XCOM 2
549 ratings
Classes and Build Order
By HannaS
This guide describes what abilities to pick for each class, what items to focus on and what order to build your facilities at the beginning of the game!
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Character Builds
There are four classes:
  • Specialist (healer/booster)
  • Ranger (critical/melee)
  • Grenadier (damage dealer/area damage)
  • Sharpshooter (long distance)

These are my recommended abilities to pick each time you level up, what weapon upgrades to focus on, skills to increase with implants and favored items to pick along on your missions.

Of course, you should feel free to experiment, but these are my recommendations based on my play-style (high damage rather than good protection).

Specialist

Abilities
  • Medical Protocol - Heal at a distance
  • Revival Protocol - Cure panic and unconciousness
  • Field Medic - Three instead of one heal
  • Threat Assessment
  • Ever Vigilant
  • Restoration

Having a medic is crucial in the beginning of the game when any critital hit from the enemy can mean one less soldier in your squad. To keep your medic usefull you need to upgrade your gremling and the medkit.

Late game you might consider re-training your medic, or accompany your squad with a specialist aimed at robotics as mechs becomes more prevalent later in the game.

Upgrades
  • Scope (Aim)
  • Repeater (Instant kill chance) / Hair Trigger

Skills
  • Perception Boost (Aim)
  • Integrated Warfare (research)

Items
  • Upgraded Gremlin (research)
  • Medkit
  • Skulljack (increases hacking)

Ranger

Abilities
  • Phantom (Ranger) - Remain hidden, easier criticals
  • Shadowstep (Assault)
  • Run and Gun (Assault) - Longer reach, easier flanking, easier criticals
  • Implacable (Ranger) - One additional move means less exposure after Run and Gun
  • Untouchable (Assault) - As you will be more exposed flanking, this will save you from enemies Overwatch.
  • Rapid Fire (Ranger) - Once your hit chance is high enough, this will almost guarantee a kill on most enemies.



Upgrades
  • Extended Magazine (More rounds)
  • Superior Laser Sight (Critial chance)

Skills
  • Speed

Items
  • Talon Rounds
  • Mimic Beacon


Grenadier

Abilities
  • Shredder (Heavy Gunner) - No-brainer, especially in mid/later game when enemies armour will cause a lot of frustration.
  • Suppression (Heavy Gunner) - Lowers enemies hit chance and makes it easier for your Ranger to flank.
  • Holo Targeting (Heavy Gunner) - Higher hit chance for group
  • Chain Shot (Heavy Gunner)
  • Hail of Bullets (Heavy Gunner) - One guaranteed hit can sometimes save you from really picky situations.
  • Rupture (Heavy Gunner)

Upgrades
  • Expanded Magazine (More rounds) - Especially useful oce you got 'Hail of bullets'
  • Scope (Aim) - Grenadiers aim is horrible without this

Skills
  • Perception (Aim)

Items
  • Plasma Granades
  • Bluescreen Rounds
  • Acid Bomb


Sharpshooter

Abilities
  • Long Watch (Sniper) - Extreme reach is really useful in open space maps.
  • Lightning Hands (Gunslinger) - Free shot with handgun, useful in more crowded maps
  • Quickdraw (Gunslinger)
  • Faceoff (Gunslinger) - One shot at each visible enemy with the handgun in the same turn.
  • Steady Hands (Sniper)
  • Fan Fire (Gunslinger)

Upgrades
  • Expanded Magazine (More rounds)
  • Scope (Aim)

Skills
  • Perception (Aim)

Items
  • Tracer Rounds / Dragon Rounds - Increaced hit- and critical chance.
  • Mimic Beacon - Especially useful in later game when enemies make a lot of damage and you really wanna avoid any shot taken at your squad.
Build Order
Recommended order to build facilities.

