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Psi Operative (TJ)

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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.

Rank Ability
Initiate
Initiate
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.
0
Earth Heal
* Has 2 charges. * Shares charges with White Flame. * The initial heal scales with psi offense. * Bleeding out allies will be stabilized by the initial heal.
Harness the energies of leaf and loam to heal the target over time. Bleeding out allies will be stabilized.
Corpore Sano
* Has 2 charges. * The heal scales with psi offense. * The heal has a base of 4-6 and a max of 9-11.
Psionically heal an ally from moderate range.
Telepath Telepath Mysticism
Acolyte
Acolyte
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.
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.
Mindspin
* This ability can inflict disorient, panic or mind control
Launch a mental psionic attack, inflicting a negative mental effect. 3-turn cooldown.
Adept
Adept
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.
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
Marionette Control
* Has a 6 turn Cooldown. * Lasts 3 turns. * Target uses their Hack Defense instead of Will to defend against this ability.
Psychic. Seize control of a robotic target, as if manipulating a puppet.
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.
Singe
* Primary weapon attacks have a 33% chance to set fire to enemies, and Shred 1 armor.
Primary weapon attacks have a 33% chance to set fire to enemies, and Shred 1 armor.
Mystic
Mystic
Soul Mania
* If an enemy begins their turn within 2 tiles, Soul Mania will trigger if that enemy tries to attack the soldier. * If an enemy does not begin their turn within 2 tiles, then Soul Mania will trigger when that enemy moves into that range. * Soul Mania deals the same base Psionic damage as Soulfire and similarly cannot target robots, but does NOT ignore armor or shields like Soulfire does. * Soul Mania is guaranteed to hit, but is still considered a reaction attack and thus won't target units that have Shadowstep. * Will not trigger during the soldier's own turn.
Free Psionic attacks on any enemies that enter or attack from within 2 tiles. Guaranteed to hit but will not target robots or units with Shadowstep.
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.
Warlock
Warlock
Fireball
* Has a 5 turn Cooldown.
Kinesis. Launch an explosive ball of fire, damaging and igniting everything in the targeted area.
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.
Adrenaline
* Can activate up to 5 times per mission. * Does not activate when killing Lost. * Passive.
Open a small Psionic rift that disables the weapons of any units caught in its radius, and deals damage within that radius after one turn.
Magus
Magus
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.
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.
Compulsion
* Has a 4 turn Cooldown.
Psychic. Compel an enemy to fight for you, albeit only briefly.
Master
Master
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.
Schism
* If Insanity is successful, the target will take 2-4 damage, and take +2 damage from all future attacks.
Insanity now does a small amount of guaranteed damage, and applies Rupture to the target.
Mind Control
* Has a 5 turn Cooldown.
Psychic. Compel an enemy to fight for you.

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 AP per tier level.

Tier 1 Tier 2 Tier 3 Tier 4
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.
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.
Combat Fitness
*Combat Fitness provides 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge.
Transmit Prana
* Expend both actions to give an ally an extra action.
Close The Tired Eyes
* Costs 1 action, and does not end the turn. * Will not break concealment. * A helpful trick for harmlessly incapacitating civilians that might otherwise alert ADVENT.
Ray Of Life
* Has 1 charge.
Resilience
*Enemy attacks against you suffer a -30 penalty to critical hit chances.
Impact Compensation
*After taking damage, gain a stacking 20% Damage reduction until the end of your turn up to a maximum of three stacks.
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.
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.
Brawler
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
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.
Tradecraft
*This soldier has significantly reduced infiltration times while on missions.
Kyrie Elesion
* Does not end the turn if used as the first action. * Does not stack with other major barriers. * Recasting before expiry will refill the amount the barrier can absorb. * Has a 4 turn cooldown.
Searing Lance
* Has a 6 turn Cooldown. * Creates a trail of fire in it's wake.
Zone of Control
*All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility.
Acidball
* Has a 5 turn Cooldown.
Psychic Reload
* Reactions and Free Actions will not trigger Psychic Reload.
Street Sweeper
*Medium-range, cone-based shotgun attack. *The spread pattern is blocked by heavy cover. *Uses one action and 2 ammo. *Street Sweeper has a 5 turn cooldown. *Does 3 bonus damage against unarmored targets within the spread pattern. *Cannot be used with non-shotgun weapons. *Allies can be injured by this attack.
Restore Life
* Has a 4 turn Cooldown.
Poisonball
* Has a 4 turn Cooldown.
Evil Gaze
* Uses a mental attack roll, but mental immunity will not protect against it. * This makes it very easy to hit robotic foes, which typically have extremely low will. * Has a 4 turn cooldown.
Pandemonium
* Has a 6 turn Cooldown.
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.
Ball Lightning
* Has a 5 turn Cooldown.
Lightning Bolt
* Has a 6 turn Cooldown.
Phantasmal Killer
* Phantasmal Killer will deal 3 damage initially. * Deals 0 plus 2% of the soldier's psi offence as damage per enemy action negated. * Duration of the prison depends the tech level of the psiamp. * Lasts up to 4 actions. * Targets trapped by Phantasmal Killer cannot take actions or dodge, but can be targeted by other attacks. * Has a 5 turn cooldown.
Kinetic Rescue
Template:Kinetic Rescue(TJ)/Info
Kinetic Pillar
* Has a 2 turn Cooldown.
Fire Whip
* Uses a mental attack roll, but mental immunity will not protect against it. * This makes it very easy to hit robotic foes, which typically have extremely low will. * Has a 4 turn cooldown.
Delayed Blast Fireball
* Shots against the mined target are guaranteed to hit. * Has a 6 turn Cooldown.
White Flame
* Has 2 charges. * Shares charges with Earth Heal. * The initial heal scales with psi offense. * Cleanses mental and psionic ailments, including unconscious.
Thunderous Roar
* Uses a mental attack roll, but mental immunity will not protect against it. * This makes it very easy to hit robotic foes, which typically have extremely low will. * Has a 3 turn cooldown.
Caustic Lance
* Has a 6 turn Cooldown.
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.).
Holo Targeting
*Directed primary weapon-specific abilities will grant Holo Targeting. *Any abilities that target multiple units will not grant Holo Targeting.
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
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.
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.
Speed Shift
* The soldier's bondmate receives double the bonus. * Learning this on soldiers that don't need to move much can help out flankers or squadmates weighed down by rockets.
Healer's Mind
* Corpore Sano gains 2 bonus charges. * Ray of Life gains 1 bonus charge.
Silence The Sane Mind
* Has a 4 turn Cooldown.
Aim Shift
* The soldier's bondmate receives double the bonus.

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 6 6 6 6 6 6 6
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 51 57 63 69 75 81 87

Sample Builds

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