XCOM 2
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XCOM 2: War of the Chosen Items guide
By Uncle Fester
This guide will provide you with the stats of every item in the game, a must have for every XCOM 2 player.
   
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Introduction
Hello again.

In this guide you will find a small list of every piece of equipment XCOM 2 has to offer, i will not dwell in explanations, better see it for yourselfs.

NOTE: This guide is updated to the latest version of the game and includes the War of the Chosen - Tactical Legacy Pack expansion.
Main Weapons
Rifles
This weapon is used by Rangers, Specialist and Psi Operatives

Weapon
Damage
Critical Chance
Range
Mod Slots
Notes
Assault Rifle
3-5
0%
Medium
1
Mag Rifle
5-7
0%
Medium
2
Plasma Rifle
7-9
0%
Medium
2
Bolt Caster (AH)
6-8
0%
Medium
0
+15% Aim, 20% Stun Chance, 1 size clip
Magnetic Bolt Caster (AH)
8-10
0%
Medium
0
+15% Aim, 20% Stun Chance, 1 size clip
Plasma Bolt Caster (AH)
10-12
0%
Medium
0
+15% Aim, 20% Stun Chance, 1 size clip
Disruptor Rifle (WotC)
7-9
0%
Medium
Superior Laser Scope
Superior Magazine
Superior Hair Trigger
Superior Stock
Critically hits psyonic units
Old-world Assault Rifle (TLP)
3-5
0%
Medium
Scope
Imporvised Magnetic Rifle (TLP)
5-7
0%
Medium
Advanced Scope
Advanced Repeater
Prototype Plasma Rifle (TLP)
7-9
0%
Medium
Superior Scope
Superior Repeater

Shotguns
Used only by Rangers, have an aim bonus at short range and an aim penalty at long range

Weapon
Damage
Critical Chance
Range
Mod Slots
Shotgun
4-6
10%
Short
1
Shard Gun
6-8
15% (10% in WotC)
Short
2
Storm Gun
8-10
20% (10% in WotC)
Short
2
Arashi (WotC)
8-10
10%
Short
Superior Laser Scope
Superior Magazine
Superior Hair Trigger
Superior Stock
Scattergun (TLP)
4-6
10%
Short
Laser Sight
Augmented Shotgun (TLP)
6-8
15% (10% in WotC)
Short
Advanced Laser Sight
Advanced Hair Trigger
Energy Sweeper (TLP)
8-10
20% (10% in WotC)
Short
Superior Laser Sight
Superior Hair Trigger

Cannons
Used by Grenadiers, this weapon can shred armor if the apropiate perk is chosen

Weapon
Damage
Critical Chance
Range
Mod Slots
Shreds*
Cannon
4-6
0%
Medium
1
1
Mag Cannon
6-8
0%
Medium
2
2
Beam Cannon
8-10
0%
Medium
2
3
Light Machine Gun (TLP)
4-6
0%
Medium
Stock
1
Magnetic Support Cannon
6-8
0%
Medium
Advanced Stock
Advanced Magazine
2
Energy Cannon (TLP)
8-10
0%
Medium
Superior Stock
Superior Magazine
3

Sniper Rifles
Used by Sharpshooters, this weapons have no range limit but suffer aim penalties in short and very long range

Weapon
Damage
Critical Chance
Range
Mod Slots
Sniper Rifle
4-6
10%
Long
1
Gauss Rifle
6-8
10%
Long
2
Plasma Lance
8-10
10%
Long
2
Darklance (WotC)
8-10
10%
Long
Superior Scope
Superior Auto Reloader
Superior Hair Trigger
Superior Stock
Marksman´s Rifle
4-6
10%
Long
Scope
Anti-Materiel Rifle
6-8
10%
Long
Advanced Scope
Advanced Auto-Loader
Energy ARM (TLP)
8-10
10%
Long
Superior Scope
Superior Auto-Loader

SPARK Weapons (SLG)
Used by the SPARK, this weapon has a clip size of 3 rounds and cant be modified with addons, unless you own the WotC expansion.

