Aliens: Fireteam Elite 2 elements

Aliens: Fireteam Elite 2 Elemental Ammo

Aliens: Fireteam Elite 2 elemental ammo: Incendiary, Electric, Cryo, Piercing. Match Xenomorphs, Pathogen, Synths — Morphic TBA. Swap before you dump mags.

Incendiary, Electric, Cryo, Piercing — thermal vs electric.

~10 min read

At A Glance

Aliens: Fireteam Elite 2 elemental ammo is the matchup layer on top of the gun: Incendiary, Electric, Cryo, and Piercing, with Morphic listed as later / TBA. Cold Iron Studios / Daybreak Game Company expect you to read the mission enemy preview, then stop dumping a default mag into a Warden. This page is the chart, not a DPS sheet. Verified August 26, 2026 · Steam.

FactDetail
Live typesIncendiary (thermal) · Electric · Cryo · Piercing
Later / TBAMorphic — listed in previews, no verified effect
IncendiaryBurn / DoT. Xenomorphs are fire-sensitive in public copy
ElectricStun / control. Community: Synths weak, Xenomorphs resist
CryoFreeze / crowd hold — new versus Fireteam Elite 1 in previews
PiercingArmor / plates. Synths, Crusher fronts, heavy chassis
Pickup loopDay-1 patch: elemental rounds stack and refill the matching element gun
Where it sitsAmmo consumable + weapon Augment that can replace a default damage type
PlatformSteam · Epic · PS5 · Xbox Series X|S · Switch 2 (Autumn 2026)
Mode1–4 co-op · AI fill · crossplay
Price$49.99 Standard · $69.99 40th Anniversary Premium
SteamApp 3448650
FormulasNo wiki multipliers. Do not invent a resist table
Last verifiedAugust 26, 2026

What is Aliens: Fireteam Elite 2 elemental ammo?

A Aliens: Fireteam Elite 2 elemental ammo page is a matchup chart, not a fifth gun slot. You still carry a primary, infinite sidearm, and Signature. The element is how that mag meets the body: burn, stun, freeze, or punch a plate. Store copy groups fire, cryo, electric, and piercing as the weakness layer. Day-1 patch notes treat Incendiary Rounds, Electroshock Rounds, Cryogenic Rounds, and Piercing Rounds as consumables that stack and refill the matching elemental weapon.

What you packedWhat the mag actually does
Incendiary RoundsThermal / burn DoT — the Xenomorph starting rule
Electroshock RoundsElectric stun / control — not a Xenomorph default
Cryogenic RoundsCryo freeze — hold a runner pack so the gunline can finish
Piercing RoundsArmor penetration — Synths, Bulwarks, plated skulls
Weapon Augment (full upgrade)Can change or replace the gun’s default damage type
MorphicLater content. No tooltip on this wiki yet

Consumable and Augment are two doors to the same chart

Launch-window beginner footage calls out Augments that change a weapon’s elemental type after the gun is fully upgraded — even replacing the default. That is not a second resist table. It is how a Pulse Rifle becomes a thermal hose without you inventing a hidden fifth slot. Attachments still tweak numbers; the Augment is the language swap. Slot counts stay TBA.

The briefing is the loadout screen

Campaign missions preview which factions appear. Horde can rotate Xenomorph / Pathogen / Synth on the same map. If you only packed Incendiary because “Aliens hate fire,” a Synth wave will tax you. Read the card, then pick the type. The next section is what each name actually does.

What does Incendiary, Electric, Cryo, and Piercing do?

Four live names. One job each. Incendiary burns. Electric stuns. Cryo freezes. Piercing ignores the habit of bouncing off plates. Public previews and a launch-window beginner guide agree on those jobs; they do not publish a multiplier. Treat every “double damage” screenshot as TBA until this wiki logs the live tooltip.

Thermal and electric elemental combat on a Fireteam gunline
TypeAlso calledJobBest whenKeep it off
IncendiaryThermal / fireBurn / DoTXenomorph-heavy preview, Facehugger roomsSynth-heavy cards (community: they resist thermal)
ElectricElectroshockStun / controlSynth gunlines, fast packs you need pausedXenomorph-heavy cards (community: they resist electric)
CryoCryogenicFreeze / crowd holdRunner swarms, Siren-adjacent adds, Horde holdsA single plated Bulwark — freeze is not piercing
PiercingArmor roundsPenetrationSynths, Crusher frontal carapace, heavy automataSoft trash you could have burned cheaper
MorphicLater typeTBADo not plan a kit around itDay-one loadouts

Incendiary is the Xenomorph rule, not a global S-tier

Public copy is blunt: Xenomorphs are fire-sensitive. Facehugger rooms in the Steam dossier point at flamethrowers. OCAP-91 Volcan and Incendiary rounds are the same language. On Extreme / Insane, that language also cooks crouched Marines — difficulty owns friendly fire. Do not dump a thermal Signature into a teammate’s back because the briefing said “Xenos.”

