- 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 | ||||||||
![]() Squaddie |
![]() Corporal |
![]() Sergeant |
![]() Lieutenant |
![]() Captain |
![]() Major |
![]() Colonel | ||
Assault ![]() |
Increase | +5 | +3 | +3 | +3 | +3 | +3 | +4 |
Total | 70 | 73 | 76 | 79 | 82 | 85 | 89 | |
Heavy![]() |
Increase | +2 | +1 | +1 | +1 | +1 | +2 | +2 |
Total | 67 | 68 | 69 | 70 | 71 | 73 | 75 | |
MEC![]() |
Increase | +0 | +1 | +1 | +1 | +2 | +2 | +3 |
Total * | 65 | 66 | 67 | 68 | 70 | 72 | 75 | |
Sniper![]() |
Increase | +10 | +3 | +3 | +3 | +4 | +7 | +10 |
Total | 75 | 78 | 81 | 84 | 88 | 95 | 105 | |
Support![]() |
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:
- All three types of heavy weapon platforms (S.H.I.V.s) have an Aim attribute that is determined by the type of armament used: 70 Aim with the default Minigun, 85 Aim with a Laser Cannon, and 95 Aim with a Plasma Cannon.
- Second Wave options can be enabled to randomize soldiers' Aim. Not Created Equally impacts initial Aim, Will, and Movement attributes. Hidden Potential randomizes Aim and HP increases when gaining a rank.
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
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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
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Bonuses and Perks[]
There are a substantial number of methods, including the use class abilities and equipment, to modify a unit's Aim.
Terrain[]
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 |
---|---|
![]() |
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 |
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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 |
---|---|---|
![]() Assault |
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Fires a shot with a +30 Aim bonus that causes enemies to run out of cover, but only inflicts 50% damage. |
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Fires two shots against a single target in quick succession, each with a -15 Aim penalty. | |
![]() Heavy |
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Shooting at or suppressing enemies also confers +10 Aim to any allies' attacks on those enemies. |
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Fire a barrage that pins down a target, granting reaction fire against it and imposing a -30 Aim penalty. | |
![]() MEC |
![]() |
Shots from Overwatch no longer suffer any Aim penalty. |
![]() |
The nearest visible enemy suffers -20 Aim and cannot critically hit this unit. (Heavy-based MEC Troopers) | |
![]() |
Any shots taken without moving have +10 Aim and +10% critical chance. (Sniper-based MEC Troopers) | |
![]() Psionic |
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Inflicts -25 Aim, -25 Will, and a Movement penalty for two turns. |
![]() Sniper |
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Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses. |
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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. | |
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Confers +10 Aim against targets with less than 50% health. | |
![]() |
Eliminates the Aim penalty on Overwatch, and allows reaction shots to cause critical hits. | |
![]() |
Removes the sniper rifle's restriction on firing and Overwatch after moving. Shots suffer a -20 Aim penalty (-10 in EW). | |
![]() Support |
![]() |
Adds stimulants that grant +20 Aim, +20 Will and +10 Critical Chance bonuses to all units in a Smoke Grenade's cloud. |
![]() |
Fires a barrage that pins down a target, granting reaction fire against it and imposing a -30 Aim penalty. |
Enemy Abilities[]
Ability | Description |
---|---|
![]() |
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 |
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Confers +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses. Enemies: EXALT Sniper, EXALT Elite Sniper |
![]() |
Confers +10 Aim against targets with less than 50% health. Enemies: EXALT Elite Sniper |
![]() |
Shooting at or suppressing enemies also confers +10 Aim to any allies' attacks on those enemies. Enemies: EXALT Heavy, EXALT Elite Heavy |
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Inflicts -25 Aim, -25 Will, and a Movement penalty for two turns. Enemies: Ethereal, Sectoid Commander, Uber Ethereal |
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Inflicts -20 Aim and -3 Movement penalties, plus the loss of 1 HP per turn for three turns. Enemies: Thin Man |
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Inflicts -20 Aim and -3 Movement penalties, plus the loss of 1 HP per turn for three turns. Enemies: Chryssalid |
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Removes the sniper rifle's restriction on firing and Overwatch after moving. Shots suffer a -10 Aim penalty. Enemies: EXALT Sniper, EXALT Elite Sniper |
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Inflicts 2 HP damage per turn, then -50 Aim and -75% Movement penalties while the victim is catching breath. Enemies: Seeker |
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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 |
---|---|
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Grants +10 Aim, +5 Critical Chance, and +1 Movement to nearby soldiers upon killing an enemy. XCOM: Gene-modded soldier & nearby allies Enemies: None |
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Confers +10 Aim and +10% critical chance per turn when wounded. XCOM: None Enemies: EXALT Elite Operative |
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Grants additional +5 Aim and +5 Critical Chance bonuses for height advantage. XCOM: Gene-modded soldier Enemies: EXALT Elite Sniper |
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Grants a +10 Aim bonus after missing a shot. XCOM: Gene-modded soldier Enemies: None |
Equipment[]
Item | Description |
---|---|
![]() |
Inflicts -50 Aim and -50% Movement penalties for two turns. |
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Inflicts -20 Aim and -3 Movement penalties, plus the loss of 1 HP per turn for three turns. |
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Grants a +10 Aim bonus. |
![]() |
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 |
---|---|
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Increases Aim of all pistols by 10. |
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Upgrades all S.H.I.V.s to Laser Cannons: +2 Damage, +15 Aim, +5 Critical Chance. |
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Upgrades all S.H.I.V.s to Plasma Cannons: +4 Damage, +25 Aim, and +10 Critical Chance. |
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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 |
---|---|
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+1 Aim and Will for each mission completed with no soldier deaths, up to a maximum of +10. |
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+10 Aim and Critical Chance if not within 7 tiles of an allied unit. |
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+2 Aim per continent bonus XCOM has earned. |
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+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.