XCOM Wiki
Register
Advertisement

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
Inv Ap Rounds
A.P. Rounds
Ignores 5 armor
Inv Incendiary Rounds
Dragon Rounds
Inflicts Burning; +1 damage (if the target is not immune to the status effect)
Inv Talon Rounds
Talon Rounds
+20% Critical chance; +1 Critical damage
Inv Tracer Rounds
Tracer Rounds
+10 Aim
Inv Venom Rounds
Venom Rounds
Inflicts Poisoned; +1 damage (if the target is not immune to the status effect)
Inv Bluescreen Rounds
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
Advertisement