XCOM 2 (with War of the Chosen): Complete Guide
A tactical and strategic guide to XCOM 2 and its War of the Chosen (WOTC) expansion: soldier classes, the three Chosen and the Resistance factions, research and build orders, and how to keep your squad alive on Commander and Legend.
Researched September 2026 — current as of the final XCOM 2 / War of the Chosen release (no gameplay patches since; the February 2026 ten-year-anniversary free weekend included WOTC). Live games change; check the linked sources if something differs.
Quick Start
- Play with War of the Chosen if you own it. WOTC is loaded as a separate campaign with its own Chosen, factions and systems; it's widely considered the definitive way to play.
- Start on Veteran if you're new to XCOM, Commander if you've played Enemy Unknown. Legend is tuned for experienced players.
- Always use concealment. Most missions start with your squad hidden. Set up an Overwatch ambush before breaking concealment.
- Never move into unknown fog with your last action. Dash only when you know what's ahead - "activating" a new pod with no actions left is the #1 cause of squad wipes.
- Grenades are guaranteed damage. They destroy cover and shred armor - use them when a shot is below ~65%.
- Research order matters: ADVENT Officer autopsy (for the Guerrilla Tactics School), then Modular Weapons into Magnetic Weapons, and Plated Armor soon after.
- Watch the Avatar Project clock. If it fills and the countdown ends, you lose. Assault ADVENT facilities and do story missions to push it back.
- Always build a Resistance Comms early so you can contact more regions (and their supply income).
- Save before every mission unless you're on Ironman.
Soldier Classes
| Class |
Role |
Key abilities (examples) |
| Ranger |
Melee and close-range shotgun |
Phantom (stay concealed), Blademaster, Run and Gun, Untouchable, Reaper |
| Grenadier |
Explosives and heavy weapons |
Shredder, Heavy Ordnance, Salvo, Volatile Mix, Holo Targeting, Chain Shot |
| Specialist |
Support and hacking with the GREMLIN |
Aid Protocol, Medical Protocol, Combat Protocol, Haywire Protocol, Revival Protocol |
| Sharpshooter |
Long-range sniper or pistol gunslinger |
Squadsight, Deadeye, Kill Zone, Serial, Faceoff, Fan Fire |
| Psi Operative |
Trained in the Psi Lab |
Soulfire, Stasis, Insanity, Inspire, Domination, Null Lance |
WOTC hero classes (from Resistance factions)
| Faction |
Hero |
Style |
| Reapers |
Reaper |
Starts in Shadow (special concealment), Claymore explosive, Vektor Rifle. Scouting and single-target kills without breaking stealth. |
| Skirmishers |
Skirmisher |
Ex-ADVENT fighter with a Ripjack gauntlet and grapple. Mobile, aggressive, pulls enemies with Justice/Wrath. |
| Templars |
Templar |
Psionic melee with Rend, builds Focus and Momentum to strike again; Parry and deflects keep them alive. |
WOTC's opening mission "Lost and Abandoned" (enabled by default in new WOTC campaigns) introduces Elena Dragunova (Reaper) and Mox (Skirmisher).
Squad composition that works
- Early game (4-5 soldiers): 2 Rangers or Ranger + Reaper, 1 Grenadier, 1 Specialist, 1 Sharpshooter.
- Mid/late game (6 soldiers): add a Templar or second Grenadier; Psi Operatives become powerful late.
- Keep a bench. In WOTC, fatigue (Will) means soldiers need rest between missions, so train at least 10-12 soldiers.
