- For the analogous class from XCOM: Enemy Unknown, see Support Class (XCOM: Enemy Unknown).
The Specialist Class is a soldier class in XCOM 2; any Rookie soldier can become a Specialist in the Armory once they earn enough XP during missions or Covert Actions.
Description[]
“ | Operating some of our most advanced equipment, Specialists deploy robotic drones on the battlefield that can be outfitted for combat or field medic duty. | ” |
–-XCOM 2, Soldier Training Selection |
Utilizing a remote-controlled airborne drone called a GREMLIN, the Specialist can take on a variety of tactical support roles including healing, support buffs, boosting stats and remote hacking. The GREMLIN must be guided and directed by the Specialist as their action move for a turn.
Weapons[]
Assault Rifles[]
Assault Rifles are a primary weapon type accessible to Rookies, Specialists, Psi-Operatives, and Rangers.
Assault Rifles | |||||||
---|---|---|---|---|---|---|---|
Name | DLC | Damage | Crit DMG | Clip Size | Range | Mod Slots | Additional effect |
Assault Rifle | 3–5 | +2 | 4 | Medium | 1 | ||
Magnetic Rifle | 5–7 | +3 | 2 | ||||
Plasma Rifle | 7–9 | +4 (+3 WotC) |
2 | ||||
Disruptor Rifle | WotC | 7–9 | +4 | Superior Scope Superior Magazine Superior Hair Trigger Superior Stock |
Guaranteed Critical hits on Psionic enemies |
Bolt Casters[]
Alien Hunters DLC content. Bolt Casters are a primary weapon type accessible to Rookies, Specialists, Psi-Operatives, and Rangers. Bolt Casters count as Assault Rifles for Research Breakthroughs. Each attack has a chance to stun the target, and cannot be dodged. Genetically-empowered aliens are highly susceptible to being stunned. Launches a single, high-damaging projectile, but must be reloaded after each use. Bolt Casters do not have mod slots and cannot have Weapon Upgrades installed.
Bolt Casters | |||||
---|---|---|---|---|---|
Name | Damage | Clip Size | Range | Aim | Additional effects |
Bolt Caster | 6–8 | 1 | Medium | +15% | Stun: 20% (50% against Alien Rulers) Ignores Dodge |
Magnetic Bolt Caster | 8–10 | ||||
Plasma Bolt Caster | 10–12 |
GREMLINs[]
GREMLINs are restricted to Specialists, and are used to aid allies, zap enemies, or remotely hack targets. More advanced GREMLINS increase the effect or damage of various protocols and give a bonus to Hack Score for remote hacking or Haywire Protocol. GREMLINS do not provide Hack bonus for Skulljacking/Skullmining.
GREMLINs | |||||||||
---|---|---|---|---|---|---|---|---|---|
GREMLIN Tier | Hack Stat | Aid Protocol | Medical Protocol | Restoration | Scanning Protocol | Combat Protocol | Capacitor Discharge | ||
vs organic | vs robots | vs organic | vs robots | ||||||
GREMLIN | +0 | +20 Defense | +0 HP healed (6 HP max) | 4 HP healed | 1 charge | 2 | 4–5 | 3-6 | ... |
GREMLIN Mark II | +20 | +30 Defense | +1 HP healed (7 HP max) | 5 HP healed | 1 charge | 4 | 7–8 | 5–8 | ... |
GREMLIN Mark III | +40 | +40 Defense | +2 HP healed (8 HP max) | 6 HP healed | 2 charges | 6 | 10–11 | 7–10 | ... |
Abilities[]
Reason: No cooldowns, few numbers.
A Specialist's abilities primarily focus around improving the functionality of their GREMLIN in multiple ways.
SPECIALIST | ||||
---|---|---|---|---|
Ability | Description | Rank | Ability | Description |
Hack | Attempt to breach security on a network access point with your GREMLIN. | Squaddie |
Aid Protocol | Command your GREMLIN to move to a friendly target. It grants that target a bonus to Defense until the start of the next player turn.
