
Having Venom or Dragon rounds equipped means a chance every enemy could be poisoned or burned. Those pistol-firing gunslingers can get off more attacks that any other class, including hitting everyone within range. Get an ammo item done early and stick it on your pistol-focused Sharpshooter. The Proving Grounds lets you research random new items and upgrades. Sharpshooter Gunslingers Love Special Ammo

Flashbangs also don’t affect your own soldiers, so use them liberally. They also save soldiers from Viper strangulation and stop the Codex from cloning when hit. Flashbangs will disable all the nasty psychic stuff the Sectoids throw at you, including mind-control and psi-zombies. Try to have at least 1-2 flashbang grenades equipped on your soldiers at all times. The early game is notoriously difficult, but you do have an early-game secret weapon. Use these skills to cleverly snoop around the map and find enemies without immediately activating them. Conceal gives them a second chance at concealment. The Phantom skill lets them stealthily remain in Concealed mode even after your first Ambush. Instead use your highly mobile, stealthy warriors as scouts. But rangers often get themselves killed when rushing ahead to deliver that sweet melee justice. Note that staffing the AWC with an Engineer also halves your injured soldiers’ recovery time – a must have! Use Rangers as Scouts Having a sniper with Rapid Fire or anyone with Deadshot is pretty darn cool.

Don’t wait too long to build it, as each soldier apparently has that free skill unlocked at a randomly hidden rank – provided the AWC is built when they reach it. Once you build the AWC, any soldier can learn a free random skill from any of the four base classes upon leveling up. One Free Skill with Purchase of Advanced Warfare Chamber It’s the only building that cares about adjacency, and you can staff an engineer to then staff nearby buildings via remote gremlins. You’ll also want your Workshop somewhere in the middle. Build that Guerrilla Tactics School ASAP, as it provides the upgrades needed to field additional soldiers. Prioritizing which to build first is largely a matter of preference. XCOM 2 is pretty forgiving when it comes to building your facilities.

Make sure you’ve been making the right contacts and always have a base to infiltrate when the counter gets too high. You get a bit of a grace period to immediately launch an assault on the nearest enemy base. However even when the bar fills up, a 20-day countdown timer begins. The only way you can really lose XCOM 2 is if the Avatar Project is completed. Many soldiers died bringing you these invaluable tips, so that others may live. You and the brave men and women fighting for XCOM are our secret weapon. The aliens continue their stranglehold over our planet.
