
All Game Items
All Game Items in Titanfall 2
This guide covers every major item type in Titanfall 2, including weapons, equipment, currencies, consumables, and collectibles. Items are grouped logically with explanations on usage, acquisition, and synergies.
1. Pilot Weapons
Pilot weapons are the primary and secondary firearms used while on foot. They are divided into categories: Primary Weapons (Assault Rifles, SMGs, Shotguns, LMGs, Snipers, Grenadiers) and Secondary Weapons (Pistols and Anti-Titan Weapons).
#### Primary Weapons
| Weapon | Type | Description | How to Obtain | Best Use | Synergies/Upgrades |
|---|---|---|---|---|---|
| R-201 Carbine | Assault Rifle | Full-auto, balanced stats. Jack-of-all-trades. | Default for most loadouts. | General combat, medium range. | Works with any tactical. Extended Mag or Gun Ready upgrade. |
| R-101 Carbine | Assault Rifle | Same stats as R-201 but with a different sight (HCOG). | Unlocked at level 5. | Same as R-201 with preferred sight. | Same as R-201. |
| V-47 Flatline | Assault Rifle | Higher damage per shot, slower fire rate. | Unlocked at level 12. | Medium range, high damage. | Use with Gun Ready or Tactikill. |
| G2A5 | Assault Rifle | Semi-auto, high damage per shot. | Unlocked at level 16. | Long range, precision shots. | Best with AOG scope and Gun Ready. |
| Hemlok BF-R | Assault Rifle | Burst-fire, high damage if all shots hit. | Unlocked at level 8. | Medium-long range burst kills. | Use with Burst Fire mod (faster burst) or Gun Ready. |
| Alternator | SMG | High fire rate, slightly less accurate. | Unlocked at level 4. | Close-quarters, hipfire. | Works well with Gun Runner (sprint while shooting). |
| CAR | SMG | Very accurate, fast handling. | Unlocked at level 1. | All ranges, versatile. | Use with Tactikill to charge tactical faster. |
| R-97 | SMG | Highest fire rate, large mag. | Unlocked at level 6. | Close range, spray. | Extended Mag recommended. |
| Volt | SMG | Accurate, low recoil (energy weapon). | Unlocked at level 10. | Medium range, headshots. | Gun Ready or Tactikill. |
| EVA-8 Auto | Shotgun | Automatic shotgun, decent range. | Unlocked at level 2. | Close quarters, fast firing. | Use with Gun Runner or Quick Reload. |
| Mastiff | Shotgun | Single-shot, high damage, tighter spread. | Unlocked at level 14. | One-shot kills at close range. | Gun Ready for faster draw. |
| Spitfire | LMG | Large magazine, decent damage. | Unlocked at level 3. | Suppression, sustained fire. | Extended Mag and A-Wall tactical for cover. |
| L-STAR | LMG | Energy LMG, no bullet drop, slow projectile. | Unlocked at level 18. | Mid-range, constant damage. | Use with A-Wall or Gun Runner. |
| Devotion | LMG | Spools up to high fire rate. | Unlocked at level 22. | Close-mid range after spool. | Needs Tactikill to charge Stim or A-Wall. |
| Kraber AP | Sniper | One-shot kill to any body part, slow bolt action. | Unlocked at level 9. | Long range, skilled players. | Use with A-Wall for cover or Phase Shift to reposition. |
| Longbow DMR | Sniper | Semi-auto, two shots to kill. | Unlocked at level 15. | Medium-long range, faster fire. | A-Wall or Cloak for flanks. |
| Double Take | Sniper | Fires two projectiles, can one-shot if both hit. | Unlocked at level 20. | Mid-range, prediction. | Use with Grapple for mobility. |
| Softball | Grenadier | Fires sticky grenades on an arc. | Unlocked at level 7. | Area denial, corner shots. | Use with Gravity Star to cluster enemies. |
