When you first unlock the Battle Scanner, it's... pretty baffling. There's no hidden enemies to forcibly unveil, and the forward scouting utility is already heavily handled by the Concealment mechanic. It can act as something of a supplement after you've broken squad-wise Concealment, but this is limited by things like Rangers and Reapers existing to fulfill the role of forward scout, and it requires you to have good judgment on whether enemies are just out of sight or not. Which... if you do have good judgment in that regard, it's just redundant!
You might want to build one ahead of your first Retaliation mission, though, so you'll be able to reveal Faceless in large groups of civilians more safely.
Actually, in general the Battle Scanner is mostly useful in Retaliation missions in the base game. Without Dark Events, Faceless and Chryssalids can only show up in Retaliation missions and, in the case of Chryssalids, a couple of plot missions, and the only way you have to worry about Concealed enemies is if one of your Rangers gets Mind Controlled while having a charge of Conceal on hand. And I'm not sure the AI would bother to use it, even then. Plus Retaliation missions don't give your squad Concealment, so their utility in scouting without activating a pod is considerably more relevant than in a regular mission.
It's notably more general in War of the Chosen, with Spectres and the Chosen Assassin both able to enter Concealment. It's also boosted by the fact that loner Chryssalids reveal their Burrowing to you when they do it; if you have a decent memory, you can potentially force out a group of Chryssalids with a Battle Scanner instead of having someone act as bait. On the other hand, War of the Chosen also makes it more practical to be incidentally carting along a Scanning Protocol Specialist, which is generally more efficient than carting along a Battle Scanner. There's also the point that getting the Chosen Assassin's Katana potentially allows any Ranger to scout for Burrowed Chryssalids in complete safety if you're below Legend difficulty (So long as the Ranger has Blademaster), and by a similar token if you get lucky with rolling Bladestorm on a Templar they can end up an extremely safe scout for Burrowed Chryssalids as well. (At Focus Level 3 with Celestial Gauntlets, they'll always kill fresh Chryssalids below Commander, and have a 50% chance of one-hit-killing them on Commander. If you have the Improved Beam Weapons Breakthroughs, this becomes 100% safe)
Of course, on Legend difficulty these tactics don't work as well, so the Battle Scanner becomes more worth considering. Still... a bit underwhelming, honestly, but if you're trying Legend for the first time and normally ignore the Battle Scanner, you should keep in mind that it's more relevant.
Narratively, this feels like a bit of a missed opportunity. If ADVENT Troopers carried Battle Scanners they used when suspecting Concealed soldiers were in the area, that would both tie things together in terms of the unlock and make ADVENT Troopers a more interesting enemy, particularly in War of the Chosen. Not too big a deal, but it would've been neat.
Overdrive Serum
Acquisition: Unlocked by Berserker Autopsy.
Cost: 35 Supplies and 1 Berserker corpses. (60 Supplies and 2 Berserker corpses)
Can be used
once, ever (You don't get it back after the mission), but is completely free to activate otherwise. For this turn and the following turn, the soldier has +5 Armor, +5 Mobility, and is immune to Disorientation, Daze, Mind Control, and won't Panic.
If it weren't for the fact that it's outright used up when used, I'd consider this a massive improvement over the prior game's Stims, which were complete garbage.
As it is one-use-period, it's still pretty garbage. In part because you generally don't collect very many Berserker corpses in a given run.
On the plus side, that limitation doesn't really matter in the final mission, so if you've got Berserker corpses lying around it's worth considering building some and passing them out.
On the minus side, it's a long mission, and you'd probably be better off equipping an Ammo Item or something.
I really don't get why Overdrive Serum, and only Overdrive Serum out of base-game Items, was made one-use-ever. I'd get it if it lasted the entire mission, or even just something like 5-10 turns where you could plausibly expect it to last through two pods' worth of fights, but as-is? Why? Yeah, +5 Armor is quite a lot, but pity damage means it's not actually invulnerability, and it only lasts two turns, and, again, it demands a valuable Item slot.
It's not the worst Item in the game, but it's certainly competing for the slot.