Cryo is new; Electric is not a clone of it

Cryo is the sequel add in previews: freeze for crowd control. Hunter kits can upgrade Particle Pulse toward a Cryo Pulse; Rain’s Jackson’s Star pack adds a pulse rifle with a cryo underbarrel as a store SKU, not a default unlock. Electric is the returning stun. A launch-window guide reports Xenomorphs resist Electric while Synths are vulnerable to it — the inverse of thermal. If you only packed Electric because “control is always good,” a Xeno corridor will disagree.

Piercing is the plate answer. The next section is which language to bring when the briefing names a faction.

Which element should I bring vs Xenomorphs, Pathogen, and Synths?

This is the mid-page click. Situation → ammo. It does not repeat the type definitions — it picks the mag you should have chambered before the drop. Resist numbers stay TBA; the jobs do not.

Faction on the cardFirst magSecond mag / SignatureWhy
Xenomorphs (Siren, Drone, Exploder, Warden)IncendiaryCryo to hold runners / Siren addsFire-sensitive in public copy; community: electric resist
Xenomorph Crusher / plated skullPiercing or flankIncendiary once you see the backFrontal carapace makes head-on a losing plan
Pathogen (Harbinger, Striker, gas bags)Cryo or Electric for the pinIncendiary if the pack is still organic trashHarbinger grapples — freeze / stun the grab, then delete
Weyland-Yutani SynthsElectricPiercing for Bulwark / platesCommunity: electric-weak, thermal-resist; they take cover and shoot back
Bulwark AutomatonPiercingElectric to stagger the advanceLeg armor is a mobile shield — burn is the wrong tax
Horde, pool unknownIncendiary + a piercing optionCryo on the control kitFactions rotate. One language wipes the off-pool wave
Facehugger / egg roomIncendiary / flamethrowerDo not spray the Marine who is already latched without a callSteam dossier: flame, and watch friendly Facehugger shots
  • Do01Open the mission / Horde card and name the faction before you confirm
  • Do02If the card is Xenomorph-heavy, chamber Incendiary — not Electric
  • Do03If Synths or “combat synthetics” show, chamber Electric and keep Piercing for the Bulwark
  • Do04If Pathogen / Harbinger shows, pack a freeze or stun for the grab
  • Do05Keep one off-element option in the Fireteam so a Horde rotation is not a wipe
  • Do06Do not spend Morphic planning time — it is TBA

One Marine does not have to cover all four

A four-stack can split the chart: Marauder thermal / Volcan on Xenos, Hunter piercing railgun on plates, someone on Cryo hold. Solo with AI bots still needs a first mag that matches the briefing — Alpha / Beta / Gamma will not swap your ammo for you. Class jobs: classes.

Control is not damage

Cryo and Electric buy time. They do not replace Incendiary on a Xeno hold or Piercing on a Bulwark. If the pack is frozen and nobody is shooting the Siren, you bought a screenshot, not a clear.

Once the matchup is named, the remaining skill is when to swap instead of emptying the wrong mag.

After you pick an element

Matched by build plan, shared topics, and guide progression — not random related links.

When should I swap ammo mid-mission or mid-Horde?

Campaign is a linear preview: you usually keep the briefing type unless a later room clearly changes faction. Horde is the swap teacher — public materials say Xenomorphs, Pathogen, and Weyland-Yutani Synths can rotate on Blacksite, Crash Landed, and Crusher. Challenge Cards stack on top of that. If you emptied Incendiary into wave two and wave three is Synths, you are now the infinite-sidearm Marine.