Weapon
Damage
Critical Chance
Range
Mod Slots (Wotc)
Shreds
Heavy Autocannon
4-6
0%
Medium
1
1
Helix Rail-Cannon
6-8
0%
Medium
2
2
Elerium Phase-Cannon
8-10
0%
Medium
2
3
Secondary Weapons
Blade Weapons
Used by Rangers in melle combat

Weapon
Damage
Critical Chance
Range
Notes
Machete
3-5
10%
Melee
Arc Blade
4-6
15%
Melee
25% chance to stun
Fusion Blade
6-8
20%
Melee
Chance to burn
Axe (AH)
4-6
10%
Melee
throw axe
Ionic Axe (AH)
5-7
15%
Melee
25% Stun chance, throw axe
Fusion Axe (AH)
6-8
20%
Melee
Chance to Burn, throw axe
Katana (WotC)
8-9
Melee
Always hits
Ignores 5 Armor
Traditional Sword (TLP)
3-5
10%
Melee
+20% Aim
Experimental Blade (TLP)
4-6
15%
Melee
+20% Aim
25% chance to stun
Advanced Blade (TLP)
6-8
20%
Melee
+20% Aim
Chance to burn

GREMLIN
Used by Specialist in a wide range of tasks

Weapon
Hack
Organic Damage
Mechanical Damage
Heal
Aid Protocol
GREMLIN
-
2
3-4
-
-
GREMLIN Mk II
+20
4
6-8
+1
+10 defense
GREMLIN Mk III
+40
6
10-11
+2
+20 defense

Grenade Launchers
The secondary weapon of Grenadiers, this beauty will use grenades as its ammo, improving range and AoE

Weapon
Damage
Range
AoE
Grenade Launcher
depends
+4
+1
Advanced Grenade Launcher
depends
+5
+2

Pistols
Used by Sharpshooter, these are the only firearms that dont need to reload, also these are the only secondary weapons that can use special ammo.

Weapon
Damage
Critical Chance
Range
Notes
Pistol
2-3
0%
Short
can use ammo
Mag Pistol
3-4
0%
Short
can use ammo
Beam Pistol
3-6
0%
Short
can use ammo
Shadowkeeper (AH)
2-3
0%
Short
+10% Aim, +15% Crit Chance, Shadowfall, can use ammo
Advanced Shadowkeeper (AH)
3-4
0%
Short
+10% Aim, +15% Crit Chance, Shadowfall, can use ammo
Powered Shadowkeeper (AH)
4-6
0%
Short
+10% Aim, +15% Crit Chance, Shadowfall, can use ammo
Darkclaw (WotC)
4-7
0%
Short
Ignores 5 Armor, can use ammo
Traditional Handgun (TLP)
2-3
0%
Short
can use ammo
Rail Pistol (TLP)
3-4
0%
Short
can use ammo
Energy Pistol (TLP)
3-6
0%
Short
can use ammo

Psi Amps

Weapon
Psi
Soul Fire
Void Rift
Null Lance
Psi Amp
-
4-6
?
?
Advanced Psi Amp
+20
5-7
4-5
7-12
Alien Psi Amp
+40
6-8
3-6
9-14
Factions Weapons (WotC)
Reaper Weapons

Weapon
Damage
Critical Chance
Range
Mod Slots
Vektor Rifle
3-4
0%
Medium
1
Temnotic Rifle
4-5
0%
Medium
2
Shadow Lance
5-6
0%
Medium
2

Skirmisher Weapons

Weapon
Damage
Critical Chance
Range
Mod Slots
Kal-7 Bullpup
3-4
0%
Short / Medium
1
Kal-15 Bullpup
4-5
0%
Short / Medium
2
Kal-90 Bullpup
6-7
0%
Short / Medium
2

Weapon
Damage
Critical Chance
Range
Ripjack
4
0
Melee
Ionic Ripjack
6
0
Melee
Fusion Ripjack
8
0
Melee

Templar Weapons

Weapon
Damage
Critical Chance
Range
Notes
Shard Gauntlets
2-3
10%
Melee
Never misses, increases damage with Focus
Tempest Gauntlets
5-6
10%
Melee
Never misses, increases damage with Focus
Celestial Gauntlets
7-8
10%
Melee
Never misses, increases damage with Focus

Weapon
Damage
Critical Chance
Range
Notes
Autopistol
2-3
0%
Short
can use ammo
Mag Autopistol
3-4
0%
Short
can use ammo
Beam Autopistol
4-6
0%
Short
can use ammo
Grenades
Used by all the classes, and with no room for doubt, the most versatile items in the whole game.

