Utility Items are available to soldiers in XCOM 2 via special equipment slots that supplement the weapon and armor slots. Most utility items are passive or limited use items that fulfill a variety of functions from boosting HP to specialty roles like healing. Several utility items become available for production in Engineering upon completion of certain research projects while many others are acquired through experimental projects in the Proving Ground.
All soldiers begin the game capable of equipping a single utility item; an additional utility item slot becomes available through certain advanced body armors. Not all items can be equipped together: it's impossible to equip two items of same kind (vests, ammo or grenades).
Grenadiers can carry two different grenades, when one is equipped in their special grenade slot and another in a regular utility item slot. Note that the Reaper's Claymore from the War of the Chosen expansion is not included on the list.
|Plasma grenade||4-5||2||10||3||Plasma Grenade research|
|Flashbang grenade||0||0||12||8||Disoriented||§35 (§50)|
|Proximity Mine||6||2||12||4||§100 (§125)|
|Smoke Grenade||0||0||15||4||Defensive bonus||§25 (§40)|
|Acid grenade||3-4||2||10||3||Acid burn||Experimental Grenade|
|Gas grenade||3-4||1||10||4||Poisoned||Experimental Grenade|
|Incendiary grenade||4-5||1||10||3||Burning||Experimental Grenade|
|Frost bomb||0||0||10||2||Frozen||Proving Grounds - after Experimental Weapons (Alien Hunters DLC)|
After researching the Advanced Explosives research project most grenades are upgraded to more powerful bombs as indicated in the following table.
|Smoke bomb||0||0||15||6||Defensive bonus||§50 (§60)|
|Acid bomb||4-5||4||10||3||Acid burn||Experimental Grenade|
|Gas bomb||4-5||2||10||5||Poisoned||Experimental Grenade|
|Incendiary bomb||5-6||2||10||4||Burning||Experimental Grenade|
Soldier can carry only one type of ammo any given time.