Poisoned is a status effect in XCOM 2.
Effects[]
- 1 damage per turn.
- Affected unit receives -30 Aim and -6 Mobility.
- Lasts up to 5 turns.
- Spreads to friendly adjacent units at end of turn. If a unit is poisoned, they will become contagious and infect any units who stand next to them with poison as well. Unwary positioning can lead to your entire squad becoming poisoned.
Caused by[]
- The effect may be inflicted when an organic unit is struck by Venom Rounds, Gas Grenades, Gas Bombs, or Poison Spit.
- The Viper Rounds Dark Event means all shots from ADVENT weapons will poison non-immune units if they hit.
Immunity (allies)[]
- Item property:
- Equipping a Medikit / Nanomedikit
- Wearing a Hazmat Vest
- Ability property:
- Unit immunity:
Immunity (enemies)[]
- Unit immunity:
- ADVENT Purifier
- Andromedon
- Chryssalid
- Codex
- Psi Zombie
- Spectre
- The Lost
- Viper
- Viper King (Alien Hunters)
- Mechanical units:
- Avatar and Faceless are not technically immune, but their Avatar Regeneration and Faceless Regeneration abilities will nullify the poison damage in the following turn (though they will still suffer aim and movement penalties)
- ADVENT Sealed Armor Dark Event grants immunity to ADVENT units
Treatment[]
- Using a Medikit / Nanomedikit on an affected unit (1 charge)
- Using Specialist's Healing Protocol on an affected unit (1 charge)