Templar (LWOTC)

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Templar
The Templar is a wild-trained Psionic warrior that gets stronger as combat continues.

Class Overview

Weapons

Primary: Templar Gauntlets

Secondary: Ballistic Shields

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Rank Ability
Initiate
Initiate
Focus
*Templars begin missions weaker than other soldiers, but can become extremely powerful at higher Focus levels. *Focus is gained by attacking enemies with Rend (even misses count).
Gain Focus during missions, increasing stats, damage, and ability effectiveness. Focus can be spent on powerful abilities.
Rend
*Using Rend is the Templar's primary method for generating Focus. *After casting Rend, the Templar will gain Momentum, allowing them one movement action. Use this to return to cover after attacking. *Rend has a 5% chance to Stun per Focus. Stunned targets will also be knocked back. *Rend has a 10% chance to Disorient per Focus.
Melee attack with a chance to stun or disorient the target. Triggers Momentum, and generates Focus on attacks.
Volt
Template:Volt(LWOTC)/Info
A non-turn ending AOE attack that makes its targets easier to hit. Costs 1 Focus.
Momentum
*After using Rend, gain a bonus movement action.
After using Rend, gain a bonus movement action.
Greater Padding
*Greater Padding reduces the number of hit points a soldier must heal after being wounded in battle by 2/4/6. *It does not affect soldiers who suffered killing wounds and are stabilized from bleeding out.
Reduce wound recovery times for this soldier by 2/4/6 HP. Doesn't work if the soldier bleeds out.
Templar Shield
*Grants half cover to allies. Gives low cover bonuses to this unit even when flanked.
Grants half cover to allies. Gives low cover bonuses to this unit even when flanked.
One For All
*Provide high cover to squadmates wherever you stand, and gain -30 defense. Moving or attacking will cancel the effect. Grants bonus ablative HP based on the shield tier for the duration of the effect.
Provide high cover to squadmates wherever you stand, and gain -30 defense. Moving or attacking will cancel the effect. Grants bonus ablative HP based on the shield tier for the duration of the effect.
Psiblade Dynamo Sage
Acolyte
Acolyte
Invert
*Invert has a 2 turn cooldown, and does not end the Templar's turn. *Can target both ally and enemy units.
Switch locations with a unit. Costs 1 Focus.
Amplify
*Amplify will last for two damage instances. *Amplify is a free action. *Has a 2 turn cooldown.
Mark a single target with a Psionic lens, causing them to take an additional 35% damage from the next 2 attacks. Costs 1 Focus, free action.
Indomitable
*Once per turn, gain 1 focus when you're attacked. *Applies to both melee and ranged attacks.
Once per turn, gain 1 focus when you're attacked.
Adept
Adept
Stun Strike
*Stun Strike has a 85% chance to hit, increased by 5% for each Focus level. *Stun Strike has a 100% chance to stun the target if successful. *Stun Strike does not end the Templar's turn. *Stun Strike has a 2 turn cooldown.
Strike an enemy with Psionic force, stunning them. Costs 1 Focus.
Shield Bash
*The damage is equivalent to the base damage of the currently equipped shield. *Shield Bash is a free action with a 3 turn cooldown. *Can target enemies in adjacent tiles on the diagonal as well.
Bash an adjacent enemy with your shield, doing some damage and knocking back the target 2 tiles. Free action.
Brawler
*Take 35% less damage against attacks within four tiles.
Take 35% less damage against attacks within four tiles.
Disciple
Disciple
Pillar
*The pillar will last for a number of turns equal to the Templar's Focus level when summoned. *Pillar is a free action. *Can be used after Rend. *Pillar has a 1 turn cooldown.
Summon a pillar of Psionic energy to act as a high cover point. Free action, does not cost focus.
Overcharge
*Each point of focus provides +5 aim and +10 crit chance. *Based on the current focus, not max focus.
Gain bonus aim and crit chance for each point of focus the Templar has.
