Utility Items are available to XCOM soldiers via equipment slots in single player campaign. Most utility items are passive or limited-use items that fulfill a variety of functions from restoring HP to providing concealment. Several utility items are available for instant production in Engineering, while many others become available upon completion of certain research projects or through experimental projects in the Proving Ground.
All XCOM soldiers are capable of equipping only a single utility item from the start of a campaign. Additional utility item slot is unlocked by equipping specific armor (Predator Armor / Warden Armor / Icarus Armor) or acquiring a special ability (Tactical Rigging; limited to Faction Soldiers-Heroes). It's impossible to equip two items of the same kind (e.g. 2 vests, 2 ammo, 2 grenades of offensive-only or defensive-only type, etc).
Ammo[]
Ammo | Effect | Acquisition |
---|---|---|
Bluescreen Rounds |
Against mechanical and robotic enemies:
Against other enemies:
|
Can be instantly built, for a price, at Engineering after the Bluescreen Protocol project is complete. |
A.P. Rounds |
|
One is randomly rewarded each time the Experimental Ammo project is completed. One is randomly rewarded (alongside one of the Experimental Grenades) each time when the Convoy Ambush Geoscape location scan is completed. |
Dragon Rounds |
Against enemies not immune to fire:
| |
Talon Rounds |
| |
Tracer Rounds |
| |
Venom Rounds |
Against enemies not immune to poison:
|
- Only one Ammo item can be equipped onto a soldier at a time.
- Only Primary and Secondary (Pistols and Autopistols) firearms receive the ammo effect.
- Only successful shots benefit from the ammo effect (missed shots with Stock weapon upgrade do not apply the debuffs or status effects and the damage is not increased).
Grenades[]
Grenades are a class of weapons in XCOM 2.
Only the Frag Grenade is available at the start of the game. All other grenades are unlocked via Engineering, Research, Proving Ground projects, or scanning a Convoy Ambush rumor location on the Geoscape.
Grenadiers can carry at least two different grenade types for the Grenade Launcher: one is equipped in the grenade (special) slot, another - in a utility item (regular) slot. Medium armor allows you to put a Smoke Grenade/Bomb or Ultrasonic Lure into your additional utility slot while an offensive grenade/bomb is equipped in the other slot.
Grenades and Bombs | |||||||
---|---|---|---|---|---|---|---|
Grenade / Bomb | Base damage | Armor shredding | Blast radius | Range | Inflicts | Notes | |
Min | Max | ||||||
Frag Grenade |
3 | 4 | 1 | 3 | 10 | Damages or destroys cover, can set some environment on fire | |
Plasma Grenade |
4 | 5 | 2 | 3 | Destroys cover, can set some environment on fire | ||
Proximity Mine |
6 | 2 | 4 | 12 | Destroys cover, does not break concealment when deployed, only triggered by enemy usual movement | ||
Flashbang Grenade |
8 | 12 | Disoriented | Removes Overwatch, prevents the use of abilities and secondary weapons, cancels Mind Control (except for the Chosen, who are unaffected) | |||
Acid Grenade |
3 | 4 | 2 | 3 | 10 | Acid Burn | Acid cloud does not pass through walls |
Acid Bomb |
4 | 5 | 4 | 3 | |||
Gas Grenade |
3 | 4 | 1 | 4 | 10 | Poisoned | Gas cloud passes through walls |
Gas Bomb |
4 | 5 | 2 | 5 | |||
Incendiary Grenade |
4 (2 WotC) |
5 (3 WotC) |
1 | 3 | 10 | Burning | Sets environment objects, tiles, and (non-immune) units on fire |
Incendiary Bomb |
5 | 6 | 2 | 4 | |||
EMP Grenade |
6 | 4 | 12 | Shutdown / Stunned / Disoriented |
Damages Mechanical and Robotic units only, ignores armor, shutdowns mechanical units, stuns or disorients some robotic units, -5/-10 Tech score, removes Energy Shield (but not the Kinetic Shield) | ||
EMP Bomb |
10 | 5 | |||||
Smoke Grenade |
4 | 15 | +20 Defense for units within the smoke cloud (lasts 3 turns) | ||||
Smoke Bomb |
6 | ||||||
Frost Bomb* | 2 | 10 | Frozen | ||||
Claymore† | 5 | 2 | 3 | 10 | Only available to Reapers, does not break concealment when deployed or fired at by a Reaper | ||
Ultrasonic Lure† | 12 | 28 | Draws the Lost to units in the lure's area of effect [explanation needed]; has no distracting effect if there are no other hostiles besides the Lost | ||||
Grenade / Bomb | Min | Max | Armor shredding | Blast radius | Range | Inflicts | Notes |
Base damage |
* Alien Hunters DLC. † War of the Chosen DLC.
- Proving Ground project Advanced Explosives upgrades Grenades to Bombs.
- Grenade Launcher and Advanced Grenade Launcher increase range and radius by +4/+5 and +1/+2 respectively.
- Guerrilla Tactics School upgrade 'Biggest Booms' provides Grenadiers with +20% crit chance and +2 crit damage.
- Grenadier's ability 'Volatile Mix' provides +2 damage (including Flashbangs [explanation needed]).
- Grenadier's ability 'Salvo': firing a Heavy Weapon or launching a Grenade as your first action doesn't end the turn.
- Grenadier's ability 'Heavy Ordnance' provides 1 additional charge for a Grenade in the Grenades-only Slot.
- Skirmisher's ability 'Total Combat': using an item or throwing a Grenade as your first action doesn't end the turn.
- Reaper's ability 'Shrapnel': Claymore gains +3 damage, +1 shredding and +1 radius [explanation needed].
- Reaper's ability 'Highlands' grants 1 additional Claymore charge.
Throwables[]
Throwables | |||||
---|---|---|---|---|---|
Item | Uses | Range | Radius | Notes | |
Battle Scanner |
2 | 28 | 12 | Reveals concealed enemies; doesn't break concealment | |
Ultrasonic Lure | 2 | 28 | 12 | Draws Lost units to the lure's area of effect. Can be launched from a Grenade Launcher for increased range and radius; breaks concealment | |
Mimic Beacon |
1 | 10 | Draws enemy fire, lures enemies from cover; breaks concealment |
Vests[]
Vests | |||||
---|---|---|---|---|---|
Vest | Hit Points | Armor Points | Effect | Requirement | |
Nanoscale Vest | +1 | Hybrid Materials | |||
Hellweave | +2 | Deals 2-4 damage to enemy melee attackers and also inflicts Burning if they aren't immune to fire. | Chryssalid Autopsy | ||
Plated Vest | +2 | +1 | Experimental Armor | ||
Hazmat Vest | +2 | Grants Immunity to Burning, Acid Burn and Poisoned status effects. | |||
Stasis Vest | +2 | Regenerate 2 HP per turn (up to 8 HP per Mission). |
- Only one Vest can be equipped onto a soldier at a time.
- The Reinforced Underlay upgrade provides an additional +1 HP to all Vests.
Other[]
Items with active abilities
Items with passive effects
- Mindshield
- Skulljack once you have Skullmining
These items get completely discarded from the inventory after using them in combat (contain only 1 charge).