Templar (LWOTC)
Class Overview
The Templars are a melee-focused psionic soldier that wields their psionic abilities in very unique ways. They require "focus" in order to use their abilities but each carry strong and unique effects and holding onto focus no longer grants any bonuses. To gain focus, they must use Rend, which is now aim-based instead of guaranteed, to attack an enemy regardless of whether they hit, miss or kill their targets unlike the base game which required a kill. Further focus generation can be gained through the perks they can obtain as they promote and can increase their max focus with each upgrade of their gauntlets. After using Rend, they gain a Momentum action which allows for movement or to deploy their shield. Instead of Parry/Deflect, Templars now deploy a psionic shield that grants them temporary shield HP until the next turn that allows them to absorb attacks.
The Templar can concentrate more into their psiblades to further enhance their melee capabilties to deal great damage to a single target or to a group of them.
The Templar can gain more psionic abilities to disrupt enemies, assist their allies or to deal great damage.
The Templar can become a shield, greatly increasing their defenses and can take great damage with little to no injuries.
Weapons
Primary: Templar Gauntlet
Secondary: None
Abilities
Mouse-over for more information.
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 |
Enemies have 25% smaller detection range against you. |
Gain +5 critical chance for each enemy you can see, up to a maximum of 30. |
This soldier has significantly reduced infiltration times while on missions. |
Your grazing attacks are automatically upgraded to normal hits. |
Equipped medikits have 2 extra charges. |
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. |
You do one additional point of base damage when using guns. |
Bonus to hit, damage, and critical chance with your weapon against a disoriented, stunned or panicking enemy. |
Grants 1 free flashbang item to your inventory. |
All melee attacks deal +1 extra damage and have +10 Aim. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
If you score one or more kills on your turn, you are granted a single bonus move. |
When the squad is revealed, this soldier remains concealed. |
Immediately enter concealment once per mission. |
Your melee attacks against biological enemies ignore their armor and have a +15 critical chance and do +2 critical damage. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn. |
Free action. Gain 2 mobility and ignore reaction fire for the rest of the turn. Has a 4 turn cooldown. |
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time. |
Reaction fire shots against you have a significantly decreased chance to hit. The bonus goes down with each additional reaction shot you face. |
Grants one free smoke grenade item to your inventory. |
Your gear includes an extra layer of protection, granting 2 bonus ablative hit points and 50% less damage from explosive attacks. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 4 turn cooldown. |
Attack any enemy within blue movement range with your weapon. This attack does not end the turn. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Grants +1 charge per grenade item in a utility slot. |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense. |
Gain 40 dodge against attacks within four tiles. |
Your ranged attacks deal +2 more damage to units at 50% HP or less. |
||
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. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. | ||
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Gain 20 Defense and 20 Crit chance while injured. | ||
Activate this ability before throwing or launching a support grenade, and the throw will not cost an action. |
Stat Progression
Rank | |||||||||
Per Level | Health |
0 | 1 | 0 | 1 | 0 | 0 | 1 | 0 |
Aim |
2 | 2 | 2 | 2 | 1 | 3 | 3 | 3 | |
Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
Total | Health |
0 | 1 | 1 | 2 | 2 | 2 | 3 | 3 |
Aim |
2 | 4 | 6 | 8 | 9 | 12 | 15 | 18 | |
Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
Sample Builds
See Also
XCOM Units in Long War of the Chosen | ||||||||||||||||||||||||||
Starting |
| |||||||||||||||||||||||||
Unlockable |
| |||||||||||||||||||||||||
Faction |
|