Sustain
*Beware that a sustained soldier may retain damaging status effects like poison or burning after emerging from Stasis.
If the soldier takes enough damage to be killed, they are immediately put in Stasis for 1 turn and their health is only reduced to 1 HP. This can only happen once per mission.
Mystic
Mystic
Void Conduit
*Void Conduit will deal 1 damage initially, then drain 3 health per enemy action. *Void Conduit lasts for enemy actions equal to the Templar's Focus level when cast. *Targets trapped by Void Conduit cannot take actions or dodge, but can be targeted by other attacks.
Trap a humanoid in a Psionic prison, immobilizing them for multiple actions and transferring their health to the Templar. Costs 1 Focus.
Channel
*Enemies have a 20% chance to drop Psionic loot. *Psionic enemies have a 50% chance to drop Psionic loot.
When an enemy dies, it may leave behind Psionic energy the Templar can collect to raise their Focus level.
Fortress
*A soldier with the Fortress ability can walk through fire, poison and acid with no ill effects.
The soldier is immune to fire, poison, acid, and explosive damage.
Warlock
Warlock
Superior Aptitude
*Rend grants an additional focus point.
Rend grants an additional focus point.
Arc Wave
*Arc Wave does not affect the target of the original Rend attack. *Arc Wave deals 4/6/8 damage depanding on weapon tier. *Arc Wave travels through environmental objects.
Rend generates a wave of Psionic energy in the direction of the attack. Damage increases with Gauntlet tier.
Crusader's Rage
*Wound reduction does not work if the soldier entered a bleeding out state during the mission.
Gain a 50% damage boost when at 50% HP or less. Reduce wound recovery times for this soldier by 6 HP.
Magus
Magus
Terrorize
*Volt can now panic the enemy. *The chance to panic is based on the Templar's Psi Offense stat versus the target's Will.
Adds a chance to panic enemies hit by Volt.
Bladestorm
*If an enemy begins their turn in an adjacent tile, Bladestorm will trigger if that enemy tries to attack the soldier. *If an enemy does not begin their turn in an adjacent tile, then Bladestorm will trigger when that enemy moves into melee range. *Bladestorm does not trigger on your own turn.
Free melee attacks on any enemies that enter, exit or attack from melee range on enemy turns.
Impact Compensation
*After taking damage, gain 25% Damage reduction until the end of your turn.
After taking damage, gain 25% Damage reduction until the end of your turn.
Master
Master
Ionic Storm
*Ionic Storm's radius increases at higher Focus levels. *Ionic Storm deals double damage to Psionic units. *Ionic Storm has a 5 turn cooldown.
Summon lightning to strike all nearby enemies. Damage increases with Focus level. Costs all Focus.
Apotheosis
*A free action that makes the Templar substantially more powerful for two turns. *Increases Rend damage by 50% for each point of focus above 2. *Increases Dodge by 20 for each point of focus above 2. *Increases mobility by 2 for each point of focus above 2. *Requires a minimum of 3 focus. *Consumes all focus. *The Templar cannot gain focus from Rend kills while under the effect of Apotheosis.
Become a god, massively increasing your dodge, Rend damage and mobility. Requires a minimum of 3 focus and consumes it all.
Ghost
*Ghosts start with Focus equal to the Templar's Focus level when created minus 1. *Ghosts cannot gain Focus, and disappear when all Focus is spent, or their health reaches 0. *Rend costs 1 Focus when used by Ghosts. *Ghost must be cast on the corpse of a humanoid enemy, and cannot be cast on the same corpse twice. *Ghost has a 5 turn cooldown. *Ghosts cannot gain following abilities: Volt, Shield bash, Shield abilities, Deflect, Reflect, Solace, Void Conduit, Bladestorm, Apotheosis, Superior Aptitude, Ionic Storm and Sustain.
Create a duplicate of the Templar from the body of a fallen humanoid. The Ghost disappears when it loses all Focus. Costs 2 Focus.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10 AP per tier level.