Weapon
Damage
Range
AoE
Destroys cover
Shreds
Effect
Frag Grenade
3-4
10
3
yes
1
-
Plasma Grenade
4-5
10
3
yes
2
-
Gas Grenade
3-4
10
4
no
1
Poisons
Gas Bomb
4-5
10
5
no
2
Poisons
Incendiary Grenade
2-3
10
4
with time
1
Burns
Incendiary Bomb
5-6
10
4
with time
2
Burns
Acid Grenade
3-4
10
3
no
2
Acid burn
Acid Bomb
4-5
10
3
no
4
Acid burn
EMP Grenade
6 (only robots)
12
4
no
0
Stuns/disorients robots, disables shields
EMP Bomb
10 (only robots)
12
5
no
0
Stuns/disorients robots, disables shields
Proximity Mine
6
12
5
yes
2
Doesn´t break concealment
Flashbang
0
12
8
no
Disorients
Smoke Grenade
0
15
4
no
Gives defense to untis inside the cloud
Smoke Bomb
0
15
6
no
Gives defense to untis inside the cloud
Frost Bomb (AH)
0
10
2
no
Frezzes enemies for 2-3 turns
Heavy Weapons
Only avaible to a soldier equiped with a heavy suit or a SPARK (DLC) this weapons can only be used once per battle for your enemie´s luck

Weapon
Damage
AoE
Range
Shreds
Rocket Launcher
4-7
4
27
2
Flamethrower
4-7
cone
25
0
Shredder Gun
6-9
cone
25
2?
Blaster Launcher
7-10
6
45
3
Hellfire Projector
6-9
cone
25
0
Shredstorm Cannon
10-11
cone
25
4
Plasma Blaster
7-10
straight line
25
0 (ignores 4 armor)
Armors
What should I wear? here go all armors in the game (DLC included)

Suit
Health
Armor
Mobility
Dodge
Item Slots
Abilities
Kevlar Armor
1
Resistance Warrior Kevlar Armor (DLC)
1
Predator Armor
+4
2
E.X.O. Suit
+5
1
1
Mount HW
Spider Armor
+4
+1
+20
1
Grapple
Warden Armor
+6
1
2
W.A.R. Suit
+6
2
1
Mounts HW, Shieldwall
Wraith Suit
+6
+1
+25
1
Grapple, Wraith
Serpent Suit (AH)
+5
+1
+35
1
Grapple, Frostbite
Serpent Armor (AH)
+7
+2
+40
1
Grapple, Frostbite
R.A.G.E. Suit (AH)
+6
1
+1
1
Mounts HW, Rage Strike
R.A.G.E. Armor (AH)
+7
2
+1
1
Mounts HW, Rage Strike
Icarus Armor (AH)
+7
1
+1
2
Vault, Icarus jump
SPARK Armor (SLG)
SPARK only
Reinforced Frame (SLG)
+2 (+3 in WotC)
1
+1
SPARK only
Anodized Chassis (SLG)
+4 (+5 in WotC)
2
+2
SPARK only
Improvised Field Armor (TLP)
1
Enhanced Field Plate (TLP)
+4
2
Experimental Power Armor (TLP)
+6
1
2

All resistance factions use a specific medium armor, with the difference than Reapers dont have an utility slot and Skirmishers and Templars only have one.

Armors can increase their HP bonus by one point if the appropiate Breakthrough is researched.
Utility Items
This section will cover the remaining utility item

Vests
Your soldiers will only be able to equip one of these.

Item
Health
Effects
Nanoscale Vest
+1
none
Hazmat Vest
+2
Adds Fire, Poison and Acid inmunities
Stasis Vest
+2
After receiving a wound, heals soldiers 2 HP per turn up to 8 HP per mission. Does not cure status effects.
Plated Vest
+2
Adds +1 armor
Hellweave Vest
+2
Burns melee attackers

In War of the Chosen, all Vest gain +1 to all their stats after the ADVENT Purifier autopsy.