It's also moderately annoying that Overdrive Serum is clearly supposed to be derived from Berserkers berserking, but the only mechanics overlap is that they both boost Mobility. Berserkers would be a much more interesting threat if they got a massive Armor boost and immunity to mental effects from becoming enraged.
Mimic Beacon
Acquisition: Unlocked by Faceless Autopsy.
Cost: 75 Supplies and 2 Faceless corpses. (100 Supplies and 3 Faceless corpses)
Thrown like a grenade up to range 10. At the targeted location a hologram of a soldier with 12 HP is generated, which lasts until the start of your next turn. Most enemies will heavily prefer to focus on the Mimic Beacon over targeting your own soldiers.
Compared to the vague, not-very-useful Mimic Beacon of the previous game, XCOM 2's Mimic Beacon is actually quite good! An on-demand meatshield that enemies do in fact preferentially target is a useful stop-gap measure when things are going wrong and you need to buy a turn, and it's tough enough that even endgame enemies will normally need to hit it at least twice to break it.
Furthermore, the AI heavily prioritizes targeting the Mimic Beacon, to the point that this will often overrule actions the AI normally is all but guaranteed to take, such as ADVENT Shieldbearers putting up a shield. Usually if an enemy doesn't take a shot at a Mimic Beacon, it's because they ended up not having a clean line of fire to it, or it got destroyed before they could act. This can be incredibly useful if you really do not want an enemy performing a special action, such as preventing an ADVENT Heavy Mec from using its Micromissile bombardment on troops you have clustered on high ground. The Mimic Beacon is actually uniquely useful in this regard, as even special abilities Flashbangs and fire won't suppress (eg Shieldbearer shields) or enemies that can't be Flashbanged or set on fire (eg robots) can be prevented from using special abilities in this way. And where a Flashbang or Incendiary Grenade can lead to an enemy taking a shot at one of your soldiers and getting lucky, instead of using a less immediately threatening ability, the Mimic Beacon will eat their turn outright, making it actually even safer!
Cover-using enemies with a melee attack can also fairly reliably be pulled out of Cover by placing a Mimic Beacon in their reach with no Cover to stand next to, particularly Mutons. Even non-melee-capable enemies will sometimes get confused and decide they want to spend their second movement action running into the open next to the Mimic Beacon! Keep in mind it's not 100% reliable, though. Enemies do strongly prefer to target it, but XCOM 2 AI is still ultimately fairly random in its decision-making. If you use Mimic Beacons a lot, every once in a while they'll just randomly fail to distract one or more enemies.
Enemies targeting a Mimic Beacon are supposed get a massive Aim bonus against it, specifically +1000 Aim, so theoretically it should be essentially impossible for them to miss. In practice they still do sometimes miss; I'm not sure if the bonus isn't actually enabled or if it gets applied inconsistently or what, but whatever the case a Mimic Beacon will intermittently distract more firepower than it seems to be intended to do by virtue of misses delaying its 'death'.
Note that the Faceless are, for presumably thematic reasons, one of the only enemies that will ignore a Mimic Beacon entirely. Don't waste time trying.
Also note that while it's thrown like a grenade, it's like the Battle Scanner and isn't affected by abilities that modify grenades, but it also doesn't compete with grenades.
And to be clear, while the holographic soldier derives their appearance from the throwing soldier, there's no stat inheritance involved. You don't get added value from throwing a Mimic Beacon with a soldier who has a couple points of Armor or anything like that. You should be giving it to soldiers where them spending their turn on throwing a Mimic Beacon isn't liable to compete with urgently important tasks, or to a Skirmisher with Total Combat so they can toss it without ending their turn.
This being unlocked by the Faceless Autopsy makes no narrative sense, but whatever. Nanomedikits and I guess the Stasis Vest are the only alternatives I'd argue make more sense for coming from the Faceless Autopsy, and that has the issue that it's not like there's a better Autopsy for justifying the Mimic Beacon, narratively.
Proximity Mine
Acquisition: Unlocked by Andromedon Autopsy.