1-turn cooldown. |
BATTLE MEDIC | COMBAT HACKER | |||
Ability | Description | Rank | Ability | Description |
Medical Protocol | The GREMLIN can perform healing actions remotely: GREMLIN Heal and GREMLIN Stabilize. The GREMLIN has a single charge. If a medkit is equipped, the GREMLIN will gain an additional charge. | Corporal |
Combat Protocol | Send the GREMLIN to an enemy to jolt them, dealing guaranteed damage, which is increased against robotic enemies. Twice per mission. |
Revival Protocol | Send the GREMLIN to an ally to remove any negative mental status effects. Disoriented, Stunned, Panicked, or Unconscious. | Sergeant |
Haywire Protocol | You may target robotic and mechanical enemies with your GREMLIN, attempting to hack them and seize control.
4-turn cooldown. |
Field Medic | Equipped medikits have 2 extra charges. | Lieutenant |
Scanning Protocol | The GREMLIN can trigger an instant scan of the area, increasing the Specialist's sight radius substantially for one turn and revealing any hidden enemies.
Has 1 charge, or 2 if the Specialist has a GREMLIN Mark III. |
Covering Fire | Overwatch shots can now be triggered by enemy actions, not just movement. | Captain |
Threat Assessment | Aid Protocol now grants the target a Covering Fire Overwatch shot, but the Aid Protocol cooldown is increased by 1 turn. |
Ever Vigilant | If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. | Major |
Guardian | Grants 50% chance during Overwatch to perform an additional shot if the previous Overwatch shot hits. There's no limit as to how many times Guardian can trigger. |
Restoration | The GREMLIN flies to each squad member, healing or reviving them as needed. Once per mission. | Colonel |
Capacitor Discharge | Send the GREMLIN to a location where it emits a substantial electric discharge, damaging and potentially stunning all nearby units. Robotic units take more damage. Once per mission. |
Haywire Protocol[]
A Specialist with the Haywire Protocol ability may attempt to shut down (stun/disable) a mechanized unit or take control of it entirely. Haywire Protocol is turn-ending, regardless of success or failure.
- Successful hacks will not break concealment. A failed hack ends concealment.
- However, as the successfully hacked unit immediately joins your squad, if it is visible, it will break concealment at the squad level.
- Failed hacking attempts will grant the unit a 'Supercharge' buff (increases Aim and Defense).
- Hacking a unit ends the Specialist's turn, regardless of the result.
- Hacking a unit does not remove its Overwatch.
- Attempting to hack a frozen unit (possibly stunned also) will have no effect.
Targets vulnerable to hacking attempts:
Items that decrease Tech Defense of enemies:
- Bluescreen Rounds (-5 per attack hit)
- EMP Grenade (-5)
- EMP Bomb (-10)
Shutdown[]
- Successful shutdown of a unit in a pod of enemies does not trigger that pod.
- Abilities which stun units will cause shutdown on mechanical enemies instead.
- Lasts from 2 to 3 action points ("turns" in-game). (1 turn for a Sectopod)[explanation needed]
Takeover[]
- Successfully taking control will itself not break concealment. However, if the controlled unit is visible to other enemies it will trigger detection.
- A unit that has been taken over by a Specialist will have no moves available in the turn of takeover. As a consequence, it will have wait 1 turn before it can act.
- However, this does not apply to Turrets, which may be fired immediately.
- Controlled enemy units can not be used to collect loot.
- Ends early if the affected unit is put into stasis (eg: by enemy Priests).
- Also ends early if the Specialist dies or evacs.
- Abilities which deal extra damage to robotic enemies do not apply that damage to hacked units.
- Lasts from 2 to 3 action points ("turns" in-game).[explanation needed]
Tactical Information[]
- Main article: Specialist Class (XCOM 2)/Guides
Notes[]
- Specialists can permanently raise their tech score through successfully hacking ADVENT Terminals and ADVENT Turrets, though these increases are not provided following every successful hack and will only come up sporadically.[1]
Gallery[]
References[]
- ↑ 2K Mike, "How do I raise my specialist’s tech score?" from XCOM 2 FAQ