Gears Tactics Skills: The best class skills


In this skill guide to Gears Tactics you will learn:

  • Which classes are available in the tactics game
  • Which skills you should unlock best
  • What active and passive skills are all about.

With Gears Tactics, the action game series Gears of War makes the leap from 3rd-person shooter to XCOM-like strategy game. This genre switch not only works amazingly well, but also brings plenty of tactical challenges.

One of them is to improve your team wisely after each level increase of your soldiers. Therefore, in the following guide we will give you an overview of all the skills of the five different classes. We explain what active and passive skills are and which talents you should unlock.

  • Class: Vanguard
  • Class: Scout
  • Class: Weapons Expert
  • Class: Sniper
  • General tips about the skills in Gears Tactics

    The skill system of Gears Tactics shouldn't pose any major problems for old strategy buffs. Nevertheless, there are a few things to keep in mind or basic information that is good to know in advance. In the following, we'll give you tips on which abilities you should unlock, which you can see in the tables by the bold text.

    • In the course of the campaign you will hire several different soldiers. These can be heroes, but also normal fighters. All of them come in one of five classes: medic, vanguard, scout, weapons expert or sniper. Accordingly, all of them also have their own skills.
    • The skill tree in Gears Tactics always offers four specialization areas, which have a different weighting. Here you can choose freely, but since strong skills usually require the unlocking of another talent, it is worth thinking about a specialization.
    • As already described in our beginner's guide to Gears Tactics: When putting together a team for a mission, it's best to make sure that the soldiers are fairly balanced. Otherwise, some will level up very quickly, while others will go into battle with their starting configuration.
    • Gears Tactics gives you a choice of active and passive skills. Passive skills are effects that always work on the character and, for example, shorten the cooldown time for grenades before you can throw them again. Active skills, on the other hand, are those that you have to execute specifically in combat, such as a precision shot from a sniper.

    • In the skill overview, Gears Tactics already shows you how many actions the active skill uses up (indicated by the circle symbol) and how many rounds you have to wait before you can activate it again (indicated by the hourglass symbol).
    • If you make a mistake when developing a soldier, you can reset the skill tree completely. However, you should not do this lightly, because this option costs a rare resource.

    What are the best medic skills in Gears Tactics?

    The medic class can be the most important man on the field in tough battles, so that your fighters live to see the end of the mission. Therefore, you should actually upgrade this class so that the healing abilities have a greater effect.

    This way, you'll be able to reduce the cooldown of the Stim Grenade, which boosts soldiers within a certain radius. It's also a good idea to add additional healing capabilities with the Command, Wound Patch, and Stim abilities and their respective upgrade levels.

    Don't rely on the grenade alone, as that can quickly backfire if things get dicey.

    General Skills

    AbilityTypeDescription
    CommandPassiveWhen this unit kills another unit, each ally is healed by 4 percent of its maximum health.
    Stim (Level 1)ActiveAn ally is healed by 100 health points.
    Command (Level 2)PassiveThe healing effect of Command is increased by 7%.
    EncouragePassiveWhen this unit revives a downed unit, it gains 1 action.
    Enable (Level 1)ActiveAn ally receives 1 action.
    Weak PointPassiveWhen this unit's Command ability is activated, all allies gain a 5% chance of critical hits this turn.
    Chainsaw RushPassiveWhen this unit kills an enemy with its Chainsaw Attack ability, it gains 1 action.

    Surgeon Path

    AbilityTypeDescription
    TriagePassiveTargets with less than 50% of their remaining health receive 100% healing from your ability.
    Wound Patch (Level 1)ActiveHeals an ally by 100 health at the end of your next 3 turns.
    Stim (Level 2)ActiveHeals or revives an ally by 150 health points when he is on the ground.
    Stim (Level 3)ActiveAn ally is healed or revived by 250 health points when he is on the ground.
    PainkillerPassiveThe targets of your healing abilities receive 30% damage reduction for one turn.
    Wound Patch (Level 2)ActiveHeals an ally by 150 health at the end of your next 3 turns.
    Wound Patch (Level 3)ActiveHeals an ally for 200 health at the end of your next 3 turns.