Cost: 100 Supplies. (125 Supplies)
Tosses a mine up to range 12. Tossing the mine does not break Concealment. The mine will detonate when an enemy moves within its blast radius, doing 6 damage with 2 Shred to all units in a blast radius of 4, as well as damaging or destroying terrain elements. Breaks squad Concealment when it detonates. Counts as a grenade.
The Proximity Mine is an excellent Item for Tactical Rigging Reapers, allowing them to contribute major damage without breaking Concealment. It's also a great tool for ambushing reinforcements, which is hugely helpful on a few missions -the big example being base-game Avenger Defense missions. It's also an excellent tool for initiating an Overwatch ambush, as activating a pod by having them trigger it during their turn will basically let you double up on turns, where a normal Overwatch ambush only gets you one advantaged turn over the enemy, and simply dropping it in the middle of a pod during your turn basically guarantees it'll trigger. After all, if the pod moves at all, it'll detonate.
Do note, however, that having the Proximity Mine detonate during the enemy's turn has the rather bizarre property of potentially leading to enemies taking a potshot if any of your troops are standing in the open or flanked at the time of the explosion just as if a pod discovered your squad while patrolling, even if your soldiers aren't within any enemy's detection radius! As such, you should be careful to make sure your soldiers are all in a good defensive position anyway, as otherwise there's high odds you'll lose someone to a crit.
The bizarre thing is that you still get to avoid Overwatch penalties, like a proper Overwatch ambush.
Another unpleasant surprise is that Blazing Pinions and Devastate, though they involve the Archon or Archon King moving, don't trigger a Proximity Mine even if they're standing atop it when they launch.
Also note that, unlike Claymores, Proximity Mines cannot be detonated by other explosives. This largely isn't important, but there's edge cases where it can crop up.
The Proximity Mine doesn't quite displace Plasma Grenades in practice due to being unable to deliver damage/Cover destruction on demand, but it's strongly worth buying a few. It helps that generally you unlock it around the time Supplies are no longer a particularly precious resource.
I do find it pretty weird that it's unlocked by the Andromedon Autopsy. I don't get why it wasn't the Acid Grenade or Hazmat Vest that was placed here. Proximity Mines would make perfect sense as an Experimental Grenade, and Acid Grenade or Hazmat Vest would make perfect sense for an Andromedon Autopsy unlock. I'm not seeing a good gameplay reason for this, either. This is genuinely one of the most baffling Item unlocks; most stuff being a bit off I can understand the awkwardness of what happened, like how Gremlin and Psi Amp unlocks have a janky distribution due to logical enemy choices being few and spread awkwardly for a natural unlock progression.
This is just confusing.
Hellweave Vest
Acquisition: Unlocked by Chryssalid Autopsy.
Cost: 65 Supplies, 2 Chryssalid corpses. (60 Supplies, 3 Chryssalid corpses)
+2 HP, melee attackers take 2-4 damage and are always set on fire.
... yay?
If you've not made any Experimental Armors and you're still finding yourself using Nanoscale Vests you might as well build some Hellweaves to replace them, but I don't really get the Hellweave. The most worrying aspect of Chryssalids is their poison effect, and Hellweave does nothing to protect against that. (Even if its damage kills them, it only does so after their attack completes) Nor is it particularly great against other melee threats.
It's also narratively confusing that Hellwave comes from the Chryssalid Autopsy. I would more readily buy literally any of the Experimental Vest results as a Chryssalid Autopsy product, narratively, and they'd all have a clearer gameplay payoff to boot.
I honestly don't understand Hellweave at all. It does admittedly hard-disable dedicated melee enemies in the base game? But, y'know, only after they attacked. And only if they attacked the right soldier. So... not exactly a big draw.
Bluescreen Rounds
Acquisition: Unlocked by Bluescreen Protocol Project.
Cost: 75 Supplies. (125 Supplies)
+5 damage on primary weapons and Sharpshooter Pistols and Templar Autopistols against digital enemies, and such shots lower enemy robot Tech Defense by -5, stacking indefinitely with further hits. Primary weapons and Pistols/Autopistols will also completely bypass shields, removing them on a successful hit without any damage being absorbed by the shield.
