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.
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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