1. Guerrilla Tactics School
  • Vulture
  • Squad Size 1
  • Wet Work
  • Squad Size 2

(Can also be used to train rookies into specialized classes)


2. Advanced Warfare Center
  • Cuts healing time in half
  • Gives randoms abilities at leveling


3. Power Relay
By now you'll probably need more power


4. Resistance Comms
More communications means more Supplies each month


5. Proving Ground

Primary research priorities
  • Plasma Grenade
  • Experimental Ammo

Secondary research priorities
  • Bluescreen Protocol (Robotics)
  • Skulljack, Skullmining (Storyline)
  • Battlefield Medicine (Once on tier 2 weapons)

Misc
  • Grenades
  • Advanced Explosives
  • Spider Suit
43 Comments
Six 30 Apr, 2023 @ 2:50am 
Bladestorm FTW
M0NK3_K1NG 25 Jan, 2023 @ 6:33pm 
Add War of the Chosen? And in my experience the Bladestorm is far and away better than implacable
HannaS  [author] 23 Oct, 2021 @ 12:17am 
I haven't played XCOM in quite a while now and this guide might need some updates for later patches and DLCs. If you note that something is off or outdated, please let me know and I will add notes to the guide. I'm primarily playing Wasteland 3 right now and spending my efforts on updating my guide for that game. I have a full-time job as a Manager, so my time available for playing games these days is quite limited. Still appreciate the feedback and I hope this guide has been useful for you people. :)
Jac 29 Jul, 2021 @ 11:35am 
If you need a guide on how to take a selfie, then there's something wrong with you.

Thank you for the guide, Hanna. I just got XCOM and never played any of the earlier editions, so this guide should help.:steamhappy:
Snootch 8 Apr, 2021 @ 4:12pm 
A fine guide. Sorry the comments below are so lame.
gaydadexplosion 5 Apr, 2021 @ 7:46pm 
6 rangers and you'll never lose with the flank bonuses
Zelso 22 Feb, 2021 @ 7:43am 
Thank you this guide helped me a lot to get a comfy start :steamthumbsup:
Cryogenius333 21 Apr, 2020 @ 5:15am 
Id always take one "variable" with me. This slot was typically dependent on the mission I was going on and what I expected to face. Id usually bring a Templar(Gatekeeper Killer)another specialist, or another assault class.
I never had to use fancy tac grenades, and never bothered with some of the more obscure abilities. My playstyle favors acquiring and neutralizing the most dangerous targets as quickly as possible and maintaining a terrain advantage, and utilizing my team in a fashion that supports rapid elimination of threats. Think part action movie, part Seal Team 6

I cant stress this enough...even more so than with Xcom EU, you need to play smarter. Use the terrain to your advantage EXTENSIVELY, and optimize your team to fight and support one another. Overwatch is your bestfriend, Bondmates save lives, every unit is as strong as the other makes it. There's no right way or one shot guide to building a more effective team.
Cryogenius333 21 Apr, 2020 @ 5:07am 
I had one hacker specialist and one medic specialist, but by the end of the game, they were both pretty square on every ability. I bonded a specialist to my sniper, because the specialists serve as natural "spotters" with many of their support abilties making them ideal "Overwatch" for the Overwatch.
I always took 2 rangers. One optimized for assault with a rifle and good armor, grenades(I never used fancy tac grenades. Just frag/plasmas) and a vest, mindshield(critical for early game, before you get high willpower and/or psi soldiers, when those FUCKING Sectoids are still prominent) and the other optimized for CQB. My "Reaper" could chew through anything from Advent to Andromedons. With a Stasis Vest and the right armor, and the "Reaper" ability she could clean the field almost singlehandedly
Cryogenius333 21 Apr, 2020 @ 4:56am 
-My primary weapon attachments were Auto Loaders and Repeaters. Especially for snipers.
Real Shit, a high level sniper with a superior repeater, superior auto loader, death from above, and good Bondmate, can reasonably wipe out the greater portion of the enemy in a single move. At least the lighter enemies. With Squadsight a sniper in a high place on overwatch is death incarnate, and I favored my snipers immensely.
-I always optimize my heavies for Mech Busting. Armor stripping abilites and weapons. I dont bother with suppression, because I seldom use the cannon. My Grenadiers are there to bring the boom, and a good grenadier can strip the skin off a Gatekeeper or a Sectoid easily