    Each of the five classes in Gears Tactics offers four different specializations, in which some skills build on each other.

    Combat Medic Path

    SkillTypeDescription
    Group Therapy (Level 1)ActiveAll allies are healed by 100 health points.
    Stim grenade masteryPassiveThe cooldown of this unit's Stim Grenade ability is reduced by 2 turns.
    Group Therapy (Level 2)ActiveAll allies are healed by 150 health.
    Critical HealingPassiveThis unit's healing abilities have a chance to grant 100% health.
    Chainsaw RestorationPassiveWhen this unit uses the Chainsaw Attack ability, each ally is healed by 15 percent of their maximum health.
    Chainsaw MotivationPassiveWhen this unit uses the Chainsaw Attack ability, the ally with the fewest health points for that turn gains 20 percent Dodge.
    Reactive TherapyPassiveWhen an enemy goes down or dies, that unit's Group Therapy ability resets.

    Role Model Path

    AbilityTypeDescription
    UpsetPassiveWhen this unit kills an enemy, the cooldown of its Chainsaw Attack ability is reduced by 1 turn.
    Teamwork (Level 1)ActiveWhen the targeted ally incapacitates or kills an enemy, that unit gains 1 action, up to a maximum of 2.
    Enable (Level 2)ActiveAn ally receives 1 action and 20% damage for 1 turn.
    Enable (Level 3)ActiveAn ally receives 2 actions and 20% damage for 1 turn.
    Ready to fireActiveEach unit reloads and receives 50 percent damage for this turn.
    Teamwork (Level 2)ActiveThe cooldown of Teamwork is reduced by 1. The ability gives a maximum of 3 additional actions.
    Chainsaw CommandPassiveWhen this unit kills an enemy with the Chainsaw Attack ability, Command is triggered one additional time.

    Strategist Path

    AbilityTypeDescription
    Chainsaw Attack MasteryPassiveThe cooldown of this unit's Chainsaw Attack ability is reduced by 1 turn.
    High Power Shot (Level 1)ActiveShot with 50 percent damage bonus.
    Disruptive FirePassiveThis unit's first shot at a target reduces its evasion by 10 percent for the current turn.
    AlignPassiveIf this unit misses, it gains 20 percent accuracy for this turn.
    SurgeActiveAll of the target's abilities and skills are reset, except for the Advance ability.
    High Power Shot (Level 2)ActiveThe cooldown of High Power Shot is reduced by 1 turn.
    High Power Shot (Level 3)ActiveThe cooldown of "High Power Shot" is shortened by 1 more turn.

    Class: Vanguard

    For the Vanguard class, there are several skills that also have an effect on the comrades in the team. we especially recommend "Bloodsucker" here, as it regenerates a bit of health for each soldier when he hits an enemy with a shot.

    The further you advance in the campaign of Gears Tactics, the more experienced your fighters will be. But your opponents will also become stronger. Some skills, however, make it easier to fight big hunks. But beware: Some of them can't be used against bosses.

    But also "Intimidate" can be very helpful in many situations, especially if several opponents have activated their ability "Fire Protection", which is interrupted with it.

    Bleeding" is also very useful for this class, because you can injure an enemy and he will then be able to suffers damage on a regular basis. This way, you may even clear him out of the way when he moves out of your field of vision.

    General Skills

    AbilityTypeDescription
    Regeneration (Level 1)PassiveThis unit heals 10% of its maximum health at the beginning of your turn.
    Take cover (level 1)ActiveAn ally in cover gains 40 percent to dodge. The target may not perform any action this turn.
    Regeneration (Level 2)PassiveThe healing effect of Regeneration is increased by 15 percent.
    Defensive BayonetPassiveWhen this unit kills an enemy with the ability "Bayonet Attack", all allies take 20 percent less damage this turn.
    Intimidate (Level 1)ActiveEnemies within 10 yards come out of cover and are interrupted.
    Fury BayonetPassiveWhen this unit takes out an enemy with the Bayonet Charge ability, it deals 20% damage and suffers 20% less damage this turn.
    Free BayonetPassiveWhen this unit kills an enemy with the Bayonet Charge ability, it gains 1 action.

