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XCOM: Enemy Unknown classes and abilities guide

Support Class

Support classes serve mainly as medics, but their ability to equip assault rifles, throw smoke grenades, and run further than any other class make them valuable fighters as well.

The abilities you choose greatly determine whether your Support class will focus more on healing or defending. This is why we used two of them in our squad.

Squaddie Ability

Smoke Grenade: Deploy a smoke grenade once per mission. The smoke confers +20 defense to all units, not just allies, and lasts through the enemy turn.

Corporal Abilities (choose one)

Sprinter: Allows the Support to move 3 additional tiles. 
Covering Fire: Allows reaction shots to trigger on enemy attacks, not just movement.

Sergeant Abilities (choose one)

Field Medic: Allows medkits to be used 3 times per battle instead of once. 
Smoke and Mirrors: Allows 1 additional use of Smoke Grenade each mission.

Lieutenant Abilities (choose one)

Revive: Allows medkits to revive critically wounded soldiers at 33% of max health, instead of just stabilizing them. 
Rifle Suppression: Fire a barrage that pins down a target, granting reaction fire against it and imposing a 30 penalty to aim.

Captain Abilities (choose one)

Dense Smoke: Smoke Grenades have increased area of effect and further increase units’ Defense by 20.
Combat Drugs: Smoke Grenades now contain powerful stimulants that grant +20 Will and +10 critical chance for all units in the cloud.

Major Ability

Deep Pockets: Confers an additional item slot in inventory.

Colonel Abilities (choose one)

Savior: Medkits restore 4 more health per use.
Sentinel: Allows two reaction shots during Overwatch, instead of only one.

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