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Desolator (TJ)

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Desolator
Desolator
Desolator is a short range crowd control specialist, armed with a weapon that breaks Geneva Convention every second its active as it sprays a radioactive dust cloud that wrecks havoc on robots and living alike. For a secondary weapon, Desolator has an incendiary blob launcher. Desolator does not benefit from ammo or weapon modifications and can be deployed even while injured.

Class Overview

Andromedon Desolator is a specialized frontline soldier, unlike his ADVENT counterpart, the Desolator is unflankable and equipped with radioactive flamethrower, incendiary blob launcher and improved melee capabilities.

  • Desolator gains +3 melee damage with plated armor equipped, or +6 with powered armor.
  • Desolator comes with baseline immunity to fire, acid, standard poison just like ADVENT Andromedon, he is also immune to radiation.
  • Desolator is considered a heroic alien and can be aquired through a dedicated covert operation, but only if Requiem Legion is not present in the war. In that case, Wraith takes its place and Desolator can be awarded like any other alien.
  • Desolator does not take cover
  • Desolator's flamer does not cause fire or the burning status effect, instead it irradiates anything its aimed towards. Radiation is generally capable of damaging almost everything and it ignores the Fortress perk.

Weapons

Primary: Desolator Rad-Dust Projector

Secondary: Desolator Launcher


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

Rank Ability
Squaddie
Squaddie
You Got This
* You Got This can be used without breaking concealment. * The ally must be able to perform Overwatch shots in order to receive a benefit from You Got This.
Grant an Overwatch shot to a visible ally. Can be used once per turn and ends the user's turn when used.
Fist Strike
* The strike, while devastating, is fairly inaccurate due to the bulkiness of the suit suffering a -15 aim penalty. * The strike destructs the environment within 2.5 tiles of the attack.
Strike at an adjacent target dealing great damage, knockbacks the target and dealing great environmental damage to its surroundings
Environmental Immunities
* Immune to fire, poison and acid but not frozen
Immune to most environmental effects.
Wall Smash
* This ability will completely destroy any cover that the Andromedon walks through as long as it is destructible
Allows the Andromedon to move through cover, destroying any objects in their path.
Whirlwind
*A soldier can only gain one move per turn with this ability.
If you hit with a melee attack during your turn, gain a bonus move.
Template:Radiation Immunity (TJ)
Template:Pain Train (TJ) Template:Fire Wall (TJ)
Oasis of Death Extinction Spread the Doom.
Lance Corporal
Lance Corporal
Double Time
* Double Time can be used to move very long distances in a single turn, or to move and then take a normal sniper rifle shot. * The extra move action from Double Time is wasted if you use an ability that ends your turn, like firing your weapon, before taking the move. * Double Time has a 3 turn cooldown.
Gain a bonus move action this turn. 3 turn cooldown.
Salvo
*Soldiers with the Salvo ability are prime candidates for heavy armor.
Launching or throwing grenades, using heavy weapons or using the Gauntlet's Rocket Launcher with your first action will not end your turn.
Template:Pugilist (TJ)
Corporal
Corporal
Template:Chlorine Gas Bombardment (TJ) Template:Explosive Blob (TJ) Template:Dazzler Blob (TJ)
Sergeant
Sergeant
Burning Rush
* Immediately grants a bonus action point that can be used for movement. * Chemthrower basic attacks will not end the turn on the turn this is activated. * Has a 5 round cooldown. * Costs 1 Ammo. * Can only be activated if the soldier will still have enough ammo to fire after moving.
Activate to gain a movement AP, and basic Chemthrower attacks will not use up all AP this turn.
Template:Personal Shield (TJ) Template:Rumbling Tank (TJ)
Staff Sergeant
Staff Sergeant
Nimble Hands
* As a free action, reload your weapon. Can be used every 3 turns.
As a free action, reload your weapon. Can be used every 3 turns.
Soften Up
* Works with anything that uses weapon damage, including but not limited to firearms, melee, and grenades.
Gain +2 bonus damage on attacks against targets that have full HP.
Template:Crossout (TJ)
Tech Sergeant
Tech Sergeant
Sixth Sense
* Area attacks include grenades and other explosives, but not MEC Micro Missiles. * Faceless claw sweep counts as multi-target attack and will not hit this soldier. * Purifier's Flamethrower is another example of area of effect attack that is not an explosive weapon.
You are immune to multi-target and area attacks.
Blurred
* The farther away the attacker is, the larger the bonuses are.
Distance makes it hard to focus on the soldier. Provides bonus defense and dodge based on distance from the attacker.
Full Throttle
*Only kills by the Skirmisher count towards Full Throttle.
Gain +2 mobility with every kill this turn. Lasts 2 turns, including the current one.
Gunnery Sergeant
Gunnery Sergeant
Salt In The Wound
* All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. * Applies to all sources of damage caused by you. * If this unit inflicts Poison, Burning, Acid, or Bleeding on a target, then the tick damage of those effects will also be increased. * Damage bonus will not stack against targets suffering from multiple of these effects.
All attacks deal 1 bonus damage to targets suffering from Poison, Burning, Acid, or Bleeding. This includes tick damage from those effects.
Dervish
* More advanced weapons will deal more damage and shred more armor. * Breach is excellent for destroying cover, but deals less damage and has a smaller radius than a launched grenade. * Guaranteed damage makes Breach good for finishing off low-hp enemies. * Breach cannot crit. * Breach requires 3 ammo points and has a 3 turn cooldown.
Once per turn, killing an enemy reduces all your ability cooldowns by 1 Turn(s).
Crusader's Rage
*Wound reduction does not work if the soldier entered a bleeding out state during the mission.
Gain 25% damage boost for every 25% HP missing, up to 50% damage boost. Reduce wound recovery times for this soldier by 6 HP.
Master Sergeant
Master Sergeant
Template:Sucker Punch (LWOTC) Template:Twilight Blob (TJ)
Unscarred
* The bonuses are granted only when the soldier's health is full. * Deal 1-3 more damage based on armour tech. * Take 1-3 less damage based on armour tech.
When at full health, deal more and take less damage depending on armour tech.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/10/15/20/25/30/35 AP by tier.