    Warden Path

    AbilityTypeDescription
    BloodsuckerPassiveWhen an enemy suffers damage from a shot, the unit receives healing equal to 25% of the damage dealt.
    Distraction (Level 1)ActiveThe targeted enemy will attempt to attack this unit on its next turn. Bosses are immune to this.
    Distraction (Level 2)ActiveThe targeted enemy will deal -50% damage on their next turn and attempt to attack this unit. Bosses are immune to this.
    Survival InstinctsPassiveGets 25 percent evasion if below 50 percent of maximum health.
    HardyPassive75 percent damage reduction against the first attack of each round.
    Self-ResurrectionPassiveIf this unit is down at the beginning of the turn, it will be revived.
    Distraction (Level 3)ActiveThe cooldown of Distraction is reduced by 2 turns.

    Paladin Path

    AbilityTypeDescription
    UnsettlePassiveEnemies attacked by this unit with a normal shot receive the status effect "Weakened". Weakened units deal -10 percent damage for one turn.
    Gather (Level 1)ActiveAllies within 8 yards of the unit gain the ability "Bloodsuck". This heals them for 25 percent of the damage they deal with their shots.
    Squad RegenerationPassiveThe effects of this unit's regeneration ability are applied to all allies within 5 meters.
    Take Cover (Level 2)ActiveAn ally in cover gains 60% chance to dodge. The target may not take any action this turn.
    Stick TogetherActiveDowned allies within 10 meters are revived. Allies within 10 yards receive 50 damage reduction until your next turn.
    Gather (Level 2)ActiveAllies within 8 meters receive the ability "Bloodsucker". This heals them for 40% of the damage they deal with their shots.
    Gather (Level 3)ActiveAllies within 8 meters receive "Bloodsucker" until the end of your next turn. This heals them for 40% of the damage they cause.

    Shock Cavalryman Path

    AbilityTypeDescription
    Bayonet ChargePassiveWhen this unit kills an enemy, the ability cooldown of Bayonet Charge is reduced by 1 turn.
    DemoralizeActiveWhen hit, the target is interrupted and loses all positive status effects. Boss opponents are immune to it.
    Intimidate (Level 2)ActiveEnemies within 10 yards come out of cover, are interrupted, and take 20% damage this turn.
    ChargedPassiveWhen this unit kills an enemy with the Bayonet Charge ability, the cooldown of all its abilities is reduced by 1 turn.
    BreakthroughActiveAll enemies within a 5 meter radius receive the status effect "Breakthrough". Allies who knock down or kill enemies with Breakthrough receive 1 action and are healed by 20% of their maximum health.
    Threatening BayonetPassiveWhen this unit kills an enemy with "Bayonet Attack", the accuracy of all enemies within 7 yards is reduced by 20 percent.
    Intimidate (Level 3)ActiveEnemies within 10 yards come out of cover, are interrupted, and take 30 percent damage this turn.

    Storm Path

    AbilityTypeDescription
    ExecutionerPassiveIf this unit kills an enemy while it has less than 50% of its health, it receives 30% damage.
    Amok Shot (Level 1)ActiveThe unit fires a boosted shot. Damage bonus equals 100 percent of your missing health, up to a maximum of 250 damage.
    ExpertisePassiveIf this unit is within effective range of the equipped weapon, it gains a 25 percent bonus to critical hit chance.
    BleedPassiveIf this unit hits an enemy with a critical hit, the enemy receives the status effect "Bleeding". Bleeding units take 200 damage at the start of each of their next 3 turns.
    AvengerPassiveWhen an ally takes damage, that unit takes 25% damage this turn (maximum 4 stacks). When an ally goes down, it gains 1 action. When an ally dies, it gains 3 actions.
    Amok Shot (Level 2)ActiveThe unit fires a boosted shot. Damage bonus equals 150 percent of your missing health, up to a maximum of 500 damage.
    Amok Shot (Level 3)ActiveThe unit fires a boosted shot. Damage bonus is equal to 200 percent of your missing health, up to a maximum of 1,000 damage.