| EPG-1 | Grenadier | Fires explosive energy orbs. | Unlocked at level 11. | Direct hits, splash damage. | Grapple for height advantage. |
| Cold War | Grenadier | Four-burst explosive projectiles. | Unlocked at level 19. | Close-mid splash damage. | Use with Stim to close distance. |
| SMR | Grenadier | Fires rockets, anti-titan capability. | Unlocked at level 13. | Anti-titan, grouped infantry. | Combine with A-Wall for extra damage. |
| Weapon | Type | Description | How to Obtain | Best Use | Synergies |
|---|---|---|---|---|---|
| P2016 | Pistol | Semi-auto, fast fire rate. | Default secondary. | Finishing kills, backup. | Any tactical. |
| RE-45 Auto | Pistol | Full-auto, high fire rate. | Unlocked at level 3. | CQC backup. | Use with Stim. |
| B3 Wingman | Pistol | Revolver, high damage per shot. | Unlocked at level 7. | One-shot headshot, sidearm. | Can complement snipers. |
| Mozambique | Pistol | Shotgun-pistol, three pellets. | Unlocked at level 11. | Close range finisher. | Works with Grapple. |
These are heavy weapons used against Titans. They occupy the secondary weapon slot.
| Weapon | Description | How to Obtain | Best Use | Synergies |
|---|---|---|---|---|
| Archer | Lock-on rocket launcher. High damage, slow projectile. | Default. | Engaging Titans from range. | Use with Amped Wall or Cloak to stay safe. |
| Charge Rifle | Hitscan beam, charges before firing. | Unlocked at level 5. | Sniping Titans or pilots. | Fast fire rate with Charged Rifle upgrade. |
| MGL | Grenade launcher with arc, fires multiple shots. | Unlocked at level 9. | Close-range anti-titan. | Combine with Gravity Star to trap Titans. |
| Thunderbolt | Fires a slow energy ball that damages over time. | Unlocked at level 13. | Harassing Titans, area denial. | Use with A-Wall for bonus damage. |
2. Pilot Tactical Abilities
Each Pilot has one tactical ability from a list. These are active abilities with cooldowns.
| Ability | Description | How to Obtain | Best Use | Synergies/Upgrades |
|---|---|---|---|---|
| Stim | Instant health boost and speed burst. | Default. | Aggressive pushing, escaping. | Works with SMGs, shotguns, or any weapon that benefits from speed. |
| Cloak | Turns invisible for a short time. | Unlocked at level 2. | Flanking, avoiding Titan attention. | Good with snipers and anti-titan weapons. |
| Grapple | Fires a grappling hook. | Unlocked at level 6. | Mobility, reaching high positions. | Best for parkour routes; pairs with any weapon. |
| Phase Shift | Teleport to an alternate dimension, invulnerable for 2 seconds. | Unlocked at level 10. | Escaping death, repositioning. | Useful with snipers or when caught in the open. |
| A-Wall | Deploys a shield that blocks bullets but allows you to shoot through. | Unlocked at level 14. | Holding chokepoints, boosting damage. | Works with LMGs, snipers, and anti-titan weapons for extra damage. |
| Pulse Blade | Throws a knife that reveals enemies through walls. | Unlocked at level 18. | Intel gathering, push timing. | Good with aggressive weapons to know enemy positions. |
| Holo Pilot | Creates a decoy that runs forward. | Unlocked at level 22. | Confusing enemies, baiting shots. | Can be used with Cloak for fake-out. |
3. Pilot Kits
Pilot kits are passive perks that modify abilities or provide bonuses. Each loadout can have one Kit 1 and one Kit 2.
