Skip to content
Part 5
XCOM: Enemy Within

Part 5

Decide between Genetics Lab or Cybernetics Lab for your XCOM: Enemy Within soldiers. Learn about MECs, Genemod abilities, and squad composition for tactical success.

By ···10 min read·Multi-source verified
1 reading this guide  

Decide between Genetics Lab or Cybernetics Lab for your XCOM: Enemy Within soldiers. Learn about MECs, Genemod abilities, and squad composition for tactical success.

This section of the guide focuses on the strategic decisions you'll need to make regarding your soldiers and base development in XCOM: Enemy Within. While tactical battles are crucial, your long-term Sim-based management is equally important for victory. A key decision is whether to build a Genetics Lab or a Cybernetics Lab. You can build both, but it's resource-intensive, especially with limited Meld. Your choice should align with your preferred playstyle: squishy but versatile infantry or the durable but larger MECs.

Choosing the Genetics Lab allows for soldier upgrades like health regeneration, but these abilities are Meld-intensive and often offer marginal benefits. A single upgrade can cost up to 20 Meld, which is the maximum you'll get from most Meld-rewarding missions. Many Genemod abilities are passive and can be costly for their utility.

The Cybernetics Lab provides MEC troopers. MECs are a significant investment ($35 and 50 Meld to outfit, plus $10 and 10 Meld for the pilot), but they are highly cost-effective and remain powerful throughout the game. A squad of MECs is cheaper than outfitting a regular squad with Genemod upgrades. Key MEC modules include the Kinetic Strike Module for mobility, flanking, and capturing Meld canisters, and the Flamethrower for area damage. High-level MECs can self-repair and have high survivability, shrugging off multiple hits that would kill a regular soldier. MECs also gain special abilities when converted, such as 'Body Shield' for Heavies (reducing enemy hit chance and critical hits) or 'Shock-Absorbent Armor' for Assaults (reducing damage from nearby enemies).

Another critical decision is squad composition. You can field up to six units, with any combination of classes. Early game, using rookies is viable for most missions, allowing you to assess your class needs. However, if Thin Men are present, bring Veterans. The best squad composition depends on your playstyle:

  • Heavy Troopers: Versatile with powerful, accurate explosive weapons. Can be customized for double shots or a bonus against mechanical enemies. They use a machine gun for higher damage but have poor aim and high ammo consumption. They can also suppress enemies. As MECs, they grant the 'Body Shield' ability.
  • Assault Troopers: Excel at close range with shotguns or assault rifles. Can shoot after moving, gain defensive bonuses against enemies in sight, and have lethal abilities like rapid fire or forcing enemies out of cover. They have a high critical hit rate but need to close the distance. As MECs, they gain 'Shock-Absorbent Armor'.
  • Sniper Troopers: Possess the highest Aim stat and excel with long-range sniper rifles.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content