In Xcom 2, you have a total of five classes to choose from. Basically you are best placed when you have at least one soldier in each class in your squad. This list shows you all the skills that are waiting for you.

Lieutenant - Hide
Each round the Ranger has the opportunity to go into seclusion.

Captain - Relentlessly
You should manage or create more kills in this round, you get a complete train paid.

Major - Secure cover
You should not have attacked in this round, you go automatically in coverage.


Standard Capacity - Sword Stroke
The Ranger can attack enemies with his sword attack at close range and cause great damage. Depending on the spec he becomes a fighter in secret or even a melee beast.

Scouts Skills
The skills that get as a scout, make a rule that you do from the Ranger a Ninja as they rely heavily on it, not to expose the unity.

Corporal - Phantom
Even if all the soldiers are revealed, this unit remains hidden.

Sergeant - Shadow Attack
As long as your Ranger is hidden, he gets +25 Accuracy and +25 crit chance.

Colonel - Rapid Fire
You must shoot at an enemy twice in a row, but 15 target securities are withdrawn. (No cooldown)

Storm Skills
Decide in your Ranger for storm-skills, you get more opportunities for close combat and quick action.

Corporal - Blademasters
Your sword directed at future +2 damage.

Sergeant - Shadowstep
Reflex shots and fire protection have no effect at this soldier.

Lieutenant - Storm and Shot
Want her to run far and still perform an action, you are storm and shot the opportunity. Cooldown 3 rounds.

Captain - Bladestorm
Complimentary melee attack that also ensures that you attack automatically when you are attacked in melee.

Major - Untouchable
You should kill an enemy, you missed the next attack automatically.

Colonel - Grim Reaper
This melee series loses with each attack strength, but miss the first blow in any case.


The Grenadier is the henchman, virtually a tank. He holds out a lot and can bring about large-scale devastation. To this end, he performs a grenade launcher that allows him to throw grenades over a greater distance.

Explosives Expert skills
As explosives expert you have the opportunity to do great damage and more likely to act.

Corporal - Explosive Protection
Thanks to an improved armor, get your Grenadier an extra armor point.

Sergeant - Snap Shot
This shot destroyed the cover of a target, but does not apply the goal itself.

Lieutenant - Heavy Hand
The number of grenades in grenade space increases to 2.

Captain - Explosive Mixture
All this grenades Grenadiers generate +2 damage and have +1 blast radius.

Major - Salve
The use of weapons as a first action, the round ends and not consumes any action.

Colonel - Range Attack
You fired a conical field in the target direction, that also has the opportunity, the enemy cover to destroy.

"Heavy Shooter" Capabilities

The heavy shooter focuses on skills of his main weapon and uses it also to support other soldiers.

Corporal – Rip
Your primary weapon shredded the armor of your opponents.

Sergeant - Supporting Fire
This bombardment keeps your goal in the coverage. However, should leave the target, it bombards  directly.

Lieutenant - Holo Destinations
Once he fires at a target, it improves the shots the rest of the soldiers on the same goal, regardless of the fact whether you hit or not.

Captain - Chain Shot
With this shot, you automatically fires one more time. However, the chain surplus is subject to a penalty of -15 marksmanship.

Major - Shot Hail
This shot hits the target guaranteed, but consumed for a lot of ammunition.

Colonel - Rupture
When opponents with a lot of energy, you should first use the rupture, as all other attacks inflict damage +3.


The specialist has an electronic companion. The Gremlin drone allows him to hack enemy technology over long distance and gets more skills with every new level. The basic capability of the drone, a soldier gives additional protection to his current position.

Combat Medic Skills
This alignment of capabilities focused on healing and remove from Mali.

Corporal - Medi Protocol
This skill allows you to use the Gremlin UAV for distance healing. At least one of your specialists should have this skill.

Sergeant - Armor Protocol
As the cure, you enable this skill to send your drone to a fellow soldier. In this case, the following negative statuses are removed: Lost, Dazed, panic and Unconscious. Can not poisoning or fire remove.

Lieutenant - Paramedics
Did your specialist already have the skill Medi protocol, you should give him this skill also. Has the specialist a Medikit in his equipment, are now three thereof.

Captain - Covering Fire
Set your future fire protection specialists with this one, you shoot at any enemy action, in movement.

Major - vigilance
Consume the specialist all actions on movement (yellow enriches), then he automatically receives fire protection.

