XCOM Wiki
Advertisement
XCOM Wiki
Not to be confused with the XCOM 2 Sharpshooter class ability.

Aim is a unit attribute and a gameplay mechanic in XCOM: Enemy Unknown.

Overview[]

Aim is a measurement of a unit's accuracy when firing a weapon, and is directly related to one's chance of successfully hitting a target. It does not affect melee attacks, area of effect weapons (such as grenades and rocket launchers), or offensive abilities. Each point of Aim is equivalent to 1% accuracy.

Chance to Hit[]

A unit's chance to hit is:

Shooter's Aim - Target's Defense + Weapon Range Modifier

The game mechanic adds the shooter's innate Aim attribute to any applicable Aim modifiers (abilities, items, etc.), subtracts the target's Defense attribute and modifiers, then adds or subtracts a weapon range modifier (if applicable), to determine the chance to hit.

For example, an enemy with 75 Aim has a base 75% chance to hit a target (without taking any modifiers into account). A soldier in partial cover is granted 20 Defense, giving the shot a 55% chance to hit.

When aiming a shot, the player can select "More Info" to see a list of modifiers that are currently being applied.

Units[]

XCOM[]

XCOM Rookies have an initial Aim attribute of 65. All soldiers, including MEC Troopers, are subject to predefined attribute increases based on their class, which are gained with each increase in rank.

XCOM Soldier Aim
  Rank1-Squaddie.png
 Squaddie 
Rank2-Corporal.png
 Corporal 
Rank3-Sergeant.png
 Sergeant 
Rank4-Lieutenant.png
 Lieutenant 
Rank5-Captain.png
 Captain 
Rank6-Major.png
 Major 
Rank7-Colonel.png
 Colonel 
 Assault 
XEU ClassAssault.png
 Increase  +5 +3 +3 +3 +3 +3 +4
Total 70 73 76 79 82 85 89
Heavy
XEU ClassHeavy.png
Increase +2 +1 +1 +1 +1 +2 +2
Total 67 68 69 70 71 73 75
MEC
XComEW MEC Trooper logo trans.png
Increase +0 +1 +1 +1 +2 +2 +3
Total * 65 66 67 68 70 72 75
Sniper
XEU ClassSniper.png
Increase +10 +3 +3 +3 +4 +7 +10
Total 75 78 81 84 88 95 105
Support
XEU ClassSupport.png
Increase +5 +3 +3 +3 +3 +3 +5
Total 70 73 76 79 82 85 90

* Attributes carry over during class conversion; actual Aim varies with the soldier's class and rank prior to augmentation.

Notes:


Alien[]

An alien's Aim is determined by their species and the game difficulty:

Alien Aim
Species Aim Species Aim
Berserker 60 · 60 · 60 · 60 Muton Elite 80 · 80 · 90 · 100
Chryssalid 0 · 0 · 0 · 0 Outsider 70 · 70 · 80 · 90
Cyberdisc 70 · 70 · 80 · 80 Sectoid 65 · 65 · 65 · 75
Drone 60 · 60 · 70 · 70 Sectoid Commander 85 · 85 · 95 · 95
Ethereal 100 · 100 · 110 · 110 Sectopod 80 · 80 · 90 · 90
Floater 50 · 50 · 60 · 60 Seeker EW 65 · 65 · 65 · 65
Heavy Floater 70 · 70 · 80 · 80 Thin Man 65 · 65 · 75 · 75
Mechtoid EW 60 · 70 · 80 · 80 Uber Ethereal 120 · 120 · 130 · 130
Muton 70 · 70 · 80 · 80 Zombie 0 · 0 · 0 · 0
Easy · Normal · Classic · ImpossibleSource: DefaultGameCore.ini, XCOM: Enemy Within

Notes:

  • Berserkers have an Aim of 60 at all difficulty settings in the game's DefaultGameCore.ini file. This differs from other melee-only aliens (Chryssalid, Zombie), which have an Aim of 0.


EXALT[]

An EXALT soldier's Aim is determined by their class and the game difficulty:

EXALT Aim
Class Aim Class Aim
EXALT Heavy 50 · 50 · 60 · 65 EXALT Elite Heavy 55 · 55 · 65 · 70
EXALT Medic 45 · 45 · 55 · 60 EXALT Elite Medic 55 · 55 · 65 · 70
EXALT Operative 50 · 50 · 60 · 65 EXALT Elite Operative 60 · 60 · 70 · 75
EXALT Sniper 60 · 60 · 70 · 70 EXALT Elite Sniper 70 · 70 · 80 · 85
Easy · Normal · Classic · ImpossibleSource: DefaultGameCore.ini, XCOM: Enemy Within

Bonuses and Perks[]

There are a substantial number of methods, including the use class abilities and equipment, to modify a unit's Aim.


