
Character Skills
Character Skills Guide for Mass Effect 2
This guide covers every playable character in Mass Effect 2, including Commander Shepard (all six classes) and all 12 squadmates. Each skill is described in detail with effects, cooldowns, upgrades, synergies, and recommended usage. Skills are presented as they appear in the game (original and Legendary Edition).
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Commander Shepard – Class-Dependent Skills
Shepard's skill set varies by class. Below are the unique abilities per class; shared weapon/passive skills are listed after.
Soldier
- Concussive Shot: Fires a high-impact round that staggers enemies. Deals no direct damage but knocks back unshielded targets. Cooldown: 6s. Upgrade: +50% force, +20% recharge speed. Use to interrupt enemy attacks or push enemies off ledges.
- Adrenaline Rush: Slows time and increases weapon damage by 40% for 5s. Cooldown: 24s. Upgrades: +30% duration, +20% damage bonus. Activate before heavy engagements or when using sniper rifles.
- Singularity: Creates a gravity vortex that lifts unprotected enemies and damages them over time (75 damage/3s). Duration: 6s. Cooldown: 12s. Upgrades: +50% radius, +30% damage, +2s duration. Excellent crowd control vs. husks or rachni.
- Warp: Strips biotic barriers, slows regeneration, and deals 250 damage. Cooldown: 6s. Upgrades: +40% damage, +20% pierce shield auto detonation. Essential for detonating biotic combos with other powers.
- Throw: Launches enemies with biotic force. Deals 100 damage on collision. Cooldown: 3s. Low force initially; upgrades increase force by 50% and reduce cooldown by 25%. Use to knock enemies out of cover or set up Warp combos.
- Shockwave: Sends a ground-crawling wave that staggers and damages enemies (200 damage). Cooldown: 6s. Upgrades: +40% reach, +30% damage. Good for hitting enemies behind cover.
- Tech Armor: Reduces all damage taken by 30% and provides 25% shield boost when active. Cooldown on detonation: 6s. Upgrades: +20% damage reduction, +15% shield increase. Detonate to stun nearby enemies (40% chance). Always keep active; detonate tactically.
- Overload: Disrupts shields and synthetic enemies; deals 200 shield damage, 75 health damage to synthetics. Cooldown: 6s. Upgrades: +40% shield damage, +2 chain targets. Use against geth, shields, or barriers.
- Warp: (See Adept) – Same stats but cooldown starts at 8s for Sentinel. Combos with Throw for biotic detonation.
- Throw: (See Adept) – Same but cooldown 4s. Use as a finisher or for combo detonation.
- Charge: Propels Shepard at an enemy at high speed, staggering them and restoring 25% shields on impact. Deals 150 damage. Cooldown: 8s (if hits target; 4s on miss). Upgrades: +50% shield restore, +30% damage, +20% recharge speed. Core power; always use to initiate combat.
- Pull: Lifts unshielded enemies, leaving them helpless for 6s. Cooldown: 3s. Upgrades: +40% lift duration, +30% force. Use to set up biotic combos with Charge or Warp.
- Warp: (See Adept) – Cooldown 8s. Combo with Pull after Charge to detonate.
- Shockwave: (See Adept) – Good after Charge to finish groups.
- Tactical Cloak: Invisibility for 6s, +25% damage on next shot. Cooldown: 8s (2s if broken early). Upgrades: +4s duration, +25% damage bonus, +30% speed while cloaked. Use to reposition, escape, or set up sniper one-shots.
- Incinerate: Fires a plasma bolt that burns armored enemies (300 damage over 3s). Cooldown: 6s. Upgrades: +40% damage, +30% armor piercing, +2s duration. Great against krogan, vorcha, or any armor.
- Overload: (See Sentinel) – Combined with Incinerate for tech combos (fire explosions).
- AI Hacking: Temporarily turns a synthetic enemy (geth, mechs) into an ally for 12s. Cooldown: 12s. Upgrades: +6s duration, +40% damage from hacked target. Use on geth primes or rocket drones.
