specialist with the Haywire Protocol ability may attempt to shut down (stun/disable) a mechanized unit[explanation needed] or take control of it entirely. Haywire Protocol is turn-ending, regardless of success or failure.

  • Successful hacks will not break concealment. A failed hack ends concealment.
  • Failed hacking attempts will grant the unit a 'Supercharge' buff (increases Aim and Defense).
  • Hacking a unit ends the Specialist's turn, regardless of the result.
  • Hacking a unit does not remove its Overwatch.
  • Attempting to hack a frozen unit (possibly stunned also) will have no effect.

Targets vulnerable to hacking attempts:

Items that decrease Tech Defense of enemies:

Shutdown[]

  • Successful shutdown of a unit in a pod of enemies does not trigger that pod.
  • Abilities which stun units will cause shutdown on mechanical enemies instead.
  • Lasts from 2 to 3 action points ("turns" in-game). (1 turn for a Sectopod)[explanation needed]

Takeover[]

  • Successfully taking control will itself not break concealment. However, if the controlled unit is visible to other enemies it will trigger detection.
  • A unit that has been taken over by a Specialist will have no moves available in the turn of takeover. As a consequence, it will have wait 1 turn before it can act.
    • However, this does not apply to Turrets, which may be fired immediately.
  • Controlled enemy units can not be used to collect loot.
  • Ends early if the affected unit is put into stasis (eg: by enemy Priests).
  • Also ends early if the Specialist dies or evacs.
  • Abilities which deal extra damage to robotic enemies do not apply that damage to hacked units.
  • Lasts from 2 to 3 action points ("turns" in-game).[explanation needed]

Tactical Information[]

Main article: Specialist Class (XCOM 2)/Guides

Gallery[]

References[]

  1. 2K Mike, "How do I raise my specialist’s tech score?" from XCOM 2 FAQ
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