There are various bonuses and penalties that can affect soldiers and enemies in XCOM: Enemy Unknown.

Bonuses and Traits[]

Modifier Description
XComEW Adrenaline Surge icon.png  Adrenaline Surge EW This unit is wounded, triggering an adrenaline surge. (+10 Aim, +10 critical chance)
XComEW Aggression icon.png  Aggression Units with Aggression receive a +10 bonus to critical hit chance for each enemy in sight (maximum +30).
Airborn.jpg  Airborne Flying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel.
XComEW Blood Frenzied icon.png  Blood Frenzied Units frenzied by Blood Call have +10 bonuses to Aim and Will, and a bonus +4 to mobility.
XComEW Bring Em On icon.png  Bring 'Em On: Active Enemies in sight! +1 damage on critical hits for each such enemy.
XComEW Combat Drugs icon.png  Combat Drugs Units in smoke that has been infused with Combat Drugs receive +20 Will and +10 critical chance.
XComEW Combat Phermones icon.png  Combat Pheromones EW Receiving bonuses: +10 Aim, +5 critical chance, and +1 movement.
XComEW Combat Stimmed icon.png  Combat Stimmed Units under the influence of Combat Stims are less likely to panic, move faster, and take 50% less damage from all sources. (+40 Will against Panic, +3 movement)
XComEW Council Medal of Honor critical icon.png  Council Medal of Honor EW +10 Aim and Critical Chance if not within 7 tiles of an allied unit.
XComEW Damn Good Ground icon.png  Damn Good Ground This unit gains +10 Aim and +10 Defense against enemies at lower elevation, in addition to the usual elevation bonuses.
XComEW Dense Smoke icon.png  Dense Smoke Units in dense smoke receive an additional +20 Defense.
XComEW Distortion Field icon.png  Distortion Field EW Inside an ally's Distortion Field, receiving +10 Defense.
Elevated Ground.jpg  Elevated Ground All units receive offensive bonuses against enemies on lower ground. +20 Aim Bonus.
XEU AlienAbility Evasion.png  Evasion Enemies targeting this unit when it is airborne suffer a -20 Aim penalty.
XComEW Ghost Mode icon.png  Ghost Mode: Active Stealthed units are much harder for enemies to see, and receive a bonus to their critical chance (requires Ghost Armor/Grenade).
XComEW Greater Mind Merge bonus status icon.png  Greater Mind Merge Psionically assisting any nearby Sectoids, granting them +25% critical chance and +1 health.
XComEW Hardened bonus status icon.png  Hardened Hardened units receive extra protection against critical hits. Reduces the chance of suffering a critical hit by 60%.
XComEW Hyper-Reactive Pupils icon.png  Hyper-Reactive Pupils EW +10 Aim due to previous miss.
XComEW International Service Cross aim icon.png  International Service Cross EW +2 Aim per continent bonus XCOM has earned.
XComEW International Service Cross will icon.png  International Service Cross EW +2 Will per different nationality in the squad.
XComEW Inside Telekinetic Field icon.png  Inside Telekinetic Field Units protected by a Telekinetic Field receive +40 Defense.
XComEW Inspired icon.png  Inspired Will increased by the inspiration of a psionic ally (+30 for 2 turns).
XComEW Iron Skin icon.png  Iron Skin EW All damage taken is reduced by 25%.
XComEW Low Profile icon.png  Low Profile Units with Low Profile treat partial cover as full.
XComEW Mimetic Skin icon.png  Mimetic Skin EW Currently concealed from enemy view. Moving in front of enemies again or firing will reveal the unit.
XComEW Mind Control icon.png  Mind Control Using Mind Control allows control of an enemy unit.
XComEW Mind Merge icon.png  Mind Merge Psionically assisting an ally, granting the ally an array of stat bonuses.
XComEW Mind Merge icon.png  Mind Merged Sectoid: Receiving psionic assistance from an ally, gaining +25 critical chance and +1 health.
Mechtoid: Receiving psionic assistance from an ally, gaining a psionic force shield and 50% damage reduction while the shield is up.
XComEW Nearby Leader icon.png  Nearby Leader EW The squad leader is nearby, improving this unit's Will.
XEU AbilityPlaceholder.png  Poison Immune This unit cannot be poisoned.
XComEW Reinforced Armor bonus icon.png  Reinforced Armor EW All damage taken is reduced by 50%. (Sectopods)
XEU Assault Resilience.png  Resilience This unit is immune to critical hits.
XEU AbilityPlaceholder.png  Robotic This unit cannot be affected by fire, poison and most Psionic abilities.
XComEW Running and Gunning icon.png  Running & Gunning Units under the effect of Run & Gun may fire after Dashing.
XComEW Smoke Coverage icon.png  Smoke Coverage Units in smoke receive +20 Defense.
XComEW Star of Terra will icon.png  Star of Terra EW Entire squad receives +5 Will and +5 Defense in battle. Robotic units receive only the Defense bonus.
XEU AlienAbility StunImmune.png  Stun Immune This unit cannot be stunned.
XComEW Tactical Sense icon.png  Tactical Sense: Active Units with Tactical Sense receive a +5 defensive bonus for each enemy in sight (maximum +20).
XComEW Urban Combat Badge aim icon.png  Urban Combat Badge EW +5 Aim against enemies in full cover.
XComEW Urban Combat Badge defense icon.png  Urban Combat Badge EW +5 Defense when in cover.
XComEW Will to Survive icon.png  Will to Survive: Active In cover and not flanked: incoming damage is reduced by 2.


