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.
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
Ability
Type
Description
Command
Passive
When this unit kills another unit, each ally is healed by 4 percent of its maximum health.
Stim (Level 1)
Active
An ally is healed by 100 health points.
Command (Level 2)
Passive
The healing effect of Command is increased by 7%.
Encourage
Passive
When this unit revives a downed unit, it gains 1 action.
Enable (Level 1)
Active
An ally receives 1 action.
Weak Point
Passive
When this unit's Command ability is activated, all allies gain a 5% chance of critical hits this turn.
Chainsaw Rush
Passive
When this unit kills an enemy with its Chainsaw Attack ability, it gains 1 action.
Surgeon Path
Ability
Type
Description
Triage
Passive
Targets with less than 50% of their remaining health receive 100% healing from your ability.
Wound Patch (Level 1)
Active
Heals an ally by 100 health at the end of your next 3 turns.
Stim (Level 2)
Active
Heals or revives an ally by 150 health points when he is on the ground.
Stim (Level 3)
Active
An ally is healed or revived by 250 health points when he is on the ground.
Painkiller
Passive
The targets of your healing abilities receive 30% damage reduction for one turn.
Wound Patch (Level 2)
Active
Heals an ally by 150 health at the end of your next 3 turns.
Wound Patch (Level 3)
Active
Heals an ally for 200 health at the end of your next 3 turns.
Combat Medic Path
Skill
Type
Description
Group Therapy (Level 1)
Active
All allies are healed by 100 health points.
Stim grenade mastery
Passive
The cooldown of this unit's Stim Grenade ability is reduced by 2 turns.
Group Therapy (Level 2)
Active
All allies are healed by 150 health.
Critical Healing
Passive
This unit's healing abilities have a chance to grant 100% health.
Chainsaw Restoration
Passive
When this unit uses the Chainsaw Attack ability, each ally is healed by 15 percent of their maximum health.
Chainsaw Motivation
Passive
When this unit uses the Chainsaw Attack ability, the ally with the fewest health points for that turn gains 20 percent Dodge.
Reactive Therapy
Passive
When an enemy goes down or dies, that unit's Group Therapy ability resets.
Role Model Path
Ability
Type
Description
Upset
Passive
When this unit kills an enemy, the cooldown of its Chainsaw Attack ability is reduced by 1 turn.
Teamwork (Level 1)
Active
When the targeted ally incapacitates or kills an enemy, that unit gains 1 action, up to a maximum of 2.
Enable (Level 2)
Active
An ally receives 1 action and 20% damage for 1 turn.
Enable (Level 3)
Active
An ally receives 2 actions and 20% damage for 1 turn.
Ready to fire
Active
Each unit reloads and receives 50 percent damage for this turn.
Teamwork (Level 2)
Active
The cooldown of Teamwork is reduced by 1. The ability gives a maximum of 3 additional actions.
Chainsaw Command
Passive
When this unit kills an enemy with the Chainsaw Attack ability, Command is triggered one additional time.
Strategist Path
Ability
Type
Description
Chainsaw Attack Mastery
Passive
The cooldown of this unit's Chainsaw Attack ability is reduced by 1 turn.
High Power Shot (Level 1)
Active
Shot with 50 percent damage bonus.
Disruptive Fire
Passive
This unit's first shot at a target reduces its evasion by 10 percent for the current turn.
Align
Passive
If this unit misses, it gains 20 percent accuracy for this turn.
Surge
Active
All of the target's abilities and skills are reset, except for the Advance ability.
High Power Shot (Level 2)
Active
The cooldown of High Power Shot is reduced by 1 turn.
High Power Shot (Level 3)
Active
The 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.
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
Ability
Type
Description
Regeneration (Level 1)
Passive
This unit heals 10% of its maximum health at the beginning of your turn.
Take cover (level 1)
Active
An ally in cover gains 40 percent to dodge. The target may not perform any action this turn.
Regeneration (Level 2)
Passive
The healing effect of Regeneration is increased by 15 percent.
Defensive Bayonet
Passive
When this unit kills an enemy with the ability "Bayonet Attack", all allies take 20 percent less damage this turn.
Intimidate (Level 1)
Active
Enemies within 10 yards come out of cover and are interrupted.
