The Warlock (LWOTC)

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The Warlock
The Elder's greatest champion is an incredibly dangerous support unit and the king of mid range combat, capable of completely disabling your troops and heavily strengthening his.

Basic Abilities

List of the chosen's basic abilities

Grazing Fire
* Missed shots with the soldier's primary weapon generally have a 50% chance to become a graze. * This effect occurs after normal hit-miss-graze processing. * Targets with a dodge score subtract that score from the ability's success chance.
Missed shots with your primary weapon have an additional roll to become a graze.
Teleport Ally
*This ability costs 1 action and is non-turn ending.
The Warlock can teleport any ally to another location within their line of sight. 3-turn cooldown.
Mind Control
XCOM2 infoIcon custom 1.png
Seize control of the target's mind, forcing them to attack their own allies that lasts for 3 turns. 5-turn cooldown.
Close Combat Specialist
*Will not trigger if soldier is concealed. *You may shoot at each enemy with this ability once per turn. *Each shot requires 2 ammo.
Fire a free reaction shot with your primary weapon at any visible enemy within four tiles who moves or fires.
Warlock's Greatest Champion
*The champion gains 15 aim, 25 crit chance, 30 will, and 30 psi. The shield gained is 4/6/8/12/15 based on chosen tier. * This ability is a free action and has a 3-turn cooldown.
The Warlock designates a unit as their champion, boosting their aim, crit chance, will, and psi while also granting shields. While a champion is alive, the Warlock receives 67% less damage from all attacks. 3-turn cooldown.
Mind Scorch
XCOM2 infoIcon custom 1.png
The Warlock launches a psionic attack that deals guaranteed damage and a 40% chance to burn the target and bounces to other targets within 3 tiles. 3-turn cooldown.
Spectral Army
* This ability can only be used as a Prime Reaction. * This ability summons 1 spectral Stun Lancer for each tier the Warlock is (except for 5). * The Spectral Stun Lancers possess the same abilities as a basic Stun Lancer
The Warlock summons ghostly guards to defend him. While those guards still "live", the Warlock remains in stasis, invulnerable to harm. 6-Turn Cooldown.
Summon Followers
* Usable once per mission. Gain one use upon revival during Chosen HQ Assault * The Warlock summons 2 units for alert level 0-5 * The Warlock summons 3 units for alert level 6-11 * The Warlock summons 4 units for alert level 12-14 * The Warlock summons 5 units for alert level 15+
Allows the Warlock to summon allies to assist them. The summon's strength depends on the region's alert level and the current force level.
Spectral Zombie
* This ability can only be used as a Prime Reaction. * This ability summons 1 spectral zombie for each tier the Warlock is (except for 5). * The Spectral Zombie can slash at adjacent enemies or prepare themselves to self destruct.
The Warlock summons Spectral Zombies close by to enemies.. 5-Turn Cooldown.

Strengths

Possible Chosen strengths they can train.

Tier 1 Tier 2 Tier 3
Blast Shield
XCOM2 infoIcon custom 1.png
Damage taken by explosive attacks is reduced by 50%.
Anticipation
XCOM2 infoIcon custom 1.png
Damage taken by melee attacks is reduced by 50%.
Unholy Ascension
Template:Unholy Ascension (LWOTC)/Info
Warlock's Greatest Champion's Shield, Aim, Crit, Will, and Psi Offense bonuses are doubled and grant crit immunity.
Infighter
*Gain 40 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 40 dodge against attacks within four tiles.
All Seeing
XCOM2 infoIcon custom 1.png
Detect concealed units within vision range.
Hazmat Vest
XCOM2 infoIcon custom 1.png
Become immune to environmental effects.
Mark
XCOM2 infoIcon custom 1.png
Primary weapon attacks mark the target and reduces their defense by 10.
Psychotic Rage
XCOM2 infoIcon custom 1.png
Deal 35% additional damage when below 50% HP.
Mind Combustion
XCOM2 infoIcon custom 1.png
Gain 1-tile bonus radius for Mind Scorch. Also reduce Mind Scorch cooldown by 1.
Marauder
*Marauder provides more tactical options when planning the Skirmisher's turn. *Paired with Grapple, Marauder allows the Skirmisher to shoot twice and move on a single turn.
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn.
Overbearing Superiority
*Whenever you get a critical hit with your primary weapon, your actions are refunded. *This does not work for multi-shot abilities.
Whenever you get a critical hit with your primary weapon, your actions are refunded. Also grants +20 crit chance.
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.
Unbreakable
Template:Unbreakable (LWOTC)/Info
All Rupture Effects inflicted on you will be instantly removed.
Instant Reaction Time
XCOM2 infoIcon custom 1.png
Gain 2 dodge per tile from the attacker.
Hero Slayer
Template:Hero Slayer (LWOTC)/Info
Attacks deal +35% damage against hero classes.
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.