Ammunitions
Your soldiers will only be able to equip one of these, attention Sharpshooters

Ammo
Effects
Bluescreen Rounds
+5 damage against robotic enemies and disables shields
A.P. Rounds
Ignores 5 points of armor
Tracer Rounds
+10 Aim
Dragon Rounds
+1 damage, chance to burn
Venom Rounds
+1 damage, chance to poison
Talon Rounds
+20% critical chance, +1 critical damage

Other items

Item
Effects
Battle Scanners
Reveals enemies, unborrows Chryssalids and shows Faceless. Gives two Scanners
Medikits
Heals 4HP, removes some status effects
Nanomedikits
Heals 6HP, removes some status effects
Mindshield
Protects against all types of negative mental effects, like panic or mind control.
Skulljack
Hacks ADVENT soldiers, +25 Hack after Skullmine project
Mimic Beacon
Creates a decoy with the same amount of health as the user that the aliens will try to shot
Overdrive Serum
+4 armor and some mobility for 2 turns, also is inmune to negative mental status effects. The item is permanently lost after one use. Doesnt cost an action to use.
Ultrasonic Lure (WotC)
Atracts all Lost and makes them attack units in the targeted location. Gives two lures.
Sustaining Sphere (WotC)
When your soldier recieves a killing blow, envelopes him in a "Sustain" for one turn and leaves him with 1 HO. The item is permanently lost after one use.
Refraction Field (WotC)
Gives a free use of "Conceal". The item is permanently lost after one use.
Personal Combat Sims
This items provide a certain bonus to a soldier, it is lost if you change them (unless you have a certain continent bonus or Breakthrought in WotC)

PCS
Effect
Basic
Advanced
Superior
Speed
+ Mobility
1 (2)
2 (3)
3 (4)
Conditioning
+ Hit Points
1 (2)
2 (3)
3 (4)
Focus
+ Will
10-15 (13-20)
15-20 (20-27)
20-25 (27-33)
Agility
+ Dodge
10-15 (13-20)
15-20 (20-27)
20-25 (27-33)
Perception
+ Aim
4-6 (5-8)
7-10 (9-13)
12-16 (16-21)

Values inside (*) are after the "Integrated Warfare" GTS project for Vainilla and for WotC if the propper Continental Bonus is adquired.
Weapon Addons
Mod
Effect
Basic
Advanced
Superior
Scope
Aim bonus
+5%
+10%
+15%
Laser Sight
Crit chance bonus
+5%
+10%
+15%
Repeater
Chance to instakill
5%
10%
15%
Hair Trigger
Chance of a free shot
5%
10%
15%
Auto Loader
Free Reload
1
2
3
Expanded Magazine
Extra ammo
1
2
3
Stock
Free damage on miss
1
2
3

You can´t equip a scope and a laser sight on the same weapon. In WotC all addons can be increased by one level if the propper Continental Bonus is adquired.
Final notes
For more information about wich item works best with a certain build you can check

https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=641028751

Thanks for reading.
21 Comments
!@#$)(*& 2 Mar, 2022 @ 2:37am 
SPARK weapons can now be upgraded with add-ons, after one of the game patches
Speed demon 15 Jan, 2020 @ 11:17am 
The disruptor rifle is a must for the end-game since the avatars are psyonic units.
Winterdata 3 Dec, 2018 @ 1:59pm 
@Uncle Fester Thank you for the reply i really apreciate it, it really helped!
Uncle Fester  [author] 30 Nov, 2018 @ 5:15pm 
@bear-man absolutely worth it, the DLCs on the other hand, not that much. If you buy WotC before december the 3rd you will get the TLP for free
Winterdata 30 Nov, 2018 @ 4:09pm 
hello im pretty new to xcom and i have been enjoying this game for about a month now and am addicted i was wondering if war of the chosen was worth it
Malexamaru 25 Nov, 2018 @ 4:32pm 
thank you very much
Uncle Fester  [author] 15 Oct, 2018 @ 5:25pm 
This guide has been updated to include the Tactical Legacy Pack items
Falchion 19 May, 2018 @ 6:55am 
hi fede,
the Darklance sniper rifle only takes one action to fire, so unlike other sniper rifles you can move and then shoot. Add that to your 'notes'!
Ecarlate 7 Dec, 2017 @ 8:24am 
Thx sir
Uncle Fester  [author] 6 Dec, 2017 @ 8:28am 
All critical damages in the game are +2 if im not wrong