Electro Pulse is an Area of Effect ability that deals 5 damage to all units (excluding the user) within its radius. Electro Pulse is recommended for MECs with Kinetic Strike Module (KSM), as the extra movement will allow the MEC to get into position easier. Electro Pulse does not break the effects of a Ghost Grenade, allowing the MEC to easily approach a Sectopod in Overwatch mode.
Electro Pulse ignores the 50% damage reduction normally granted to Sectopods, and Mechtoids under the effect of Mind Merge.
Perhaps a separate tactic all by itself, the Electro Pulse does not explode cars, it does not even ignite them. If a Sectopod is disabled by Electro Pulse when it is preparing to use Cluster Bomb, it will still fire its Cluster Bomb in the next turn but will remain disabled. On the tactical selection screen when upgrading to the MEC-3, the description for this subsystem displays incorrect information, it states that the system stuns organic enemies, not synthetic. It is relatively large and care should be exercised lest your own soldiers be affected by it.

It is therefore possible for a MEC that is outside of a building to Electro Pulse enemies that are inside. With the Sectopod's buff in Enemy Within, this effectively doubles the value of the 5 damage that Electro Pulse deals (which is equivalent to 10 damage from other weapons which would be halved), which is extremely valuable even without taking into account the EMP effect that will stun the Sectopod for a full turn. This of course means that your adjacent units are safe if not inside the pulse's area of effect.
This can come in handy when you absolutely need to kill all hostiles in sight during your turn for some reason (like trying to decrease strike team injuries to zero).
Where as using Proximity Mine would just place a movement detecting mine near hostiles but would not even trigger if they decide to fire after remaining stationary. Conclusion: Electro Pulse is better against targets with 5 or lower HP, or involving less teamwork if you want to finish a group of enemies during your present turn.

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