It's slightly less amazing for Rangers than one might expect because, strangely enough, Serial cannot be activated alongside Reaper or Run And Gun. If you activate Serial, you'll be blocked from activating them, and conversely if you activate Reaper or Run And Gun you'll be forbidden from activating Serial. No freely swapping between Slashes and shots as you get flanks, and no kicking off a Serial streak with a Run And Gun Dash to a flank. This isn't a big deal if you know about it, but can be deeply unpleasant if you build a plan around Serial combining with one or the other and surprise! Turns out your plan is impossible!
Minor mechanical niggle: Serial cannot be activated unless the user currently has 2 action points. This can be incredibly frustrating if you, for example, moved everyone one action point worth of distance, saving your Serial-as-bonus-skill soldier for last, and whoops their movement activated a pod... but while it's dumb that it demands you currently have 2 action points, outside of edge cases like that it's not a real limiter if you keep it in mind. Just remember to activate it before moving (Or otherwise spending an action point), simple as that.
Phantom
This soldier starts every mission in Concealment, and the rest of the squad being revealed does not break this soldier's Concealment.
Yay?
In the extraordinarily unlikely event that you get something like 4-5 different soldiers acquiring Phantom through the Advanced Warfare Center, this can create a situation where you can go into no-Concealment missions with full Concealment while having class variety. That's more of a neat gimmick than anything else though, and outside of that... there isn't really a class that actually appreciates Phantom in a unique way compared to a Ranger.
In fact, it can easily be a disadvantage, taking away the ability to set up a full Overwatch ambush the way you're used to. And no, you can't use retraining to get rid of Phantom; get to training a new Grenadier or Sharpshooter if you want Phantom to stop getting in the way. This isn't even getting into the issues with remembering who has 'lucked' into Phantom; sure, you might be able to adjust your Overwatch ambush tactics to make Phantom not a problem, but only if you don't forget that your secondary Grenadier has it and so needs to be the one launching the initial grenade.
It's particularly egregious for a Kill Zone Sharpshooter, where it makes it impossible for you to perform that initial Kill Zone-backed Overwatch ambush, period. Sorry, retrain that Sharpshooter into a completely different build, or give up on them entirely!
Phantom is the one skill I wish was just flat-out not in the Advanced Warfare Center's pool. Especially infuriating is that Conceal isn't, even though it would sidestep the problems Phantom has. It would still be a lackluster thing to roll, but it wouldn't be actively harmful the way Phantom is.
On the plus side, it is barred from Specialists to avoid conflict with Gremlin skills. So you don't have to worry about them missing out on triggering Guardian on an Overwatch ambush, which while not as painful as Kill Zone being neutered would still be pretty frustrating.
Shadowstep
Reaction fire does not activate against this soldier.
Rangers are by far the best, most consistent user of Shadowstep, but it's not like it's actually bad to have it on one of your other classes. It may never actually benefit you in an entire run, but on the other hand it may be what saves your best soldier's life in a bad situation. The only time it can be an actual negative is when you find yourself in a situation where you want the Shadowstep soldier to draw fire for someone else -and usually the fact that they have Shadowstep will make it easier for them to get into a position to hurt the Overwatchers, handling the problem that way.
Grenadiers can put Shadowstep to okay use at times as well, particularly if you're running them less focused on explosives (Primarily: you skipped Salvo) and so flanking is something that makes sense to pursue and so movement makes sense to pursue. It won't crop up very often for reasons I'll be getting into a bit later, but still, it's okay to roll.
Run And Gun
Immediately provides an additional action point, which cannot be spent on movement. 3 turn cooldown.
Run And Gun is consistently excellent on all three class that can roll it as an AWC skill.
Sharpshooters are the most obvious beneficiary, being able to actually move to a new position and then snipe. This can be the difference between leaving your Sharpshooter behind for a timed mission vs bringing them along, and in general makes sniping Sharpshooters vastly more viable since they can get flanks, move to high ground, re-position when flanked, and otherwise maneuver without having to sacrifice their Sniper Rifle shot. Gunslinger builds are, of course, also able to put Run And Gun to good use, but it's a bit less dramatic, and if you have a Gunslinger-focused Sharpshooter roll Run And Gun you might want to reskill them into a sniping build since that's normally so under-strength, if you're interested in actually having fun with a Sniper Rifle-focused build. Alternatively you can enjoy the ability to Run And Gun for two Quickdraw Pistol shots followed by Faceoff or Fan Fire. Either way.