Rank 1 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 15 0 65 0 33 0 0 14 50 8
Veteran 20 0 75 0 33 0 0 14 50 8
Commander 25 0 75 10 40 0 0 14 50 8
Legend 31 0 75 10 40 0 0 14 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Assault Rifle 3 - 5 2 4 -
Mind Scorch 1 - - Pierce: 99


Rank 2 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 21 0 65 0 33 0 0 14 50 8
Veteran 28 0 75 0 33 0 0 14 50 8
Commander 33 0 75 10 40 0 0 14 50 8
Legend 41 0 75 10 40 0 0 14 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Assault Rifle 4 - 7 2 4 -
Mind Scorch 2 - - Pierce: 99


Rank 3 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 28 0 65 0 33 0 0 14 50 8
Veteran 37 0 75 0 33 0 0 14 50 8
Commander 44 0 75 10 40 0 0 14 50 8
Legend 55 0 75 10 40 0 0 14 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Assault Rifle 6 - 8 3 4 -
Mind Scorch 4 - - Pierce: 99


Rank 4 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 34 0 65 0 33 0 0 14 50 8
Veteran 44 0 75 0 33 0 0 14 50 8
Commander 53 0 75 10 40 0 0 14 50 8
Legend 67 0 75 10 40 0 0 14 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Assault Rifle 7 - 10 4 4 -
Mind Scorch 5 - - Pierce: 99


Rank 5 Stats

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 47 0 65 0 33 0 0 14 50 8
Veteran 62 0 75 0 33 0 0 14 50 8
Commander 74 0 75 10 40 0 0 14 50 8
Legend 93 0 75 10 40 0 0 14 50 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Chosen Assault Rifle 8 - 12 5 4 -
Mind Scorch 7 3 - Pierce: 99

Spectral Lancer (Per Tier)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Strength
Strength
Rookie 4/6/8/12/12 0 65/70/75/80/80 0 33 0 0 12 50 8 40
Veteran 4/6/8/12/12 0 65/70/75/80/80 0 33 0 0 12 50 8 40
Commander 4/6/8/12/12 0 65/70/75/80/80 15 40 0 0 15 50 8 40
Legend 6/8/10/14/14 0 65/70/75/80/80 15 40 0 0 15 50 8 40
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
ADVENT Mag Rifle 3/4-5/6/6/6 1/2/3/3/3 3/3/3/3/3 -
Spectral Lance 2 - 4/4 - 7/6-10/6-10/6-10 2/2/4/4/4 - +10 Aim
Can Inflict negaitve mental effect

Spectral Zombie (Per Tier)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 4/5/6/8/8 0 65/65/65/65/65 0 33 0 0 12 50 8
Veteran 4/5/6/8/8 0 65/65/65/65/65 0 33 0 0 12 55 8
Commander 4/5/6/8/8 0 75/75/75/75/75 10 40 0 0 15 55 8
Legend 5/6/8/10/10 0 75/75/75/75/75 10 40 0 0 15 55 8
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Zombie Claws 3 - 6/4 - 7/5 - 8/7 - 10/7 - 10 2/2/2/2/2 - -
Death Explosion 3 - 4 - - Radius: 3
Env Dmg: 10

Tips

  • The Warlock is very unique to the other Chosen and are not very direct with their approach against XCOM but that does not mean they should be underestimated. While the Warlock themselves may not be dangerous, they are the most dangerous when in the presence of other allies that they can greatly empower while disrupting XCOM's ability to fight back. Thus it is recommended to attempt to deal with other groups of enemies before targeting the Warlock to limit the reach of their support.
  • The Warlock's ability to designate a champion is the core to their strength, granting them large stat bonuses while also reducing their own damage taken while the champion remains on the field. It is best to disable the champion or eliminate them quickly to remove the threat and to remove the damage reduction on the Warlock.
  • It is a bit difficult to approach the Warlock at close range due to their Close Combat Specialist and grazing fire which makes their shots very likely to land some amount of damage and bypass Lightning Reflexes. The best way to get around this are ways to ignore reaction fire such as Shadowstep or to disable it such as Suppression.
  • The Warlock's mobility for their Prime Reaction is reduced to 7. Make sure to position your soldiers where they can take effective actions before damaging too much such that they are out of reach. Be careful of the Warlock getting too close as it may place your soldier's within range of their Close Combat Specialist.
  • The Warlock can only use their Spectral Summon abilities as Prime Reactions (Army when damaged while flanked. Zombies when damaged while in cover). Be careful of attacking the Warlock if you are unable to manage the extra summons.