XCOM Hit Chance Calculator

XCOM Hit Chance Calculator

Estimate displayed hit chance, outcome bands, crit/graze behavior, cover penalties, range modifiers, height bonuses, weapon mods, and expected damage for XCOM-style shots.

Mechanics note: The base shot model is additive: attacker aim and bonuses minus target defense and cover, then range and situational modifiers. XCOM 2 range tables and Long War 2 graze rules are modeled separately.
🎮 Shot presets
Shot inputs
Changes clamp, crit, dodge, and graze assumptions.
XCOM 2 uses short, medium, and long range arrays.
Rookie XCOM 2 soldiers commonly start near 65 aim.
Tables are exact through 25 tiles for XCOM 2 range profiles.
Flanking removes cover defense and enables stronger crit setups.
Use for enemy defense, flight, tactical sense, smoke, or armor perks.
High ground is a major additive aim source in modern XCOM.
Only used when weapon profile is set to custom.
Includes weapon mod aim bonuses such as scopes.
Add perception PCS, light plasma bonus, or custom weapon aim.
Use for holo-targeting, suppression penalties, snap shot, overwatch, or marked target effects.
Final crit chance is clamped and handled by the selected crit model.
Falls off by range in the XCOM 2 style model.
LW2 promotes/demotes damage types around a default graze band.
Use for XCOM 2 dodge or LW2 damage demotion.
Average damage uses min and max before armor.
Include weapon tier and ammo damage in these values if desired.
Added to average normal damage on critical outcomes.
Enter remaining armor after armor pierce, shred, or rupture planning.
Displayed hit
0%
chance to connect
Expected damage
0.00
per shot
Crit / graze
0% / 0%
outcome split
Aim stack
0
before clamp
Shot breakdown
Shot details will update as inputs change.
📌 Reference specs
-20
Low cover defense
-40
High cover defense
+20
High ground aim
+/-10
Default LW2 graze band
📊 XCOM 2 range modifier table
TilesShort weaponsMedium weaponsLong weaponsBest use
1+40 aim+20 aim-30 aimShotgun, pistol, close flank
5+23 aim+13 aim-18 aimClose rifle and shotgun pressure
10+2 aim+4 aim-3 aimNeutral zone for most rifles
110 aim+3 aim0 aimSniper penalty ends
16-12 aim0 aim0 aimRifles stay stable; shotguns fade
25+-30 aim0 aim0 aimSquadsight or long map shots
🛡 Cover and defense table
SituationAim effectCrit effectDamage noteCalculator input
Exposed or flankedNo cover defenseUse flank crit bonusBest expected damage swingCheck flanked
Low cover-20 hit chanceUsually blocks easy critsCan be offset by scope or high groundLow cover
High cover-40 hit chanceOften makes direct fire poorExplosives or flank improve mathHigh cover
Hunker downDoubles cover defenseUsually poor crit targetForce movement or wait if possibleHunker checkbox
Flying / innate defenseExtra defense valueDepends on unit and gameDoes not always use cover iconsTarget defense
Crit and graze model table
ModelHit chance meaningCritical handlingGraze handlingUse when
XCOM 2 vanilla / WOTCDisplayed chance after additive aim mathCrit occupies part of the hit bandDodge can convert hits into grazesDefault modern XCOM shots
Enemy Unknown / WithinAim minus defense, clamped, plus rangeCrit is estimated after a hit landsNo normal graze bandClassic EU/EW planning
Long War 2Displayed chance includes close-roll grazesCrit promotes graze to hit and hit to critDefault +/-10 graze bandLW2 and similar modded rules
No crit or grazeHit chance onlyIgnoredIgnoredConservative baseline
💡 Practical XCOM tips
Tip: A +20 high ground bonus cancels the hit penalty from low cover. That is why rooftop rifle shots often feel dramatically better than same-level shots.
Tip: Shotguns gain huge close-range aim but fall off hard past the neutral distance. If the shot is not a flank, compare expected damage before committing.
Tip: Long War 2 low-percentage shots can still produce graze damage, while high-percentage shots can have a small graze slice instead of being all normal hits.
Tip: Treat armor as a damage reducer, not an accuracy reducer. Defense and cover change whether the shot lands; armor changes what a landed shot does.

