Psi Operative (LWOTC)

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Psi Operative
A mysterious new branch of study for XCOM, the Psionic Operative utilizes their mental abilities to great effect to boost their allies and cripple the will of enemies.

Class Overview

The Psi Operative in Long War of the Chosen is slightly different from the one in vanilla XCOM 2. Like in Long War 2, some abilities require other abilities to be learned as a prerequisite, but Psi Operatives now also need to gain experience to level up as other soldiers do, limiting the amount of perks that can be trained.

Psi Operatives focus entirely on psionic abilities in their perk tree, leaving little in the matter of using regular guns. However, Psi Operatives get Quick Study, letting them train up Officer abilities faster than other soldiers. The Psi Amp lets the Psi Operative use psionic abilities, improving them and their Psi Offense stat (which is used for Insanity and Domination) as it's upgraded.

Psi Operatives are automatically granted all abilities in the first two ranks when first trained.

Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: Psi Amp

Abilities

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

Ability Rank Ability
Soulfire
* Soulfire has a 3 turn cooldown. * The damage done by the Soulfire ability can be increased by upgrading the Psi Operative's Psi Amp. * Robotic and mechanical enemies are completely immune to Soulfire.
Does guaranteed Psionic damage to an organic enemy. Ignores cover and armor.
Initiate
Initiate
Quick Study
*Learn officer abilities in half the time.
Learn officer abilities in half the time.
Telepath Resonate
Insanity
*Insanity has a 1 turn cooldown. *Insanity requires a contest between the Psi Operative's Psi Strength stat, and the target's will. *Insanity can disorient, panic, or mind control the target if it succeeds. *There is about a 10%, 85%, 5% chance to trigger the respective effects (Very approximate chances) *Mechanical enemies are completely immune to Insanity. *Insanity requires one action and does not end your turn.
Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.
Acolyte
Acolyte
Mind Merge
*Grants the targeted ally 1 ablative (shield) hit point, plus another one per 20 psi offense score of the Psi Operative using Mind Merge. *Grants the targeted ally 1 will per 5 psi offense score of the Psi Operative. *Also grants the ally +1 critical chance per 7 psi offense score of the Psi Operative. *Effect lasts until the Psi Operative's next turn. *Mind Merge has a 4 turn cooldown. *Mind Merge requires one action and does not end your turn. *Only visible allies may be targeted. *Improved Psi Amps grant additional bonuses to these effects. *If the Psi Operative is employed as Haven Adviser Mind Merge will reduce the chance of recruiting Faceless rebels by 40% (stacking cumulatively with other similar abilities).
Grants bonus will, critical chance and ablative hit points to an ally until the beginning of the player's next turn.
Soul Steal
*Soul Steal will replenish lost health for a wounded operative and provide 3/4/6 ablative hit point for 3 turns. *An operative may increase to no more than 15 ablative HP when using Soul Steal.
Soulfire transfers the damage done back to the Psi Operative as health and grants an ablative HP for 3 turns.
Adept
Adept
Solace
*Solace cleanses disorientation, mind control, panic and stun effects. *Solace requires one action and does not end your turn. *Solace has a 3 turn cooldown.
The Psi Operative may immediately extinguish mental impairments for a squadmate.
Phase Walk
*Temporarily phase out of existence to teleport to a nearby location. *The targeted tile must be visible (works with squadsight). *Phase Walk requires one action and does not end your turn. *Phase Walk has a 2 turn cooldown. *Phase Walk has a radius of 17 tiles. *Moving with Phase Walk can trigger reaction attacks if entering within range except for overwatch which will not trigger at all.
Temporarily phase out of existence to teleport to a nearby location.
Disciple
Disciple
Fuse
* This ability costs 1 action, is non-turn ending and has no cooldown.
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.
Stasis
*Stasis has a 5 turn cooldown. *Stasis cannot target units larger than 1 tile such as sectopods. *As Stasis completely removes an enemy unit from combat for a turn, it can be used defensively to protect vulnerable soldiers, or it can be used offensively to set up a coordinated attack.
Completely stuns the target for 1 turn, but renders them immune to any damage or attack.
Mystic
Mystic
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.
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.
Warlock
Warlock
Null Ward
*Project psionic shields around the soldier and nearby allies. The shields will collapse if this soldier is killed. *Null Ward grants 3 ablative hit points. *Improved Psi Amps grant additional bonuses to ablative hit points. *Null Ward requires one action and does not end your turn. *Null Ward has a 5 turn cooldown. *Null Ward has a radius of 8 tiles. *The ablative hit points granted by Null Ward persist for the next 3 enemy turns
project psionic shields around the soldier and nearby allies. The shields will collapse if this soldier is killed.
Null Lance
*Null Lance has a 4 turn cooldown. *Null Lance damage can be increased by improving the Psi Operative's Psi Amp.
Project a beam of terrible power that damages every target it passes through. This attack can penetrate multiple enemies and obstacles.
Magus
Magus
Soul Storm
* Summon meteors of psionic energy to deal damage to enemies inside a target area, and destroy their cover. * Soul Storm area of effect is centered on the user. * Cannot destroy floors or ceilings. * Soul Storm has a 5 turn cooldown. * Soul Storm has a radius of 5 tiles.
Summon meteors of psionic energy to deal damage to enemies inside a target area, and destroy their cover.
Void Rift
*Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity. *Void Rift ruptures targets for 1. Rupture amount increases with better Psi Amp technology. *Void Rift has a 5 turn cooldown.
Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity.
Master
Master
Domination
*Domination requires a contest of the Psi Operative's Psi Strength stat versus the Will of the target. *If an attempted Domination fails, there is a 4 turn cooldown before another Domination can be attempted. *If the Psi Operative dies or leaves the battlefield, the Domination is broken.
Permanently mind control an enemy. Only one successful Domination can be performed per mission.

Ability Prerequisites

In order to obtain certain psi abilities, the Psi Operative first needs to acquire a prerequisite perk (shown with colored arrows on the diagram below):

New Psi Perk Tree

It's worth noting that abilities which are connected to multiple other abilities unlock all of them at once - for example, picking Fuse adds both Stasis and Domination to the pool of available perks for a given Psi Operative.

Training Time

Training a rookie into a Psi Operative takes 2 days in Rookie difficulty and 4 days in all others. Training a new ability takes a base number of days plus additional days based on the difference between the Psi Operative's rank and the ability's rank:

Base time = 2/4/4/4 days
Rank time = 6/7/8/8 days per rank difference
  • Times are based on difficulty: Rookie/Veteran/Commander/Legend

Each scientist staffing the Psi Lab will increase training speed by 100%, meaning the training time will be reduced by 50% with one scientist and by 66% with two.

If a Psi Operative is training in the tube and you send them to infiltrate a mission, another soldier can train in that psi tube; the soldier that was in the tube will be on hold upon return from their mission.

Stat Progression

Rank Squaddie Lance Corporal Corporal Sergeant Staff Sergeant Tech Sergeant Gunnery Sergeant Master Sergeant
Per Level Health
Health
1 0 0 0 1 0 0 1
Aim
Aim
2 2 2 2 2 2 2 2
Will
Will
5 5 0 0 0 0 0 0
Psi Offense
Psi Offense
45 4 4 4 4 4 4 4
Total Health
Health
1 1 1 1 2 2 2 3
Aim
Aim
2 4 6 8 10 12 14 16
Will
Will
5 10 10 10 10 10 10 10
Psi Offense
Psi Offense
45 49 53 57 61 65 69 73

Sample Builds

See Also

XCOM Units in Long War of the Chosen
Starting
XCOM2 rank rookie.png
Overview
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