- Combat Drone: Deploys a floating drone that distracts and damages enemies (10 damage/shot). Lasts 30s. Cooldown: 15s. Upgrades: +20s duration, +50% damage, +20% chance to stun. Excellent aggro magnet.
- Overload: (See Sentinel) – Use to strip shields then follow with Incinerate.
- Incinerate: (See Infiltrator) – For armor and organic enemies.
- Cryo Blast: Slows and can freeze unprotected enemies (60% slow effect, 10% freeze chance per hit). Cooldown: 6s. Upgrades: +30% freeze chance, +40% slow duration. Freeze immediately shatters on melee.
- Assault Rifle / Shotgun / Sniper / SMG / Pistol Training: Each weapon type has a passive skill (e.g., “Assault Rifle Mastery”). Maximum 5 levels. Each level grants +5% damage, +5% accuracy, +2% headshot damage. Unlocked by using the weapon class. No cooldown.
- Heavy Weapons: Not skill-based; use ammo pickups (e.g., M-920 Cain).
- Pull: Same as Shepard’s. Cooldown: 4s. Upgrade: +40% lift duration, +30% force. Best used to disable single enemies for easy kills.
- Incendiary Ammo: All weapons deal +15% fire damage over 3s (burn 20 damage/tick). Lasts until reload. Cooldown: 30s. Upgrade: +25% damage, +2s burn. Use when facing armor-heavy enemies (krogan, collectors).
- Heavy Melee: Powerful melee attack (200 damage). Cooldown 2s. Upgrade: +30% force. Use to finish stunned enemies.
- Overload: Same. Cooldown: 5s (reduced by class). Upgrade: +2 chain targets, +30% shield damage. Key for shields and geth.
- Warp: Same. Cooldown: 7s. Upgrade: +30% damage, +20% pierce. Combo with Overload for biotic/tech combos.
- Slam: Biotic attack that lifts unprotected enemies then slams them down (300 damage). Cooldown: 6s. Upgrade: +40% damage, +30% force. Use after Overload strips shields.
- Overload: Same. Cooldown: 6s. Upgrade: +35% shield damage, +1 chain target. Use against shields and synthetics.
- Tactical Cloak: Same as Shepard. Cooldown: 10s. Upgrade: +20% damage bonus, +2s duration. Combo with sniper rifle for headshots.
- Proximity Mine: Lays a mine that detonates when enemies approach, dealing 200 damage and a 40% damage vulnerability debuff for 6s. Cooldown: 10s. Upgrade: +30% damage, +30% vulnerability. Excellent for boss fights.
- Combat Drone: Same. Cooldown: 12s. Upgrade: +40% stun chance, +30% damage. Use to draw aggro from geth primes.
- Energy Drain: Steals a percentage of shields (25%) and converts to health (20%). Cooldown: 8s. Upgrade: +20% shield steal, +10% health conversion. Essential against any shielded enemy.
- AI Hacking: Same. Cooldown: 15s. Upgrade: +8s duration, +20% damage from hacked target. Use on geth collossus.
- Shockwave: Same. Cooldown: 5s (reduced). Upgrade: +40% reach, +30% damage. Use to hit multiple enemies behind cover.
- Warp: Same. Cooldown: 8s. Upgrade: +30% damage, +20% pierce. Combo with Shockwave for biotic combos.
- Pull: Same. Cooldown: 3s. Upgrade: +40% duration, +30% force. Use to lift enemies for easy headshots or Warp detonation.
- Concussive Shot: Same as Shepard. Cooldown: 6s. Upgrade: +40% force, +20% recharge. Use to stagger enemies during Krogan rampages.
- Krogan Charge: Self-buff that increases melee damage by 50% and reduces damage taken by 20% for 6s. Cooldown: 10s. Upgrade: +30% duration, +30% melee damage. Activate before entering heavy combat.
- Fortification: Increases health regeneration rate by 5 hp/s and max health by 15% for 20s. Cooldown: 15s. Upgrade: +5 hp/s, +20% max health. Use when low on health.