Fury Bayonet
Passive
When this unit takes out an enemy with the Bayonet Charge ability, it deals 20% damage and suffers 20% less damage this turn.
Free Bayonet
Passive
When this unit kills an enemy with the Bayonet Charge ability, it gains 1 action.
Warden Path
Ability
Type
Description
Bloodsucker
Passive
When an enemy suffers damage from a shot, the unit receives healing equal to 25% of the damage dealt.
Distraction (Level 1)
Active
The targeted enemy will attempt to attack this unit on its next turn. Bosses are immune to this.
Distraction (Level 2)
Active
The targeted enemy will deal -50% damage on their next turn and attempt to attack this unit. Bosses are immune to this.
Survival Instincts
Passive
Gets 25 percent evasion if below 50 percent of maximum health.
Hardy
Passive
75 percent damage reduction against the first attack of each round.
Self-Resurrection
Passive
If this unit is down at the beginning of the turn, it will be revived.
Distraction (Level 3)
Active
The cooldown of Distraction is reduced by 2 turns.
Paladin Path
Ability
Type
Description
Unsettle
Passive
Enemies 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)
Active
Allies 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 Regeneration
Passive
The effects of this unit's regeneration ability are applied to all allies within 5 meters.
Take Cover (Level 2)
Active
An ally in cover gains 60% chance to dodge. The target may not take any action this turn.
Stick Together
Active
Downed allies within 10 meters are revived. Allies within 10 yards receive 50 damage reduction until your next turn.
Gather (Level 2)
Active
Allies within 8 meters receive the ability "Bloodsucker". This heals them for 40% of the damage they deal with their shots.
Gather (Level 3)
Active
Allies 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
Ability
Type
Description
Bayonet Charge
Passive
When this unit kills an enemy, the ability cooldown of Bayonet Charge is reduced by 1 turn.
Demoralize
Active
When hit, the target is interrupted and loses all positive status effects. Boss opponents are immune to it.
Intimidate (Level 2)
Active
Enemies within 10 yards come out of cover, are interrupted, and take 20% damage this turn.
Charged
Passive
When this unit kills an enemy with the Bayonet Charge ability, the cooldown of all its abilities is reduced by 1 turn.
Breakthrough
Active
All 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 Bayonet
Passive
When this unit kills an enemy with "Bayonet Attack", the accuracy of all enemies within 7 yards is reduced by 20 percent.
Intimidate (Level 3)
Active
Enemies within 10 yards come out of cover, are interrupted, and take 30 percent damage this turn.
Storm Path
Ability
Type
Description
Executioner
Passive
If this unit kills an enemy while it has less than 50% of its health, it receives 30% damage.
Amok Shot (Level 1)
Active
The unit fires a boosted shot. Damage bonus equals 100 percent of your missing health, up to a maximum of 250 damage.
Expertise
Passive
If this unit is within effective range of the equipped weapon, it gains a 25 percent bonus to critical hit chance.
Bleed
Passive
If 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.
Avenger
Passive
When 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)
Active
The 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)
Active
The 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
Skill
Type
Description
Camouflage
Active
This 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)
Active
The unit shoots twice in a row.
Camouflage regeneration
Passive
When this unit receives the status effect "Hidden", it heals 15% of its maximum health.
Fast Camouflage
Passive
The cooldown of this unit's stealth ability is reduced by 1 turn.
Sprint (Level 1)
Active
Runs in a straight line. Does not cancel the camouflage.
Stalker
Passive
20 percent movement range while hidden.
Free camouflage
Passive
When this unit uses the cloaking ability, it gains 1 action.
Scavenger path
Skill
Type
Description
Full Focus
Passive
This unit gains 5% accuracy for the rest of the turn after a hit.
Effort (Level 1)
Active
This unit receives 2 actions. It suffers damage equal to 30 percent of its maximum health.
Double Shot (Level 2)
Active
If 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)
Active
This unit gets 3 actions. It suffers damage equal to 30 percent of its maximum health.
Rage
Active
If the unit knocks down or kills its target with a shot, it shoots one more time with the same effect.
Bloodthirst
Passive
When this unit kills an enemy, it is healed by 20% of its maximum health.
Double Shot (Level 3)
Active
If 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
Ability
Type
Description
Enforcer (Level 1)
Active
When this unit fires at a wounded target, it gains a 50% bonus chance of a critical hit.