Enemies and Priorities
| Enemy |
Threat |
How to handle |
| ADVENT Trooper |
Basic infantry |
Flank and shoot; grenades on clumps |
| ADVENT Officer |
Marks targets |
Priority kill or Skulljack for the story |
| Sectoid |
Mind Control, raises zombies |
Kill quickly; psionic effects end on death |
| Viper |
Tongue pull, bind, poison |
Shoot the Viper to free a bound soldier; spread out against poison spit |
| MEC |
Missiles, armor |
Hack it with a Specialist; grenades shred |
| Muton |
Grenades, suppression, counterattack melee |
Avoid meleeing; shoot from range |
| Codex |
Clones itself when damaged, teleports; Psionic Bomb empties weapons and detonates next turn |
Kill in one turn; reload and move out of the rift |
| Faceless |
Hidden among civilians (retaliation missions) |
Watch civilians that move oddly |
| Stun Lancer |
Melee stun |
Kill before it reaches you; overwatch |
| Andromedon |
Heavy armor, acid, becomes a Shell after death |
Explosives and focus fire |
| Sectopod, Gatekeeper |
Late-game heavies |
Stun/hack, shred armor, full squad focus |
| Purifier (WOTC) |
Flamethrower, explodes on death |
Kill at range, away from your squad |
| Priest (WOTC) |
Psionic support, Stasis |
Kill first in a pod |
| Spectre (WOTC) |
Creates Shadowbind clones of your soldiers |
Kill the Spectre to remove shadows |
| The Lost (WOTC) |
Zombie swarms attracted by explosions |
Headshot kills with primary weapons refund your action (Lost Headshot) |
The Chosen (WOTC)
| Chosen |
Style |
Danger |
| The Assassin |
Stealth ambusher with a sword and shotgun |
Parting Silk (a guaranteed sword strike that dazes), Harbor Wave (a psionic wave through your line), Vanishing Wind (re-enters concealment) |
| The Hunter |
Long-range sniper with a grapple |
Tracking Shot from across the map; Tranq Shot and Concussion grenades |
| The Warlock |
Psionic caster |
Mind control, teleportation, and summoning Spectral Zombies/Stormtroopers |
Key facts:
- Each Chosen has randomized strengths and weaknesses (e.g., weak to Reapers, immune to explosives). Check them in the Chosen screen and adapt.
- They can daze soldiers, capture them (kidnap for interrogation) or extract knowledge. When a Chosen's knowledge bar fills, they launch an assault on the Avenger.
- Killing a Chosen on a normal mission only drives it off; they come back. To kill them for good, run Covert Actions to find their location, then assault their Stronghold.
- Defeating a Chosen permanently rewards their unique weapon (Arashi/Katana, Darklance/Darkclaw, Disruptor Rifle).
- The Chosen are assigned to regions. Contacting new regions reveals which Chosen hunts there.
Strategic Layer
Avenger Rooms (build order guideline)
| Priority |
Room |
Why |
| 1 |
Guerrilla Tactics School (GTS) |
Squad size upgrades - huge for survival |
| 2 |
Resistance Comms |
Region contacts for supply income |
| 3 |
Power Relay |
Needed as rooms stack up |
| 4 |
Proving Ground |
Experimental ammo, grenades, armor, Mimic Beacon |
| 5 |
Resistance Ring (WOTC) |
More Covert Action slots and Resistance Orders |
| 6 |
Psi Lab |
Psi Operatives (late but powerful) |
| 7 |
Workshop / Laboratory |
Engineer or research boosts |
| - |
Infirmary and Training Center (WOTC) |
Healing and spending Ability Points / respec |
Research priorities
- ADVENT Officer Autopsy - unlocks the GTS.
- Modular Weapons then Magnetic Weapons - tier 2 guns.
- Hybrid Materials then Plated Armor.
- Alien Biotech / Autopsies for experimental items (Mimic Beacon from Faceless autopsy is a great escape tool).
- Resistance Communications for region contacts.
- Gauss Weapons / Powered Armor for late game.
Resource rules of thumb
- Supplies: spend on facilities and research early; don't stockpile.
- Intel: used to contact regions, buy black market items, and fund covert actions.
- Engineers and scientists: grab them from mission rewards; prioritize engineers early for building rooms quickly.
- Elerium and Alloys: needed for tier upgrades; loot them from missions and supply drops.
The Avatar Project
- The red bar at the top of the Geoscape is your doom clock.
- ADVENT facilities add blocks; assaulting them removes blocks.