- Incinerate: Same. Cooldown: 5s (reduced). Upgrade: +40% damage, +30% armor piercing. Use against armor.
- Cryo Blast: Same. Cooldown: 4s. Upgrade: +40% freeze chance, +40% slow duration. Freeze then shatter with Incinerate for tech combo.
- Neuroshock: Stuns an organic enemy for 3s. Cooldown: 8s. Upgrade: +2s stun, +30% chance to panic. Use to disable high-threat enemies (e.g., YMIR mechs).
- Throw: Same. Cooldown: 2s (very fast). Upgrade: +50% force, +30% damage on collision. Spam to keep enemies staggered.
- Pull: Same. Cooldown: 4s. Upgrade: +40% duration, +30% force. Use to lift enemies for Throw combos.
- Reave: Fires a biotic projectile that deals 200 damage over 4s and heals Samara for 30% of damage dealt. Cooldown: 8s. Upgrade: +30% damage, +20% healing. Excellent against all organic enemies and for self-sustain.
- Shredder Ammo: Weapon rounds penetrate shields and deal 100% damage through them (no bonus). Lasts until reload. Cooldown: 30s. Upgrade: +20% shield bypass, +10% damage. Use against heavy barrier enemies.
- Warp: Same. Cooldown: 7s. Upgrade: +30% damage, +20% pierce. Combo with Throw.
- Throw: Same. Cooldown: 4s. Upgrade: +50% force, +30% damage. Use to finish off weakened enemies.
- Geth Shield Boost: Increases shields by 50% for 10s. Cooldown: 12s. Upgrade: +30% shield increase, +20% damage reduction while active. Use before engaging heavy fire.
- Overload: Same. Cooldown: 5s. Upgrade: +35% shield damage, +2 chain targets. Best for stripping shields.
- Geth Turret: Deploys a stationary turret that shoots low-damage bullets (5 damage/bullet) and draws enemy fire. Lasts 30s. Cooldown: 20s. Upgrade: +40% damage, +20% health. Use as distraction in choke points.
- Concussive Shot: Same. Cooldown: 5s. Upgrade: +40% force, +20% recharge. Use to stagger groups.
- Assassin Cloak: +30% weapon damage for 10s, but no stealth. Cooldown: 20s. Upgrade: +30% duration, +20% damage. Activate before sniping.
- Disruptor Ammo: Weapon rounds deal +15% damage to shields and synthetics, and can chain to nearby enemies (20% chance). Lasts until reload. Cooldown: 30s. Upgrade: +20% shield damage, +15% chain chance. Use against geth or collectors.
- Shadow Strike: Teleports behind an enemy and stabs them for 400 damage. Cooldown: 6s. Upgrade: +100% damage, +30% stun duration. Use to eliminate isolated enemies instantly.
- Flashbang: Stuns organic enemies in a 5m radius for 4s. Cooldown: 10s. Upgrade: +2s stun, +30% chance to disorient (reduce accuracy). Use to control groups.
- Master Thief: Passive: +30% damage to stunned/knocked-down enemies. No cooldown. Always active; combo with Flashbang.
- Warp + Throw: Detonation deals 400+ damage in an area. Trigger when Warp hits an lifted enemy.
- Pull + Warp: Similar damage; Pull sets up, Warp detonates.
- Use: Prioritize against groups of unshielded enemies.
- Incinerate + Overload: Fire explosion; deals 300 damage to armored enemies, 150 to others.
- Cryo Blast + Incinerate: Shatter combo; deals 200 damage to frozen enemies. Use on frozen targets.
- Use: Incinerate first then Overload; or freeze then incinerate.
- Shepard (Adept) + Jack: Singularity + Shockwave = mass biotic detonations.
- Shepard (Engineer) + Tali: Combat Drone + Energy Drain = constant shield drain and distraction.
- Shepard (Infiltrator) + Garrus: Tactical Cloak + Overload + Proximity Mine = high burst on bosses.