A fantastic Item in the late game and I'm frustrated it wasn't thrown into Experimental Ammo, as it tends to overshadow all other ammo types, particularly in the base game; the Chosen help mitigate this particular issue.
Note that while it lowers Tech Defense on hit robots, this is largely impractical to try to abuse. -5 Tech Defense isn't enough to swing things by itself, and Bluescreen Rounds have enough of a damage boost that it's not very practical to stack the penalties except against Sectopods -and even there it's only really practical on higher difficulties and using Sharpshooter Pistols so you do only minor damage through their Armor. It's honestly pretty confusing that Bluescreen Rounds have this effect.
And yes, Bluescreen Rounds let you flat-out bypass ADVENT Shieldbearers. If you've got a couple of soldiers with Bluescreen Rounds in a mission, you can basically ignore a Shieldbearer for their first turn, particularly if one of those Bluescreen Rounds soldiers is a Sharpshooter with Faceoff, allowing you to mass-remove the shields without specifically needing to kill the Shieldbearer. Ideally you'll kill them anyway, mind, so they don't get a chance to take a shot, but if you've got more threats active than you can kill, Shieldbearers are one of the less problematic enemies to leave alive if you're able to ignore their shields.
Bluescreen Rounds is one of the few Items that is meaningfully pricey when first unlocked and yet also very tempting to purchase. It's Just That Good, particularly in the base game.
Narratively, this makes perfect sense, more or less. Breakdown the first robot enemy, turn your newfound understanding of enemy robotics into tools for more readily defeating enemy robots. Makes sense, even if the details are weird. (eg it beating Shieldbearer shields is... uuuuh?... and similarly not all susceptible enemies are actually robots)

EMP Grenade/Bomb
Acquisition: Unlocked by Bluescreen Protocol Project/Improved by Advanced Explosives Project
Cost: 50 Supplies regardless of difficulty.
Against most enemies, does nothing. Against digital enemies, does damage that ignores Armor, lowers Tech Defense where applicable, and may Stun its victims. Additionally, it erases Shieldbearer-induced shields from any unit caught in the blast.
Grenade: 6 damage, -5 Tech Defense, 4 blast radius, 12 range
Bomb: 10 damage, -10 Tech Defense, 5 blast radius, 12 range
The EMP Grenade's primary flaw is that it completely lacks Shred, when the enemies you want to use it on are all tough and mostly Armored. Its secondary flaw is that Bluescreen Rounds is usually superior at accomplishing its duties, while being unlocked by the same Proving Grounds Project and not having a limited number of uses in a mission. Its primary edge over Bluescreen Rounds is the potential to Stun a Sectopod.
In practice, it's usually not worth purchasing if you're playing below Legend. It's not lethal enough to be a one-hit kill on most susceptible enemies, even with Advanced Explosives on lower difficulties, its Stun is not guaranteed, its damage isn't really far enough ahead of Bluescreen Rounds to make up for it being single-use per mission, and most susceptible enemies do not occur in groups of susceptible enemies under normal conditions.
Legend gives it a new lease on life, as its cost does not go up on Legend while Bluescreen Rounds does. It's actually plausible you'll be wanting more anti-electronic firepower and not have the Supplies to afford Bluescreen Rounds -indeed, on Legend you can potentially buy two EMP Grenades while being unable to afford Bluescreen Rounds!
War of the Chosen also helps it a lot, albeit unreliably, due to the introduction of Sitreps. As one Sitrep ensures the enemy composition will be entirely or nearly-entirely digital enemies, for such a Sitrep there's little reason to not bring some EMP Grenades if you can. You can't count on any given run having this crop up, but this is still a big boon to it.
A more bizarre way War of the Chosen helps it is that the sarcophagus you need to destroy in Chosen Stronghold assaults is actually fully susceptible to EMP Grenades! An EMP Bomb backed by Volatile Mix means doing 12 damage, which is above-average even compared to endgame guns, and Grenadiers can reliably grab Salvo to slip the damage in atop their shooting action. So that's a circumstance EMP Bombs are strongly worth considering buying and building -and no, Bluescreen Rounds don't get bonus damage against the Chosen sarcophagus, so they can't push out an EMP Bomb on this topic.
