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.
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.
| Fact | Detail |
|---|---|
| Live types | Incendiary (thermal) · Electric · Cryo · Piercing |
| Later / TBA | Morphic — listed in previews, no verified effect |
| Incendiary | Burn / DoT. Xenomorphs are fire-sensitive in public copy |
| Electric | Stun / control. Community: Synths weak, Xenomorphs resist |
| Cryo | Freeze / crowd hold — new versus Fireteam Elite 1 in previews |
| Piercing | Armor / plates. Synths, Crusher fronts, heavy chassis |
| Pickup loop | Day-1 patch: elemental rounds stack and refill the matching element gun |
| Where it sits | Ammo consumable + weapon Augment that can replace a default damage type |
| Platform | Steam · Epic · PS5 · Xbox Series X|S · Switch 2 (Autumn 2026) |
| Mode | 1–4 co-op · AI fill · crossplay |
| Price | $49.99 Standard · $69.99 40th Anniversary Premium |
| Steam | App 3448650 |
| Formulas | No wiki multipliers. Do not invent a resist table |
| Last verified | August 26, 2026 |
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 packed | What the mag actually does |
|---|---|
| Incendiary Rounds | Thermal / burn DoT — the Xenomorph starting rule |
| Electroshock Rounds | Electric stun / control — not a Xenomorph default |
| Cryogenic Rounds | Cryo freeze — hold a runner pack so the gunline can finish |
| Piercing Rounds | Armor penetration — Synths, Bulwarks, plated skulls |
| Weapon Augment (full upgrade) | Can change or replace the gun’s default damage type |
| Morphic | Later content. No tooltip on this wiki yet |
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.
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.
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.

| Type | Also called | Job | Best when | Keep it off |
|---|---|---|---|---|
| Incendiary | Thermal / fire | Burn / DoT | Xenomorph-heavy preview, Facehugger rooms | Synth-heavy cards (community: they resist thermal) |
| Electric | Electroshock | Stun / control | Synth gunlines, fast packs you need paused | Xenomorph-heavy cards (community: they resist electric) |
| Cryo | Cryogenic | Freeze / crowd hold | Runner swarms, Siren-adjacent adds, Horde holds | A single plated Bulwark — freeze is not piercing |
| Piercing | Armor rounds | Penetration | Synths, Crusher frontal carapace, heavy automata | Soft trash you could have burned cheaper |
| Morphic | Later type | TBA | Do not plan a kit around it | Day-one loadouts |
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 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.
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 card | First mag | Second mag / Signature | Why |
|---|---|---|---|
| Xenomorphs (Siren, Drone, Exploder, Warden) | Incendiary | Cryo to hold runners / Siren adds | Fire-sensitive in public copy; community: electric resist |
| Xenomorph Crusher / plated skull | Piercing or flank | Incendiary once you see the back | Frontal carapace makes head-on a losing plan |
| Pathogen (Harbinger, Striker, gas bags) | Cryo or Electric for the pin | Incendiary if the pack is still organic trash | Harbinger grapples — freeze / stun the grab, then delete |
| Weyland-Yutani Synths | Electric | Piercing for Bulwark / plates | Community: electric-weak, thermal-resist; they take cover and shoot back |
| Bulwark Automaton | Piercing | Electric to stagger the advance | Leg armor is a mobile shield — burn is the wrong tax |
| Horde, pool unknown | Incendiary + a piercing option | Cryo on the control kit | Factions rotate. One language wipes the off-pool wave |
| Facehugger / egg room | Incendiary / flamethrower | Do not spray the Marine who is already latched without a call | Steam dossier: flame, and watch friendly Facehugger shots |
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.
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.
Matched by build plan, shared topics, and guide progression — not random related links.
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.

| What you see | Swap to | Stay put |
|---|---|---|
| Briefing was Xenos, room is still Xenos | — | Incendiary / Cryo hold |
| Horde callout / voice lines shift to Synths | Electric + Piercing | Do not finish the thermal mag “because it is loaded” |
| Harbinger scream / multi-arm grab on a Marine | Cryo or Electric on that body | Chasing the grabber with piercing into trash |
| Crusher leading with a plated skull | Piercing or flank | Incendiary into the carapace |
| Primary dry, crate in the hold | Restock the briefing type first | Shopping a fourth element you will not shoot |
| Friendly fire tier, thermal Signature | Let the crouched Marine keep the lane | Dumping Volcan through a teammate because the Siren is “almost dead” |
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.
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.
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 this | Do this instead |
|---|---|
| A YouTube “Morphic one-shot” kit | Pack Incendiary / Electric / Cryo / Piercing from the briefing |
| Waiting to unlock Morphic before Horde | Run Blacksite with a two-language Fireteam |
| Treating Explosive grenades as a fifth ammo type | Grenades are a wheel spend — not this chart |
| Copying a pre-launch wiki multiplier | Jobs only: burn, stun, freeze, pierce |
| Rain’s cryo underbarrel as a Morphic stand-in | That is a $9.99 store pack cryoweapon, not Morphic |
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.
Four live types: Incendiary (thermal / fire), Electric, Cryo, and Piercing. Morphic is listed as later / TBA. Exact resist numbers are not on this wiki.
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.
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.
Armored targets: Weyland-Yutani Synths, the Bulwark Automaton, Crusher frontal carapace, other plated elites. Do not spend piercing on soft trash you could burn.
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.
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.
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.
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.
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.
August 26, 2026
Matched by build plan, shared topics, and guide progression — not random related links.