Ambush
Passive
When this unit fires a shot while hidden, it receives a 25 percent damage bonus.
Enforcer (Level 2)
Active
When this unit fires at a wounded target, it gains a 100 percent bonus chance to a critical hit.
Full Energy
Passive
40 percent critical hit chance on the first shot from the magazine.
Attack
Passive
If this unit kills an enemy with an action while hidden, it gains 1 action.
Enforcer (Level 3)
Active
The cooldown of Enforcer is reduced by 2 moves.
Escape Route
Passive
The first time this unit critically hits or kills an enemy in a turn, it gains the status effect "Hidden".
Reconnaissance Path
Ability
Type
Description
Bloodlust
Passive
When this unit takes down or kills an enemy, it gains 3 yards of movement range this turn.
Premonition (Level 1)
Active
This unit gains 1 additional action at the start of its next turn. The effect is lost if the unit goes down.
Sprint (Level 2)
Active
The range of Sprint is increased by 5 meters.
Intimidate (Level 2)
Active
This 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")
Obfuscate
Active
The selected ally (not a scout) gets the status effect "Concealed".
Skilled
Passive
The unit gains 1 action once per turn when interacting with a mission target, equipment box, or special weapon.
Sprint (Level 3)
Active
The cooldown of Sprint is reduced by 1 turn.
Command Path
Ability
Type
Description
Shatter Grenade Mastery
Passive
This unit's ability cooldown for throwing and laying fragmentation grenades is reduced by 2 turns.
Proximity Mine (Level 1)
Active
This 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)
Active
This unit casts a proximity mine with greater range, greater radius of effect, and higher damage.
Quick change
Passive
When 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 Expert
Passive
This unit's abilities to place fragmentation grenades and proximity mines no longer remove the status effect "Hidden". Blast damage is reduced by 25%.
Longer Camouflage
Passive
The unit's camouflage lasts 1 turn longer.
Pioneer
Passive
When 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
Ability
Type
Description
Anchor
Passive
When 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)
Active
Shoot with 30 percent critical hit chance bonus.
Anchor (Level 2)
Passive
5 maximum stacks for Anchored.
Catalyst
Passive
Unit gains 1 action point when an ally executes an enemy. Can only be triggered once per turn.
Explosive Shot (Level 1)
Active
If the shot fired kills the target, it explodes and deals 300 damage within 4 meters.
Healing Anchor
Passive
When this unit ends its turn with Anchored, it heals 20% of its maximum health.
Defense Anchor
Passive
When this unit has the status effect "Anchored", it receives 20 percent damage reduction.
Specialist Path
Ability
Type
Description
Settlement
Passive
This unit gains 15% critical hit chance after taking damage during an enemy turn. Lasts for one turn.
Change of position (level 1)
Active
This unit gets 3 actions. It cannot fire this turn. If the unit moves, it does not lose "Anchored".
Frenzy
Passive
Shoot 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 Reset
Passive
Reload reduces the cooldown of all abilities by 1. This effect can only be triggered once per turn.
Strand
Passive
Gets 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)
Active
The cooldown of "Change Position" is reduced by 1.
Preparation
Passive
At the beginning of your turn, this unit has a 35% chance of getting a stack of "Anchored".
Artillery Path
Ability
Type
Description
Warm up (Level 1)
Active
Gets 25% damage for this turn. This effect stacks each time the unit fires. Gets 1 action back.
Strategic Position
Passive
When 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)
Active
Shooting with 40 percent critical hit chance bonus.
Scrambler Shot (Level 3)
Active
Shoot with 50 percent critical hit chance bonus.
Ultra Shot
Active
Open fire; keep shooting until your magazine is empty or the target is dead. Bosses cannot be targeted.
Warm Up (Level 2)
Active
This unit reloads when using Warm Up.
Embers
Passive
20% chance to receive Warmed Up at the start of your turn when the Warm Up ability wears off.
Explosives Expert Path
Ability
Type
Description
Entrench (Level 1)
Active
Allies within 8 meters receive 15% accuracy for this turn.
Effectiveness
Passive
This unit deals 25 percent blast damage.
Explosive Shot (Level 2)
Active
If the shot fired kills the target, it explodes, dealing 400 damage within 4.5 meters.