Volatile Mix will, in fact, add +2 damage to these, but they will still do 0 damage to most enemies. The boost only applies to the already-susceptible. On Commander, that's enough to turn an EMP Bomb into a one-hit-kill on Codices, guaranteed. Even on Legend, they'll at least not clone. So that's a potential reason to consider EMP Bombs. You can see 3-Codex groups, after all, and they're a bit of a pain to kill conventionally.
Narratively, this is even more intuitively obvious for connecting to the ADVENT Mec Breakdown than Bluescreen Rounds, and also more intuitive for it being a reasonably general anti-electronic effect. It's probably just an EMP burst effect, essentially. Indeed, my primary complaint is that it really ought to be more generally useful than it is; your enemies are all running around in armor that almost certainly has integrated electronics of various sorts. Something as simple as Disorienting ADVENT soldiers as a representation of their suite of electronics being temporarily down would make perfectly logical sense and have made the EMP Grenade a lot less terrible in the base game release.
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Note that the following three Items are added by and thus exclusive to War of the Chosen.
Ultrasonic Lure
Acquisition: Unlocked by Lost Autopsy.
Cost: 30 Supplies. (60 Supplies)
Tossed like a grenade up to range 28. Has a blast radius of 12. Draws Lost to the Lure. Has two charges.
The Ultrasonic Lure is basically a gimmick. It's useless if the map doesn't include Lost, questionable if the map has Lost but no non-Lost enemies, and even when there's Lost and non-Lost it's not necessarily worth the bother. (Among other things, it does break Concealment to throw it, and so you can't use it to pull Lost toward an ADVENT pod you'd like to soften up before fighting) The big problem is that it's the only reward for Autopsying Lost, and even if you roll a Lost-corpse-providing mission (A Lost-containing mission is guaranteed early in the game, but this particular case is never a mission where you loot bodies), there's just so many other priorities that are more generally useful that it's difficult to justify burning Research time on the Autopsy. I suppose you could abuse Lost spawn mechanics to kill 80+ in your very first body-looting Lost mission and so hit the instant-Autopsy threshold right away, making that particular concern moot...
... but the Ultrasonic Lure struggles to justify itself regardless. Lost go after ADVENT/Alien forces on their own semi-reliably and will do so completely reliably if your squad is still in Concealment, and I wouldn't want to bet on the AI cooperatively chasing down the Ultrasonic Lure over targeting your forces when this doesn't apply. XCOM 2's AI isn't put together well enough for me to trust that.
Also note that using the Ultrasonic Lure has the same sort of effect as tossing a proper explosive in terms of accelerating Lost wave spawns. This is another reason why it's a dubious Item; in theory, you can use it to save yourself trouble with AI infighting, but Lost spawn mechanics mean that spawning a new wave is basically guaranteed to be causing you trouble, while probably not causing trouble for the Aliens.
Alas. I like the idea of it, but the execution is extremely lackluster. Don't even bother building it unless you just want to have fun messing around with it.
Narratively, the unlock is... wrong on a details level, in that honestly I'd think Shen could cook up the idea without needing Tygan to study them, but the basic flow of 'encounter Lost->now you understand them enough to think to make an Ultrasonic Lure' makes perfect sense at the broadest level. Sure, whatever.
Sustaining Sphere
Acquisition: Unlocked by ADVENT Priest Autopsy.
Cost: 50 Supplies, 1 ADVENT Priest corpse. (75 Supplies, 1 ADVENT Priest corpses)
If the equipped soldier would die, instead they go into Stasis with 1 HP. Upon activation, the Sustaining Sphere is lost forever.
This is a moderately neat thing to have, making it a little less risky to eg have a soldier you've invested a ton of AP and Covert Operation bonuses into, as you can ensure they won't drop dead from one turn of bad luck. If you're still learning the game, or are Ironmanning things (Don't do this, the game is sufficiently prone to gamebreaking bugs you're unlikely to actually complete your campaign), this can be a great Item to put on favorite soldiers.