Tier 1
10 AP
Tier 2
10 AP
Tier 3
15 AP
Tier 4
20 AP
Tier 5
25 AP
Tier 6
30 AP
Tier 7
35 AP
Combat Drugs
* A fast-acting stimulant in your smoke grenades grants units in the initial area +20 Aim and +20 Will for 2 turns.
A fast-acting stimulant in your smoke grenades grants units in the initial area +20 Aim and +20 Will for 2 turns.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Tactical Sense
*Gain 3 defense for each living enemy you can see, up to a maximum of 15 defense. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 3 defense for each enemy you can see, up to a maximum of 15 defense.
Steadfast
* Passive
Grants immunity to negative mental conditions including panic, mind control, stuns, and disorientation.
Resilience
* Resilience is useful for controlling the amount of damage you take if you get flanked. * Just because you can't be crit doesn't mean you won't die if you stand out in the open.
You can't be critically hit.
Bloody Knuckles
* This affects ALL melee attacks, including but not limited to attacks with a knife, sword, ripjack, or bayonet, and attacks that don't rely on a weapon such as Bull Rush.
Gain +3 damage with all melee attacks.
Full Kit
*Grants +1 charge per grenade item in a utility slot. *Applies to explosive and support grenades as well as Battle Scanners. *Extra grenades provided by Smoker and Flashbanger abilities do not get extra charges.
Grants +1 charge per grenade item in a utility slot.
Flashbanger
*Grants 1 free flashbang item to your inventory.
Grants 1 free flashbang item to your inventory.
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Combat Fitness
*Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Adrenaline
* Can activate up to 5 times per mission. * Does not activate when killing Lost. * Passive.
Each time you score a kill, you gain 1 Shield. Passive.
Evasive
*This ability will typically turn the first hit on a soldier into a graze, but being hit with undodgeable attacks will remove it without any bonus being applied.
Start each mission with 100 bonus dodge. The bonus is removed after you take damage for the first time.
Untouchable
*When Untouchable is triggered the soldier is immune to the next damage dealing attack during the enemy turn, even Area of Effect attacks.
If you score a kill during your turn, the next attack against you during the enemy turn will miss.
Run and Gun
*Run and Gun allows soldiers to close the distance to their targets rapidly, or to easily take a flanking position. *Run and Gun has a 4 turn cooldown.
Take an action after dashing.
Template:Free Smoke Grenade (TJ) Template:Draw Fire (TJ)
Riot Control
You have one free smoke grenade and one free flashbang use on every mission.
You have one free smoke grenade and one free flashbang use on every mission.
Template:Sensor Overlay (TJ) Template:Adrenal Neurosympathy (TJ) Template:Improvise Incendiary Grenade (TJ)
Iron Rations
* Battle Scanners are also considered grenades for the purposes of this ability. Note that heavy weapons, even if they're rocket or grenade based, are not affected by this ability.
Gain one bonus use on all your grenades and equipped rockets. Also, get one extra Frag Grenade in addition to your equipped grenades.
Template:Free Flashbang Grenade (TJ)
Formidable
*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.
Call For Fire
* Requires one action point and ends the user's turn. * Allies affected by this ability will not automatically end their turn. * 5 turn cooldown.
Enter overwatch. All allies in a 7 tile radius around you also enter overwatch.
Fastball
* Has a 5-turn cooldown.
The next grenade you throw or launch this turn doesn't cost an action.
Implacable
*The Fleche ability cannot be used after gaining a bonus move from Implacable.
If you score one or more kills on your turn, you are granted a single bonus move.
HEAT Arsenal
* HEAT Arsenal provides a substantial damage increase against robotic enemies such as MECs and Sectopods. * The damage increase happens before damage is reduced by Armor. * Combining HEAT Arsenal with Bluescreen Rounds will deal devastating damage to any robotic enemy. * HEAT Arsenal affects all damage sources, including but not limited to firearms, explosives, and melee attacks.
Confers +30% damage against robotic targets.
Battlelord
*Battlelord can allow the Skirmisher to prevail in the most dire of circumstances. *Battlelord has a 5 turn cooldown. *Turns from the Lost and enemy pod reveals do not grant the immediate action. *Abilities that refund action points, like Implacable and Hit and Run, will not work during Battlelord.
After each enemy in line of sight takes a turn, take an action after their turn is completed. No action points will be refunded (e.g. from Hit and Run).
Template:Explosives Handler (TJ)
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
This soldier has significantly reduced infiltration times while on missions.
Template:Galvanized Armor (TJ) Template:Thrash (TJ) Template:Against The Odds (TJ)
Impact Compensation
*After taking damage, gain a stacking 20% Damage reduction until the end of your turn up to a maximum of three stacks.
After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks.
Combat Presence
*Combat Presence can be used to get squadmates out of tough situations where they need an extra attack or move. *Combat Presence has a 4 turn cooldown.
Grant an extra action to a squadmate.
Butcher
* Organic targets means all non-mechanical units.
Increases damage against organic targets by 30%.

