XCOM 2 Weapon Damage Comparison (Average Hits)
Compare 13 XCOM 2 weapon average damage values: Assault Rifle, Shotgun, Sniper, Plasma Rifle, Beam Cannon and more base damage with visual bars and tables.
Visual comparison
All values
Click any row to load it as Entry A.
| Name | Value | Context | Source |
|---|---|---|---|
| Conventional Pistol Lowest here. | 2 damage | Rookie sidearm, 1-3 range | XCOM 2 armory: Pistol 1-3, avg 2 |
| Conventional Assault Rifle Starter anchor. | 4 damage | Rookie rifle, 3-5 range | XCOM 2 armory: AR 3-5, avg 4 |
| Conventional Shotgun Above rifle close up. | 5 damage | Rookie scatter, 4-6 range | XCOM 2 armory: Shotgun 4-6, avg 5 |
| Conventional Sniper Rifle Ties shotgun. | 5 damage | Rookie long rifle, 4-6 range | XCOM 2 armory: Sniper 4-6, avg 5 |
| Conventional Cannon Top conventional here. | 6 damage | Rookie heavy, 4-8 range | XCOM 2 armory: Cannon 4-8, avg 6 |
| Magnetic Rifle Ties conventional cannon. | 6 damage | Tier 2 rifle, 5-7 range | XCOM 2 armory: Mag Rifle 5-7, avg 6 |
| Magnetic Shotgun Above mag rifle. | 8 damage | Tier 2 scatter, 6-10 range | XCOM 2 armory: Mag Shotgun 6-10, avg 8 |
| Gauss Sniper Rifle Ties mag shotgun. | 8 damage | Tier 2 long rifle, 6-10 range | XCOM 2 armory: Gauss Sniper 6-10, avg 8 |
| Plasma Rifle Ties gauss tier. | 8 damage | Tier 3 rifle, 6-8 range | XCOM 2 armory: Plasma Rifle 6-8, avg 8 |
| Plasma Shotgun Above plasma rifle. | 10 damage | Tier 3 scatter, 8-12 range | XCOM 2 armory: Plasma Shotgun 8-12, avg 10 |
| Plasma Sniper Rifle Second top here. | 11 damage | Tier 3 long rifle, 9-13 range | XCOM 2 armory: Plasma Sniper 9-13, avg 11 |
| Beam Cannon Top here. Six times pistol. | 12 damage | Tier 3 heavy, 9-13 range | XCOM 2 armory: Beam Cannon 9-13, avg 12 |
| Plasma Lance Top sidearm. | 9 damage | Tier 3 sharpshooter pistol | XCOM 2 armory: Plasma Lance 7-9 range, avg 9 |
About this converter
XCOM 2 lists damage as a range for each weapon in the armory, before ammo, attachments and soldier aim. Rows here use the range midpoint so tiers compare cleanly. Conventional tier runs 2 to 6: Pistol at 2, Assault Rifle at 4, Shotgun and Sniper at 5, Cannon at 6. Magnetic tier runs 6 to 8: Mag Rifle at 6, Mag Shotgun and Gauss Sniper at 8. Plasma tier runs 8 to 12: Plasma Rifle at 8, Plasma Lance at 9, Plasma Shotgun at 10, Plasma Sniper at 11, Beam Cannon at 12. That makes Beam Cannon six times the starter pistol. All rows pin base ranges.
How to use it
Pick two weapons and a unit in the top row. The three boxes below stay linked. Change any box and the other two update. One box holds a count of the first weapon, one holds the matching count of the second, one holds total damage. Try Beam Cannon against Conventional Pistol.
Crits, shred, ammo and range falloff change real damage per shot and sit outside this base table. Shotguns fire multiple pellets and the range shown is total. Chosen and ruler reactions add turns outside weapon rows. Expansion Tuning and breakthroughs raise ranges and stay out.
FAQ
What is the highest damage weapon here?
Beam Cannon at 12 average (9 to 13 range).
What is Assault Rifle damage?
3 to 5 conventional, average 4. Plasma Rifle is 6 to 8.
Why use averages?
Menus show ranges. Midpoints let tiers compare in one number.
Where are these numbers from?
XCOM 2 in-game armory, weapon damage ranges.
Sources
- XCOM 2 armory: Pistol 1-3, AR 3-5, Shotgun 4-6, Sniper 4-6
- XCOM 2 armory: Cannon 4-8, Mag Rifle 5-7, Mag Shotgun 6-10
- XCOM 2 armory: Gauss Sniper 6-10, Plasma Rifle 6-8, Plasma Shotgun 8-12
- XCOM 2 armory: Plasma Sniper 9-13, Beam Cannon 9-13, Plasma Lance 7-9
Last verified: 2026-10-03 · 13 entries
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