Boom Grenade
Passive
Damage 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.
Opportunist
Passive
When 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)
Active
Allies within 8 yards receive 25% accuracy for this turn.
Explosive Shot (Level 3)
Active
If the shot fired kills the target, it explodes and deals 500 damage within 5 meters.
Defender Path
Ability
Type
Description
Ready to march
Passive
This unit reduces the cooldown of all its abilities by 1 when providing fire support.
Supporting Fire (Level 1)
Active
The 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 Fire
Passive
When this unit uses the Fire Protection ability, it gains 1 action.
Counterstrike
Passive
When 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.
Butcher
Passive
"Covering Fire" deals 50 percent damage.
Supporting Fire (Level 2)
Active
"Supporting Fire" gains 1 meter of perimeter.
Supporting Fire (Level 3)
Active
The 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
Ability
Type
Description
Sniper
Passive
This 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)
Active
Shot with 30% accuracy bonus and 30% damage bonus. This ability costs 2 actions.
Weak Point
Passive
10 percent chance to critically hit if the target does not have full health.
Enlightenment
Passive
When this unit takes down or kills an enemy, the cooldown of a random ability is shortened by one turn.
Nimble Fingers (Level 1)
Active
When this unit brings down or kills its target with a shot, it reloads.
Active Reload
Passive
When this unit reloads an empty magazine, it deals 25% damage for 2 turns or until reloaded.
Elusive
Passive
If this unit is targeted first this turn, it receives a 40 percent dodge bonus.
Precision Marksman Path
Ability
Type
Description
Alpha
Passive
When this unit fires the first shot with a full magazine, it receives a 15% damage bonus.
First Blood (Level 1)
Active
Shot with 50 percent damage bonus against targets with full health.
First Blood (Level 2)
Active
Shot with 75 percent damage bonus against targets with full health points.
First Blood (Level 3)
Active
Shot with 100 percent damage bonus against targets with full health.
Lucky streak
Passive
When this unit hits an enemy with a critical hit, it gains a 20 percent bonus to critical hit chance for that turn.
Like intoxication
Passive
When 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 Bullet
Passive
When this unit hits an enemy with a critical hit, the equipped weapon gains 1 ammo in the magazine.
Assassin Path
Ability
Type
Description
Omega
Passive
When this unit fires the last shot from its magazine, it receives a 25% damage bonus.
Direct hit (Level 1)
Active
The 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)
Active
Shot with 40% accuracy bonus and 40% damage bonus. This ability costs 2 actions.
Direct hit (Level 2)
Active
The 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.
Overture
Passive
This unit receives a 50% damage bonus for its first hit on your turn.
Headhunter
Passive
When this unit kills an enemy, it receives 3 percent damage up to a maximum of 30 percent.
Precision Shot (Level 3)
Active
Shot with 50 percent accuracy bonus and 50 percent damage bonus. This ability costs 2 actions.
Hunter Path
Ability
Type
Description
Second chance
Passive
Once per turn, the cooldown of an ability is reset if the unit misses its target with that ability.
Chain Shot (Level 1)
Active
If the unit hits the target with its shot, it gains 1 action.
Chain Shot (Level 2)
Active
If the unit hits the target with its shot, it gets 2 actions.
Run and shoot
Passive
When 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 Shot
Active
When the unit takes down or kills its target with a shot, it gains its maximum number of actions.
Nimble Fingers (Level 2)
Active
When the unit brings down or kills its target with a shot, it reloads and gets 1 action.
Positioning
Passive
When your turn ends and this unit has not yet fired a shot, the cooldowns of all abilities are shortened by 1 turn.
Stalker Path
Ability
Type
Description
Critical fire
Passive
This unit can land critical hits with "Fire Protection".
Concussion Shot (Level 1)
Active
The 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)
Active
Units that attack an enemy with a Concussion gain a 20% bonus to critical hit chance.
Concussion Shot (Level 3)
Active
The cooldown of Concussion Shot is reduced by two moves.
Kinetic Ammo
Passive
When this unit hits an enemy with a shot from a Longshot, the target is knocked to the ground.
Horrified
Passive
When 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 Thing
Passive
This 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
Gears Tactics: 10 beginner tips for the tactics game