- Story missions (Blacksite, Forge, Psi Gate) also reduce progress.
- If the bar fills, a countdown starts - you can still reduce it before time runs out.
WOTC Systems
- Bonds: soldiers who fight together form bonds. Bonded pairs get Teamwork abilities (extra actions for each other) and bonuses. Train bonds in the Training Center.
- Fatigue and Will: each mission drains Will. Tired soldiers risk negative traits and panic; let them rest.
- Covert Actions: send soldiers on missions to gain rewards, find Chosen strongholds, rescue captured soldiers, or earn faction influence.
- Resistance Orders: passive cards you slot with faction influence - some massively help strategy (e.g., faster building or cheaper items).
- Ability Points (AP): earned on missions and from soldier combat intelligence. Spend them in the Training Center for cross-class abilities.
- Lost and Abandoned: the WOTC opener that introduces the factions.
| DLC |
What it adds |
| Alien Hunters |
The Alien Rulers (Viper King, Berserker Queen, Archon King), hunter weapons (Bolt Caster, Hunter's Axe, Shadowkeeper) |
| Shen's Last Gift |
The SPARK robotic soldier class and a story mission |
| Anarchy's Children |
Cosmetics |
| Resistance Warrior Pack |
Cosmetics |
| Tactical Legacy Pack |
Legacy Ops challenge missions and additional content for WOTC |
| War of the Chosen |
The expansion covered above |
Tip: with WOTC, enable "Integrated DLC" so Alien Ruler encounters appear in regular missions instead of all at once - it makes the early game far less brutal.
Common Mistakes to Avoid
- Breaking concealment early. Move your full squad into ambush position first.
- Dashing into fog. Keep one action to react if you trigger a pod.
- Ignoring the GTS. Squad Size upgrades are the best early investment.
- Letting the Avatar bar creep. Hit facilities as soon as you can reach them.
- Only training six soldiers. Fatigue in WOTC forces a deep roster.
- Leaving the Chosen alone. Their knowledge grows and eventually triggers an Avenger assault; hunt them via covert actions.
- Spamming Overwatch. It's often better to reposition or use a grenade than to "Overwatch creep" every turn.
Advanced Tips
- Hacking with Specialists can disable or control MECs and turrets - high reward on good odds.
- Mimic Beacon is a free defensive turn: enemies target it instead of your soldiers.
- Bluescreen Rounds are the best experimental ammo against robotic enemies (MECs, Sectopods, Gatekeepers).
- Reaper Claymore can clear a whole pod without breaking Shadow.
- Templar Rend + Momentum gives free movement after attacks - fantastic for flanks.
- Skirmishers can take extra actions and pull enemies with their Ripjack; they're great for Chosen fights.
- Psi Operatives' Domination can permanently convert a strong enemy.
- Second Wave options (e.g., Precision Explosives, Beta Strike) change the challenge - try them on a second run.
- Mods: XCOM 2 has a large Steam Workshop scene (long war-style overhauls, more classes, QoL mods). Check compatibility with WOTC before subscribing.
FAQ
Should I play base XCOM 2 or War of the Chosen?
WOTC is the recommended experience; it adds the Chosen, factions, bonds and more polish. Base XCOM 2 is still fun but tighter and more timer-heavy.
Which difficulty?
Veteran for newcomers, Commander for experienced XCOM players, Legend for veterans. Ironman prevents save reloading.
Are mission timers still in WOTC?
Yes on many missions, though WOTC and Second Wave options can adjust them; mods can remove timers too.
How do I kill the Chosen permanently?
Complete the covert actions that reveal their stronghold, then assault it. Normal-mission defeats only drive them off.
Is XCOM 2 good on Steam Deck?
It's playable, but XCOM 2 is demanding on load times and WOTC can stutter; check Steam's Deck compatibility rating and community settings.
Is there a sale or free weekend?
The game had a free weekend in February 2026 for its 10-year anniversary (including WOTC) and appears regularly in 2K sales (the XCOM 2 Collection was 80% off during the May 2026 Firaxis anniversary sale).
Sources