
Taking Aggression would be the "offensive" option of the two. AggressionĬonfers +10% Critical Chance per enemy in sight. 20 Defense is nothing to scoff at since that is the same amount light cover will provide on its own. This Defense bonus comes in handy any time your assault soldier ends up on the front and alone. This ability decides that your assault soldier will be "defensive." This doesn't mean that they will be a completely defensive character, but they will depend on their skills to survive once they make the push to the front lines.

Tactical SenseĬonfers +5 Defense per enemy in sight.

The Corporal abilities are where you really decide the purpose of your assault soldier. This has saved many a mission for me at the last second like a game winning shot at the buzzer. You can activate Run and Gun on your assault soldier then dash to the objective to activate it. This really comes in handy on the train mission from "Slingshot" and other "bomb deactivation" missions. Your soldier will be exposed with no movement left to hide.Ī second use that makes this ability superior is that, while you can't use items such as grenades, you can still activate mission objectives. The downside can be moving a troop into unfamiliar territory and waking up an enemy spawn point.

With the flanking bonus to hit, it is rare that you'll miss on these shots. The primary use allows you to maneuver your soldier into an opponents flank quickly. Run and Gun just sounds like you get to make a run move and then take a shot, but it's far more than that. The first ability at the lowest rank and it has to be one of the best in the game. This is the signature ability of the Assault class. Blazing speed and critical chance are two of the Assault's greatest strengths.Īllows firing or Overwatch after Dashing on the turn Run and Gun is activated. No one else is capable of dealing as much damage as Assault while having the survivability they do at the same time.