Specialists can also put Run And Gun to a surprising amount of use, particularly medically-oriented Specialists who can end up wanting to eg Aid Protocol and Medical Protocol and still take a shot. Being able to drop an Aid Protocol and then move to flank and shoot is also very useful, and of course a Dash that turns into a flanking shot is useful regardless of exact build. Run And Gun is also very synergistic with using the Bolt Caster on a Specialist, allowing them to reload and fire while still moving or dropping an Aid Protocol or the like. In general, Specialists have enough action economy pressure that Run And Gun is fantastic to roll on one.
Grenadiers can put Run And Gun to plenty of use as well. Salvo can allow for a faintly ridiculous alpha strike of two grenades or a grenade and a Heavy Weapon followed by a regular shot, or heck two grenades and a Heavy Weapon shot. If you've taken Heavy Ordnance, it can even be three grenades in one turn! This can make ambushing from Concealment 3 pods actually practical, all by itself. As Salvo tends to encourage having your Grenadiers fall behind, the potential to use Run And Gun to let them catch up while still doing something useful is also noteworthy. Support-with-Cannon builds tend to get less use out of Run And Gun, but there's still the ability to Dash for a flanking shot, which is always useful to have at your fingertips.
Rolling Run And Gun is always good.
Implacable
Once per turn, landing a kill during your turn provides a single action point. This action point can
only be spent on movement.
Sniper-oriented Sharpshooters particularly appreciate Implacable, since it lets them semi-consistently move to keep up with the squad without having to sacrifice Sniper Rifle shots. Even more so than Run And Gun, this can make a sniping Sharpshooter justifiable to drag into one of the harder timed missions. Pistol-oriented Sharpshooters can still get plenty of use out of it, of course, but it's not quite so dramatic an improvement. Keep in mind that Implacable's bonus movement is automatically used up first if a soldier has non-Implacable actions, such as due to Serial or a Hair Trigger activating, and moves; this can allow you to land a kill and then promptly move to high ground or a flank or whatever before firing another shot. This applies to any class, but it's especially important to not waste it on a Sharpshooter, particularly one with Death From Above.
Specialists aren't as bad as Sharpshooters about struggling to keep up with the squad while doing their thing, but the issue is sufficiently there that Implacable is still nifty to roll. Run And Gun is usually better for a Specialist, but Implacable is by no means bad.
It's probably least useful to Grenadiers, who are heavily encouraged to use their Grenade Launcher to soften up enemies or one of their shooting-but-not-killing abilities to contribute to a fight. You'll still occasionally trigger it, and it can help Salvo Grenadiers in particular keep up with the squad, but it's a somewhat forgettable bonus on properly-used Grenadiers.
Untouchable
If the soldier lands a kill, during the next enemy turn the first time the soldier should have taken damage from enemy action they won't, even if it's an action that is normally incapable of missing such as a grenade.
Untouchable isn't quite as amazing on non-Rangers as on Rangers, but complete immunity to the next attack is excellent regardless of class.
While Sniper Rifle-focused Sharpshooters don't get a lot of use out of it, Pistol-oriented Sharpshooters are excellent abusers of it. They can even do things like land a kill with Lightning Hands and then dash out in the open to draw fire from other soldiers, if you've reduced the enemy down to one unit but can't actually finish it off just yet. As such, if you have a Sharpshooter roll Untouchable who you'd otherwise been tooling as Sniper Rifle-focused, you might want to retrain them into a Gunslinger.
Grenadiers are generally fairly support-oriented, but Untouchable will periodically help out regardless, and if you want to you can retool a Grenadier that rolls Untouchable into more of a kill-oriented piece. I tend to run two Grenadiers, personally, and at that point it's fairly easy to support having one as a support piece and the other as more of a kill-y piece. They don't have a ton of options for pushing in that direction, but if nothing else you can retrain them to take Chain Shot, Hail of Bullets, and not-a-great-example-but-I-guess also Rupture.