    Class: Scout

    The Scout class is recommended to be heavily upgraded to its stealth ability. This makes it invisible to enemies, albeit initially especially when it is not moving or performing any action.

    However, you can use it to slowly sneak behind enemy lines to attack well-entrenched opponents from behind or at least flank them better.

    With the skill "Assault", which grants you an action when you kill opponents from concealment, you also open up an escape route directly again, if necessary.

    General Skills

    SkillTypeDescription
    CamouflageActiveThis unit gains the status effect "Hidden" until its next turn. Remains invisible to the opponent until it performs an action or interaction.
    Double Shot (Level 1)ActiveThe unit shoots twice in a row.
    Camouflage regenerationPassiveWhen this unit receives the status effect "Hidden", it heals 15% of its maximum health.
    Fast CamouflagePassiveThe cooldown of this unit's stealth ability is reduced by 1 turn.
    Sprint (Level 1)ActiveRuns in a straight line. Does not cancel the camouflage.
    StalkerPassive 20 percent movement range while hidden.
    Free camouflagePassiveWhen this unit uses the cloaking ability, it gains 1 action.

    The soldiers in Gears Tactics come in five classes, all of which have their individual skills but also armaments.

    Scavenger path

    SkillTypeDescription
    Full FocusPassiveThis unit gains 5% accuracy for the rest of the turn after a hit.
    Effort (Level 1)ActiveThis unit receives 2 actions. It suffers damage equal to 30 percent of its maximum health.
    Double Shot (Level 2)ActiveIf its first shot fails to kill a target, the unit shoots again. On the other hand, if the first shot killed the target, the unit shoots at another target within 5 meters.
    Effort (Level 2)ActiveThis unit gets 3 actions. It suffers damage equal to 30 percent of its maximum health.
    RageActiveIf the unit knocks down or kills its target with a shot, it shoots one more time with the same effect.
    BloodthirstPassiveWhen this unit kills an enemy, it is healed by 20% of its maximum health.
    Double Shot (Level 3)ActiveIf its first shot fails to kill a target, the unit shoots again. On the other hand, if the first shot killed the target, the unit shoots at another target within 5 meters. Double-shot kills reduce the cooldown of Rage by 1 turn.

    Butcher's Path

    AbilityTypeDescription
    Enforcer (Level 1)ActiveWhen this unit fires at a wounded target, it gains a 50% bonus chance of a critical hit.
    AmbushPassiveWhen this unit fires a shot while hidden, it receives a 25 percent damage bonus.
    Enforcer (Level 2)ActiveWhen this unit fires at a wounded target, it gains a 100 percent bonus chance to a critical hit.
    Full EnergyPassive 40 percent critical hit chance on the first shot from the magazine.
    AttackPassiveIf this unit kills an enemy with an action while hidden, it gains 1 action.
    Enforcer (Level 3)ActiveThe cooldown of Enforcer is reduced by 2 moves.
    Escape RoutePassiveThe first time this unit critically hits or kills an enemy in a turn, it gains the status effect "Hidden".

    Reconnaissance Path

    AbilityTypeDescription
    BloodlustPassiveWhen this unit takes down or kills an enemy, it gains 3 yards of movement range this turn.
    Premonition (Level 1)ActiveThis unit gains 1 additional action at the start of its next turn. The effect is lost if the unit goes down.
    Sprint (Level 2)ActiveThe range of Sprint is increased by 5 meters.
    Intimidate (Level 2)ActiveThis unit gains 2 additional actions at the beginning of your next turn. The effect is lost if this unit goes down. (Note: Level 1 is called "Foreboding")
    ObfuscateActiveThe selected ally (not a scout) gets the status effect "Concealed".
    SkilledPassiveThe unit gains 1 action once per turn when interacting with a mission target, equipment box, or special weapon.
    Sprint (Level 3)ActiveThe cooldown of Sprint is reduced by 1 turn.

