Xcom 2 Long War Guide |top| Instant
Essential for hacking mechanical enemies and healing from afar. Medical specialists save lives on long missions, while hackers disable dangerous Codexes and Sectopods.
If ADVENT strength in a region spikes too high, put your rebels in hiding to prevent Retaliation missions. They generate zero resources but remain safe. Managing Vigilance and Strength
Spend Intel points to boost infiltration speed if a critical mission timer is running out.
: These are essential in the first two months. They break mind control, dispel Psi Zombies, and prevent enemies like Stun Lancers from using melee attacks.
If you leave a squad at the site longer, the infiltration percentage increases. This significantly reduces enemy numbers and delays the arrival of reinforcements. xcom 2 long war guide
What are you currently using (Conventional, Magnetic, or Beam)?
The tactical layer is unforgiving. One wrong move can activate multiple enemy squads and wipe out your best soldiers. The Golden Rules of Engagement
Always bring a Reaper, Skirmisher, or Templar to a mission if you know a Chosen is likely to appear. Their unique abilities deal massive structural damage to Chosen mechanics.
Low cover is no cover. Assume any soldier standing in half-cover will be hit and critically wounded. Use smoke grenades and flashbangs to mitigate risk when high cover isn't available. The build order for Avenger facilities Detailed talent trees for a specific soldier class How to counter specific Chosen strengths and weaknesses Share public link Essential for hacking mechanical enemies and healing from
You start by managing Rebels in local Havens. Setting them to Intel is vital for uncovering hidden ADVENT missions.
Smaller squads (2-5 soldiers) infiltrate faster, while larger squads (8-10) are needed for heavy combat but take much longer to prep.
Sits at extreme squadsight range using Death From Above for action economy.
Graze band mechanics mean low-chance shots can still deal partial damage. Status Effects to Master They generate zero resources but remain safe
An optimal early-game roster should feature multiple copies of each class, usually around four of each, to have a deep, flexible barracks. A great default would be: Shinobi (scout), Specialist (support), Grenadier (cover destruction), Gunner (shredding/suppression), Ranger (consistent damage), and Assault (flanker) .
Every rebel in a liberated or unliberated region must be assigned a specific job. Balancing these assignments is critical to your resource pipeline.
You need specialized builds to handle diverse mission types.






















