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Psi Operative (LWOTC)

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Psi Operative
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, armor and shield HP.
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 5 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 ignores armor. *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 ignores armor. *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 Fortress adds both Bastion and Null Ward to the pool of available perks for a given Psi Operative.

XCOM Abilities

XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.

Tier 1 Defensive
10 AP
Tier 1 Offensive
10 AP
Tier 2 Defensive
15 AP
Tier 2 Offensive
20 AP
Tier 3 Defensive
25 AP
Tier 3 Offensive
30 AP
Tier 4
35 AP
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *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 5 dodge per enemy you can see, up to a maximum of +30.
Flush
* Flush has a 3 turn cooldown. * +30 bonus to aim. * Damage is reduced by 50% * Cannot crit or apply bonus ammo effects. * Cannot be used from concealment. * Target loses 10 defense and 30 dodge. The debuff lasts 1 turn and can stack. Requires the target to be hit to be affected.
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits.
Lone Wolf
*Gain +3 Aim and +3 Defense for each tile of distance between this soldier and the nearest ally, starting at 4 tiles distant. *Bonuses cap at +12 Aim, +12 Defense when 7 or more tiles from the nearest ally. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles.
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.
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
This soldier has significantly reduced infiltration times while on missions.
Iron Curtain
*If this cone-based attack hits, Iron Curtain does 50% of normal damage and imposes -8 mobility to the enemy for 2 turn(s). *Iron Curtain has a 3 turn cooldown. *Uses 3 ammo. *Can be used after moving. *Iron Curtain does not work with shotguns or sniper rifles. *Allies in the cone can be hit by this ability.
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon.
Chain Shot
* Chain Shot requires 2 ammo points. * Chain Shot has a 3 turn cooldown. * Chain Shot has a -10 aim penalty. * Chain Shot can be devastating against non-cover enemies, or when augmented with aim bonuses.
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically.
Smoker
*Grants one free smoke grenade item to your inventory.
Grants one free smoke grenade item to your inventory.
Damn Good Ground
*Confers +10 aim and +10 defense against targets at a lower elevation. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Confers +10 aim and +10 defense against targets at a lower elevation.
Ever Vigilant
*Ever Vigilant enables an extremely mobile style of play for the soldier. *LITERALLY any action other than moving will invalidate Ever Vigilant.
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn.
Shredder
*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.
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.
Rupture
*Rupture requires 3 ammo points. *Rupture has a 4 turn cooldown. *Ruptured targets take 3 additional damage from every attack.
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future.
Sentinel
*Reaction shots may only target an enemy once.
When in overwatch, you may take two reaction shots.
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.
Aim
*The bonus granted by Aim can apply to any weapon shot.
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn.
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.
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.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Enemy attacks against you suffer a -30 penalty to critical hit chances.
Precision Shot
*Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. *Precision Shot has a 4 turn cooldown.
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown.
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
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.
Bring 'Em On
*Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. *Units visible at squadsight ranges do confer bonus. *Applies to damage from the soldier's primary weapon and, if the soldier has Biggest Booms, explosives (damaging grenades, rockets, etc.).
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives.
Inspire Agility
*Give a friendly unit 30 Dodge until the start of your next turn. *Killing an enemy unit grants an extra charge. *Usable once per turn. *Starts with one charge and is a free action.
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action.
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.
Brawler
Take 35% less damage from any melee attack, or attacks from within 5 tiles.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Trench Gun
*Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. *Trench Gun has a 4 turn cooldown. *Requires 1 ammo. *Ability will not be available with other primary weapons. *The shot will not penetrate heavy cover, so this ability is best used in flanking situations. *Allies in the area of effect can take damage.
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown.
Fortify
* Activate to grant the soldier +20 defense until the beginning of the soldier's next turn. * This ability is a free action and has a 3-turn cooldown.
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown.
Target Focus
*Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. *Unflankable enemies are ones that can't take cover, such as Drones, MECs and Berserkers.
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies.
Dense Smoke
*Your smoke grenades confer an additional 10 defense to those within the smoke, for a total of 30. Also grants one free Smoke Grenade.
Your smoke grenades confer an additional 10 defense. Also grants one free Smoke Grenade.
Close and Personal
*Confers +30 critical chance against adjacent targets. *Bonus reduced by 5 for each additional tile of distance from the target, down to 0 at 7 or more tiles.
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target.
Reposition
*Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. *Works with Hit and Run.
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon.
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.
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.
Return Fire
*Return Fire will only trigger once per turn. *Return Fire can be triggered by melee attacks and area of effect attacks. *Return Fire will not trigger when targeted by overwatch fire.
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses.
Rapid Reaction
*When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots.
Avenger
*Avenger will not activate if this unit is shot at. *Can only activate during the enemy's turn. *Can only trigger once per turn.
Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses.

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 = 5/6/7/7 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

Overview

Assault

Grenadier

Gunner

Ranger

Sharpshooter

Shinobi

Specialist

Technical
Unlockable

Psi Operative

SPARK

Officers
Faction

Reaper

Skirmisher

Templar