It’s time for your last action point. Your soldier sweats inside their digital helmet while enemy hides behind a concrete barrier. Do you shoot now, risking wasting a turn? Or do you move in, then try again for a better angle tomorrow?

That moment of indecision, that’s XCOM. Getting it right isn’t about having the most kickass gear. Instead, success rely on mastering the math underneath the percentage. After all, what use is the best scope if you don’t know if it’s realy “worth” the resources?

How to Win XCOM by Doing the Math

That’s where the above calculator come in: after entering your cover and aim values, it will crunch the numbers and save you from guesswork.

Additive This system is additive at its core. Take away your soldiers’ aim, add on bonuses based off scope and height, then remove cover and defense from the target. The concept is simple enough. However, it’s easy to misinterpret in practice.

For example getting high ground will add 20 points to your aim. This completely nullifies penalties for low cover and makes a huge difference. That means that snipers on rooftops are far more oppressive then riflemen on the ground. The page has a clear reference table laying all of that out. You can see how range modifiers will change the equation greatly based on weapon class.

Full cover costs 40 points because it acts as a great equalizer. Shooting into full cover is typically a bad idea unless you’re flanking the target, and even then it depends on whether your soldier has exceptional aim.

This isn’t a binary decision of “will I hit?” but “what’s the expected value of me trying.” If I miss, I give my opponent a free turn. What do they do with that? Will they advance? Kill my soldier? Will they lose control of the map? Instead of just showing hit chance, the tool shows you expected damage which helps you make this tradeoff. Sometimes it’s better to have a fifty percent chance to deal four damage than a seventy percent chance to deal two. Think of it in terms of damage per action, not just success rate.

Distance is important. Sniper rifles excel at long range, but have big problems up-close. Shotguns work wonders at point blank range, but are pretty terribel farther out. There’s a setting for all of this in the calculator, which allows you to check it out and understand what changes with distance.

Do you have to memorize each table? Nope. Just know that if you push your shotgun user too far back, they’ll be tanking their aim before you know it. Similarly, pull your sniper too close and you’re wasting their critical hit potential and hurting there overall accuracy.

Then there are the critical hits. There is a slice of your hit chance taken up by criticals in XCOM 2. So if it shows that you have a ninety percent hit chance, that means an eighty-five percent normal hit and five percent crit. That five percent crit could becomes a graze if you dodge.

Long War 2 adds a unique band for graze that shakes things up. The tool takes that into account and lets you model shots on heavily modded games or even vanilla games. It keeps you from making the all too common mistake of thinking everything will do full damage.

Grazes don’t do full damage. They soften targets and can turn a fight you were losing into a fight you win.

The last variable is armor. Defense prevents the bullet from landing. Armor prevents it from hurting. Not the same thing. High defense, low armor? Still vulnerable if you hit them. Still gettin’ some of that. Low armor, high defense? Don’t want to miss. Both are something you need to deal with.

You can plug in post-pierce and post-shred armor levels into the calc. Why? Because sometimes you’ll shoot an enemy so hard that they barely take damage. Which is totally fine because you’re planning on doing several shots. Yep, you’re intentionaly shooting at an enemy and making sure your armor breaking works before unleashing your heavy guns.

XCOM is a game of managing uncertainty. There’s no way to control the dice. All you can control are the odds. Understanding how ranges, cover, and aim work together makes your skills matter more than luck. Panic becomes planning.

When you’re facing down a shielded Sectoid Commander next time, don’t guess. Do the math. That twenty point high ground bonus? Yeah, that’s still here waiting for you.

XCOM Hit Chance Calculator

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