#### Kit 1 (Affects Tactical or Movement)
| Kit | Effect | How to Obtain | Best For |
|---|---|---|---|
| Power Cell | Reduces tactical cooldown by 25%. | Default. | Any tactical, especially those with long cooldowns. |
| Fast Regen | Health regen starts sooner (1 sec vs 5 sec) and is faster. | Unlocked at level 4. | Aggressive play, surviving engagements. |
| Phase Embark | Faster Titan/Pilot embark/embark animations. | Unlocked at level 8. | Quick Titan entry/exit. |
| Tactikill | Killing a pilot or minion reduces tactical cooldown by 30%. | Unlocked at level 12. | High kill potential, chains abilities. |
| Low Profile | You are invisible to sonar while wallrunning, and rodeo sparks are suppressed. | Unlocked at level 16. | Stealth players, rodeo experts. |
| Hover | While airborne, you can hover briefly. | Unlocked at level 20. | Precision shots while falling, sniping. |
| Kit | Effect | How to Obtain | Best For |
|---|---|---|---|
| Gun Ready | Faster aim down sights after sprinting. | Default. | Aggressive SMG/Shotgun play. |
| Quick Reload | Reload faster. | Unlocked at level 3. | Weapons with slow reloads like LMGs. |
| Ex-Tinguish | Quicker weapon swap. | Unlocked at level 6. | Switching between primary and secondary. |
| Scavenger | Ammo pickups from killed pilots replenish more. | Unlocked at level 10. | Sustained combat without ammo packs. |
| Wallhang | Hang on walls for longer while wallrunning. | Unlocked at level 14. | Camping, ambush positions. |
| Titan Hunter | Deal 10% more damage to Titans while a pilot. | Unlocked at level 18. | Anti-titan loadouts. |
| Kill Report | See enemy health after hitting them. | Unlocked at level 22. | Tactical awareness, finishing kills. |
4. Titan Classes
There are six Titan classes (chassis), each with unique primary weapon, two abilities, and a core ability. They are unlocked as you level up in multiplayer.
| Titan | Weapon | Ability 1 | Ability 2 | Core Ability | How to Obtain | Best Use |
|---|---|---|---|---|---|---|
| Ion | Splitter Rifle (rifle that splits shots) | Laser Shot (precision beam) | Tripwire (explosive trap) | Laser Core (continuous beam) | Unlocked at level 1. | Versatile, mid-range, area denial. |
| Scorch | Thermite Launcher (incendiary) | Incendiary Trap (fire area) | Heat Shield (blocks and damages) | Flame Core (massive fire damage) | Unlocked at level 2. | Close-quarters, crowd control. |
| Northstar | Plasma Railgun (charge shot) | Tether Trap (holds enemies) | Flight Core (rocket barrage while airborne) | Flight Core (same as ability) | Unlocked at level 3. | Sniper/harasser, mobility. |
| Ronin | Leadwall (shotgun) | Phase Dash (teleport) | Arc Wave (energy wave) | Sword Core (melee damage boost) | Unlocked at level 4. | Aggressive flanking, melee. |
| Tone | 40mm Tracker Cannon (tracking shots) | Sonar Lock (reveals enemies) | Particle Wall (shield wall) | Salvo Core (homing missiles) | Unlocked at level 5. | Mid-range, lock-on damage. |
| Legion | Predator Cannon (minigun) | Gun Shield (frontal shield) | Power Shot (damage burst) | Smart Core (auto-aim) | Unlocked at level 6. | Suppression, close-mid range. |
Each Titan class has its own set of kits (upgrades) that can be equipped. Kits are unlocked by leveling up that Titan class. Examples for Ion: Entangled Energy (energy on hits), Grand Cannon (increased core length). For Scorch: Wildfire Launcher (more thermite), Scorched Earth (lasting flames). Full list per Titan available in-game.