Tier 1 Tier 2 Tier 3 Tier 4
Covert
*Enemies have 25% smaller detection range against you, as denoted by red tiles surrounding enemies who are not alerted to your presence. *This ability also grants a small reduction in this soldier's impact on infiltration times. *Does not apply to ADVENT security towers.
Enemies have 25% smaller detection range against you.
Aggression
*Gain +5 critical chance for each enemy you can see, up to a maximum of 30. *Units visible at squadsight ranges do confer bonus.
Gain +5 critical chance for each enemy you can see, up to a maximum of 30.
Bastion
*Bastion has a 4 tile radius. *Moving next to afflicted allies will immediately cleanse their negative physical status effects.
Fortress now provides immunity to nearby teammates.
Concentration
*Attacks that would normally graze their target are automatically upgraded to normal hits. *Applies to primary weapons, secondary weapons, and pistols.
Your grazing attacks are automatically upgraded to normal hits.
Field Medic
*If you have the Medical Protocol ability, your GREMLIN gains additional charges as well.
Equipped medikits have 2 extra charges.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.
Coup de Grâce
*Coup de Grâce grants +50 aim, +50 critical chance and +2 damage against stunned and panicking enemies. *The bonuses are reduced against disoriented enemies.
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Combat Engineer
*More powerful than Sapper by itself, Combat Engineer stacks with Sapper to maximize environmental damage, although either perk alone will still destroy many cover objects. *Combat Engineer also prevents environmental damage from falling off from the center of an explosion, meaning you will destroy objects in a larger area.
Your explosives do significantly greater damage to cover objects and other things on the battlefield.
Combat Fitness
*Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
Phantom
*Even if the squad does not start a mission concealed, soldiers with Phantom will still begin the mission with concealment. *If the soldier with Phantom is the one who breaks squad concealment, then Phantom does not apply.
When the squad is revealed, this soldier remains concealed.
Conceal
*Concealment cannot be used when flanked by nearby enemies. *Requires one action and ends the soldier's turn.
Immediately enter concealment once per mission.
Cutthroat
*Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Your melee attacks against biological enemies ignore their armor, have a +15 critical chance, and do +2 critical damage.
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
Salvo
*Soldiers with the Salvo ability are prime candidates for heavy armor.
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Dedication
*Gain 2 mobility and ignore reaction fire for the rest of the turn. *Free action. *Dedication has a 4 turn cooldown.
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Lightning Reflexes
*Reaction fire shots against you have a significantly decreased chance to hit. *The first reaction shot against you during a turn is at -100 to hit; the second at -80; the third at -60; the fourth at -40, and the fifth at -20. Further reaction shots at are normal to hit chances. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Formidable
*Formidable reduces explosive damage taken by 50%.
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks.
Fortify
*Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. *Does not cost an action. *Fortify has a 5 turn cooldown.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 5 turn cooldown.
Lightning Slash
*Attack any enemy within blue movement range with your weapon. *This attack does not end the turn. *Lightning Slash has a 3 turn cooldown.
Attack any enemy within blue movement range with your weapon. This attack does not end the turn.
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Full Kit
*Grants +1 charge per grenade item in a utility slot. *Applies to explosive and support grenades as well as Battle Scanners. *Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.
Grants +1 charge per grenade item in a utility slot.
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Infighter
*Gain 33 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 33 dodge against attacks within four tiles.
Overkill
*Your ranged attacks deal +2 more damage to units at 50% HP or less.
Your ranged attacks deal +2 more damage to units at 50% HP or less.
Inspire Agility
*Give a friendly unit 30 Dodge until the start of your next turn. *Killing an enemy unit grants an extra charge. *Usable once per turn. *Starts with one charge and is a free action.
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Lone Wolf
*Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant. *Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
Survival Instinct
*The bonuses are lost if you are healed back to full health.
Gain 20 Defense and 20 Crit chance while injured.
Rapid Deployment
*Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. *Applies to Smoke Grenades, Flashbangs, Shaped Charges and Battle Scanners. *Rapid Deployment has a 3 turn cooldown.
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action.
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
This soldier has significantly reduced infiltration times while on missions.

Stat Progression

Rank Initiate Acolyte Adept Disciple Mystic Warlock Magus Master
Per Level Health
Health
0 1 0 1 0 0 1 0
Aim
Aim
0 1 1 2 1 3 3 3
Will
Will
5 5 0 0 0 0 0 0
Total Health
Health
0 1 1 2 2 2 3 3
Aim
Aim
0 1 2 4 5 8 11 14
Will
Will
5 10 10 10 10 10 10 10

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting
XCOM2 rank rookie.png
Soldiers
LW2 class assault.png
Assault
XCOM2 class grenadier.png
Grenadier
LW2 class Gunner.png
Gunner
XCOM2 class ranger.png
Ranger
XCOM2 class sharpshooter.png
Sharpshooter
LW2 class Shinobi.png
Shinobi
XCOM2 class specialist.png
Specialist
LW2 class Technical.png
Technical
Unlockable
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
SPARK
LWOfficers RankFieldCommander.png
Officers
Faction
XCOM2 class reaper.png
Reaper
XCOM2 class skirmisher.png
Skirmisher
XCOM2 class templar.png
Templar