Colonel - Recovery
This function cures each squad member, or it revived.

Fight Hacking Skills

Corporal - Battle Reports
This skill Gremlin fly to an enemy unit to inflict guaranteed damage. It is when the target is a robotic or technical unit, the damage is greater.

Sergeant - Over Record
If mastered, this hack attempt, you take the controller over an enemy. But only temporarily. Alternatively, you can also turn off after successful hack attempt the enemy. For this, you have a better chance.

Lieutenant - Scan Protocol
This capability lets you scan the field in a large radius for enemies and enlarged one round the view radius of specialists.

Captain - Risk Assessment
This skill complements the standard capacity auxiliary protocol to fire, however, extended the cooldown by one lap.

Major - Guardian
If the specialist fire an enemy, there is a 50% chance that it gives off another shot.

Colonel - Capacitor Discharge
In this attack, the Gremlin unloads a strong charge in an area and damages all enemies within radius.


As the name suggests, the sniper focuses on the use of his sniper rifle, which he can attack your enemies at long range. His basic ability allows him to aim at any enemy that can see. In addition, he has as a secondary weapon a revolver, which can also cause major damage.

This alignment specialize your drone on fighting skills such as attack and takeover of enemies.

Sniper Skills
These skills enhance your possibilities with the sniper rifle.

Corporal - Distance Protection
With this you can cause fire by party perspective.

Sergeant - Heavy Shot
This shot has but a reduced target security produced for significantly higher damages.

Lieutenant - Death From Above
Attack an opponent from an elevated position, will cost the shot only one action.

Captain - Firing Zone
This capability specifies a field in which it always triggers a reflex shot as soon as an object is moving or attacking.

Major - Steady Hand
If the sniper does not move in the previous round, increase his target security and his critical strike chance by each +10.

Colonel - Series
Enable this series, you get for each kill with the sniper rifle action back.

Gunfighter Skills
As the gunman sniper gets more opportunities to use his revolver.

Corporal - Return Fire
If the sniper under enemy fire, he automatically fires once per round back with the gun.

Sergeant - Lightning Fast Hands
A free shot with the revolver. However, 3 rounds cooldown.

Lieutenant - Quick Drag
Shoot the sniper in his train first with his gun, stop not round.

Captain - Confrontation
Fire the gun a shot at every visible enemy from.

Major - Destinations
After the sniper issued in coverage, he gets +20 objective safety in the next round.

Colonel - Shot Series
With this skill the sniper fired three times on the same target.


The Psi-soldiers you get after you have built a Psi-Lab. You can develop into a Psi-soldiers by an upgrade two recruits simultaneously. The special thing about this class is not only the supernatural abilities, but also the fact that Psi-soldiers can learn all the 12 skills that are available and don’t have to choose between one of the sides. The basic skill Soul Fire is a strong shot that organic enemies damage regardless of armor.

Telepath Capabilities
These skills are more offensive, but also include buffs.

Corporal - Madness
This attack weakens the opponent and adds a random Malus as mind control.

Sergeant - Soul Capture
Through this skill Soul Fire heals the future Psi soldiers by half the damage inflicted.

Lieutenant - Encouragement
A permanent aura around the Psi-soldiers away from Mali allies and protects them.

Captain - Schism
This skill improves the ability madness. A small amount of damage is now on guarantee and the target receives rupture.

Major - Detonator
Attack an opponent an explosive device with him, you can leave these detonate remotely.

Colonel - Zero-Lance
This strong beam damage all targets in his line of fire.

Resonant Capabilities
These skills include primarily the defensive variety.

Corporal - Inspire
This capability allows the Psi soldiers to return another soldier an action.

Sergeant - Stasi Shield
The Stasi sign can you apply to any unit to it for one lap to protect them from any damage. It is, however, unable to act at this time. In some situations, you can help that too at opponents.

Lieutenant - Withstand
Suffers of Psi-soldier so much damage that he would die, he will automatically go into stasis.

Captain - Bulwark
The Psi-soldier is immune to fire, poison and explosive damage.

Major - Mastery
You take control of an enemy unit. In contrast to the takeover of the specialists this controller is permanent (until the unit dies). This skill can only be used once per round, if he succeeds.

Colonel - Empty Gap
The Empty gap is a kind of psycho-grenade. Some opponents are repeatedly attacked randomly and assigned random Mali, as mind control, disorientation, etc..

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