Specialists tend to get the least use out of Untouchable, but even if you're not specifically trying to take advantage it's liable to crop up eventually. If you have the Alien Hunters DLC, consider having a Specialist who rolls Untouchable take the Bolt Caster if you don't normally do so; its exceptional damage and inability to Graze makes it very prone to securing kills, making it vastly more likely your Specialist will get to leverage Untouchable.
Rapid Fire
Fires two shots with the soldier's primary weapon, both of which occur at -15 to Aim.
As with Chain Shot and so on, Rapid Fire can't be used by Sharpshooters at Squadsight ranges. That right there makes it fairly lackluster when rolled on a Sharpshooter. Better than Chain Shot, but still pretty situational. Unintuitively, it tends to be better on Pistol-focused Sharpshooters, as they're more likely to already be in range to Rapid Fire than one you're trying to have Squadsight things to death. Regardless, note that it doesn't trigger Death From Above on a kill -which of course also makes Death From Above a little less useful to a Ranger who rolls that.
For a Grenadier, Rapid Fire is a straightforward replacement for Chain Shot, and in fact you should ideally reskill any Grenadier who rolls Rapid Fire after already taking Chain Shot because there's literally no reason to use Chain Shot once you have Rapid Fire: Rapid Fire doesn't have a cooldown and can still fire a second shot if the first one misses.
For a Specialist, Rapid Fire isn't a particularly natural fit to their role, but having the option to spit out massive damage all of a sudden is never bad. Too bad they don't really have any native skills to synergize with it. Oh well.
Deep Cover
If the soldier did not attack in a turn, they automatically Hunker Down when their team's turn ends.
Just as a Ranger can appreciate Aim, a Sharpshooter can appreciate Deep Cover, and in fact a Sharpshooter probably appreciates it more since it helps push back against the limitations of a Sniper Rifle: you need to reload, and so can't fire your Sniper Rife? That's okay, you can still advance to a new location while being heavily protected and setting up a boost to Aim on your next shot. (You did take Aim on your Deep Cover Sharpshooter, right?) Run And Gun is usually more useful, but Deep Cover isn't remotely bad.
On Grenadiers, Deep Cover is... existent. I haven't bothered to test how it interacts with not-technically-attacking abilities like Suppression and Demolition, so I don't know if using them will bar it from activation, but generally speaking a Grenadier shouldn't be having Deep Cover activate.
Just like Ever Vigilant is barred from Rangers, Deep Cover is barred from Specialists.
Lightning Reflexes
The first reaction fire performed against this soldier in a given turn automatically misses.
Lightning Reflexes is unique among Advanced Warfare Center abilities in that it's not natively available to any class. It can only be acquired via the Advanced Warfare Center's bonus skill mechanics.
You might be worried it would make Shadowstep useless, but it's actually barred from the Ranger to avoid precisely that issue.
For those classes that can get it, it's... occasionally nice? Honestly, it would be much more appreciated on a Ranger, since they tend to want to be on the move regardless of their exact build. For non-Salvo Grenadiers it's not so bad, since they generally have no reason to not move and then shoot, but that's about it.
More generally, Lightning Reflexes is held back by two points: firstly, enemies using Overwatch is very rare. Heavy Mecs are the only enemy that routinely enters Overwatch, and generally only on initial activation. The other big issue is that Overwatch can be terminated simply by doing damage to an enemy. It's fairly rare for you to be in a situation where you desperately need to move and can't simply dish out damage to the Overwatcher beforehand. Even in an extreme scenario like your entire squad having been caught by a Psi Bomb... if any of them is a Sharpshooter with Quickdraw or Lightning Hands, you can take a shot at the Overwatcher. If any of them is a Grenadier with Salvo, you can lob a grenade or Heavy Weapon. A SPARK can potentially Overdrive, reload, fire, and still have time to move, or lob their Heavy Weapon or Bombard before moving, whatever. A Ranger who's taken Shadowstep can solve the problem with a Slash.
So Lightning Reflexes existing as an AWC skill is cute as an Easter egg, but in practice that's about it. It's not quite a dud roll, but it's not far off.
All the above is also why Shadowstep isn't super-great, incidentally.
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Next time, we return to talking about classes by focusing on the Psi Operative, the last non-DLC class in the base game.