    Command Path

    AbilityTypeDescription
    Shatter Grenade MasteryPassiveThis unit's ability cooldown for throwing and laying fragmentation grenades is reduced by 2 turns.
    Proximity Mine (Level 1)ActiveThis unit throws a proximity mine that burrows into the ground. If an enemy steps within its detonation radius, it explodes. The unit cannot lay more than 2 mines at a time.
    Approach mine (Level 2)ActiveThis unit casts a proximity mine with greater range, greater radius of effect, and higher damage.
    Quick changePassiveWhen this unit finishes off an enemy with one shot, this unit's cooldowns for throwing fragmentation grenades, laying fragmentation grenades, and laying proximity mines are reduced by 1 turn.
    Explosives ExpertPassiveThis unit's abilities to place fragmentation grenades and proximity mines no longer remove the status effect "Hidden". Blast damage is reduced by 25%.
    Longer CamouflagePassiveThe unit's camouflage lasts 1 turn longer.
    PioneerPassiveWhen this unit seals an exit hole, it gains 2 actions.

    Class: Weapons Expert

    Thanks to the right skills, the Weapon Expert can easily eliminate even strong opponents or hordes of enemies. That's why we recommend the skills "Ultra Shot" and "Explosive Shot".

    The first skill is especially useful for the thicker hunks that get in your way. They have a lot of life energy, but with a full magazine it quickly runs out - provided your soldier hits.

    The exploding hits, on the other hand, are especially useful against groups of creepers or against monsters that have positioned themselves clumsily, i.e. too close to each other, so that with one shot you might take out all the surrounding enemies at the same time.

    General Skills

    AbilityTypeDescription
    AnchorPassiveWhen this unit fires, it gains a stack of the status effect "Anchored". The effect can be stacked up to 3 times. Units with the Anchored effect gain 10% accuracy and 15% damage per stack. When units move, they lose the Anchored effect.
    Scrambler Shot (Level 1)ActiveShoot with 30 percent critical hit chance bonus.
    Anchor (Level 2)Passive 5 maximum stacks for Anchored.
    CatalystPassiveUnit gains 1 action point when an ally executes an enemy. Can only be triggered once per turn.
    Explosive Shot (Level 1)ActiveIf the shot fired kills the target, it explodes and deals 300 damage within 4 meters.
    Healing AnchorPassiveWhen this unit ends its turn with Anchored, it heals 20% of its maximum health.
    Defense AnchorPassiveWhen this unit has the status effect "Anchored", it receives 20 percent damage reduction.

    Specialist Path

    AbilityTypeDescription
    SettlementPassiveThis unit gains 15% critical hit chance after taking damage during an enemy turn. Lasts for one turn.
    Change of position (level 1)ActiveThis unit gets 3 actions. It cannot fire this turn. If the unit moves, it does not lose "Anchored".
    FrenzyPassiveShoot the target again (if the target is still alive and has enough ammo available) after missing or only landing a glancing blow. This effect can only be triggered 1 time per turn.
    Reload ResetPassiveReload reduces the cooldown of all abilities by 1. This effect can only be triggered once per turn.
    StrandPassiveGets 1 stack of the status effect "Streak" in case of a kill. If 5 stacks of Streak have been collected, that unit gains 1 action and loses all stacks.
    Position Change (Level 2)ActiveThe cooldown of "Change Position" is reduced by 1.
    PreparationPassiveAt the beginning of your turn, this unit has a 35% chance of getting a stack of "Anchored".

    While the regular opponents in Gears Tactics usually don't pose much of a challenge, you'll be glad to have your soldiers properly skilled when it comes to boss opponents.

