'XCOM 2' Ranger Build Guide: Skill Tree Breakdown And Tips For Training

The XCOM 2 ranger skill tree build favors one side (with one exception).
The XCOM 2 ranger skill tree build favors one side (with one exception). Firaxis

This XCOM 2 guide is intended to help you figure out how to make the most the most aggro class XCOM has ever seen: the Ranger. Replacing the traditional Assault class, XCOM 2 ’s rangers start with access to a melee attack, courtesy of a giant machete on their backs. This melee ability adds a ton of depth to the class, and this guide is all about what you need to do with your early builds for rangers. Experimentation is always a part of XCOM , and you may find yourself wanting to adjust things to suit your playstyle, but in my 20+ hours with the game thus far I’ve found the best path for the ranger is the path that favors aggressive stabbings.

XCOM 2 Ranger Build Guide: Slice To Meet You

Perhaps it’s my playstyle, but I haven’t found concealment to be all that useful in XCOM 2 , especially when it comes to the Ranger’s skill tree builds. Early in the game it’s better to focus on the potential damage your ranger can make with his melee attack, especially when enemies are coming in at under 10 health and no shields or armor (usually). This means taking the Blademaster perk, which adds two damage to each melee attack, instead of the phantom perk which prolongs concealment.

You’re also going to want to invest in upgrading the Ranger’s sword as early as you can. The first upgrade is the Arc Blade, which you get after completing the Stun Lancer autopsy. One of the things I really like about XCOm 2 is the way they handle equipment upgrades. Instead of having to buy an arc blade for each ranger, you just do one upgrade and all the rangers get outfitted with a new weapon. The Arc Blade does increased damage (4-6) and has a 15 percent crit chance and a 25 percent chance to stun.

The next upgrade, the Fusion Blade, comes after you finish the Archon autopsy. It adds even more damage (5-7) and has a 20 percent crit chance AND a chance to do burn damage. This burn damage become incredibly useful later in the game, as a big slice from a Ranger is almost enough to kill most ADVENT troops, and then the burn damage follows up and finishes the job so you don’t have to waste an action from another soldier to do the clean-up. Be advised, though, the burn damage can be absorbed by any active shields.

The sooner you get this gear, the better. Because as you progress through the Ranger skill tree it becomes apparent that the need to do high damage and make kills is an integral part of the Ranger playstyle.

Killing Them Not-so-Softly

A ranger with a powerful melee attack is useful as a defensive tactic once you unlock the tier 4 Bladestorm perk on the Ranger skill tree. This perk allows the Ranger to take a free melee attack at any enemy that closes within range. It’s not limited to one per turn, either, which makes this a great perk to put on a Ranger and then camp that ranger in full cover next to a doorway. Every enemy that runs out gets attacked and, hopefully, takes a nice bit of damage before getting into firing position. It also adds another attack when you go for a melee attack over a shotgun, because the Ranger will automatically be within striking distance as soon the turn ends. If the enemy moves at all, boom, free melee attack.

This is especially useful when paired with the tier 5 Untouchable perk, which grants immunity for damage on any turn following a kill. The ideal scenario is this: ranger does a melee charge attack on foe, almost kills it, foe tries to run and gets killed by Bladestorm, other enemy takes a shot at Ranger and can’t do any damage.

It’s a combo I’ve seen occur again and again in my games and it is a life saver, particularly when you uncover things like Sectopods and Andromedons which can deal one-shot kills to squad members at any time. They usually spawn alongside some lower level enemies, so having a ranger storm into one of these crowds and kill a weak enemy means that the following kill shot from the tougher foes will be wasted on a soldier who can’t get hurt instead of on one that can. It only applies to one attack though, so any follow ups could do damage, but the strongest enemy generally attacks first. If you’ve got a specialist in the squad this is a good time to use the Aid Protocol ability to give the Ranger an extra defensive buff while he’s exposed.

The Untouchable perk also pairs nicely with the tier 6 ability, Rapid Fire. I know, I know, I spent this whole article praising the melee attacks and then I recommend Rapid fire (which grants two shots per turn) over Reaper, which is a melee attack chain that grants free actions. I’ve experimented with both and the bottom line is that Rapid Fire is much more useful. Reaper has a four-turn cooldown, which is basically an eternity in XCOM time. Rapid Fire has no cooldown. I’ll say that again. RAPID FIRE HAS NO COOLDOWN. That means you can fire off two shotgun blasts each turn, which all-but-guarantees a kill on most opponents.

A recent post on r/XCOM from u/ munchbunny claims that shotguns are more accurate than swords in close quarters situations, so once you close the gap with a melee attack it’s best to bring the noise with the shotty.

Gear Of War

A Ranger is only as good as the gear he carries. So now that you’ve got a decent skill tree breakdown in mind it’s important to think about what your Ranger carries. More than any other class, the Ranger’s gear affects the playstyle and tactics. Unfortunately, not all gear is created equal so your loadouts will depend on what you’re able to research and afford.

Early in the game, you’ll want to get the Guerilla Training School up and running so you can start assigning rookies to train as Rangers. Being on the front lines means that Rangers end up dead. A lot. So you’ll want a steady supply heading into your roster and, let’s be real, indulging your inner Darwin to make sure only the strong survive is part of the fun.

But that survival is greatly enhanced through the use of good gear. Early on, resist the temptation to build nanovests. They use up resources you’ll need for Phantom armor (which an upgrade for the whole squad not a single piece of gear) and it won’t be long until that’s an option. Researching experimental weapons and ammo and armor in the Proving Grounds can provide a number of interesting items.

I haven’t experienced everything available yet, but I’ve encountered some useful pairings. There’s a hazmat vest , which provides an armor bonus as well as immunity from poison, acid, etc. It pairs well with the gas grenade, allowing you to dash into a group of soldiers with a melee attack and then be in perfect range to gas the immediate area and poison organic enemies. The hellweave armor is also great on rangers. It counters melee attacks with burning hot fire, and Rangers tend to be on the bad end of the most melee attacks.

In general, Rangers are a good place to test out new and experimental gear. They’re heavily involved in combat and they’re expendable (because you built that Guerilla Training School remember?)

Here’s the full XCOM 2 Ranger Skill Tree. I’ve highlighted the recommended perks for your early builds:

Tier 1 (corporal)

Phantom

When the squad is revealed, this soldier remains concealed.

Blademaster

Deal +2 extra damage on all sword attacks

Tier 2 (sergeant)

Shadowstrike

While concealed, gain +25 bonus aim and +25 bonus critical hit chance when attacking enemies.

Shadowstep

This soldier does not trigger overwatch or reaction fire.

Tier 3 (lieutenant)

Conceal

Immediately enter concealment once per mission.

Run and Gun

Take an action after dashing.

Tier 4 (captain)

Implacable

If you score one or more kills on your turn, you are granted a single bonus move.

Bladestorm

Free sword attacks on any enemies that enter or attack from melee range.

Tier 5 (major)

Deep Cover

If you did not attack this turn, hunker down automatically.

Untouchable

If you score a kill during your turn, the next attack against you during the enemy turn will miss.

Tier 6 (colonel)

Rapid Fire

Fire twice in a row at an enemy. Each shot suffers an Aim penalty of -15. There is no cooldown on this ability. Uses two ammo.

Reaper

A devastating chain melee attack where the first melee attack cannot miss. Each melee kill in Reaper mode grants an extra action.

Got any tips for XCOM 2 ? Think this ranger guide is total BS? Let us know in the comments section!

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