Terrain[]

Elevated Ground.jpg

Being in cover confers a Defense bonus to counter the shooter's Aim. Flanking or catching a unit out of cover grants a +50 Critical Chance bonus (+100 with the Absolutely Critical Second Wave option), but does not affect Aim or Defense.

When a unit fires a weapon from a higher elevation than the target, it is bestowed a +20 Aim bonus (visible in the shot information interface as Elevated Ground).


Basic Abilities and Traits[]

Ability / Trait Description
XEU AlienAbility Evasion.png  Evasion Enemies targeting this unit when it is airborne suffer a -20 Aim penalty.
XCOM: soldiers equipped with Archangel Armor
Enemies: Cyberdisc, Drone, Floater, Heavy Floater, Seeker
Overwatch.jpg  Overwatch Reaction shots on Overwatch suffer a small Aim penalty.
XCOM: All units
Enemies: All EXALT units, Cyberdisc, Floater, Heavy Floater, Mechtoid, Muton, Muton Elite, Outsider, Sectoid, Sectoid Commander, Sectopod, Thin Man


Class Abilities[]

Class Ability Description
XEU ClassAssault.png
Assault
XEU Assault Flush.png  Flush Fires a shot with a +30 Aim bonus that causes enemies to run out of cover, but only inflicts 50% damage.
XEU Assault RapidFire.png  Rapid Fire Fires two shots against a single target in quick succession, each with a -15 Aim penalty.
XEU ClassHeavy.png
Heavy
XEU Heavy Holo-Targeting.png  Holo-Targeting Shooting at or suppressing enemies also confers +10 Aim to any allies' attacks on those enemies.
XEU Heavy Suppression.png  Suppression Fire a barrage that pins down a target, granting reaction fire against it and imposing a -30 Aim penalty.
XComEW MEC Trooper logo trans.png
MEC
XComEW Advanced Fire Control icon.png  Advanced Fire Control Shots from Overwatch no longer suffer any Aim penalty.
Body Shield Icon.png  Body Shield The nearest visible enemy suffers -20 Aim and cannot critically hit this unit. (Heavy-based MEC Troopers)
Platform Stability Icon.png  Platform Stability Any shots taken without moving have +10 Aim and +10% critical chance. (Sniper-based MEC Troopers)
XComEU Psionic icon.png
Psionic
XEU AlienAbility MindFray.png  Mindfray Inflicts -25 Aim, -25 Will, and a Movement penalty for two turns.
XEU ClassSniper.png
Sniper
XEU Sniper DamnGoodGround.png  Damn Good Ground Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
XEU Sniper DisablingShot.png  Disabling Shot Fires a shot that causes the target's primary weapon to malfunction for one turn. Cannot inflict a critical hit and has a -10 Aim penalty.
XEU Sniper Executioner.png  Executioner Confers +10 Aim against targets with less than 50% health.
XEU Sniper Opportunist.png  Opportunist Eliminates the Aim penalty on Overwatch, and allows reaction shots to cause critical hits.
XEU Sniper SnapShot.png  Snap Shot Removes the sniper rifle's restriction on firing and Overwatch after moving. Shots suffer a -20 Aim penalty (-10 in EW).
XEU ClassSupport.png
Support
XEU Support CombatDrugs.png  Combat Drugs Adds stimulants that grant +20 Aim, +20 Will and +10 Critical Chance bonuses to all units in a Smoke Grenade's cloud.
XEU Support RifleSuppression.png  Rifle Suppression Fires a barrage that pins down a target, granting reaction fire against it and imposing a -30 Aim penalty.


Enemy Abilities[]

