Psi Operative (XCOM2)

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The Psi Operative utilizes their mental abilities to great effect to boost their allies and mess up their enemies[Verify?].

Psionic Operatives level up by training in the Psi Lab, not from battlefield experience. Operatives in training can still go on missions; barring wounds, they will resume training after the mission.

Primary Weapon: Assault Rifle
Secondary Weapon: Psionic Amplifier

The Psi stat is unique for Psi Operatives and is used to calculate their success chance with psionic attacks. The Will stat is used for psionic defense.

Abilities

Each training attempt allows a choice between three randomly selected abilities. It is possible to gain early access to abilities far down the tree. (Training high tier ability takes about twice as long) Psionic Operatives are capable of learning all of the available psionic abilities, although this would requires considerable time and resources.

Rank Telepath Resonant

Initiate
Soul Fire
Does guaranteed psionic damage to an organic enemy. Ignores cover and armor.
4-6 damage[Verify?]
Stasis
Completely stuns the target for 1 turn, but renders them immune to any damage or attack.

Acolyte
Insanity
Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.
Conditions include disorientation and stun. Mechanical enemies are immnue. 3-turn cooldown.
Inspire
Immediately grant a bonus action to an ally within sight range. 3-turn cooldown. Does not require LOS.¹

Adept
Soul Steal
Returns half of the damage dealt by Soul Fire as health. Cannot exceed starting health.¹
Stasis Shield
Allows Stasis to be used on allies.¹

Disciple
Solace
Psi Operative is surrounded by an aura that extinguishes or blocks any mental impairments for themselves or nearby allies. 4-tile radius. Conditions include disorient, stun, and panic.¹
Sustain
If the Psi Operative takes lethal damage, they immediately enter Stasis mode with 1 HP. Once per mission. Does not clear status effects like acid or fire.¹

Mystic
Schism
Insanity now deals 2-4[Verify?] damage and causes the enemy to suffer +2 damage from all attacks.¹
Fortress
The Psi Operative is immune to fire, poison, acid, and explosive damage.¹
Warlock Fuse
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.
Fuse may also target corpses that contain unused explosives. No cooldown.
Domination
Permanently mind control an enemy. Only one successful Domination can be performed per mission.
4-turn cooldown on failed domination attempt. Mechanical enemies are immnue.[Verify?]

Magus
Null Lance
Project a beam of psionic energy that damages every target it passes through.
5-turn cooldown. Affects a one-tile-wide line, ignoring cover and line-of-sight.
Void Rift
Generate an explosive field of Psionic energy that damages everything within. Organic enemies have a chance to suffer Insanity.
5-turn cooldown.

¹ In-game ability descriptions needed.

Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Psi Offense/level Will
total
Initiate 1 1 2 2 50 50
Acolyte 0 1 2 4 4(12) 54(-62)
Adept 1 2 2 6 4(12) 58(-74)
Disciple 0 2 1 7 4(12) 62(-86)
Mystic 1 3 1 8 4(12) 66(-98)
Warlock 0 3 1 9 4(12) 70(-100)²
Magus 1 4 1 10 4(12) 74(-100)²

² Cap at 100.

Sources

  • XCOM 2 - Psi Operative Class - Skill Tree Breakdown [1]
  • DefaultClassData.ini