    Artillery Path

    AbilityTypeDescription
    Warm up (Level 1)ActiveGets 25% damage for this turn. This effect stacks each time the unit fires. Gets 1 action back.
    Strategic PositionPassiveWhen this unit shoots at a target that is not in cover or that has been flanked by this unit, the shot gains 15 percent critical hit chance.
    Scramble Shot (Level 2)ActiveShooting with 40 percent critical hit chance bonus.
    Scrambler Shot (Level 3)ActiveShoot with 50 percent critical hit chance bonus.
    Ultra ShotActiveOpen fire; keep shooting until your magazine is empty or the target is dead. Bosses cannot be targeted.
    Warm Up (Level 2)ActiveThis unit reloads when using Warm Up.
    EmbersPassive20% chance to receive Warmed Up at the start of your turn when the Warm Up ability wears off.

    Explosives Expert Path

    AbilityTypeDescription
    Entrench (Level 1)ActiveAllies within 8 meters receive 15% accuracy for this turn.
    EffectivenessPassiveThis unit deals 25 percent blast damage.
    Explosive Shot (Level 2)ActiveIf the shot fired kills the target, it explodes, dealing 400 damage within 4.5 meters.
    Boom GrenadePassiveDamage dealt by this unit using a frag grenade also triggers the status effect "Traumatized". Affected units receive -20 percent accuracy and -50 percent movement range for 1 turn.
    OpportunistPassiveWhen this unit kills or knocks down an enemy, the cooldown of its Splinter Grenade and Blast Shot abilities is reduced by 1.
    Entrenchment (Level 2)ActiveAllies within 8 yards receive 25% accuracy for this turn.
    Explosive Shot (Level 3)ActiveIf the shot fired kills the target, it explodes and deals 500 damage within 5 meters.

    Gabe is sort of the main character of Gears Tactics and is on your team from the start. He has the Medic class.

    Defender Path

    AbilityTypeDescription
    Ready to marchPassiveThis unit reduces the cooldown of all its abilities by 1 when providing fire support.
    Supporting Fire (Level 1)ActiveThe target and enemies within 4 meters are suppressed until the end of their next turn. Suppressed units are disrupted and cannot move. Bosses are immune to it.
    Rapid FirePassiveWhen this unit uses the Fire Protection ability, it gains 1 action.
    CounterstrikePassiveWhen this unit kills or knocks down an enemy with a "Fire Protection" shot, it gains 3 yards of movement range in the next turn. The effect does not stack.
    ButcherPassive"Covering Fire" deals 50 percent damage.
    Supporting Fire (Level 2)Active"Supporting Fire" gains 1 meter of perimeter.
    Supporting Fire (Level 3)ActiveThe cooldown of "Supporting Fire" is reduced by 1.

    Class: Sniper

    For the sniper last but not least, we recommend you especially the skills that affect reloading and action points. The precision rifle has comparatively little ammunition in the magazine, so you will have to reload bullets more often with this class. Anything that saves or returns action points is worth its weight in gold.

    Moreover, the sniper rifle inflicts high damage and hits its target more reliably than most other guns, even at long range. Therefore, an extra shot can save many a situation thanks to more action points.

    General skills for the sniper in Gears Tactics

    AbilityTypeDescription
    SniperPassiveThis unit loses less accuracy when attacking enemies at least 8 meters away with its primary weapon. This unit receives increased critical hit damage.
    Precision Shot (Level 1)ActiveShot with 30% accuracy bonus and 30% damage bonus. This ability costs 2 actions.
    Weak PointPassive 10 percent chance to critically hit if the target does not have full health.
    EnlightenmentPassiveWhen this unit takes down or kills an enemy, the cooldown of a random ability is shortened by one turn.
    Nimble Fingers (Level 1)ActiveWhen this unit brings down or kills its target with a shot, it reloads.
    Active ReloadPassiveWhen this unit reloads an empty magazine, it deals 25% damage for 2 turns or until reloaded.
    ElusivePassiveIf this unit is targeted first this turn, it receives a 40 percent dodge bonus.

    Sid also accompanies you from the beginning in Gears Tactics. He belongs to the Vanguard class.