5. Boosts
Boosts are powerful one-time-use abilities earned during a match by earning points (every 400 score). They provide strategic advantages.
| Boost | Effect | How to Obtain | Best Use |
|---|---|---|---|
| Amped Weapons | All weapons deal extra damage for 30 seconds. | Default. | Pushing objectives or taking on Titans. |
| Battery Backup | Carries a battery that can be used to heal a Titan. | Unlocked at level 3. | Rodeoing or friendly Titan support. |
| Pilot Sentry | Deploys an auto-turret. | Unlocked at level 6. | Area denial, guarding flags. |
| Titan Sentry | Deploys a small Titan turret. | Unlocked at level 9. | Additional firepower. |
| Map Hack | Reveals all enemies on minimap for 10 seconds. | Unlocked at level 12. | Intel before a push. |
| Hard Cover | Deploys a bulletproof shield. | Unlocked at level 15. | Holding an objective. |
| Dice Roll | Gives a random Boost from the above options. | Unlocked at level 18. | Players who want variety. |
| Battlefield Upgrade | Drops supply crates for team. | Unlocked at level 21. | Team support, ammo and batteries. |
| Radar Jammer | Disables minimap for enemies. | Unlocked at level 24. | Confusing enemy intel. |
6. Currencies
Titanfall 2 uses two main currencies:
- Merits: Earned by playing matches, completing challenges, leveling up. Used to buy Advocate Gifts (loot boxes) and unlock certain items in the in-game store (though mostly cosmetic).
- Credits: Earned by leveling up and completing daily challenges. Used to purchase permanently unlocked Pilot weapons, Titans, and cosmetic items without needing the usual level requirement. Credits cannot be bought with real money (they are earned in-game).
- Batteries: Used to repair your own Titan or a friendly Titan. Can be picked up from destroyed titans, or from Battery Backup boost. When rodeoing an enemy Titan, stealing a battery removes it and you can use it for your team.
- Amped Wall (from A-Wall tactical): A deployable shield that also amps any shots fired through it (deals more damage). Not a consumable but an ability that recharges.
- How to Obtain: Explore every nook and cranny. Some are visible, others require wall-running or using abilities like Phase Shift (when available).
- Rewards: Each collected helmet contributes to a total count; specific counts unlock multiplayer customization items.
- Jump Kit: The standard issue equipment for all pilots. Enables double jump, wall-running, and slide-hopping. No upgrades; it's always available.
- Cortex Chip (Smart Pistol): A weapon that auto-locks onto enemies. Appears in campaign as a unique item; in multiplayer it is not available in standard loadouts (appeared as a Burn Card in Titanfall 1, not in Titanfall 2).
- Sights: HCOG (red dot), Holo, AOG, Threat Scope (reveals enemies).
- Barrel Mods: Suppressor (quieter but reduces damage range), Gun Ready (faster ADS after sprint), Tactikill (kill reduces tactical cooldown).
- Magazines: Extended Mag (more capacity), Gun Runner (sprint while shooting), Quick Reload.
- Ammo Packs: Dropped by killed enemies or found on maps. Restores ammo for current weapon.
- Health Kits: Rare, automatically restores health.
- Weapon Racks: In some maps (like Bounty Hunt), you can pick up different weapons.
- Stim + SMG/Shotgun: Aggressive rush.
- A-Wall + LMG/Sniper/Charge Rifle: Increased damage and protection.
- Grapple + any weapon: High mobility to gain height advantage.
- Phase Embark + Titan: Quick rodeo and retreat.
- Low Profile + Cloak: Maximum stealth for rodeo attacks.
7. Consumables
8. Collectibles (Single-Player Campaign)
The campaign features 53 collectibles: Pilot Helmets. These are hidden in each level. Collecting them unlocks rewards in multiplayer (such as banners, patches). Also Audio Logs are present in some levels but they are not tracked as collectibles.
9. Key Equipment
10. Attachments & Weapon Mods
Each weapon can carry up to two attachments (sights, barrels, mags, etc.) These are unlocked by leveling up that specific weapon. Examples:
Synergies: Attachments complement playstyle; e.g., Suppressor on SMG for stealth, Threat Scope on Hemlok for seeing through gas/smoke.
11. In-Game Items (Match Loot)
Summary of Item Synergies
This covers all significant items in Titanfall 2. Always experiment with different combinations to match your playstyle.