Modifier Description
XComEW Battle Fatigue icon.png  Battle Fatigue This unit has suffered combat wounds, weakening its Will (if the loss is less than 50% of the unit's total health: -5 Will; if more than 50%: -10 Will).
XComEW Catching Breath icon.png  Catching Breath EW This unit is recovering from strangulation, and has -75% mobility and -50 Aim.
XComEW Critically Wounded icon.png  Critically Wounded Critically wounded units will bleed out after a short time unless Stabilized or Revived by a Medikit.
XComEW Disoriented icon.png  Disoriented EW This unit was in a Flashbang explosion, suffering -50 Aim and -50% Movement penalties.
XComEW Electropulsed icon.png  Electropulsed EW This unit has been disabled by electropulse.
Elevated Ground (Penalty).jpg  Elevated Ground An enemy unit has elevated position and can see this unit. Enemies can see you.
XComEW Fallen Comrades icon.png  Fallen Comrades An ally has fallen, weakening this unit's Will (-5 per death).
XComEW Hallucinating icon.png  Hallucinating Units subject to Mindfray suffer penalties to Aim, Will, and mobility.
XComEW Halo Targeting icon.png  Holo-Targeting: Active Marked with Holo-Targeting: easier for all enemies to hit.
XComEW Mind Controlled icon.png  Mind Controlled Mind Controlled units are under the enemy side's control.
XComEW Panicked icon.png  Panicked Panicked units have a chance to move or act unpredictably. Possible actions include Hunker Down, shooting at an enemy, or shooting at an ally. They also skip the next turn.
XComEW Poisoned icon.png  Poisoned Poisoned units take 1 damage at the start of their turn, and suffer a -20 Aim penalty and -3 movement penalty. Lasts 2 turns; being poisoned again while already poisoned resets the duration.
XComEW Rift icon.png  Rift Units in a Rift take moderate damage during the first turn and much more on the next turn if they remain in the affected area. High Will can reduce the damage; low Will can make it worse.
XComEW Sentinel Module Disabled icon.png  Sentinel Module Disabled A critical hit has disabled the Sentinel Module's circuitry. Affected SHIVs lose the HP regeneration and close quarters reaction fire capabilities conferred by the Sentinel Drone Foundry upgrade.
XComEW Shredded icon.png  Shredded Units hit by a Shredder Rocket take +33% increased damage from all sources for 4 turns.
XComEU Snap Shot Offensive Penalty icon.png  Snap Shot: Penalty Units with Snap Shot that move before firing suffer a -20 Aim penalty on sniper rifle shots. (-10 Aim in XCOM: Enemy Within.)
XComEW Suppressed icon.png  Suppressed Suppressed units take a -30 Aim penalty, and will be subject to reaction fire from the suppressing target upon moving.