    Precision Marksman Path

    AbilityTypeDescription
    AlphaPassiveWhen this unit fires the first shot with a full magazine, it receives a 15% damage bonus.
    First Blood (Level 1)ActiveShot with 50 percent damage bonus against targets with full health.
    First Blood (Level 2)ActiveShot with 75 percent damage bonus against targets with full health points.
    First Blood (Level 3)ActiveShot with 100 percent damage bonus against targets with full health.
    Lucky streakPassiveWhen this unit hits an enemy with a critical hit, it gains a 20 percent bonus to critical hit chance for that turn.
    Like intoxicationPassiveWhen this unit kills an enemy with a critical hit, it has a 25% chance to gain 2 actions. This effect can only be triggered once per turn.
    Extra BulletPassiveWhen this unit hits an enemy with a critical hit, the equipped weapon gains 1 ammo in the magazine.

    Assassin Path

    AbilityTypeDescription
    OmegaPassiveWhen this unit fires the last shot from its magazine, it receives a 25% damage bonus.
    Direct hit (Level 1)ActiveThe next time this unit hits with a shot, it lands a critical hit. This effect expires after 2 turns if not triggered.
    Precision Shot (Level 2)ActiveShot with 40% accuracy bonus and 40% damage bonus. This ability costs 2 actions.
    Direct hit (Level 2)ActiveThe next time this unit hits with a shot, it lands a critical hit and gains 1 action. This effect expires after 2 turns if not triggered.
    OverturePassiveThis unit receives a 50% damage bonus for its first hit on your turn.
    HeadhunterPassiveWhen this unit kills an enemy, it receives 3 percent damage up to a maximum of 30 percent.
    Precision Shot (Level 3)ActiveShot with 50 percent accuracy bonus and 50 percent damage bonus. This ability costs 2 actions.

    Sniper Mikayla only joins your team in the course of the story, and only reluctantly at that. However, we didn't want to do without her anymore.

    Hunter Path

    AbilityTypeDescription
    Second chancePassiveOnce per turn, the cooldown of an ability is reset if the unit misses its target with that ability.
    Chain Shot (Level 1)ActiveIf the unit hits the target with its shot, it gains 1 action.
    Chain Shot (Level 2)ActiveIf the unit hits the target with its shot, it gets 2 actions.
    Run and shootPassiveWhen this unit starts moving for the first time in a turn, it deals 50 percent damage this turn. Shots from an elevated position are 20 percent more accurate.
    Ultimate ShotActiveWhen the unit takes down or kills its target with a shot, it gains its maximum number of actions.
    Nimble Fingers (Level 2)ActiveWhen the unit brings down or kills its target with a shot, it reloads and gets 1 action.
    PositioningPassiveWhen your turn ends and this unit has not yet fired a shot, the cooldowns of all abilities are shortened by 1 turn.

    Stalker Path

    AbilityTypeDescription
    Critical firePassiveThis unit can land critical hits with "Fire Protection".
    Concussion Shot (Level 1)ActiveThe hit target gets the status effect "Shaken". Units with Concussions are interrupted and cannot perform any actions in the next turn. Boss enemies are immune to it.
    Concussion Shot (Level 2)ActiveUnits that attack an enemy with a Concussion gain a 20% bonus to critical hit chance.
    Concussion Shot (Level 3)ActiveThe cooldown of Concussion Shot is reduced by two moves.
    Kinetic AmmoPassiveWhen this unit hits an enemy with a shot from a Longshot, the target is knocked to the ground.
    HorrifiedPassiveWhen this unit shoots an enemy, all enemies within 10 yards receive the status effect "Panic". Units in Panic have -25 percent accuracy during their next turn. When this unit hits an enemy with a critical hit, Panic reduces accuracy by -40 percent.
    Safe ThingPassiveThis unit gains 20 percent to its critical hit chance when it lands a hit that is not critical. If it hits an enemy with a critical hit, the effect is removed.

    More guides to Gears Tactics and tactics games on GameZ.de

    Visit us on Facebook and Instagram to discuss your favorite games!