Ability Description
XEU AlienAbility BloodCall.png  Blood Call Grants the initiating Muton, and all nearby Mutons (including Berserkers and Muton Elites) +10 Aim, +10 Will, and +4 Movement for two turns.
Enemies: Muton
XEU Sniper DamnGoodGround.png  Damn Good Ground Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
Enemies: EXALT Sniper, EXALT Elite Sniper
XEU Sniper Executioner.png  Executioner Confers +10 Aim against targets with less than 50% health.
Enemies: EXALT Elite Sniper
XEU Heavy Holo-Targeting.png  Holo-Targeting Shooting at or suppressing enemies also confers +10 Aim to any allies' attacks on those enemies.
Enemies: EXALT Heavy, EXALT Elite Heavy
XEU AlienAbility MindFray.png  Mindfray Inflicts -25 Aim, -25 Will, and a Movement penalty for two turns.
Enemies: Ethereal, Sectoid Commander, Uber Ethereal
XEU AlienAbility PoisonSpit.png  Poison Spit Inflicts -20 Aim and -3 Movement penalties, plus the loss of 1 HP per turn for three turns.
Enemies: Thin Man
XEU AlienAbility PoisonousClaws.png  Poisonous Claws Inflicts -20 Aim and -3 Movement penalties, plus the loss of 1 HP per turn for three turns.
Enemies: Chryssalid
XEU Sniper SnapShot.png  Snap Shot Removes the sniper rifle's restriction on firing and Overwatch after moving. Shots suffer a -10 Aim penalty.
Enemies: EXALT Sniper, EXALT Elite Sniper
XComEW Strangle.png  Strangle Inflicts 2 HP damage per turn, then -50 Aim and -75% Movement penalties while the victim is catching breath.
Enemies: Seeker
XEU AlienAbility Suppression.png  Suppression Fire a barrage that pins down a target, granting reaction fire against it and imposing a -30 Aim penalty.
Enemies: EXALT Heavy, EXALT Elite Heavy, Heavy Floater, Muton, Muton Elite, Outsider, Sectoid, Thin Man


Gene Mods[]

Gene Mod Description
Adrenal Neurosympathy Icon.png  Adrenal Neurosympathy EW  Grants +10 Aim, +5 Critical Chance, and +1 Movement to nearby soldiers upon killing an enemy.
XCOM: Gene-modded soldier & nearby allies
Enemies: None
Adrenaline Surge Gene Mod.png  Adrenaline Surge EW Confers +10 Aim and +10% critical chance per turn when wounded.
XCOM: None
Enemies: EXALT Elite Operative
Depth Perception Icon.png  Depth Perception EW Grants additional +5 Aim and +5 Critical Chance bonuses for height advantage.
XCOM: Gene-modded soldier
Enemies: EXALT Elite Sniper
Hyper Reactive Pupils Icon.png  Hyper Reactive Pupils EW Grants a +10 Aim bonus after missing a shot.
XCOM: Gene-modded soldier
Enemies: None


Equipment[]

Item Description
XComEW Flashbang Grenade trans.png  Flashbang Grenade EW  Inflicts -50 Aim and -50% Movement penalties for two turns.
XComEW Gas Grenade trans.png  Gas Grenade EW Inflicts -20 Aim and -3 Movement penalties, plus the loss of 1 HP per turn for three turns.
XEU Light Plasma Rifle.png  Light Plasma Rifle Grants a +10 Aim bonus.
XComEU S.C.O.P.E. transbg.png  S.C.O.P.E. Confers a +10 Aim bonus.

Notes:

  • The Light Plasma Rifle's +10 Aim bonus applies to XCOM soldiers only. Any aliens which use it (e.g. Thin Men) are not granted the bonus.


Foundry Upgrades[]

Upgrade Description
Foundry - Improved Pistol II  Improved Pistol II Increases Aim of all pistols by 10.
Foundry - S.H.I.V. Laser  S.H.I.V. Laser Upgrades all S.H.I.V.s to Laser Cannons: +2 Damage, +15 Aim, +5 Critical Chance.
Foundry - S.H.I.V. Plasma  S.H.I.V. Plasma Upgrades all S.H.I.V.s to Plasma Cannons: +4 Damage, +25 Aim, and +10 Critical Chance.
Foundry - S.H.I.V. Suppression  S.H.I.V. Suppression  Allows S.H.I.V.s to use Suppression to pin down a target, imposing a -30 Aim penalty and granting reaction fire against it.


Medals[]

Medal Description
XComEW Medals - Council Medal of Honor icon 1 will.png  Council Medal of Honor EW +1 Aim and Will for each mission completed with no soldier deaths, up to a maximum of +10.
XComEW Medals - Council Medal of Honor icon 2 crit.png  Council Medal of Honor EW +10 Aim and Critical Chance if not within 7 tiles of an allied unit.
XComEW Medals - International Service Cross icon 2 aim.png  International Service Cross EW  +2 Aim per continent bonus XCOM has earned.
XComEW Medals - Urban Combat Badge icon 2 aim.png  Urban Combat Badge EW +5 Aim against enemies in full cover.

Aiming Angles[]

Aiming Angles is a Second Wave option added by the XCOM: Enemy Within expansion. Units (both XCOM and enemy) receive an Aim bonus for angled shots; the closer a unit is to flanking a target, the higher the Aim bonus.

Advertisement