Utility Items are available to XCOM soldiers via equipment slots in single player campaign and just one slot in multiplayer. Most utility items are passive or limited-use items that fulfill a variety of standard functions as restoring HP to specialty roles like concealment. Several utility items are available for instant production in Engineering, while many others become available upon completion of certain research projects or through experimental projects in the Proving Ground.
All XCOM soldiers are capable of equipping only a single utility item from the start of a campaign. Additional utility item slot is unlocked by equipping specific armor (Predator Armor / Warden Armor / Icarus Armor) or acquiring a special ability (Tactical Rigging; limited to Faction Soldiers-Heroes). It's impossible to equip two items of the same kind (e.g. 2 vests, 2 ammo, 2 grenades of offensive-only or defensive-only type, etc).
Grenades
- Main article: Grenades (XCOM 2)
Grenadiers can carry at least two different grenade types for the Grenade Launcher: one is equipped in the grenade (special) slot, another - in a utility item (regular) slot. Medium armor allows to put a Smoke Grenade/Bomb or Ultrasonic Lure into additional utility slot, while offensive grenades/bombs are equipped in the other slots. [explanation needed]
Grenades | ||||||
---|---|---|---|---|---|---|
Name | Damage | Shreds | Radius | Range | Inflicts | Notes |
Frag Grenade | 3-4 | 1 | 3 | 10 | Destroys cover | |
Plasma Grenade | 4-5 | 2 | 3 | Destroys cover (more damage vs cover) | ||
Proximity Mine | 6 | 2 | 4 | 12 | Destroys cover, does not break concealment, triggered by enemy movement | |
Flashbang Grenade | 8 | 12 | Disoriented | Removes Overwatch, prevents ability use and secondary weapons, cancels Mind Control | ||
Acid Grenade | 3-4 | 2 | 3 | 10 | Acid Burn | Acid cloud does not pass through walls |
Acid Bomb | 4-5 | 4 | 3 | |||
Gas Grenade | 3-4 | 1 | 4 | 10 | Poisoned | Gas cloud passes through walls |
Gas Bomb | 4-5 | 2 | 5 | |||
Incendiary Grenade | 4-5 (2-3 WotC) |
1 | 3 | 10 | Burning | Sets environment (objects, tiles) and units on fire |
Incendiary Bomb | 5-6 | 2 | 4 | |||
EMP Grenade | 6 | 4 | 12 | Shutdown | Affects Robotic units only, ignores armor, -5/-10 Tech score, removes Energy Shield | |
EMP Bomb | 10 | 5 | ||||
Smoke Grenade | 4 | 15 | +20 Defense for units within the smoke cloud (lasts 3 turns) | |||
Smoke Bomb | 6 | |||||
Frost Bomb* | 2 | 10 | Frozen | |||
Claymore† | 5 | 2 | 3 | 10 | Only available to Reapers, does not break concealment. | |
Ultrasonic Lure† | 12 | 28 | Draws Lost units to the lure's area of effect |
* Alien Hunters DLC, † War of the Chosen DLC
- Proving Ground project Advanced Explosives upgrades Grenades to Bombs.
- Grenade Launcher and Advanced Grenade Launcher increase range and radius by +4/+5 and +1/+2 respectively.
- Guerrilla Tactics School upgrade 'Biggest Booms' provides Grenadiers with +20% crit chance and +2 crit damage.
- Grenadier's ability 'Volatile Mix' provides +2 damage.
- Grenadier's ability 'Salvo': firing a Heavy Weapon or launching a Grenade as your first action doesn't end the turn.
- Grenadier's ability 'Heavy Ordnance' provides 1 additional charge for a Grenade in the Grenades-only Slot.
- Skirmisher's ability 'Total Combat': using an item or throwing a Grenade as your first action doesn't end the turn.
- Reaper's ability 'Shrapnel': Claymore gains +3 damage, +1 shredding and +1 radius.
- Reaper's ability 'Highlands' grants 1 additional Claymore charge.
Ammo
Soldier can carry only one type of ammo any given time.
Ammo | Effect |
---|---|
A.P. Rounds | Ignores 5 armor |
Dragon Rounds | Inflicts Burning; +1 damage (if the target is not immune to the status effect) |
Talon Rounds | +20% Critical chance; +1 Critical damage |
Tracer Rounds | +10 Aim |
Venom Rounds | Inflicts Poisoned; +1 damage (if the target is not immune to the status effect) |
Bluescreen Rounds | +5 additional damage to mechanical and robotic units; -5 Tech Defense to mechanical units hit with successful attack |
Usable Items
Throwable items
Throwable utility items | ||||||
---|---|---|---|---|---|---|
Item | Uses | Range | Radius | Notes | ||
Battle Scanner | 2 | 28 | 12 | Reveals concealed enemies | ||
Ultrasonic Lure | 2 | 28 | 12 | Draws Lost units to the lure's area of effect. Can be launched from a Grenade Launcher for increased range and radius | ||
Mimic Beacon | 1 | 10 | Draws enemy fire, lures enemies from cover, breaks concealment |
Items with active abilities
Items with passive effects
Single-use items
These items get completely discarded from the inventory after using them in combat (contain only 1 [explanation needed] charge).
Vests
Item | Hit Points | Additional Effect |
---|---|---|
Nanoscale Vest | +1 | |
Hellweave | +2 | Automatically inflicts 2-4 fire damage and Burning to any melee attackers |
Hazmat Vest | +2 | Immunity to Fire, Poison, Acid |
Plated Vest | +2 | +1 Armor |
Stasis Vest | +2 | Regenerate 2 HP per turn (up to 8 HP per mission) |
Reinforced Underlay upgrade provides +1 health to all vests |