- General rule: Use squadmates with complementary powers (e.g., one for shields, one for armor).
- Skills improve by spending skill points (earned per level up: max level 30 in base game, 60 in Legendary Edition). Each skill has 4 ranks; rank 4 offers two evolutions (e.g., damage vs. radius).
- Evolutions unlocked at rank 4 and 7 (if using Legendary Edition’s increased level cap).
- Some skills require Loyalty Missions to unlock (e.g., Reave for Samara, Assassin Cloak for Zaeed).
- All skills have a base cooldown; upgrades can reduce cooldown.
- Shepard Soldier: Max Concussive Shot (damage+radius), Adrenaline Rush (duration+damage), then weapon passives. Very simple, high damage.
- Shepard Adept: Max Singularity (radius+damage first), Warp (damage+detonation), then Throw (force+cooldown). Use combos constantly.
- Shepard Vanguard: Max Charge (shield restore+damage), Pull (duration), Warp (damage). Charge, Pull, shoot, repeat.
- Shepard Infiltrator: Max Tactical Cloak (damage+speed), Incinerate (damage+armor piercing), then Overload (chain). Sniper focus.
- Shepard Engineer: Max Combat Drone (stun+damage), Overload (chain), Incinerate (damage). Drone draws aggro while powers strip defenses.
- Shepard Sentinel: Max Tech Armor (damage reduction+shield), Overload (chain), Warp (damage). Survivalist.
Adept
Sentinel
Vanguard
Infiltrator
Engineer
Shared Weapon Passives (All Classes)
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Squadmate Skills
Jacob Taylor (Vanguard)
Miranda Lawson (Sentinel)
Garrus Vakarian (Infiltrator)
Tali’Zorah nar Rayya (Engineer)
Jack (Adept)
Grunt (Soldier)
Mordin Solus (Engineer)
Samara (Adept)
Thane Krios (Infiltrator)
Legion (Engineer/Soldier hybrid)
Zaeed Massani (Soldier)
Kasumi Goto (Infiltrator)
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Power Combos (Biotic & Tech Bursts)
Biotic Combos (Warp + Throw or Pull + Warp)
Tech Combos (Incinerate + Overload and Cryo + Incinerate)
Power Synergy Recommendations
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Upgrading Skills (Research & Experience)
Recommended Builds
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When to Use Each Skill: Quick Reference
| Skill | Best Used Against | Situational Tip |
|---|---|---|
| Concussive Shot | Unshielded enemies, ledges | Knockback helps with husks chasing |
| Adrenaline Rush | All enemies | Use before heavy weapons or while in fortified position |
| Singularity | Groups of unshielded (husks, rachni) | Follow with Warp for massive detonation |
| Warp | Barriers, armor, biotic combos | Always detonate with Throw if possible |
| Throw | Finishing off, interrupting | Low cooldown, spam on staggered enemies |
| Shockwave | Behind cover, clumps | Works through walls |
| Tactical Cloak | Sniper setups, repositioning | Break early for faster cooldown |
| Incinerate | Armor, organic (krogan, vorcha) | Follow with Overload for tech burst |
| Overload | Shields, synthetics | Chain upgrade hits multiple geth |
| Combat Drone | Distraction, aggro draw | Deploy before engaging turrets |
| Energy Drain | Shielded enemies, personal health | Nearly essential on Insanity |
| Proximity Mine | Bosses, groups | Increase damage vulnerability |
| Slam | After stripping shields | High damage single target |
| Reave | Organics, self-heal | Great for sustained fights |
| Shadow Strike | Isolated high-value target | Use stealth to approach |
| Flashbang | Organic groups | Stun then pick off |
Conclusion
Mastering all 12 squadmates and Shepard’s class skills is key to surviving the Suicide Mission. Focus on building synergies: biotic pairs (Jack+Samara), tech pairs (Mordin+Tali), or hybrid. Always upgrade at least the essential powers for your playstyle. In Legendary Edition, you have more skill points; invest in evolutions that match your combat approach. Remember: powers are only as good as your squad coordination.