Scientific research isn’t the only way to acquire awesome new equipment in XCOM 2. A new inclusion in the sequel comes in the form of an Engineering associated research facility called Proving Ground.
For more help on XCOM 2, read our Dark Events Guide, Enemies Guide, Combat Strategy Guide and Keyboard Shortcuts List.
XCOM 2 Proving Ground Facility Tips
XCOM 2 Proving Ground facility has its own unique set of researches that can be carried out to give you new and exciting gadgets and tools.
However, the Proving Ground works slightly differently to the conventional Research. This guide gives you an overview of the Proving Ground facility, and also covers all Proving Ground researches.
XCOM 2 Proving Ground Facility
The Proving Ground facility is created as a part of the main story missions early on. It’s where Shen (the head engineer) will come with experimental techniques to come up with new gadgets that can be used on the battlefield.
Proving Ground isn’t entirely an independent research facility though; majority of the researches (termed as Engineering Projects) available at the Proving Ground are unlocked through scientific research carried out in the default Research facility.
What Proving Ground does is use the research findings to create newer, unconventional equipment. Another unique aspect about the Proving Ground is that engineering projects here can be carried out multiple times.
Many of the projects yield different equipment every time they are carried out, so it’s not a bad idea to re-do the same research multiple times.
As with all research, every project in Proving Ground takes a certain amount of days. You can assign an engineer to the facility to speed up the project by 50% if you wish. Note though that unlike conventional researches, Proving Ground projects consume Supplies.
Proving Ground Engineering Projects
E.X.O Suit
This project creates a powerful unique armor called the E.X.O Suit. This suit offers extra armor, and also houses a wrist-mounted rocket launcher. The project time is approximately one week.
Unlocks
Each research yields one E.X.O Suit.
Prerequisites
Conduct the Plated Armor research project.
Spider Suit
This project creates a high mobility armor called the Spider Suit. The spider suit has a grapple that costs no action, and also increases your Dodge stat. The project takes approximately 8 days to complete.
Unlocks
Each research yields on Spider Suit.
Prerequisites
Conduct the Plated Armor research project.
W.A.R Suit
The W.A.R Suit is an advanced exo-suit that offers high protection, high armor, and a powerful wrist-mounted rocket launcher.
Unlocks
Each time this project is conducted it yields one W.A.R Suit.
Prerequisite
Complete the Powered Armor Research Project.
Wraith Suit
The Wraith suit is an advanced suit that allows you to pass through objects. This mobility enhancing ability can be activated twice per mission by a soldier wearing the suit. It also greatly increases Dodge stats, and has a grappling hook that costs no action.
Unlocks
Each time this project is conducted it yields one Wraith Suit.
Prerequisites
Complete the Powered Armor Research Project.
Skulljack
The Skulljack is a device that can be used on ADVENT troops and (later on) other enemies to gain access to the ADVENT network. It is an essential part of the game’s story.
Unlocks
Each time this project is conducted it yields one Skulljack. The first time the project is conducted, it also unlocks the Skullmining Engineering Project.
Prerequisites
None
Skullmining
Unlock an upgrade, more potent version of the Skulljack.
Unlocks
Upgarded Skulljack
Prerequisites
Skulljack
Experimental Ammo
Experimental Ammo project yields unique ammunition that can be equipped by the soldiers to give them an edge over aliens.
Unlocks
The Experimental Ammo project unlocks one the following (in random order) whenever it is conducted:
- P. Rounds
- Dragon Rounds
- Talon Rounds
- Tracer Rounds
- Venom Rounds
Prerequisites
None
Experimental Grenades
The Experimental Grenades project yields unconventional explosives that have specific effects.
Unlocks
The Experimental Grenades project unlocks one the following (in random order) whenever it is conducted:
- Acid Grenade
- Gas Grenade
- Incendiary Grenade
- Acid Bomb
- Gas Bomb
- Incendiary Bomb
Prerequisites
None
Experimental Armor
This project yields special vest armors that give added benefits to the wearer.
Unlocks
The Experimental Armor project unlocks one the following (in random order) whenever it is conducted:
- Stasis Vest
- Hazmat Vest
- Plated Vest
Prerequisites
Conduct ADVENT Shieldbearer autopsy
Experimental Heavy Weapon
This engineer project unlocks additional weaponry that can be wrist-mounted to the E.X.O Suit.
Unlocks
The Experimental Heavy Weapon project unlocks one the following (in random order) whenever it is conducted:
- Flamethrower
- Shredder Gun
Prerequisites
At least on E.X.O Suit.
Experimental Powered Weapon
This project unlocks additional weaponry for the wrist-mounted launcher on the W.A.R Suit.
Unlocks
The Experimental Powered Weapon project unlocks one the following (in random order) whenever it is conducted:
- Hellfire Projector
- Blaster Launcher
- Plasma Blaster
- Shredstorm Cannon
Prerequisites
At least one W.A.R Suit.
Flashbang Grenade
Flashbang Grenades disrupt and disorient enemies in a radius, which results in severe offensive penalties.
Unlocks
Flashbang Grenade
Prerequisites
Complete Mission: Operation Gatecrasher
Smoke Grenade
Smoke Grenades offer added protection to your soldiers, increasing the chances of an enemy missing an attack on soldiers within the smoke radius.
Unlocks
Smoke Grenade
Prerequisites
Complete Mission: Operation Gatecrasher
Medikit
Unlocks the Medikit tool that can restore a certain amount of HP.
Unlocks
Medikit
Prerequisites
Complete Mission: Operation Gatecrasher
Plasma Grenade
Unlocks powerful Plasma Grenades that replace all conventional frag grenades.
Unlocks
Plasma Grenade
Prerequisites
Conduct Muton Autopsy research.
Battlefield Medicine
Unlocks a more powerful version of the Medikit called the Nanomedikit. Nanomedikits replace all conventional Medikits.
Unlocks
Nanomedikit
Prerequisites
Conduct Viper Autopsy research.
Advanced Explosives
Unlock highly specialized explosive outside of the list of explosives that come under grenade category. These ‘bombs’ tend to replace the associated grenades.
Unlocks
The Advanced Explosives project unlocks one the following (in random order) whenever it is conducted:
- Smoke Bomb
- EMP Bomb
- Incendiary Bomb
- Gas Bomb
- Acid Bomb
Prerequisites
Plasma Grenade
Bluescreen Protocol
The Bluescreen Protocol project yields specialized ammunition and grenades made to counter robotic enemies.
Unlocks
The Bluescreen Protocol project unlocks one the following (in random order) whenever it is conducted:
- EMP Grenade
- Bluescreen Rounds
Prerequisites
Conduct ADVENT Mec Autopsy/Breakdown