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Utility Items in XCOM 2 are various items your soldiers use during Missions for offensive or defensive purposes. Most items have to be researched via Research Projects or Engineering Projects before they can be purchased in the Armory.

Once you have purchased an item, you can use it in combat. Most items are permanent, however it's important to note that some have a set amount of charges or uses that refresh when you start new Missions. Most items must be purchased multiple times if you wish to equip on multiple soldiers.

Utility Items


Throwables

Useful for various effects, however mostly effective when used by Grenadier.

Icon Item Tactical Info Cost Requirement
Flashbang Grenade The Flashbang Grenade disrupts and disorients enemies in a very large radius, inflicting significant offensive penalties.
NOTE: It does do 1-2 damage.
Complete opening mission.
Frag Grenade 3-4 damage, 10 range, 3 radius, 1 shred None None
Mimic Beacon The mimic beacon generates a holographic decoy to draw enemy attacks for one turn. It is deployed like a grenade, thrown to the site where the decoy will appear. Faceless Autopsy
Battle Scanner The Battle Scanner provides extra vision on the battlefield. Soldiers deploy it like a grenade, throwing it to a hidden area of the map that they want to reveal. Any hidded or disguised enemies will be revealed as well. ADVENT Trooper Autopsy
Smoke Grenade Provides a defensive boost to any unit within the radius of the smoke, friend or foe. Complete opening mission.
Smoke Bomb Provides a defensive boost to any unit within the radius of the smoke, friend or foe. Advanced Explosives
Plasma Grenade 5-6 damage, 10 range, 3 radius, 2 shred   Muton Autopsy
Incendiary Grenade 4-5 damage, 10 range, 3 radius, 1 shred, chance to apply "burning" effect, more blast damage than others Experimental Grenade
  Acid Grenade 3-4 damage, 10 range, 3 radius, 2 shred. Enemies burned with acid may take additional damage over multiple turns Experimental Grenade
  Acid Bomb 5-6 damage, 10 range, 3 radius, 4 shred. Enemies burned with acid may take additional damage over multiple turns Advanced Explosives
  Gas Bomb 5-6 damage, 10 range, 6 radius, 2 shred. Enemies poisoned may take additional damage over multiple turns. Advanced Explosives
  Incendiary Bomb 6-7 damage, 10 range, 4 radius, 2 shred. Enemies set aflame may take additional damage over multiple turns. Advanced Explosives
EMP Grenade   Bluescreen Protocol
  EMP Bomb 10 damage, 12 range, 5 radius. Ignores armor when dealing damage. Advanced Explosives
Proximity Mine 8 damage, 12 range, 5 radius, 2 shred. Andromedon Autopsy


Protection

These items are designated for increased protections of your troops.

Icon Item Tactical Info Cost Requirement
  Hazmat Vest +2 Health, immunity to fire, acid and poison 1 Elerium Core Experimental Armor
Skulljack Used to access the alien network and hack enemies. 50 Supplies Proving Ground
Medikit 1 charge, 2 range. Restores 4 Health, stabilizes, removes: acid, burning, poison. Grants immunity to poison to carrier. 35 Supplies Complete opening mission.
Nanomedikit 1 charge, 2 range. Restores 6 Health, stabilizes, removes: acid, burning, poison. Grants immunity to poison to carrier. Battlefield Medicine
Overdrive Serum On use for 2 turns: bonus mobility, mental immunity, less damage received. Does not cost action point to activate
NOTE: Using this item will consume it PERMANENTLY.
Berserker Autopsy
Nanoscale Vest +1 Health Hybrid Materials
Mindshield The mindshield is a powerful psionic artifact, rendering soldiers completely immune to any negative mental conditions including panic, mind control, stuns and disorientation. Sectoid Autopsy
Hellweave +2 Health, 100% chance to burn melee attacker Chryssalid Autopsy
Stasis Vest +2 max Health, +2 Health regen per turn, 8 max Health regen per mission 1 Elerium Core Experimental Armor
Plated Vest +2 Health, +1 Armor 1 Elerium Core Experimental Armor


Ammunition

Amunition passively grants a specific bonus to shooter.

Icon Item Tactical info Cost Requirement
Talon Rounds +20 bonus critical chance, +1 bonus critical damage 1 Elerium Core Experimental Ammo
Dragon Rounds +1 bonus damage, chance to set a target aflame 1 Elerium Core Experimental Ammo
  Poison Rounds   1 Elerium Core  
Tracer Rounds +10 aim 1 Elerium Core Experimental Ammo
Bluescreen Rounds   1 Elerium Core Bluescreen Protocol
A.P. Rounds  Rounds ignore up to 5 points of armor. 1 Elerium Core Experimental Ammo
Venom Rounds  1 Damage at the end of a turn (Organic only) 1 Elerium Core Experimental Ammo



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