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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
Inv Bluescreen Rounds
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.
Inv Ap Rounds
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.
Inv Incendiary Rounds
Dragon Rounds
Against enemies not immune to fire:
Inv Talon Rounds
Talon Rounds
Inv Tracer Rounds
Tracer Rounds
Inv Venom Rounds
Venom Rounds
Against enemies not immune to poison:
  • Only one Ammo item can be equipped onto a soldier at a time.
  • 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 EngineeringResearch, 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
Inv Frag Grenade
Frag Grenade
3 4 1 3 10 Damages or destroys cover, can set some environment on fire
Inv Alien Grenade
Plasma Grenade
4 5 2 3 Destroys cover, can set some environment on fire
Inv Proximity Mine
Proximity Mine
6 2 4 12 Destroys cover, does not break concealment when deployed, only triggered by enemy usual movement
Inv Flashbang Grenade
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)
Inv Acid Bomb
Acid Grenade
3 4 2 3 10 Acid Burn Acid cloud does not pass through walls
Inv Acid BombMK2
Acid Bomb
4 5 4 3
Inv Gas Grenade
Gas Grenade
3 4 1 4 10 Poisoned Gas cloud passes through walls
Inv Gas GrenadeMK2
Gas Bomb
4 5 2 5
Inv Firebomb
Incendiary Grenade
4
(2 WotC)
5
(3 WotC)
1 3 10 Burning Sets environment objects, tiles, and (non-immune) units on fire
Inv FirebombMK2
Incendiary Bomb
5 6 2 4
Inv Emp Grenade
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)
Inv Emp GrenadeMK2
EMP Bomb
10 5
Inv Smoke Grenade
Smoke Grenade
4 15 +20 Defense for units within the smoke cloud (lasts 3 turns)
Inv Smoke GrenadeMK2
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
Inv Battle Scanner
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
Inv Mimic Beacon
Mimic Beacon
1 10 Draws enemy fire, lures enemies from cover; breaks concealment

Vests[]

Vests
Vest Hit Points Armor Points Effect Requirement
Inv Nano Fiber Vest
Nanoscale Vest
+1 Hybrid Materials
Inv Hellweave
Hellweave
+2 Deals 2-4 damage to enemy melee attackers and also inflicts Burning Burning if they aren't immune to fire. Chryssalid Autopsy
Plated Vest +2 +1 Experimental Armor
Inv Hazmat Vest
Hazmat Vest
+2 Grants Immunity to Burning Burning, Acid Burn Acid Burn and Poisoned Poisoned status effects.
Inv Stasis Vest
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.

Other[]

Items with active abilities

Items with passive effects

Single-use items

These items get completely discarded from the inventory after using them in combat (contain only 1 charge).

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