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Due to the Rangers’ unique ability to recon and flank enemies even after the squad is engaged, there is always a strong possibility that he/she may get caught out by a roaming patrol. Units with ‘Phantom’ begin the mission in concealment even when the squad doesn’t, so watch out they don’t get caught alone behind enemy lines.Different aliens react in different ways to melee attacks Sectoids take +3 damage from all sword/melee attacks, while some enemies like Mutons counter Ranger melee strikes, fully avoiding damage and hurting your soldier instead. Rangers can attack adjacent enemies with their sword even after using both actions to move or dash, extending their attack range.
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Related: Read our complete XCOM 2 DLC guide Definitely the most versatile class in the game, Rangers can either be a devastating spectre of death striking from the shadows, or a swift ninja capable of cutting enemy hordes down. The Ranger serves as the primary reconnaissance unit, capable of moving independently in concealment while engaging enemies at close range using firearms and melee weapons. Luckily for you we’re here to share with you some of the best strategies and biggest no-nos of each XCOM 2 class build. Then, with every additional rank, you’re given a choice between two skills from parallel disciplines. Each new class has a direct analogue in Enemy Unknown, but can be used for different roles.įor each of the four fundamental classes, there are basic abilities your soldiers are given as soon as they leave rookiedom behind and become squaddies. This game is considered a poster-child for turn-based strategy for a reason, but it’s by no means a walk in the park.Įach soldier in XCOM 2 can specialise in one of four classes (plus some advanced builds from the War of the Chosen expansion and the psi-ops class), and it can be hard to navigate the nuances of each individual class given the options you have. They are your first and only line of defence, sabotaging ADVENT activities in guerrilla raids, protecting civilians from retaliation, and acquiring intelligence regarding the alien threat. However, there's also the occasional Mixed Crew Mission where (almost) anything goes.Want to know more about the best XCOM 2 class builds? Victory is impossible without your soldiers. The "who associates with whom" information is right most of the time. That's what becomes of your troops if they're bitten by a Tentaculat. Xarquids associate with Gillmen on submerged missions and with Mixed Crews on land (likely a bug). Their shell provides some protection, but it's nowhere as good as the Lobstermen's. Xarquids are actually giant Nautilus with a weapon shoved up the tentacles. Just like their masters, you'd better be ready for them by the time they show up. Associated with Mixed Crews on land missions. They associate with Tasoths, Lobster Men and Mixed Crews underwater.Ī baby dinosaur with metallic teeth and guns on their back. Only on submerged missions with Aquatoids and Mixed Crews.Ī deadly melee attack that zombifies their victims. These large Jellyfish are deadly, and can take a surprising amount of damage. Has a built-in ranged attack (called Electric Shock or Electric Blast) but is easily killed. Comes with Aquatoids and Mixed Crews on land missions. Accompanies Tasoths and Lobster Men on land. Can take a few hits and still return fire with high accuracy, will go down in a huge explosion like the Cyberdisc. Arguably the most dangerous aliens in the game, but by the time they show up one should be able to handle them.
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Being skilled marksmen to begin with, injured Tasoth will still be as dangerous as any other hale alien. Usually first appear a few months into the game and soon account for most alien subs.Īlthough not armoured, they can take quite some punishment and still fight back. Prone to stunning and melee attacks, though – if you have the gear and/or can get close enough. You definitely need heavy weapons and lots of ammo. An extremely tough shell, resistant to most ranged attacks and damage types. They make themselves scarce as the game progresses. Slightly tougher than Aquatoids, but still vulnerable. capable which can lead to a nasty surprise. Usually their subs appear mostly very early in the game. Technically the most vulnerable aliens, can be easily killed even with harpoons.