Utility Items are available to Agents in XCOM: Chimera Squad via the Utility Item equipment slot. Utility Items include grenades, special ammo, and various miscellaneous items, such as Medikits.
All agents begin the game capable of equipping a single utility item; an additional utility item slot becomes available through the Enhanced Armor upgrade. Terminal and Patchwork gain an additional utility item slot through training at Special Agent rank.
Grenades[]
Grenades which have non-fixed damage (i.e. have both the minimum and the maximum damage values) are guaranteed to deal the minimum damage, but there is only 20% chance for such a grenade to deal the maximum damage.
Alien Grenade is similar to Plasma Grenade, but shreds 2 armors and has Environment Damage 20. Shock Grenade completely ignores armor (Pierce 1000).
Name | Damage | Pierce | Shred | Range | Radius | Env. Damage | Effect |
---|---|---|---|---|---|---|---|
Frag | 3-4 | 1 | 10 | 3 | 10 | Damages and removes (or "shreds") armor from targets in a small area. Destroys most cover objects. | |
Plasma | 4-5 | 1 | 10 | 3 | 10 | — | |
Alien Plasma | 4-5 | 2 | 10 | 3 | 20 | — | |
Acid Grenade | 2-3 | 2 | 10 | 3 | 1 | Damages units and applies acid to units and terrain in the affected area. Acid shreds armor and damages vulnerable units over 2 turns. | |
Incendiary | 2-3 | 1 | 10 | 3 | Damages units and sets fire to units and terrain in the affected area. Fire limits a vulnerable unit's abilities and damages them over 2 turns. | ||
Gas | 2-3 | 1 | 10 | 5 | 0 | Damages units and applies poison to units and terrain in the affected area. Poison slows and damages vulnerable units over multiple turns. Poisoned units suffer -15% Aim. | |
Shock | 2 | 1000 | 1 | 12 | 4 | Stuns units in the affected area for a short time. Deals damage to robotic enemies. | |
Flashbang | 12 | 4 | 1 | Disorients hostile targets in a large radius. Friendly units and squad members are unaffected. | |||
Smoke | 12 | 4 | 0 | Boosts the Defense of all units in the affected area. | |||
Adhesion | 12 | 4 | Prevents movement action for all units in the affected area. Some special movement abilities can get around this effect. | ||||
Cease Fire | 12 | 4 | 1 | Disables all firearms in a large radius. | |||
Lift | 12 | 4 | 1 | Levitates all vulnerable units in the affected area, which removes any cover bonuses. | |||
Turncoat | 12 | 4 | 1 | Forces all affected enemies to go Berserk and view their allies as enemy units. Mechanical Enemies are immune. | |||
Bubble | 12 | 3 | 1 | Places all units in the affected area in Stasis for a short time. |
Rounds[]
Misc[]
- Kinetic Screen
- Medikit
- Mindshield
- Nanomedikit
- Overdrive Serum
- Relocation Disk
- Motile Inducer