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These high-powered robotic units can unleash devastating frontline attacks or absorb incoming fire and protect the squad.

Class Overview

The SPARK is the spiritual successor to the S.H.I.V. and MEC Troopers of Long War 1. Fully robotic, yet able to level up like normal soldiers, and expensive to produce. To build SPARKs, you need to have completed the Shen's Last Gift DLC missions or the Mechanized Warfare project.

SPARKs have their own armor and weapons, and they do not have utility slots like regular soldiers. Instead they have a single Heavy Weapon slot which by default contains the Shredder Gun. After researching appropriate projects, this can be swapped out for the improved Shredstorm Cannon or a Plasma Blaster.

SPARKs are more expensive for infiltration. They also can't become Haven advisors, Officers, train XCOM row abilities, or participate in Covert Actions.

The SPARK BIT has the ability to remotely hack targets just like the Specialist's GREMLIN.


Primary: SPARK Rifles

Secondary: SPARK BIT


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

Rank Ability
*A recoil penalty of -15% Aim is applied after each Standard Shot while Overdrive is active. *Overdrive has no cost to activate, but has a 5 turn cooldown.
Take three actions this turn, and no action is turn-ending. Multiple Standard Shots incur a small recoil penalty.
*Arsenal allows the SPARK to equip heavy weapons in their loadout.
The BIT can equip and fire heavy weapons.
Mechanical Chassis
This unit is immune to fire and poison damage.
*Map items (chests, workstations, etc.) can be hacked from a distance using the GREMLIN/BIT.
Attempt to remotely breach security on a network access point with your GREMLIN/BIT.
Future Combat War Machine
Adaptive Aim
*Adaptive Aim eliminates the -15% Aim penalty for consecutive Standard Shots when Overdrive is active.
When Overdrive is active, Standard Shots do not incur recoil penalties.
*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.
Combat Awareness
*Gain 15 defense and an armor point when in overwatch. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired. *This ability goes into effect if the unit uses suppression.
Grants 15 defense and an armor point when in overwatch.
*Rainmaker adds +2 damage to all heavy weapons. *Heavy weapons with circular areas of effect have their radius increased by +2. *Heavy weapons with conic areas of effect have their diameter increased by +2 and length increased by +2.
Equipped heavy weapons deal +2 damage and have increased area of effect.
Body Shield
*A targeted enemy receives -20 aim and -50 critical chance against the soldier. *This is a free action. *Body Shield has a 2 turn cooldown.
A targeted enemy receives -20 aim and -50 critical chance against the soldier.
*A successful shot with a conventional weapon will shred 1 armor from the target. *More advanced weapons will shred more armor from targets.
Your primary weapon attacks shred armor.
*You can trigger the Strike ability by placing the movement cursor over an enemy. *A SPARK can perform a "Dash" move, using both actions to move, and still trigger a Strike against an adjacent enemy.
Attack any enemy within movement range with a powerful melee attack.
*Bulwark adds one point of Armor. *Any squadmate standing adjacent to the SPARK will gain the high cover Defense bonus.
Gain a bonus point of Armor, and always provide high cover to all adjacent squadmates.
Holo Targeting
*Directed primary weapon-specific abilities will grant Holo Targeting. *Any abilities that target multiple units will not grant Holo Targeting.
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target.
*Intimidate's chance to panic the attacker increases with higher tier SPARK armors. *Intimidate can be triggered by melee and area of effect attacks. *Intimidate will not trigger when targeted by Overwatch fire.
When targeted by an attack, the enemy has a chance to panic.
*Repair will restore 6 health. *Upgrading your BIT will lead to more HP repaired. *Using Repair as your first action will not end your turn. *Repair has 2 charges per mission.
Send the BIT to a damaged robotic ally and repair it. Advanced BITs can repair slightly more.
*Reaction shots may only target an enemy once.
When in overwatch, you may take two reaction shots.
*Bombard can be fired at any location within squadsight. *Upgrading your BIT will lead to more Bombard damage.
Launch the BIT to any visible location where it releases a powerful explosive blast. Advanced BITs do more damage.
Channeling Field
*Each point of energy channeled by Channeling Field increases the damage of the next weapon attack by 1. *The energy stored by channeling field is expended even if the next shot misses.
Every time you are targeted, part of the energy is channeled to your weapon. This energy is unleashed with your next Standard Shot.
Cool Under Pressure
*You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit.
Wrecking Ball
*Wrecking Ball can be used to expose enemies to flanking shots. *Use movement waypoints to guide the SPARK on an optimal path for destroying cover and the environment.
While Overdrive is active, break through walls and cover when moving.
Damage Control
*Your armor hardens temporarily after an impact. After taking damage, gain 2 armor through the end of the next turn.
After taking damage, gain 2 armor through the end of the turn.
*Nova has no action point cost and no cooldown. *This ability deals 6 damage and ignores armor. *The first Nova attack each mission will deal 0 damage to the SPARK. *All Nova attacks after the first will deal a stacking 2 damage to the SPARK.
Release a blast of energy, damaging all nearby units. This attack has no cost or cooldown, but consecutive Novas will damage the SPARK.
*The SPARK gains +10 defense and +1 armor while Sacrifice is active. *Sacrifice has a 6 turn cooldown.
Generate a protective field which redirects any attacks against allies inside it towards you. Gain bonus defense and armor while active.
Impact Fields
*Activate a force field that reduces incoming damage by 33% for two turns. *Six-turn cooldown (including the turn in which it was activated). *Uses one action and doesn't automatically end your turn. *Armor-Piercing weapons do not mitigate this effect.
Activate a force field that reduces incoming damage by 33% for two turns. Six-turn cooldown.
Hunter Protocol
*Hunter Protocol makes the SPARK an ideal unit for scouting into the fog of war, since any revealed enemy can be instantly attacked.
When an enemy is revealed, there is a 33% chance to take a free Overwatch shot.

Stat Progression

Rank Squire Aspirant Knight Cavalier Vanguard Paladin Champion Templar
Per Level Aim
2 2 2 2 3 3 3 3
30 5 5 5 5 5 5 5
Total Aim
2 4 6 8 11 14 17 20
30 35 40 45 50 55 60 65

Sample Builds

See Also

XCOM Units in Long War of the Chosen
XCOM2 rank rookie.png
LW2 class assault.png
XCOM2 class grenadier.png
LW2 class Gunner.png
XCOM2 class ranger.png
XCOM2 class sharpshooter.png
LW2 class Shinobi.png
XCOM2 class specialist.png
LW2 class Technical.png
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
LWOfficers RankFieldCommander.png
XCOM2 class reaper.png
XCOM2 class skirmisher.png
XCOM2 class templar.png