Incendiary / thermal combat effect in a corridor fight
What you seeSwap toStay put
Briefing was Xenos, room is still Xenos—Incendiary / Cryo hold
Horde callout / voice lines shift to SynthsElectric + PiercingDo not finish the thermal mag “because it is loaded”
Harbinger scream / multi-arm grab on a MarineCryo or Electric on that bodyChasing the grabber with piercing into trash
Crusher leading with a plated skullPiercing or flankIncendiary into the carapace
Primary dry, crate in the holdRestock the briefing type firstShopping a fourth element you will not shoot
Friendly fire tier, thermal SignatureLet the crouched Marine keep the laneDumping Volcan through a teammate because the Siren is “almost dead”

Day-1 patch: stacking is a restock, not a new type

Patch notes describe elemental ammo stacking and refilling the matching element weapon (example given for Incendiary: a first pickup adds thermal ammo, a same-type pickup adds more). Treat the exact +20 / +40 line as patch-reported, not a wiki formula until the live crate UI is captured. The habit is: pick up the type you are actually shooting. Hoarding three languages in the bag while the mag is empty is how a hold dies.

Crates and the radio wheel

Launch-window footage puts elementally enhanced bullets on the same consumable wheel as grenades and stims. That is why this page lives next to weapons instead of inside a fake “items wiki.” Spend the wheel on the faction in front of you. Ammo-crate discipline sits on tips.

The last name on the chart is the one you should not plan around.

What is Morphic ammo — and what should I ignore?

Previews mention Morphic as a later / late-game type. No official tooltip, no verified faction, no stacking rule. This wiki will not invent a fifth row that ranks it above Cryo. If a patch notes line or in-game description ships, it lands here. Until then, Morphic is a name on the At A Glance table and a “do not wait for it” on the first drop.

Ignore thisDo this instead
A YouTube “Morphic one-shot” kitPack Incendiary / Electric / Cryo / Piercing from the briefing
Waiting to unlock Morphic before HordeRun Blacksite with a two-language Fireteam
Treating Explosive grenades as a fifth ammo typeGrenades are a wheel spend — not this chart
Copying a pre-launch wiki multiplierJobs only: burn, stun, freeze, pierce
Rain’s cryo underbarrel as a Morphic stand-inThat is a $9.99 store pack cryoweapon, not Morphic

What to read after the chart

The chart only pays if you can name the body. Next is the roster: Siren first, then Warden, Exploder, Harbinger, Bulwark. That page is enemies.

Aliens: Fireteam Elite 2 elemental ammo FAQ

What elemental ammo types are in Aliens: Fireteam Elite 2?

Four live types: Incendiary (thermal / fire), Electric, Cryo, and Piercing. Morphic is listed as later / TBA. Exact resist numbers are not on this wiki.

Are Xenomorphs weak to Incendiary / fire?

Public previews and a launch-window beginner guide treat Xenomorphs as fire-sensitive / thermal-vulnerable. Treat it as the starting rule, not a full resist table.

What does Cryo ammo do?

Cryo (Cryogenic Rounds) freezes / holds crowds. It is the sequel add versus Fireteam Elite 1 in public materials. Use it to stop runners and Siren adds so the gunline can finish — it does not replace Piercing on armor.

When should I use Piercing rounds?

Armored targets: Weyland-Yutani Synths, the Bulwark Automaton, Crusher frontal carapace, other plated elites. Do not spend piercing on soft trash you could burn.

Is Electric good against Xenomorphs?

A launch-window guide reports Xenomorphs resist Electric while Synths are vulnerable to it. Use Electric on Synth cards and as pack stun — not as the Xeno default. Confirm on the live tooltip; numbers stay TBA.

What is Morphic ammo?

A later type named in previews. Effect, stacking, and faction are TBA until a patch notes line or in-game tooltip exists. Do not plan a day-one kit around it.

Do elemental rounds stack?

Day-1 patch notes say elemental ammo can stack and refill the matching elemental weapon. An Incendiary example is given as extra thermal ammo on repeat pickups. Treat the exact values as patch-reported until the crate UI is captured.

Can an Augment change my weapon’s element?

Launch-window footage: after a weapon is fully upgraded, an Augment can change or replace its default elemental damage type. That is a choice among ammo / function mods, not a linear tree. Pair with the weapons craft loop.

How do I pick ammo for Horde?

Horde can rotate Xenomorph, Pathogen, and Synth pools. Bring a first mag for the opening faction and keep a piercing or electric option in the Fireteam for a Synth swing. Maps: horde.

Last verified?

August 26, 2026

Related pages

Matched by build plan, shared topics, and guide progression — not random related links.

Back to home