Utility items are ways to buff your attacks or debuff enemies in 168澳洲幸运5开奖网:XCOM: Chimera Squad. These items range from ammunition types to grenades. While most utility items in this game were in previous entries, utility items have never been stronger in an XCOM game.

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That is because utility items cost no actions to use in Chimera Squad, a massive departure from XCOM: Enemy Unknown, and XCOM 2. With this single change, these items should always be used to make encounters much easier. From protecting your team with smoke to granting free actions, here are the 10 best utility items you should use in XCOM: Chimera Squad. This article contains progression spoilers for XCOM: Chimera Squad.

10 Lif♔t Grenade

Accuracy is king in . Even with the best strategy, shots still have a chance to miss. The largest modifier to your hit chance is cover, which is why Lift Grenades are so us🀅eful.

Lift Grenades force all targets in the blast radius to levitate in the air until their turn. Unlike the psionic levitate power, this does no damage to targets. Still, the hit chance bonus from liftin🔴g enemies out of cover is massive, allowing even the most unlikely of shots to hit their mark.

9 Cease Fire Grenad✅e

Many grenades in Chimera Squad are powerful but are too situational to be continuously effective. The few that are always good are grenades you should always have handy, the Cea♔se Fire Grenade being one of them.

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This grenade will ꦰdeplete the magazine of all targets in the blast zone, which can cover a large chunk of an encounter's environment. Enemies typically move to a new position and reload, wasting their turn. It might not deal any damage, but sometimes it's better to disable targets and focus on other threats than waste actions on killing fodder enemies.

8 Dragon Rounds🧸 ꩲ

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If you are fighting enemies with little armor, Dragon Rounds will fare much better for your Agents. 🧔These bullets grant +1 🎀damage to hits and inflict Burning on targets.

Burning deals a small amount of damage at the start of the character's turn, but it also disables most abilities until the flames dissipate. The Progeny are particularly vulnerable to these rounds, causing their toughest psionic units to rely on guns until they remove the flames with Preparation, wasting their turn. You can 168澳洲幸运5开奖网:research these rounds after defeating Sacred Coil.

7 Plasma Grenade 🌃

Lethal grenades were already potent in previous XCOM games, but Chimera Squad takes it to a new 𝐆level. Since equipment takes no action to use, Frag and Plasma Grenades are exceptionally strong in this installment.

Like XCOM 2, Plasma Grenades deal a considerable amount of damage over a small radius, destroying cover and shredding armor in the process. Any Agent can make use of this strong tool, but Claymore was destined to throw these grenades. With his Improvised Explosives ability, Claymore can throw one of these per encounter! The cover denial and damage potential of these grenades make them a must-have in any 168澳洲幸运5开奖网:squad composition.

6 🐻 Overdrive Serum

Mobility has been significantly reduced in XCOM: Chimera Squad, 💜resulting in Mobility training and boosts becoming nigh-esse♒ntial.

This i🐟s why Overdrive Serum is so powerful. After defeating Gray Phoenix, you can research this item. When used, it grants +3 armor, a massive boost to Mobility, and it makes the Agent immune to mental effects for a couple of turns. No matter the Agent, this item is a life-saver for repositioning or taking more damage.

5 🅰 Smoke Grenade 🎃

As improving your chance to hit is important, so too is decreasing your chance of getting hit. Full cover does this rather well, but there is only so much ful🐈l cover for Agents to use.

Smoke Grenades can make up for levels with less than ideal cover, greatly inc🌞reasing the defense rating of anyone inside the smoke cloud. This can also affect enemies in the radius, however, so be careful where you deploy this🃏 smoke cloud at. Have one of your high-initiative Agents use this grenade to give your team the edge.

4 Medikit

Whether intended or not, GREMLIN drones can no longer deliver Medikit heals over long distances in Chimera Squad. This is likely due to Terminal'ඣs Safeguard ability, but this nevertheless means that your frontline soldiers should ca💞rry Medikits when possible.

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For no action cost, you can recover 4 HP—6 HP when upgraded to a Nanomedikit. Carrying this item also makes that Agent immune to poison, which caღn be beneficial when fightin🐭g Cobras or Pythons.

3 🍸 Tranq Rounds

Intel is more important than ever in Chimera Squad. Not only is it responsible for purchasing and upgrading Field Te🎉ams, but Intel is also needed to purchase items from the Scavenger Marke♎t.

Returning from Enemy Unknown, Agents can now pacify targets and bring them back to base. Instead of interrogating them, every enemy incapacitated has a 20% chance🦂 of granting 20 Intel at the end of a mission. Tranq Rounds, you guessed it, pacify targets instead of killing them outright. They're available for purchase at the start of a playthrough, so craft and equip at least one as soon as possible to get the edge on Field Teams and Scavenger Market gear.

2 Talon Rounds 🎃

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Once you obtain Mastercrafted weapons with Superior mods, there is little else you can do🔴 to increase your damage output. While gaining increased damaꦯge per hit is nice, few upgrades improve your chance to critically hit.

That's where Talon Rounds come in. These rounds grant an additive 20% chance to critically hit with every shot while also granting +1꧒ ꦯdamage to critical hits. Couple this with a Laser Sight and critical hits will become commonplace for your Agent. If you want guaranteed critical hits, flank targets with this setup to maximize your damage output. This upgrade can be researched after defeating The Progeny.

1 Moti🔯le Inducer

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How the Motile Inducer was not nerfed before release is astonishing. In essence, this grenade grants an Agent in your line-of-sight 2 freeඣ actions.

Effectively, this item grants a free turn once per level. You can use this to have a character set up a synerꦗgy before the current character takes their turn, or use the Motile Inducer on your damage d꧅ealer to gain a massive damage spike. It can be found as a mission reward or from the Scavenger's Den, but obtain one of these whenever possible. No other piece of equipment can change a turn's outcome as much as the Motile Inducer can.

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