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Stat Progression

  • Desolator is unflankable and starts at 20 defence, gains +5 at SGT and +5 at
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
0 0 0 0 0 0 0 0
Armor
Armor
1 0 0 0 0 0 0 0
Dodge
Dodge
0 3 3 1 0 3 3 3
Total Health
Health
1 1 1 2 2 2 2 3
Aim
Aim
2 4 6 8 10 12 14 16
Will
Will
0 0 0 0 0 0 0 0
Armor
Armor
1 1 1 1 1 1 1 1
Dodge
Dodge
0 3 6 7 7 10 13 16

See Also

XCOM Units in Ted Jam
LWOTC Soldiers

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
LWOTC Unlockables

Psi Operative

SPARK

Officers
Faction Heroes

Reaper

Skirmisher

Templar
Trainable Soldiers

Agent

Akimbo

Arsonist

Buccaneer

Combat
Engineer

Dragoon

Heavy

Hitman

Hijacker

Hoplite

Hunter

Infantry

Juggernaut

Recon

Scrapper

Stormtrooper

Survivalist
Untrainable Soldiers

Crasher

Keeper

Stormrider

Warden
MEC Troopers

MEC Assault

MEC Heavy

MEC Hellion

MEC Protector

MEC Reaper

MEC Skirmisher

MEC Sniper

MEC Support

MEC Templar
Playable ADVENT

Assault Trooper

Bio Assault Trooper

Bio Barrier Trooper

Bio Captain

Destroyer Commando

Frost Captain

Frost Lancer

Frost Purifier

Frost Technician

Officer

Pathfinder

Pathfinder Hunter

Priest

Purifier

Raptor Commando

Shieldbearer

Stunlancer

Wraith Commando
Playable Aliens

Andromedon

Archon

Berserker

Desolator

Faceless

Frost Adder

Frost Bomber

Frost Mamba

Frost Necromancer

Muton Beleaguer

Muton Harrier

Muton Hunter

Muton Prowler

Muton Sapper

Muton Trooper

Naja

Python

Sectoid

Sectoid Abjurer

Sidewinder

Viper

Viper Marauder

Warmaster

Winter Sentinel
Buildable Units

Junk SPARK

Resistance MEC

MEC Archer

MEC Pyroclast

Prototype Assault MEC

Military Assault MEC

Frost MEC

Frost Droid

ADVENT Drone

Hunter Drone

Enigma Drone

Phase Drone

SHIV

Alloy SHIV

Elerium SHIV

Celatid Turret

Alloy Celatid Turret

Elerium Celatid Turret

Chryssalid Hound