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XCOM-EU Soldiers Class - HeavyXEU ClassHeavy

The Heavy Class is a soldier class in XCOM: Enemy Unknown.

The primary role of the Heavy Class is delivering large-scale damage to as many targets as possible, through the use of explosive ordinance or heavy gunfire. It is the only soldier class capable of using rocket launchers, which provide high area damage and demolish obstacles.

XCOM Database[]

The Heavy Weapons specialist is responsible for deploying high explosive munitions against the enemy. Primarily relying on a shoulder mounted rocket launcher for both offensive strikes and the demolition of obstacles, these specially trained troops are crucial to the successful completion of tactical objectives.

–XCOM Database, XCOM: Enemy Unknown

Tactical Description[]

Main article: Heavy Class (XCOM: Enemy Unknown)/Guides

The Heavy Class is a front line specialist that excels in winning attrition fights with sustained heavy weapon fire from cover. A Heavy has explosives to break up enemy tanks, bunkers, and positions designed to level the playing field if overwhelmed. Heavy excels at destroying enemy cover with explosives. Like the other classes, there are two promotion paths for the Heavy. The left side turns the Heavy into an area-of-effect nuker, whereas the right side focuses on crowd-control utility.

Heavies favor stationary positioning, as key abilities such as firing a rocket may be used only when no movement is made. Always re-position the Heavy behind the most durable cover on the front line, to minimize his need for movement.

The Heavy Class is effective at dealing with both clustered enemies and enemies in cover, either through rocket weaponry or the Suppression ability. Rockets can injure many enemies at once and destroy their cover, exposing them to gunfire from fellow troops. Suppression can be used to lock down would-be flankers and melee enemies and to provide safe passage for squad mates advancing toward enemies in strong cover.

Weapons[]

The Heavy Class can be equipped with light machine guns and rocket launchers.

LMGs[]

Weapon Base Damage Crit Chance Crit Damage Range
LMG  LMG 3 - 5 0% 6 - 8 Medium
Heavy Laser  Heavy Laser 5 - 7 0% 9 - 11 Medium
Heavy Plasma  Heavy Plasma 8 - 10 0% 14 - 16 Medium
Source: Tactical Info, XCOM: Enemy Within


In comparison to the standard rifles used by Rookies, Supports and Assaults, the Heavy's guns are the most terrain-damaging: inflicting roughly 1/4 of the damage dealt by a Frag Grenade against destructible cover (three times more than the Assault Rifle), therefore being the most reliable weapons at the beginning of the game at exposing aliens via gunfire. Their damage within a given tech level is surpassed only by the Sniper's Headshot ability, which is able to inflict comparable critical damage to targets, but with much greater frequency.

Foundry Upgrades


Rocket Launchers[]

Weapon Base Damage Crit Chance Crit Damage Range
Rocket Launcher  Rocket Launcher 6 N/A N/A Medium
Blaster Launcher  Blaster Launcher 9 N/A N/A Medium
Source: Tactical Info, XCOM: Enemy Within


Class Abilities[]

When a soldier is promoted, some ranks allow a choice between two abilities.

Rank Abilities Description
Rank1-Squaddie
Squaddie
XEU Heavy FireRocket  Fire Rocket Fire a rocket using an equipped launcher. This ability cannot be used after moving, nor more than once per mission.
Rank2-Corporal
Corporal
XEU Heavy BulletSwarm  Bullet Swarm Firing the primary weapon as the first action no longer ends the turn.
XEU Heavy Holo-Targeting  Holo-Targeting Shooting at or suppressing enemies also confers +10 Aim to any allies' attacks on those enemies.
Rank3-Sergeant
Sergeant
XEU Heavy ShredderRocket  Shredder Rocket Fire a rocket that causes all enemies hit to take +33% damage from all sources for the next 4 turns. However, this rocket has a weaker blast compared to a normal one.
XEU Heavy Suppression  Suppression Can fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty.
Rank4-Lieutenant
Lieutenant
XEU Heavy HEATAmmo  HEAT Ammo Confers +100% damage against robotic enemies (+50% in XCOM: Enemy Within).
XEU Heavy RapidReaction  Rapid Reaction Confers a second reaction shot if on Overwatch and the first reaction shot is a hit.
Rank5-Captain
Captain
XEU Heavy Grenadier  Grenadier Allows 2 grenades in a single inventory slot (additionally grants +1 damage to Frag, Alien and Needle Grenades in XCOM: Enemy Within).
XEU Heavy DangerZone  Danger Zone Increases AoE on Suppression and all rocket attacks by 2 tiles.
Rank6-Major
Major
XEU Heavy WillToSurvive  Will to Survive Reduces normal damage taken by 2 if in cover and not flanked.
Rank7-Colonel
Colonel
XEU Heavy Rocketeer  Rocketeer Allows 1 additional standard rocket to be fired per battle.
Mayhem  Mayhem Confers additional damage based on weapon tech level to Suppression and all area-effect abilities.

Second Wave[]

Main article: Second Wave

Hidden Potential[]

Main article: Hidden Potential

Heavies gain 0-2 Aim per level, and have a 60% chance to gain + 1 HP per level. The rest of their stats increase in-line with the other classes.

Training Roulette[]

Main article: Training Roulette

Requires XCOM: Enemy Within:

Only Fire Rocket, Shredder Rocket, Danger Zone, Rocketeer, and Mayhem are gauranteed rolls for Heavies. They are unable to roll Gunslinger (as Heavies lack the ability to equip Pistols). The rest of their tree is randomized.

MEC Augmentation[]

Main article: MEC Trooper

Requires XCOM: Enemy Within:

Any Heavies that undergo augmentation into a MEC Trooper gain Body Shield, conferring the inability to critically hit this unit ontop of a -20 Aim penalty when targeting them onto the nearest visible enemy.

Notes[]

  • Mayhem increases rocket damage and causes Suppression to deal damage, equal by one point per tech level of the main weapon. This brings the maximum rocket damage to 12 (when equipped with the Blaster Launcher) and means the Heavy has a guaranteed 3-damage shot with the Heavy Plasma at the cost of 2 ammunition.
  • On Terror missions, extra care is needed when deploying explosives in general, as any civilians caught in the ensuing blast will die, lowering the mission score. Firing rockets in particular should be done with maximum caution due to the 10% chance of missing the targeted area.
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