Once you're reasonably skilled, it's a lot more dubious. Your soldiers mostly shouldn't be getting into that kind of trouble in the first place, and giving them a Sustaining Sphere may be what leads them into such trouble, in the sense that a different Item would've let them prevent the situation from deteriorating that far in the first place. The main caveat here is that Lost+ADVENT missions can be horrifying, chaotic messes where things go uncontrollably wrong with little ability on your part to avoid it through better play. I personally just reload when things go really, really wrong in these situations (There's too many janky, screwed-up mechanics regarding Lost+ADVENT for me to feel like I'm 'cheating' by reloading in the face of catastrophes caused by said bizarre mechanics), but if you're stubbornly insistent on never reloading outside of actual gamewrecking bugs... yeah, you might want to give everyone who doesn't have natural Sustain a Sustaining Sphere in such missions.
The fact that it's used up forever when triggered and Priests are somewhat uncommon is a particularly limiting factor, especially if you have odd luck and keep getting Priests in missions where you don't loot corpses. Even if you love the Sustaining Sphere, you may not be able to build more than a handful. Though conversely if you eg get an early Psionic Storm, you may have more Priest bodies than you know what to do with...
Narratively, this is, uhhhh, weird. It seems to be operating under the same logic as ADVENT Priests getting Sustain; psionically putting themselves into Stasis at the last second. This is obviously a technique rooted in psionic ability, not a device. So being able to build a device that does it for your troops by studying one of these people... this really ought to either be impossible, or suggest literally any Psi Operative technique can be extracted and codified in technological form. And without needing to cut open the dead.
I'm willing to gloss over this, partly because the idea of a 'save your soldier's life' Item makes perfect design sense and Sustain is right there to copy+paste, but if XCOM 3 returns to any vaguely similar idea I hope more thought is put into it, 'cause this has implications I don't think are at all intended.
Refraction Field
Acquisition: Unlocked by Spectre Autopsy.
Cost: 50 Supplies, 1 Spectre corpse. (100 Supplies, 2 Spectre corpses)
Once, the soldier may immediately enter Concealment. This ends the user's turn, and the Refraction Field is lost forever.
That's right: Refraction Field is recycling the icon for Mimetic Skin from Enemy Within.
I'll be getting into this a lot more over time, but this is one of many examples of War of the Chosen not being fully completed when it was released. The graphic works fine, I'm not objecting to its usage, but I'm strongly confident it made it into the final game entirely due to them not getting around to making a new graphic in time for release, not as a deliberate decision to be efficient.
Refraction Field itself is... ehhhh. I'd generally rather burn some Ability Points on purchasing Conceal or Phantom on a soldier. I can maybe see an argument for building a few if you're playing with Grim Horizon on and High Alert shows up before your team is really developed enough to have a good array of Concealing scout options, but overall it's just kinda... there. If it was once-per-mission, it would be somewhat niche, but kind of cool, potentially worth tossing on a Ranger for an extra Shadowstrike trigger, or other more creative uses. Since it is once-ever, you really need to have an extremely strong certainty that you'll get a lot of value out of it this mission for it to make any sense to build and bring along. High Alert is really the closest thing to a clear-cut 'here's where Refraction Field is Very Good' situation.
It does have the potentially-useful quirk that a Reaper using it will enter Shadow, and more specifically that it's a way to work around the fact that normally Reapers can't re-enter Shadow the same turn they break it. I don't care enough to use this, personally, but it is a unique advantage.
Narratively, this is... yeah, sure, Spectres can enter Concealment, but the game pretty heavily implies Spectres can enter Concealment because of the nature of what they are, in a manner that your crew really shouldn't be able to imitate with a device. There's a straightforward gameplay connection -get Concealment Item from Concealing enemy- but the underlying world elements are pretty confusing if you try to think deeper on them.
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Overall, regular Item balance is a bit better than in the prior game, but unfortunately there's still a pretty strong trend of the game having a few very good Items, a few kind of good Items, and a bunch of cruft you tend to ignore because it's lackluster or too niche with the game not designed to ever predictably maximize said niche. I'm sympathetic to how this happened, but it doesn't change the fact that this is one of the weaker elements of XCOM 2's design.
Alas.
Next time, we move on to Experimental Ammo.
See you then.